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The Rampant Hart

 The Hart is the faction of chivalrous rogues, street-smart knights, and high-stakes brokers. They are a brotherhood of elite martial artists who command the tournament grounds by day, and a network of charismatic scoundrels who dictate the flow of wealth by night. If you believe rules are meant to be masterfully bent, but your word is an unbreakable bond—welcome home. 

charactor sheet

Hart of the Action

Our faction hosts the absolute best events! From Archery Tournaments to

Tavernball games.

We run the underworld tavern culture, trading in illicit favors, charm, and high stakes !

Heavy Metal... and padding

Our custom sports gear is tailored for medieval warfare practice. If you want to pick up some heavy gear, and absolutely dominate on the AMMA Field—welcome home 


Economic Leverage

We control the import of goods and the distribution of wealth in the valley, giving us a massive advantage for building up funding for training equipment.

RAMPANT HART

Additional Information

 Territory Claim & The Engine

  • The Proving Grounds: The Hart holds absolute dominion over the main AMMA combat fields.
  • The Automated Concession: The Hart controls the central merchant ledger and automated supply hubs at the field. To the untrained eye, they are just running a bustling trading post. In reality, they are using advanced, hidden infrastructure to track every coin, monitor resource flow, and fund their private training arsenals.

Visual Aesthetic 

  • The Palette: Regal Crimson, Weathered Leather, and Polished Gold accents.
  • The Silhouette: "Roguish Nobility." Think structured, protective medieval martial gear paired with asymmetry. Tailored jerkins, asymmetrical half-capes, duelists' gloves, and utilitarian hardware.
  • Aesthetic Guardrails:
    • Do: Wear high-quality leather, structured tunics, and battle-worn armor with a bit of swagger.
    • Don't: Look messy or unkempt. Even a rogue Hart looks sharp enough to meet a king; even a knightly Hart looks fast enough to escape a guard.

The Guild Trade
Because the Hart dominates the physical tournament grounds, their entire economy revolves around the celebration of skill, physical assets, and the finer things in life:

  • Goods Sold: Custom martial gear, Rugged clothing, Imported luxury rations.
  • Services & Lessons Offered: AMMA weapon masterclasses, tactical combat coaching, high-stakes tournament hosting, and "Security Escorts" for merchants traveling between camps.

The Internal Split 

  • The Shed Crown: Focused entirely on martial dominance, absolute peer honor, and the open-field defense of the sanctuary. They view the tournament field as a sacred space for honing the ultimate warriors. Colors: Wine Red, Garnet, Red tones
  • The Subtle Heroes: Focused on the flow of coin and exploiting the system. They view their territorial dominance as the perfect cover to smuggle resources, protect outcasts, and skim off the top to fund the valley’s lower class. Colors: Peacock Blue, Sapphire, Blue tones

Immediate Border Conflicts

  • The Amethyst Conclave: The magic-focused Conclave constantly tries to use "wards and hexes" to disrupt the physical automated systems at the Tournament Field. The Hart views them as stuck-up elites who need to be taught a lesson via economic blockades or worse... ignoring them.
  • The Hallowed Lance: The Hart considers them rigid, boring purists who don't know how to run a real economy.

Attitude Toward The Shiver
The Hart treats the Shiver like the ultimate underdogs. To a Hart, the Shiver aren't creatures to be studied or feared. The Shiver are the ultimate companions.

  • The Code: A cryptid with a blade or a craft is a peer. The Hart actively recruits Shiver bouncers for their after-parties, employs Shiver artisans to manufacture elite AMMA gear, and uses their smuggling networks to move vulnerable Shiver residents into the village completely undetected by the outside world.

The Rampant Hart

Old School Gameplay Basics

 Faction:  The Rampant Hart  The Knights (Warriors/Berserkers/Barbarians...)
Camp Landmarks: Tavern concession stand & "Tavernball" / Archery Tournament / AMMA Field
Archetypal Buffs: Warmth & Charisma:
Increased resistance to cold weather/night conditions;
bonus to diplomatic negotiations and trading prices.
Anti-Buffs (Vulnerabilities): Clunky & Loud:
Heavily penalized in stealth; highly vulnerable to magic hexes and projectile ambushes.
Faction Point Manipulation / Conversion: The Tithe:
The Rampant Hart controls the only concessions stand at the Tournament Field
They automatically tax neutral players trading at their camp:
1 pp per transaction with each neutral player per day
Banner: Gold Rampant Hart (Stag) on wine red field
Element: Earth

Faction Ambassador to the Lodge: Lee


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