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Post by Tular on May 17, 2004 19:22:38 GMT -5
Seems my access to the mud has been restricted for a bit, but I can still post here, so I'll have to do with that instead.
Working on the national clans, and developing the Game of Houses, I'm trying to flesh out the character of the world just as the builders are trying to flesh out its borders. As such, I'm working out ways that a commoner may advance in a nation clan differently to how a noble would.
I intend to add some pros and cons of each station in life, but unfortunately am running short on time today. As such, if anyone thinks of advantages or disadvantages, I urge you to add them here.
eg. Under Tairen law, a noble can get away with many things that a commoner would probably be hanged for. A commoner in most lands, however, can pass without people taking much notice, and would be more likely to overhear sensitive rumours in taverns they passed through, commoners being suspicious of nobles and all.
I'll get back to this later *tosses in a silver throne*
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Post by Tular on May 18, 2004 22:30:03 GMT -5
Commoners Advantages - Protection from criminals/bandits/threats provided by liege lord - Right to approach liege lord for counsel - Access to local gossip that wouldn't be readily shared with nobility - Lack of fame allows commoner to pass with anomity in crowds and freedom to move about unannounced - Class gap places beneath notice of most nobility - Greater freedom to be oneself within the limits of the law Disadvantages - Subject to judgement under common law - Excessive wealth considered with suspicion of illicit accumulation - Subject to class discriminating laws and taxes - Considered inferior by nobility - May be drafted into military service by local liege lord at whim - Lifestyle generally influenced by dominating local liege lord
Nobles Advantages - Levy taxes from won lands - Conscript retainers from lands - May call on nations guard for assistance - Access to House assets and resources - Lifestyle: = Finer clothing = Expansive lodgings = Servants/Retainers = Diverse/tasty foods = Balls/Parties/Parades - Invited to preside at official functions in community - Judged under High Law - Fame and recognition Disadvantages - Risk loss of lands, title and position - Risk assassination attempts - Risk kidnap/ransom - Risk conflict with rival House - Risk conflict with Guilds Obligations to Crown - Collection of Crown taxes - Quell civil unrest - Escort Crown officials Obligations to House - Support in House enterprises - Supply armsmen when required - Maintain House alliances Obligations to Citizens - Provide protection and security against raiders, bandits, criminals and wild animals - Judgement/punishment of crime and disputes in lands - Give counsel to petitioners - Protect local industries and assets - Ensure year round availability of food and shelter Obligations to Peers - Support in times of need - Lifestyle to reflect station - Ensure citizens respect/fear nobility
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yurai
Mirrors Mudder
Posts: 33
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Post by yurai on May 19, 2004 12:21:45 GMT -5
It seems as though you're giving the Nobility way too much disadvantages and the Commoners not enough, and also Nobles should have way more advantages.
As for how commoners can rise in station, beside the army and becoming merchants, there are other ways they can still have some form of power without having the same duties of a noble. I.E. The woman in Caemy that was in charge of running the entire palace's workforce and keeping everything running smoothly, or the Clerk, an attendant(or is it intendant???) of a noble that might overhear stuff and try to sell it..... stuff like that, not too boring to rp and it's still logical.
There's always the small, minuscule, relatively impossible chance of them being made lower nobles, and from there they can start to gain power and whatnot, and might eventually pass to mid-ranking nobles, stuff like that.
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Post by Tular on May 24, 2004 23:19:39 GMT -5
It may prove easier to understand what I intend with national clans if you ignore the rank names for now. Clan ranks show a players influence in national affairs, and the current rank titles merely give examples of those with an equivalent influence.
In regards to the First Clerk, or First Maid, these are both officials at the highest ranks of the public service. They have alot of power and influence within their field, but no-one would consider in their wildest delusions that the First Maid holds anything close to a claim for the Throne. Rather, you could consider her to be in control of a national industry, which I believe I have noted elsewhere as something along the lines of Advisor rank in influence.
Actually guidelines how clan ranks vs common/noble lineage have been set down, but as they are for imms eyes only, I've put them in a restricted section. I can't be giving away all my surprises, after all.
As far as nobles having a bigger disadvantage list, they have a fair number of benefits to offset them, and many of their disadvantages are minor, and good spawn for related rp. Commoners have by far the biggest disadvantage, and that is being judged under common law. In most cases that results in death rather than the noble's slap on the wrist. Also, since players are by default commoners unless they choose to be noted as nobility in the newbie area, I've left their list fairly short. It will therefore be up to noble players to determine just how "advantaged" commoners in the game are.
*tosses in another Silver Throne*
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