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Feudal System with 1.4 Skills

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Vinnyvedivici

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((In light of the new patch, I have a proposal that should help keep our general population productive and increase Dwarven power. With the ability to specialize in skills, some players will be better at certain tasks than others. This system will allow dwarves to focus on their speciality by matching skills together))

*You begin to read a large scroll on the Kal Urguan Message Board*

I, Lucius Murmillo, propose a restructuring o' the Dwarven people and government. We are the skilled decendants of Urguan, and I say it's time we use those skills fer the good of the Dwarven race! If Kal Urguan were ta be attacked by the undead or God ferbid another war were ta be started with Oren o' the sunbaked Orc's would we be prepared? We 'ave high numbers o' dwarves outta work, and not enough work fer them. Let us form a Feudal society! Feudalism works by holdin' land in exchange fer services or goods.

Overview:

The King

- King Algrim, through his Divine Right as King and ruler o' our people shall distribute land and titles as he sees fit.

- Responsible fer the ultimate security o' the Kingdom, and the utilization o' it's treasures.

Nobility

- The High Council, Clan Leaders, an' various Lords and Ladies will make up this portion o' the system. Each noble will have a weekly quota ta deliver ta the Kingdom in Kal Urguan. The nobles shall each deliver a minimum o' 16 iron ignots, 256 wheat, 32 wool and 64 logs as well as provide for 2 guardians. Higher nobility and nobles with more land will be expected ta suppliment their quotas with rare and precious materials.

- Nobility are responsible fer overseeing the collection o' materials

Guardian

- This would include city, town, and Clan guardsmen, as well as the standing Army. Full-time guardians are ta have their food, housing and equiptment provided fer them. Part-time guardians may be required ta provide a portion of their equiptment and will be given land and a partial citizen quota.

- Responsible for the saftey of the realm, its citizens and its treasure.

Citizen

- The remainder o' the Kingdom's populace will be citizens. Citizens will have weekly quota's and will be responsible fer delivering it ta their Noble. They may be farmers delivering 64 wheat, Woodsmen delivering 32 logs, shepards delivering 30 wool, miners delivering 16 iron or any combination of the above. They may take up arms as citizen soldiers and provide part time work as guardians for a reduced quota- but must provide their own equiptment.

- Citizens supply our Kingdom with the raw materials necessary for the system to work.

Fellow Dwarves, this is more than a simple restructuring- this is our return ta Glory! With one move we can provide jobs fer our whole society (beyond the feudal system and the quota jobs we will need Seneschal's to keep track and store the quotas at the kingdom and noble levels as well as protection from banditry and monsters as we traverse Aegis carrying precious goods), we will be able ta develop Kal Urguan into a real dwarven city (we will need a treasury, armory, and grainery fer the kingdom's resources), and we will be able ta support an active, well equipt army capible of striking out against our foes and the undead!

Signed,

Lucius Murmillo

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((In light of the new patch, I have a proposal that should help keep our general population productive and increase Dwarven power. With the ability to specialize in skills, some players will be better at certain tasks than others. This system will allow dwarves to focus on their speciality by matching skills together))

*You begin to read a large scroll on the Kal Urguan Message Board*

I, Lucius Murmillo, propose a restructuring o' the Dwarven people and government. We are the skilled decendants of Urguan, and I say it's time we use those skills fer the good of the Dwarven race! If Kal Urguan were ta be attacked by the undead or God ferbid another war were ta be started with Oren o' the sunbaked Orc's would we be prepared? We 'ave high numbers o' dwarves outta work, and not enough work fer them. Let us form a Feudal society! Feudalism works by holdin' land in exchange fer services or goods.

Overview:

The King

- King Algrim, through his Divine Right as King and ruler o' our people shall distribute land and titles as he sees fit.

- Responsible fer the ultimate security o' the Kingdom, and the utilization o' it's treasures.

Nobility

- The High Council, Clan Leaders, an' various Lords and Ladies will make up this portion o' the system. Each noble will have a weekly quota ta deliver ta the Kingdom in Kal Urguan. The nobles shall each deliver a minimum o' 16 iron ignots, 256 wheat, 32 wool and 64 logs as well as provide for 2 guardians. Higher nobility and nobles with more land will be expected ta suppliment their quotas with rare and precious materials.

- Nobility are responsible fer overseeing the collection o' materials

Guardian

- This would include city, town, and Clan guardsmen, as well as the standing Army. Full-time guardians are ta have their food, housing and equiptment provided fer them. Part-time guardians may be required ta provide a portion of their equiptment and will be given land and a partial citizen quota.

- Responsible for the saftey of the realm, its citizens and its treasure.

Citizen

- The remainder o' the Kingdom's populace will be citizens. Citizens will have weekly quota's and will be responsible fer delivering it ta their Noble. They may be farmers delivering 64 wheat, Woodsmen delivering 32 logs, shepards delivering 30 wool, miners delivering 16 iron or any combination of the above. They may take up arms as citizen soldiers and provide part time work as guardians for a reduced quota- but must provide their own equiptment.

- Citizens supply our Kingdom with the raw materials necessary for the system to work.

Fellow Dwarves, this is more than a simple restructuring- this is our return ta Glory! With one move we can provide jobs fer our whole society (beyond the feudal system and the quota jobs we will need Seneschal's to keep track and store the quotas at the kingdom and noble levels as well as protection from banditry and monsters as we traverse Aegis carrying precious goods), we will be able ta develop Kal Urguan into a real dwarven city (we will need a treasury, armory, and grainery fer the kingdom's resources), and we will be able ta support an active, well equipt army capible of striking out against our foes and the undead!

Signed,

Lucius Murmillo[/i

* Lucius Murmillo has a hawk fly down upon his arm with a small scroll attached to its leg, Lucius takes the scroll and reads aloud*

Dear Lucius Murmillo,

I recently saw yer scroll on da message board, I like dat yer comin' wit ideas and such but dis beh what weh currently 'ave in progress... We 'ave da King, and instead of "Nobility" we 'ave "High Council". Instead of "Guardians" we 'ave "Guards". And everyun' else be citizens. And belive me, we are workin' on creatin' more jobs fer da city.

-Signed Lord Marshall Camppington

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* Lord Marshall Campington's hawk returns to his arm with a small scroll attached to its leg, Lord Marshall Campington takes the scroll and reads aloud*

Honorable Lord Marshall Campington:

I am pleased ta know that ye have heard my proposal. Let me first tell ye of my gratitude fer the hard work the High Council 'as done and my appriciation fer yer dedication to Dwarvenkind. The proposal is intentionally similar to the existing structure tha' is in place. Fer the purpose o' clarification I will explain a bit more.

- Adopting Feudalism will not change our power structure at all, nor would it change our millitary or guardsmen. Rather, it will be a simple grouping of dwarves by socital role and expectation.

- Feudalism will merely add requirements to all dwarves participating in our society.

- Fer example, th' FDA and Kal Urguan would both be classified as Guardians, but otherwise they retain the same leaders and members as before. The only difference is now the Kingdom will be able to arm and equipt members with the best equiptment possible, and provide food fer healing as well. This will be done by having individual members paired up with nobility-from High Councilmen ta Clan Leaders ta regular Lords an' Ladies.

- We already ha' Nobility, I am just suggesting that there be requirements fer being noble. We have the High Council, an' we have Barons (Lords). This just makes them auctual Lords, with people that they protect and collect quotas from, as well as their own quota to fulfil fer bein a Lord. (Their quota should be the combined quotas of the citizens in their fiefdom.) The task of Nobility is simply to orginize, collect, and deliver citizen's quotas to Kal Urguan.

- We also have Clan leaders such as th' Irongut snd Snowbeard clans that have dwarves already under them, so by allowing them to become nobility we tap into their existing structure and resources.

- This would not change anything that is in place, just add requirements fer being a member o' the Kingdom. This will add jobs!

- Seneschals (or Stewards) will be created by those nobles and probably the knigdom to keep track of the quotas and ensure they are being filled.

- Builders/miners will be needed as we create a treasure room, a grainery and armory to store the Kingdom's supplies.

Hopefully this answered yer questions about the proposal!

Signed,

Lucius Murmillo

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((if you implement this, it will "work" for one week, and then the people will start to get annoyed with having their items taken each week and will eventually end up losing this system anyway, just my opinion))

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((if you implement this, it will "work" for one week, and then the people will start to get annoyed with having their items taken each week and will eventually end up losing this system anyway, just my opinion))

((yah that would personally annoy me.))

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*Hiebe reads this and thinks*

Aye mates this may be a good idea as our king doesnt get resources himself ! we should tithe some of our own stuff to the kign and would gladly run a colony for him if needed!

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What ye mean by colony, and I have made an announcement fer jobs. Bring ideas their so we can improve jobs in Kal'Urguan.

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( like dragon age games we could have a massive underground road that leads to another city or colony once our numbers increase )

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