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Fantasy Final Argument of Kings - Lore

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Tempestus

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Regarding The Rights of Baneblood

It is the Opinion of this Court and through established tradition that these rights hold self-evident.

The Right to Embody
Whereas these of pure birth are empowered to raise bodies of armed levies for defense of life and property. Granted.

The Right to Petition.
Whereas these of pure birth are empowered to bring objections and grievances to their sovereign without reprisal. Granted.

The Right to Judgement
Whereas these of pure birth are empowered to receive trial by an assembly of peers or military tribunal. Granted.

It is the discretion of the sovereign to grant these rights among baneless subjects.

Entered herein this Thirteenth Day of 3rd Seed, Three-Hundred and Thirty.

***The sign would read the following***

Crawleigh and Sons Chantry Est. 401

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(This image is from Paul Wang's site.)

***These posters are littered throughout the streets***

WORSHIP THE SAINTS! JOIN THE KNIGHTLY ORDERS!
Come one, come all and be deemed equal under the Eyes of the Saints. For your labors in this life will transfer onto the next should you die bravely in support of a great cause. The Four Orders: Orders-Militant, Orders-Succourant, Orders-Aspirant and the Order of Saint Joshua are all in need of your valuable services. No deed is too small, such as sweeping floors or feeding our heroic baneblooded knights. You too can be apart of something greater. Find your nearest church or temple today!

There are a number of different currencies used by each fiefdom. The one most commonly used is called the "Crown", which is worth roughly $400 USD in comparison to our world. Crowns can be manually split by a working blacksmith or treasury agent and accepted in halves, quarters, or eighths. There are smaller denominations which are seldom used by banebloods, but are commonly found amongst commoners.

Living Expenses - The lives of blood royals are often extravagantly expensive. There's taxes on land and estates, wages for all the staff who manage your estate and not to mention town improvements. It is not uncommon for families to be in serious debt like 10,000+ crowns.

Purchasing a Military Commission - In order for a soldier to receive an officer's grade, she must first be brevetted by a superior officer. Then she must purchase said commission with its weight in crowns. For example, a cavalry cadet becoming a lieutenant-colonel must pay 1500 crowns to receive promotion. That's over $600,000 in comparison!

War - Someone has to feed the army and put shoes on their feet. And what about their weapons? Those piles of lumber are just sticks until an armorer turns them into muskets. Expect to increase your fiefdom's expenses by 50% for every two years at war.

Climate - There are four seasons in Tierra: Seed, Harvest, Leaf and Snow. Each season has three months and they are described as 1st Seed, 2nd Seed, 3rd Seed, etc...

For the purpose of this RP, an entire season will pass after roughly three weeks real time.

As you'd expect, Seed and Harvest are a time of warmth and abundance. Travel is relatively easy-going and the markets remain open longer. On the flipside of things, during Leaf and Snow it rains and snows more frequently (especially in the North). Goods are harder to procure, projects take longer to complete and movements are impeded by rough terrain.

Travel - Characters or armies can move up to two regions during either Seed or Harvest and only one region during Leaf or Snow. Ship travel does not affect this, as storms and icy channels slow progress.

Great Houses - The Great Houses represent major powers that can field large armies. These include Wulfram, Aetoria, Cunaris, Havenport and Warburton.

Infantry - 20,000 (muskets, rifles)

Cavalry - 5,000 (light, heavy, lancers)

Artillery - 50 (cannons, howitzers, rockets)

Navy - 15 (ships of the line)

Satellite States - The Satellite States may be smaller than the Great Houses but a few are on the rise. These include Weir, Castermaine, Leoniscourt, Crittenden, Gillaumache and Weathern.

Infantry - 10,000 (muskets)

Cavalry - 2,500 (light, heavy)

Artillery - 25 (cannons, howitzers)

Navy - 7 (ships of the line)
 
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