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kubera

kubera


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PostSubject: Cirdastan- details   Cirdastan- details Icon_minitimeTue Aug 26, 2008 3:36 pm

I know we've discussed some of this but lets actually finalize how the town will work.

This is my rough starting point
comment , argue, expand and vote on what we actually want

Administration


While Cirdastan is ruled/owned by a council made up of the 6 founders, the day to day administration of Cirdastan is controlled by the Castellan ------- -------- , Captain -------- --------, and the mage Arcturus. These three are responsible to further the long term plan, as well as defend and enrich the town during the long absences of the council, while they look for more glory and capital to fund the town. With the rise of Cirda and the potential impact her temple will make on the town, Lysse will undoubtedly be called upon in an advisory capacity.



Boundaries of Cirdastan



The council has claimed all lands on their small peninsula from the river --- ---- to the river--- --- inland to the top of the forested escarpment. While they do patrol this whole area watching for Pomaj troops, lumbering and prospecting, real control and protection can only be enforced to near the duck blind at the split in the river and settlers are certainly not encouraged to build that far inland at this point.



Settlement


Land in Cirdastan belongs to the founders until such time as it is sold or granted to settlers. Lands within the walls and lands marked for development of a urban town will remain owned by the town itself but long term business or residential leases will be made available Lands outside the proprietary zone can be sold by the town or granted to settlers. Land grants(10 acres) can be made for professional farmers who qualify after interview (detect evil, detect lazy, detect malcontent, detect hot daughters) soldiers who sign on to stay in Cirdastan can receive various sized acreages based on rank, or small town plots to build on if they don’t wish to farm on the side.



Citizenship


While nearly anyone can visit or take up residence in Cirdastan, one must take citizenship in order to own land.

Citizens pay a modest tax on their production and are required to supply labour for construction and improvements in the off season. (after defensive construction is done community input on projects will be welcomed) Should they have the coin they may opt out of community construction buy buying someone elses labour to replace their own.

Finally all Citizens of age will be enlisted in the militia and will receive combat training and appropriate quality weapons and armour. As long as they are physically able they may not opt out of basic training. A citizen who cannot defend themselves endangers all citizens in such a hostile realm.


While these conditions on citizens may be seen as a heavy financial and physical obligation to the town, settlers received free land, seed, and tools at the settlement stage from the council in return for these obligations.



Revenues


Since its inception to the present Cirdastan has made no money and has generated no revenues, the town must make an attempt at being self funding. At the end of the second harvest all farms will be required to remit a portion of their crop or a coin equivalent to the town Castellan.

The town will offer to buy any agricultural surplus at fair wholesale prices for export; farmers may refuse and arrange their own shipping and export but they will face an export tax. They can barter or sell within Cirdastan tax free.

Town sponsored businesses like the trading post, armourer, and the soon to be opened beer hall/hotel/brothel will be owned by the town and run by hired staff, however management may buy in over time to some random or abritrary amount.

Private businesses will be allowed and assessed for a modest tax.

Tax revenue is property of the town and not the founder sand will be used to provide defenses, pay wages

land sales, leases and profits from business funded by the Council can be accessed in part for their personal upkeep after town is profitable


Add other topics that need discussed.
legal codes and courts
diplomatic possitions
etc etc.
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Wilhelm

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PostSubject: Re: Cirdastan- details   Cirdastan- details Icon_minitimeTue Aug 26, 2008 6:41 pm

Doing a count of the players....

Are you including my character as one of the town founders?
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SteveL
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PostSubject: Re: Cirdastan- details   Cirdastan- details Icon_minitimeTue Aug 26, 2008 7:53 pm

Wilhelm wrote:
Doing a count of the players....

Are you including my character as one of the town founders?
Hmmmmmno.
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kubera

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PostSubject: duh   Cirdastan- details Icon_minitimeTue Aug 26, 2008 7:57 pm

did you put up 40 or 50k gold pieces to fund it?
did you save a goddess?
did you single handedly defeat the honour Gaurd, Shamman and General of the an invading army?

didn't thinks so!
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Wilhelm

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PostSubject: Re: Cirdastan- details   Cirdastan- details Icon_minitimeTue Aug 26, 2008 10:42 pm

Precisely my point. I ain't.

Who are the 6 founders?

Steve, Steven, Carter, Craig, Jonathan (NPC)...

I count 5.
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kubera

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PostSubject: Re: Cirdastan- details   Cirdastan- details Icon_minitimeThu Aug 28, 2008 2:08 pm

2 npcs
Ulthor
Rotox
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SteveL
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PostSubject: Re: Cirdastan- details   Cirdastan- details Icon_minitimeMon Oct 20, 2008 3:31 pm

kubera wrote:
I know we've discussed some of this but lets actually finalize how the town will work.

This is my rough starting point
comment , argue, expand and vote on what we actually want

Administration

While Cirdastan is ruled/owned by a council made up of the 6 founders, the day to day administration of Cirdastan is controlled by the Castellan ------- -------- , Captain -------- --------, and the mage Arcturus. These three are responsible to further the long term plan, as well as defend and enrich the town during the long absences of the council, while they look for more glory and capital to fund the town. With the rise of Cirda and the potential impact her temple will make on the town, Lysse will undoubtedly be called upon in an advisory capacity.

I agree with this, but wish to add a clarification: When we are away, each of the 3 administrators shall have authority in their respective domains. We should more clearly distinguish the castellan and captain roles to avoid conflict and leadership paralysis during an emergency due to overlapping jurisdiction. On the other hand, to guard against a coup while we are gone, we could give each of the three a veto power over certain types of decisions. Or maybe two of the three would have to agree on any given course of action.

Brainstorming idea:

A state of emergency (SOE)

Under a SOE, the captain assumes control of all defences and military personnel.

Give Arcturus the authority to declare a SOE, but give the other two a collective veto (i.e., they must both agree to veto the SOE declaration). This prevents the captain from assuming control by declaring a SOE himself. If Arcturus is incapacitated, the SOE can be declared by the other two if they are unanimous.

Drawback: this would slow a defensive response. Possible solution: We could have any of the three declare a limited SOE for on-the-spot invasions. Not sure how it could be limited, though. Perhaps the SOE would last until the next noon, sundown, or dawn or until Arcturus could render a decision--whichever comes first.

All such declarations would be subject to review upon our return.

kubera wrote:
Boundaries of Cirdastan

The council has claimed all lands on their small peninsula from the river --- ---- to the river--- --- inland to the top of the forested escarpment. While they do patrol this whole area watching for Pomaj troops, lumbering and prospecting, real control and protection can only be enforced to near the duck blind at the split in the river and settlers are certainly not encouraged to build that far inland at this point.

Sensible.

kubera wrote:
Settlement

Land in Cirdastan belongs to the founders until such time as it is sold or granted to settlers. Lands within the walls and lands marked for development of a urban town will remain owned by the town itself but long term business or residential leases will be made available Lands outside the proprietary zone can be sold by the town or granted to settlers. Land grants(10 acres) can be made for professional farmers who qualify after interview (detect evil, detect lazy, detect malcontent, detect hot daughters) soldiers who sign on to stay in Cirdastan can receive various sized acreages based on rank, or small town plots to build on if they don’t wish to farm on the side.

In your proposal, who owns the town?

A suggestion: have leading town residents select representatives who could be responsible for managing urban details (zoning, crime, tolls, defence, market rules, etc.), but care must be taken to avoid corruption; I love your idea to employ magic to weed out this problem. I am confident that burghers would make better decisions than us (they are experts and would want to improve the town so that they could better succeed).

kubera wrote:
Citizenship

While nearly anyone can visit or take up residence in Cirdastan, one must take citizenship in order to own land.

Citizens pay a modest tax on their production and are required to supply labour for construction and improvements in the off season. (after defensive construction is done community input on projects will be welcomed) Should they have the coin they may opt out of community construction buy buying someone elses labour to replace their own.

Finally all Citizens of age will be enlisted in the militia and will receive combat training and appropriate quality weapons and armour. As long as they are physically able they may not opt out of basic training. A citizen who cannot defend themselves endangers all citizens in such a hostile realm.


While these conditions on citizens may be seen as a heavy financial and physical obligation to the town, settlers received free land, seed, and tools at the settlement stage from the council in return for these obligations.

Great idea for labour.

I think for defence we should use the same opt-out-but-pay-for-a-replacement rule. That is, a citizen who is too old or infirm, or who has the money, can pay for a mercenary or for better equipment for another soldier. The problem with this would be the reliability of mercenaries (though they are not likely to be bribed away by orcs, and mercenaries, being professional full-time soldiers, should be superior to any militia) and keeping them on hand. An idea would be to have citizens declare (and pay) in advance if they won't be available for military service so that mercenaries could be obtained (but a sick citizen will have less ability to pay if he can't harvest his crops and keeping a mercenary on hand for a season or a year would be unaffordable; a solution would be to have a citizen:mercenary ratio such as 5:1, meaning that one citizen would only have to pay for 1/5 of a mercenary). Maybe the mercenary idea needs work.

kubera wrote:
Revenues

Since its inception to the present Cirdastan has made no money and has generated no revenues, the town must make an attempt at being self funding. At the end of the second harvest all farms will be required to remit a portion of their crop or a coin equivalent to the town Castellan.

The town will offer to buy any agricultural surplus at fair wholesale prices for export; farmers may refuse and arrange their own shipping and export but they will face an export tax. They can barter or sell within Cirdastan tax free.

Town sponsored businesses like the trading post, armourer, and the soon to be opened beer hall/hotel/brothel will be owned by the town and run by hired staff, however management may buy in over time to some random or abritrary amount.

Private businesses will be allowed and assessed for a modest tax.

Tax revenue is property of the town and not the founder sand will be used to provide defenses, pay wages

land sales, leases and profits from business funded by the Council can be accessed in part for their personal upkeep after town is profitable

Good plan.

kubera wrote:
Add other topics that need discussed.
legal codes and courts
diplomatic possitions
etc etc.
I think we should establish courts to arbitrate disputes. One for the countryside and one for the town. The rural court should employ peer judgments, which are more likely to be just as they have more intimate knowledge of their affairs and also because rural residents know that they will have to answer to each other in the event of a dispute, which should reduce the incentive to run crying to an outsider with an exaggerated story). The town court would be set up by the town authority (see my thoughts above). The courts should not impose fines (we don't want them making money), but could rule that one party should pay recompense and perhaps damages to the other.
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kubera

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PostSubject: Re: Cirdastan- details   Cirdastan- details Icon_minitimeThu Oct 23, 2008 2:55 pm

Quote :
A state of emergency (SOE)

Under a SOE, the captain assumes control of all defences and military personnel.

Give Arcturus the authority to declare a SOE, but give the other two a collective veto (i.e., they must both agree to veto the SOE declaration). This prevents the captain from assuming control by declaring a SOE himself. If Arcturus is incapacitated, the SOE can be declared by the other two if they are unanimous.

Drawback: this would slow a defensive response. Possible solution: We could have any of the three declare a limited SOE for on-the-spot invasions. Not sure how it could be limited, though. Perhaps the SOE would last until the next noon, sundown, or dawn or until Arcturus could render a decision--whichever comes first.

All such declarations would be subject to review upon our return.


I'm find with any one of them declaring a Emergency situation, in the knowledge that they will be held accountable by us should they abuse it or try to suplant us. That said Arcturus as an owner should have the right to overrule the others provided his actions are not deemed treasonous. Only if his actions are seen this way would the other two be able to veto him.

However each to his own skill, Once a decision to attack or defend is made the soldier will be incharge of the mechanics of any such military action.



Quote :
In your proposal, who owns the town?

We own the core of the town land . ie business district, as we do all other land but the intent is that external land can be owned (sold or granted)by other people, but our special zone can only be held by leases from the town. I was trying to divide the revenue stream so taxes and equity stakes in businesses was separate from rents and leases. Eventually when stable one of these streams will pay us one will support the town.

We will definately want to divide up the region into wards, giving some responsibility for planning, local defence, policing to citizens either though burghers or councils. We (through our council or castelin) can rubberstamp or veto their decisions but certainly engaging them in communal action will build community.


Quote :
think for defence we should use the same opt-out-but-pay-for-a-replacement rule. That is, a citizen who is too old or infirm, or who has the money, can pay for a mercenary or for better equipment for another soldier. The problem with this would be the reliability of mercenaries (though they are not likely to be bribed away by orcs, and mercenaries, being professional full-time soldiers, should be superior to any militia) and keeping them on hand. An idea would be to have citizens declare (and pay) in advance if they won't be available for military service so that mercenaries could be obtained (but a sick citizen will have less ability to pay if he can't harvest his crops and keeping a mercenary on hand for a season or a year would be unaffordable; a solution would be to have a citizen:mercenary ratio such as 5:1, meaning that one citizen would only have to pay for 1/5 of a mercenary). Maybe the mercenary idea needs work.

In essence our entire army is mercenaries until such time as they decide to stay, take land and become citizens. While I don't have a problem with the old, the weak paying for a substitute soldier, at this time in our towns development an untrained citizen is a danger to themselves and our project as a whole. 10 years and stone walls from now perhaps we can ease the rules but for now I want everyone able to at least hold off an enemy until real aid can reach them.

Also from what I've seen most of our soldiers are probably lvl 1 making them only marginally better than our riff raff. The fact we can afford to properly arm the entire militia is a bonus most pheasant levies would not enjoy. Jonathans acceptance of the soldier class will allow us to eventually make real soldiers out of the milita, and improve the guard.

Perhaps each teen youth will be required to train with crossbow, artillery, first aid, or fire crews and then when coming of age will be required to take employment with the army for 1 year to recieve basic training.

Untrained adults would take turns over the first 5 years in the guard rather than community projects until everyone has recieved basic training.

Perhaps an arena, betting hall, training center can make learning to fight both entertainment and a point of civic pride.

Those of us who have the skills to hit things well should tutor the best prospects we have as per the warrior rules Jonathan Ok'd


Quote :
think we should establish courts to arbitrate disputes. One for the countryside and one for the town. The rural court should employ peer judgments, which are more likely to be just as they have more intimate knowledge of their affairs and also because rural residents know that they will have to answer to each other in the event of a dispute, which should reduce the incentive to run crying to an outsider with an exaggerated story). The town court would be set up by the town authority (see my thoughts above). The courts should not impose fines (we don't want them making money), but could rule that one party should pay recompense and perhaps damages to the other.

I think local community justice and restituion is ideal if it allows appeals to us. While we want little responsibility in day to day justice we must instill the belief that we are the rulers and final law, as they would expect from this society. To give them too much freedom leads them to question their need for us.

If the crime is againt the state then fines or other punishment might be in order, in purely civil matters compensation should be fine. I would however fine frivolous use of the appeals system, putting the onus on local settlement.

Diplomacy, considering most of our neighbours do not know who are, we need to make formal visits to as many regional towns we can in the course of our other jaunts. As soon as we head back from the jungles we should pop into any free town up the coast from Gryrax and once we get home pop over to Cellene.
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Bruzynski

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PostSubject: Re: Cirdastan- details   Cirdastan- details Icon_minitimeThu Oct 23, 2008 3:23 pm

What stops the mercenary commander from just taking over.
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SteveL
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PostSubject: Re: Cirdastan- details   Cirdastan- details Icon_minitimeThu Oct 23, 2008 4:37 pm

Bruzynski wrote:
What stops the mercenary commander from just taking over.
Good point. An addendum to my proposed SOE rules:

If the SOE isn't renewed within a day of its declaration, it lapses.

This should go a long way toward preventing a coup. We don't want to return and find ourselves deposed, where a review would be problematic. Of course, these proposals aren't perfect (Mopar isn't that smart).
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PostSubject: Re: Cirdastan- details   Cirdastan- details Icon_minitimeThu Oct 23, 2008 5:18 pm

kubera wrote:
SteveL wrote:
A state of emergency (SOE)

Under a SOE, the captain assumes control of all defences and military personnel.

Give Arcturus the authority to declare a SOE, but give the other two a collective veto (i.e., they must both agree to veto the SOE declaration). This prevents the captain from assuming control by declaring a SOE himself. If Arcturus is incapacitated, the SOE can be declared by the other two if they are unanimous.

Drawback: this would slow a defensive response. Possible solution: We could have any of the three declare a limited SOE for on-the-spot invasions. Not sure how it could be limited, though. Perhaps the SOE would last until the next noon, sundown, or dawn or until Arcturus could render a decision--whichever comes first.

All such declarations would be subject to review upon our return.
I'm find with any one of them declaring a Emergency situation, in the knowledge that they will be held accountable by us should they abuse it or try to suplant us. That said Arcturus as an owner should have the right to overrule the others provided his actions are not deemed treasonous. Only if his actions are seen this way would the other two be able to veto him.

However each to his own skill, Once a decision to attack or defend is made the soldier will be incharge of the mechanics of any such military action.
If there is a coup, we will not be in a position to hold anyone accountable.

Who judges whether Arcturus's actions are treasonable? I think this is why we need a mechanism for dividing power in our absence.

We should also consider who controls the troops in our absence when there is no SOE. Perhaps we can limit the types of orders that can be given, or have one or two of the others co-sign any order involving soldiers. This would not be necessary for routine activities like patrols and garrison rotations, etc.

kubera wrote:
SteveL wrote:
In your proposal, who owns the town?
We own the core of the town land . ie business district, as we do all other land but the intent is that external land can be owned (sold or granted)by other people, but our special zone can only be held by leases from the town. I was trying to divide the revenue stream so taxes and equity stakes in businesses was separate from rents and leases. Eventually when stable one of these streams will pay us one will support the town.
I don't understand what you are saying. It seems to me that we should own the town, and grant charters and leases.

kubera wrote:
We will definately want to divide up the region into wards, giving some responsibility for planning, local defence, policing to citizens either though burghers or councils. We (through our council or castelin) can rubberstamp or veto their decisions but certainly engaging them in communal action will build community.
We don't have to physically divide the town in order to allow its inhabitants to run things on our behalf. Or do you mean by "ward" a (non-geographical) area of responsibility?

kubera wrote:
SteveL wrote:
think for defence we should use the same opt-out-but-pay-for-a-replacement rule. That is, a citizen who is too old or infirm, or who has the money, can pay for a mercenary or for better equipment for another soldier. The problem with this would be the reliability of mercenaries (though they are not likely to be bribed away by orcs, and mercenaries, being professional full-time soldiers, should be superior to any militia) and keeping them on hand. An idea would be to have citizens declare (and pay) in advance if they won't be available for military service so that mercenaries could be obtained (but a sick citizen will have less ability to pay if he can't harvest his crops and keeping a mercenary on hand for a season or a year would be unaffordable; a solution would be to have a citizen:mercenary ratio such as 5:1, meaning that one citizen would only have to pay for 1/5 of a mercenary). Maybe the mercenary idea needs work.
In essence our entire army is mercenaries until such time as they decide to stay, take land and become citizens. While I don't have a problem with the old, the weak paying for a substitute soldier, at this time in our towns development an untrained citizen is a danger to themselves and our project as a whole. 10 years and stone walls from now perhaps we can ease the rules but for now I want everyone able to at least hold off an enemy until real aid can reach them.
I agree that a sick or old citizen can't help us militarily. That's why I suggested that they pay for a soldier replacement (perhaps 1/5 of a mercenary, for example). And if this ratio is a good one, I think mercenaries would be superior. I see your point about this being for the future, but isn't that what we're discussing?

kubera wrote:
Also from what I've seen most of our soldiers are probably lvl 1 making them only marginally better than our riff raff. The fact we can afford to properly arm the entire militia is a bonus most pheasant levies would not enjoy. Jonathans acceptance of the soldier class will allow us to eventually make real soldiers out of the milita, and improve the guard.
It depends on the game rules. I am assuming that professional, full-time soldiers would be superior to a trained militia; I don't know how the soldier class relates to mercenaries. Also, a professional soldier knows what equipment he should have and can better calculate the trade-offs between affordability and desirability; therefore, I think we end up with a stronger force by paying him and letting him worry about his equipment. (Of course, we could simply buy the equipment each man wants, but he still has to be enough of an expert to know what he wants or needs. Am I getting too detailed?)

kubera wrote:
Perhaps each teen youth will be required to train with crossbow, artillery, first aid, or fire crews and then when coming of age will be required to take employment with the army for 1 year to recieve basic training.

Untrained adults would take turns over the first 5 years in the guard rather than community projects until everyone has recieved basic training.

Perhaps an arena, betting hall, training center can make learning to fight both entertainment and a point of civic pride.

Those of us who have the skills to hit things well should tutor the best prospects we have as per the warrior rules Jonathan Ok'd

Yes. (I'm not against a militia, but I think a professional force would be better. And we can have both.)

kubera wrote:
SteveL wrote:
think we should establish courts to arbitrate disputes. One for the countryside and one for the town. The rural court should employ peer judgments, which are more likely to be just as they have more intimate knowledge of their affairs and also because rural residents know that they will have to answer to each other in the event of a dispute, which should reduce the incentive to run crying to an outsider with an exaggerated story). The town court would be set up by the town authority (see my thoughts above). The courts should not impose fines (we don't want them making money), but could rule that one party should pay recompense and perhaps damages to the other.
I think local community justice and restituion is ideal if it allows appeals to us. While we want little responsibility in day to day justice we must instill the belief that we are the rulers and final law, as they would expect from this society. To give them too much freedom leads them to question their need for us.

If the crime is againt the state then fines or other punishment might be in order, in purely civil matters compensation should be fine. I would however fine frivolous use of the appeals system, putting the onus on local settlement.
I agree that there should be an appeals process. I am assuming that we would convene a regular curia of notables, among whom would be the town arbitrators/judges--but they might suppress information from us. We could also have officers observe rural courts and report to us. But, as you said, we need a process whereby a citizen can appeal a judgment to us; not sure how to stop frivolous appeals, though. We can see how things develop and make changes if necessary.

kubera wrote:
Diplomacy, considering most of our neighbours do not know who are, we need to make formal visits to as many regional towns we can in the course of our other jaunts. As soon as we head back from the jungles we should pop into any free town up the coast from Gryrax and once we get home pop over to Cellene.
I am nervous about letting too many powerful people know about us too early. Granted, we have called for settlers from the City of Greyhawk, so it's not really a secret. But as long as our efforts are directed towards people of minor influence, the powerful might not be taking much notice of us.
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PostSubject: Being too careful   Cirdastan- details Icon_minitimeThu Oct 23, 2008 5:44 pm

There is no way to cover all contingencies should Arcturus, the captain or even the priestess decide they are in charge and knock off our people.

We do know we detected for evil and allignment for the uppper level people,

We also know they do not have enough bankroll to continue paying the troops for long should we be removed.

We have treated the people and soldiers fairly with regular pay and grants of land

We hired the soldiers oursleves, not the captain so we should not have a personal cardre of his personal followers, and we now have a spy master of sorts to keep tabs of dirty dealings.

The soldiers and the Captain have seen us take down a substantial force without their help, I'm sure they respect and fear us a fair bit.
They know they need us to defend against any major move by the orcs.

It's not making a profit so why would they even want it at this point.

I would see a bribe from the orcs to lower our defences at some point more likely than a coup. We could always ask Cirda to geas the general to be loyal, but I'd think she'd warn me of a coup to keep her new temple safe in my hands
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PostSubject: Re: Cirdastan- details   Cirdastan- details Icon_minitimeThu Oct 23, 2008 6:55 pm

kubera wrote:
There is no way to cover all contingencies should Arcturus, the captain or even the priestess decide they are in charge and knock off our people.
We can't prevent outright murder, but instituting laws reduces the chance of someone exploiting his authority. (When you think of it, the captain's authority is also derived from "law"--i.e., since everyone knows he has the authority to do x, no subordinate can stop him; compare this to a random person outside the command structure who cannot command any troops at all.) An SOE law would make a coup less likely because a conspirator would have to take the law into account. For example, the captain couldn't mobilize his forces unless there is an SOE that was declared by someone else. Thus, he would have to take steps to neutralize Arcturus and persuade the castellan. The castellan would likely be suspicious. In addition, the castellan would either have to be recruited as a co-conspirator or there would have to be evidence of an attack or other crisis for him to agree to a SOE. And if the SOE had to be renewed every day, a suspicious castellan would soon see what was going on. This would be a problem for the treasonous captain. Plus, the killing of Arcturus and the castellan would be evidence of the captain's unlawfulness and would likely lead to his downfall (i.e., every resident of Cirdastan could potentially oppose his rule as criminal, and this would undermine his position upon our return).

Without an SOE law, the captain could simply issue orders to the troops directly and take over, and the onus would be on others to react to his fait accompli.

More detail would be needed, such as what specific actions are allowed under a SOE that are prohibited otherwise. Access to extra ammunition? The movement of troops in a body larger than, say, 10 men at a time? Restrictions on where an armed soldier can go? Maybe only the castellan can make arrests, but if the person to be arrested is of a certain rank or higher, the warrant must be co-signed by Arcturus (for example).

It's not foolproof, as I said earlier, but it seems better than not establishing a protocol.

If you don't like my the details of my SOE plan, why not devise a better one? Or are you against the idea itself?

Isn't it better to combine trust with law, thus hedging our bets?

kubera wrote:
We do know we detected for evil and allignment for the uppper level people,

Can we be sure that a coup-leader will be evil?

kubera wrote:
We also know they do not have enough bankroll to continue paying the troops for long should we be removed.

Not everyone is so rational. And, are you sure our immense wealth is perfectly safe when we're not there?

kubera wrote:
We have treated the people and soldiers fairly with regular pay and grants of land

True, but this sounds like famous last words.

kubera wrote:
We hired the soldiers oursleves, not the captain so we should not have a personal cardre of his personal followers, and we now have a spy master of sorts to keep tabs of dirty dealings.
Personal relationships change over time, no? Who is the spymaster?

kubera wrote:
The soldiers and the Captain have seen us take down a substantial force without their help, I'm sure they respect and fear us a fair bit.
It is precisely because we are feared that any coup would occur while we are away. Usurpers might not even have a plan for our arrival, or their plan might be to flee with our money before we return.

kubera wrote:
They know they need us to defend against any major move by the orcs.
This may not be enough to stop an ambitious upstart.

kubera wrote:
It's not making a profit so why would they even want it at this point.
Some people desire power and prestige. Plus, isn't it known that we are cosmically rich and doesn't it stand to reason that our wealth could be stored somewhere in Cirdstan?

kubera wrote:
I would see a bribe from the orcs to lower our defences at some point more likely than a coup. We could always ask Cirda to geas the general to be loyal, but I'd think she'd warn me of a coup to keep her new temple safe in my hands
Sure, but we don't have to choose between your methods and mine: we can have both. They're not exclusive.

Maybe you are hatching a plot with the captain?

P.S. Thinking about and making laws is fun.

P.P.S. Sorry for the length.
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PostSubject: damn it ate my post   Cirdastan- details Icon_minitimeFri Oct 24, 2008 12:51 pm

My plot is with the priestess, a holy Jihad will make Cirdastan a theorcracy with me and my spawn as rulers, bwahahahahahah!!!!!!!!

First of all Arcturus is one of us, a founder, and we cannot limit his power more than we would want our power curtailed should he we be left in town alone while others adventured. So he is incharge with the others being delegated too.

Should he become incapacited( dead, missing, sick, insane, possessed) the captain maintains his power to order the troops under the consent of the council but explicity gains no extra domestic powers or access to the treasuries.

To keep the council at a workable 3 for voting; should any member become incapable of doing their duty Lysse will step up from advisor to councilor

To help enforce the sense of rigid feudal obligations all citizens and soldiers will be required to take an oath to the city founders. Perhaps their is some low level spell that can aid in cementing oaths.


We also need to look at succession, is Cirdastan a big Tontine? can we bequeath our portion? who can we bequeath too? If someone wants out do existing members get first right of refusal to buy the whole portion or divy it up between us, or can outsiders buy in?
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