Info outdated/reserved
Pseudo policies or something
Crime The attitude towards crime will be to redirect the skills to a more greater good. The value of a thing changes depending on who has possession of it, ideally each object should have the more value possible More value is often assigned to what is rare, but usually just because of the forgotten importance of bread and butter. Entropy does need to exist so crime will be allowed depending on which way it moves things
Immigration Ideally people will move in as much as they move out. If people want to immigrate it will be allowed based on the values and intentions of each individual Possibly I will not be able to control the values of each individual, so beyond values it will depend on the contribution made to the general will of the settlement, all people have something to contribute but nihlism and apathy are the enemies to purpose
War the settlement will in almost all cases not participate in political wars, but may contribute to preventing any monopolization. Usually this will be done through role modelling rather than combat however
Values Stories - It is better to contribute to making a good story collectively than to be great comparatively Equality and Signficance - A poor man is the same as a rich man, they can both be significant it only depends on how they use the knowledge they have.
Environment Hopefully the settlement can live within its means, and if people desire change they must recognise what is required for the metabolism to take place There is no search for growth in terms of territory beyond a set amount.
Entertainment Ideally members or acquaintances of the settlement will contribute to building grand spectacles and traditions in other settlements. Storytelling will be the primary import,export and entertainment in the settlement
Religion by far the dominant religion will be the two fold queen in seeking for balance and creating cycles of change the settlement also encourages a diversity of ideas and beliefs, with some waryness to virtori but accepting of virtori followers depending on their interpretation of how they must follow the religion
Education/Training/Employment There will be no dedicated trainers, but all members of the settlement are encouraged to spend days in each others shoes to build bonds and know how to better serve one another Each person has something to learn from each other and so education will have in most cases a natural flow The mantra of education in the settlement is "the best way to teach is to get the student to want to learn"
Construction Construction will focus on complexity rather than expansion, any labourers looking for less skill labour will contribute to destruction, rebuilding, and contracts on large projects outside the settlement
Hospitality Food will consist of a basic easy to produce meal easy to produce within the small surrounding, and a wine or dessert that eaten as part of a religious tradition. Any other food will be sourced by individuals in external markets or of temporary stalls set up by travelling traders.
Agriculture There will be up to 4 different primary food sources with a permaculture focus if possible.
Mining I do not forsee mining to be significant in the settlement, if mines are created ideally they would also be filled in with waste material
Manufacturing I do not forsee manufacturing to be signficant in the settlement, the settlement will likely serve as a dumping ground for lower quality tools and materials So manufacturing would focus more on repairing and repurposing.
Logistics The settlement will hopefully be situated between places of interest, and by contributing to these places of interest routes will be found by the travellers that pass through and around the settlement. There will be a notable area devoted for areas to stop off in the settlement
Health There will not be signficant contribution to health outside of a large capacity of temporary rest areas
Water and cleaning depending on the requirements of water and cleaning there will be a system or daily routine encouraged so that there is no issues without people even being aware of the possibility of a problem
Really sorry for how long this is,... got a little carried away,...
There is a good chance I won't have a settlement to initiate policy over for a while, although if there is the slightest chance at all, what is written below if a fair indication what I "could" do in regards to policies, and as much as anything, is probably a good look into my brain, and a reason why as much time as possible should pass before this is allowed to happen, if at all!
Grizzleden.
A majority Brudvir settlement proposed to be high in the alpine forrest.
To emulate the unpredictability of nature and the spirits, the settlement encourages chaos, randomness and chance to be factors in its governing, especially in regards to crime and punishment.
Life is a gamble, learning to play the odds is the best way to succeed in this place, for this reason adaptability and handling things "on the fly" will be highly valued traits. May the spirits be with you!
The guilds: A Guild hall/structure will be provided by the settlement for the following guilds, of an appropriate size determined by the profitability and/or benefit given to the settlement. The settlement is isolated, so a fair degree of self sufficiency is encouraged.
Guild leaders for each Guild are exempt from taxation as long at the minimum number of apprentices are maintained, (apprentice number varies depending on guilds and settlement needs, numbers to be determined)
As Brudvir will have no standing army, there will be policies put in place of what is expected from various Guild members (and other citizens) both in times of peace and in times of war.
These guidelines are outlined below, and how I'd like to "steer" the occupation and research direction, (while also having, and promoting a little fun for everyone,..)
Hunter Guild: probably one of the more important starting guilds as will be needed for food and initial resources. Primary focus- (in times of peace)
Supply of food, Supply of hides/bones/horn/sinew, Skinners, Trappers, Fletchers, Fishermen, Scouting for any danger to the settlement
Secondary focus- (in times of peace) Cartographers, Explorers, Tanners, Butchers
In times of war, members of this guild have the added responsibility of being the archers/ranged soldiers, and scouts, while still supplying food for the troops.
Woodworker Guild: Primary focus- (in times of peace)
Builders of wooden buildings, homes, walls, towers, General carpentry, Furniture makers, Wagon/tool makers, Lumberjacks, Making repairs, Bridge builders, Boat/ship builders,
Secondary focus- (in times of peace) Architects, Manufacturing musical instruments
In times of war, they are the axe wielders, (either using their lumberjack axes, or preferably their martial battle axe), and are also use a round shield. They also work in conjunction with Smith Guild to create siege or anti-siege weapons.
Livestock Guild: Primary focus- (in times of peace)
Producing and training mounts, Producing domesticated "beasts" for food, wool, milk etc, Producing "Beasts of burden" for pulling wagons, message carriers, hunting, etc, Producing and training beneficial pets, Domesticating wild animals
Secondary focus- (in times of peace) Agriculture (largely for animal fodder, and not for Humann consumption), Butchery, Tanning hides, Live trapping, Farriers,
In times of war, the members of this Guild are the mounted troops, cavalry (both light and heavy) as well as taking care of all beasts of war. Training of attack, tracking animals, and animals that give alarm in times of danger are also amongst the war time tasks.
Smithing Guild: Primary focus- (in times of peace), Producing tools, Producing weapons and armour, Repairs, sharpening of weapons and armour, Producing horse tack, and shoes, Producing other consumables like nails, chain, arrow heads etc, Horse barding
Secondary focus- (in times of peace) Jeweler - precious metal
In times of war these Guild members fight alongside the woodworkers Guild as foot soldiers, generally using hammers and shields, while also keeping everyone's weapons and armour in good "fighting" condition.
Tailoring Guild: Primary focus- (in times of peace)
Producing clothes, Cobblers, Tools, weapon grips and accessories (scabbards etc), Horse and beast "tack", Saddlery, Producing Leather armour, Bag making, including quivers
Secondary focus- (in times of peace) Tanning, Skinning, Book binding
In times of war these Guild members are foot soldiers, using predominantly (but not limited to) skinning blades, also looking after any leather equipment repairs.
Alchemy Guild Primary focus- (in times of peace)
Creating beneficial potions/salves etc that supplement all other guilds Pest control, Pottery/container making, Brewing, Distilling, Healers
Secondary focus- (in times of peace) Bee keeping, Barbers, Surgeons
In times of war Guild members are the medics, field surgeons and healers Also producing poison and chemical weapons, "Greek" fire, smoke bombs, black powder etc.
Martial Guild: Primary focus- (in times of peace)
Town and caravan guards, Bounty hunters, Deputies, keepers of the settlement's peace, Magistrate- (Guild leader), Deliverers of justice, and punishment, Collectors of taxation and fines, Investigators of crimes, Generally use cudgels and batons for "crowd control" but have access to most weapons.
In times of war these Guild members maintain the defence of the settlement using a mixture of any weapons provided
Merchant Guild: Primary focus- (in times of peace)
Import and export, Supply goods that are not obtained self sufficiently to the settlement, Storage and stockpile of indispensable items for times of need.
Secondary focus- (in times of peace) Spying, Cartography, Astronomy, Exploring
In times of war these guild members takes charge of the supply lines and discover intelligence regarding the enemy.
Bardic Guild: Primary focus- (in times of peace)
Entertainment, Story tellers, Musicians, Artists, Carvers, Sculptures, Keepers of history, (Changers of history), Interpreter, Scribes
Secondary focus- (in times of peace) Spies, Assassins, Instrument manufacturers, Paper makers, Book binders
In times of war, these Guild members are the spies, assassins and suppliers of intelligence while also boosting moral on the battle field. Will record battle events for future strategy knowledge.
Stonemason Guild: Primary focus- (in times of peace)
Quarrying, Mining, Builders in stone, Road builders, Bridge builders
Secondary focus- (in times of peace) Jeweler (in conjunction with smiths), Sculpting
In times of war these Guild members are the "sappers", destroyers of bridges, roads, tunnellers, etc, as well as being foot soldiers
Research Guild: Primary focus- (in times of peace)
Educators, Researching new tech, Importing new tech/patterns/blueprints, Assisting all other guilds, Contract writers,
In times of war these Guild members are the strategists
Migration:
Members of any tribe are welcome to settle if they offer benefits to the settlement, the amount of benefit is heavily weighed in regards to how they perform in the settlement biome. Productive citizens, or people who are leaders will be rewarded.
The non-Brudvir tribe members that will be encouraged to settle no matter the biome they are from, will have the opportunity for tax exemptions and incentives depending on what benefits are gained by the settlement.
Hrothi: up to 5 individuals, or two families will be accepted and given one generation of tax free status if they are able to mentor skills required of the stonemason &/or Smithing Guilds and have at least 1 apprentice each during the tax free stage.
Dras: up to 5 individuals, or two families will be accepted and given one generation of tax free status if they are able to mentor skills required of the Alchemy Guild and have at least 1 apprentice each during the tax free stage.
Yoru: up to 20 individuals, or six families will be accepted and given one generation of tax free status if they are able to mentor in skills of any Guild. (I like Yoru,..)
Religion: One temple will be provided for all denominations to use, although all religious orders will have access to this space, it will be decorated inline with the Brudvir culture. Animist rituals will always take president if there is a "clash" of required use with any other Elyrian religion.
Crime: punishments vary depending on the severity of the crime, although nothing is illegal if you don't get caught!
If however a criminal is caught, and judged to be guilty, the spirits will help decide what what punishment the criminal will receive, or what remuneration is made.
Regarding the crime of theft. Located at the courthouse is the "spirit wheel", it is a wheel that is segmented into seven sections numbered from 0 to 6.
Anyone caught stealing will need to spin the spirit wheel. (If they refuse to spin the wheel, it will be spun for them,... twice, with both numbers added together) This is how punishment and remuneration is calculated.
A couple of examples of how the "spirits of chance" decide how much will be returned to the victim/s below.
E.g. #1 If judged to be guilty of stealing one chicken, and the guilty party spins a five on the wheel, the formula would look like this (1 stolen Chicken x wheel number 5) + 1 stolen Chicken = 6 chickens of debt for the guilty party to return. (1 x 5) + 1 = 6
E.g. #2 If judged to be guilty of stealing 5 horses, and then the guilty party spins a three on the wheel, the formula would look like this. (5 stolen horses x wheel number 3) + 5 stolen horses = 20 horses of debt for the guilty party to return. (5 x 3) + 5 = 20
E.g. #3 if judged to be guilty stealing 100 gold, and the guilty party spins a 0 on the wheel, (the spirits are being very forgiving). (100 stolen gold x wheel number 0) + 100 stolen gold = 100 gold debt for the guilty party to return. (100 x 0) + 100 = 100
The spirits will decide the interest that is owed.
The debt must be payed within 1 Elyrian day. If the guilty party is able, and does pay the debt in full, no further action is taken, the guilty party is free to go as long as no further crimes are committed.
If the guilty party does not have the amount of specific goods owed to the victim, an agreed amount of alternate goods, or currency to the same (or higher) value can be paid. This is adjudicated by the settlement leaders, or their appointed representatives. (Magistrate if available) In this case, the guilty party is also free to go as long as no further crimes are committed.
If the guilty party doesn't have goods to the value of the debt, or just refuses to pay the debt by the deadline, a bounty contract will be made for the collection of the debt x 3. Once the debt is collected, (by whatever means necessary and available), the Victim is paid in full by the Bounty Hunter, and equal shares go to the bounty hunter as payment for services, and to the settlement in the form of a tax.
During this time (while the bounty is active) the guilty party can be legally CDG'd and looted (by anyone) without any legal penalty. The guilty party is effectively KoS and/or banished from the settlement until the debt x 3 is paid.
If the debt (x3) is collected by a bounty hunter, the guilty party remains KoS &/or banished for one full Elyrian year for not following the rules! Go somewhere and take a long hard look at yourself,..
The crime of CDG (forcing the victim to spirit walk): If found to have unlawfully CDG'd an innocent party who is a settlement citizen, or someone in the settlement area, a bounty will be created which makes the guilty party KoS, and legal to CDG and loot without penalty, by anyone.
The guilty party has two choices To remove the bounty, return anything looted from the victim that was CDG'd, and pay a further value agreed to by the settlement leaders, timed by the number the victim spins on the wheel. (The value is usually, but not limited to, the price of a good axe, shield and mount times by the wheel number)
Or,.
Live with the bounty over their head until perma-death, effectively banished from the settlement. Any land will eventually be acquired in line with any other abandoned property after the 28 (Earth) day's.
If the guilty party has been guilty of an illegal CDG previously, the wheel will be spun spun twice and the numbers added together to decide the debt
If the CDG committed by the guilty party causes perma-death to the victim, all proceeds go to the victims estate. The wheel is spun three times to decide the debt that is owed.
Taxation: There is no tax on income. Tax will be charged on each parcel of land, paid by the land owner. Tax will be charged on each commercial building, paid by the beneficiary of the building. Tax will be charged on each domestic building that has at least one room used for sleeping, the domestic building tax will be half of the commercial building tax rate. Paid for by the head of the household. (In "good" times this can be set at 0)
Tax will be paid every three Elyrian years, after which the tax rates will be adjusted, (if deemed necessary by the settlement leaders) depending on the needs of the settlement, and taxes owed to the kingdom. (If there are little needs, there will be little tax)
Failure of paying the tax rate on time incurs a fine The person who fails to pay, will spin the "spirit wheel" and will pay ((tax owed x number on the wheel) + tax owed), this will need to be paid within one Elyrian year.
E.g. If owing 10 gold pieces, and spinning a four (10 x 4)+10 =50 gold If not paid by the year deadline, possessions will be claimed to the value of what is owed, (value determined by settlement leaders), this can include property
If the tax payer is unable to pay and does not have possessions to the appropriate value, a bounty contract is created basically meaning they are now KoS, and able to be legally CDG'd and looted in the settlement without penalty until the debt has been settled.
Grizzly "The Ogre" Beralindwurm
From the Brudvir Den of Vargviken - E3FA4E