OFFICIAL The Nations System v2.1

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Tale Of Banners

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The ‘Nations’ System

The nation system allows functional counties, duchies, kingdoms, and even empires on the server.

This system will help you understand how they work, and even give you some understanding of how to run one.

As a nation's leader or key person, it’s advised to contact the administration if you’re ever unsure about anything related to this system.


This is one of the three fundamental systems for Tale of Banners, the other two being the “Settlement and Building” system, and the “War and Combat” system.



Overview of Server Counties

This map provides an overview of how all of the twenty-four Counties on the server are divided across the entire continent.

Duchies2.jpg

Cultural Lands/Kingdoms

(Red) Oseria: Avendale, Oakenbri and Tarishaw

(Gold) Korsia: Kharman, Gorbus and Milah

(Blue) Northern: The Northern Summit, The Melting Lands and Flintswood

(Green) Drahl: Krelkar, Crookmire and Elswhine

(White) Neutral



What is a Nation?

A nation on Tale of Banners is made up of vassal lords and a ruler.

The highest ranking noble in the nation is referred to as the ruler.

Accepted noble houses can apply for a county on the forums on a first come first serve basis.

This is referred to as a landed noble house. Landed nobles make up the nation.

Landed nobles who are conquered or landed inside an existing nation become vassals.

Landed nobles can go to war over internal titles such as duke and king.

Landed nobles can also declare independence.



Landed Noble Documents

Each landed noble has a server maintained forum area where the landed noble/regents can make changes to their county/demesne.



Here you can see what protections they have and how much tax is being collected from their controlled areas.



Nation Rulers

The highest ranking noble in a nation is referred to as the ‘ruler’.

The ruler directly controls how much tax they ask from the landed nobles within their nation.

This is done by the king offering the dukes protection in return for currency.

The king is charged upkeep for protecting the duke and anything the duke protects.

It is then the dukes responsibility to tax the county beneath them to maintain the king's protection and favor.

The ruler can charge more than the base upkeep of a noble to grant the privileges of protection buffs and fast travel, this is how they control their internal economy.

Nation rulers can only control empty land, they cannot hand out titles to nobles who are not landed within the counties.


Titles

There is a limit to how many titles a ruler can hold.

Rulers are allowed to directly control:

One County Title - The title of their home county.


One Duchy Title - The title of their home duchy.

Control means that the king does not have to hand out these titles and can directly tax everything inside it himself. If a kingdom has more than one duchy however the king must hand out the extra titles to vassals.

The ruler can freely decide who he grants the title of duke to if there is no existing duke. The duke title however can only be revoked through internal war or in cases of inactivity.

Minor titles can be handed out at each landed nobles discretion including the ruler.



Landed Nobles

Accepted nobles can apply for ownership of a county on the forums on a first come first serve basis.

The land must be ‘empty’. The county can be controlled by a ruler but there can only be one landed noble per county.

The nation leader cannot decide which noble is accepted, the first accepted application passes the post.

Landed nobles cannot be removed from a county! They can only be conquered and turned into a vassal.

Being landed guarantees you the title of count.

If an unprotected landed noble is short on payments to the server twice or the noble is offline for longer than two months their buildings and land become claimable.



Becoming a Landed Noble

To become landed you first need to have an accepted noble house, the application format and area can be found here:



Once your house is established as canon you can request land via the land request form found here:




When your form is accepted you gain control of the land and either a stronghold or a settlement in that county.

Remember! You cannot become landed in a county where there is already an existing landed noble.



Vassals

When a noble is conquered or is landed within an existing nation's control they are referred to as a vassal.

Counts and dukes are the most common vassals but kings can also be vassalized under an empire.

Vassals must petition the next highest ranking noble in the duchy/kingdom for protection.



Protection

Landed nobles of a higher title (duke/king/emperor) can protect landed nobles of a lower title (king/duke/count) to ensure they have fast travel.

The only exception is if there is no title higher than count in the nation, then the ruler can protect counts personally.

When protected a landed noble gains a fast travel cart to the travel hub in the local server city and PvP protection which means guaranteed safety by combat rule 4.a. (see server rules.)

Unprotected nobles also get the combat debuff.

This means that the defenders get a debuff to their defensive structures, resulting in -50% HP to every structure (walls, towers, gates, etc.)



The Economic Cycle

Every landed noble is required to acclaim a certain amount of in-game currency (dependent on the number of current settlements and siege weapons under the noble's control) which is called an ‘upkeep cost’.

Upkeep costs are paid into the upkeep chest next to the nobles fast travel cart.

Unprotected nobles must pay this upkeep directly to the server to keep hold of their land.

Protected nobles do not have to pay upkeep to the server.

Rulers pay upkeep for everything they control/protect in total.

The tax cycle takes place every in-game year. (2 weeks real time, at midnight on Saturdays.)

If an unprotected noble is short on payments to the server twice or the noble is offline for longer than two months their buildings and land become claimable.



Upkeep Costs

Landed nobles are charged by the server each in-game year (two weeks IRL) for:


Each county controlled - 100 Kuras.

Each settlement controlled - Starter Plot: 20 Kura. Hamlet: 50 Kura. Village: 100 Kura. Town: 150 Kura.

Each city controlled - 150 Kura.

Each stronghold controlled - Watchtower: 100 Kura. Fort: 150 Kura. Castle, 200 Kura.

Each active siege weapon (Defensive and Offensive) - Battering Ram: 50 Kura. Ballista: 100 Kura. Trebuchet: 200 Kura. Siege Tower: 500 Kura.


(Costs of siege weapons are also doubled in wartime which means saving up for war is almost necessary.)



Deficit


If a ruler cannot make an upkeep payment in full, the entire nation goes into ‘deficit’.

Deficit works much like being unprotected only on a larger scale.

This means that the nation in deficit gets a debuff to their defensive structures, resulting in -50% HP to everything (walls, towers, gates, etc.) And also lose fast travel and the protection of server rules which disallow raiding parties of five or more players (Combat rule 4.a.)

This affects all landed nobles within the nation.

If a noble rebels against a nation in deficit they become their own nation and start in good economic standing which means they do not receive the debuff.

Once in war, a nation loses the ability to pay off a deficit to the server, as all of the nation's funds are 'supporting the war effort'.

They are also unable to use any siege weapons they may have been maintaining prior to the deficit. This means rapid expansion without a long-term plan can cripple the nation's economy and make you vulnerable to attack.

Once in deficit, your debt cannot increase further but you remain in this state till the next tax year (two weeks IRL.)


To see a full breakdown of war mechanics and the debuffs deficit nations check out the “War and Combat” system here:



Server Cities

Server cities are separate from the county they are located in.

Server city mayors have full control over tax collection and house administration.

The title of mayor of a server city can be contested between any landed nobles within the nation the city is located inside.

When a landed noble wishes to take control of a server city they must petition the current mayor to relinquish control or fight them in a title claim war.



Being Conquered

If a nation is conquered by another nation, be it kingdom or empire, it is by no means the end. If your nation is conquered by another nation you always become a vassal of the attacking party, the specific rules are as follows:

As a ‘petty’ king you must take a lower title on defeat.

If a “petty” kingdom is conquered by another petty/grand kingdom, or an empire, the losing Petty Kingdom must take the appropriate title of duke or count.


Grand kingdoms can be conquered to form an empire.

If a “grand” kingdom conquers another grand kingdom, the winning grand kingdom can create an empire. Petty kingdoms can also become “grand” through conquering other petty Kingdoms.


When a noble is conquered they gain an option of paying their new liege for protection.

Conquered nations generally rely on the protection of their new liege who chooses to grant raid protection (Combat rule 4.a.) and fast travel to the defeated noble in return for tax.


Protection can be revoked from Vassal Nations by their liege, allowing controlled realms to fall into chaos if the liege wills it or if they cannot afford to offer said protection.

Individual Settlements within the conquered nation can individually choose if they wish to ask protection from their new controlling monarch and pay them directly instead. If the Vassal is loyal however the money can flow through them for ease and convenience of the monarch. If the Vassal wishes to maintain upkeep they can choose to pay the server directly, this will disable fast travel or raid protection.


Cultural Terminology

Here are all the different cultural names for the various titles, if a nation of one culture captures land of a different culture the title will change appropriately, I.e “The Emirate of Elswhine”.


County

Oserian: County (Count/Countess)

Korsian: Sheikhdom (Sheikh/Sheikha)

Northern: Thanedom (Thane)

Drahl: Principality (Prince/Princess)


Duchy

Oserian: Duchy (Duke/Duchess)

Korsian: Emirate (Emir/Emira)

Northern: Jarldom (Jarl)

Drahl: Grand Principality (Grand Prince/Grand Princess)


Petty Kingdom

Oserian: Petty Kingdom (Petty King/Petty Queen)

Korsian: Mirshahate (Mirshah /Mirshahess)

Northern: Clan (Chieftan/Chieftaness)

Drahl: Boyar (Boyar/Boyarina)


Kingdom

Oserian: Kingdom (King/Queen) (Grand King/Grand Queen)

Korsian: Shahdom (Shah/Shuh) (Shahanshah/Shahanshu)

Northern: Kingdom (King/Queen) (High King/High Queen)

Drahl: Kingdom (King/ Queen) (Tsar/Tsaritsa)


Grand Kingdom

Oserian: Grand King of Oseria (Grand King/Grand Queen)

Korsian: Shahanshah of Korsia (Shahanshah/Shahanshu)

Northern: High King in the North (High King/High Queen)

Drahl: Tsar of the Drahl (Tsar/Tsaritsa)


Empire

Oserian: Empire (Emperor/Empress)

Korsian: Sultanate (Sultan/Sultana)

Northern: Empire (Emperor/Empress)

Drahl: Empire (Emperor/Empress)



Technical Definitions:

Nation Minor Titles

Landed nobles can appoint minor titles within their noble house/nation. Any titles under key personnel can be granted by each landed noble at their discretion.

Listed below are all of the key roles and a short explanation about their everyday tasks. Note this list refers to OOC rank and the players who fill in these roles, for the individual cultural RP definitions please check each cultural lore.


Rulers


Emperor

The emperor is in charge of overseeing an Empire and all of its key personnel. He is also in charge of running his own personal demesne. Has another king (or several), with his own set of key personnel, under him that he receives tax from.

Emperors can revoke and grant protection (Combat rule 4.a.) and fast travel to direct vassals under their control for an in-game annual cost (upkeep).

Emperors can select up to two Regents to step in while not around. (Because of vacations, time zones, etc)


King

The King is in charge of overseeing a Kingdom and all of its key personnel. He is also in charge of running his own personal demesne. Has another duke (or several), within his own set of key personnel under him that he receives tax from.

Kings can revoke and grant protection (Combat rule 4.a.) and fast travel to direct vassals under their control for an in-game annual cost (upkeep).

Vassal kings will pay taxes to their liege or to the server if they are not being granted protection.

In the case of a petty kingdom, the king only receives tax from the settlement or city that he owns, as well as any direct vassals.

Can select up to two Regents to step in while he’s not around. (Because of vacations, time zones, etc)


Duke

The Duke is in charge of overseeing a Duchy and all of its key personnel. He is also in charge of running his own personal demesne. Has another count (or several), within his own set of key personnel under him that he receives tax from.

Dukes can revoke and grant protection (Combat rule 4.a.) and fast travel to direct vassals under their control for an in-game annual cost (the upkeep).

Dukes will pay taxes to their liege, or to the server if they are not being granted protection.

An independent duke is known as a petty king.

Can select up to two regents to step in while he’s not around. (Because of vacations, time zones, etc)


Count

The count is in charge of overseeing a single county and all of its key personnel. He is also in charge of running his capital city and stronghold. The count is the lowest individual landholder and does not have any noble vassals.

Counts will pay taxes to their liege, or to the server if they are not being granted protection.

An independent count is known as a petty king.

Can select up to two regents to step in while he’s not around. (Because of vacations, time zones, etc)


Key Personnel


Regent

The regent steps in when the king or emperor is unavailable and generally acts as his assistants otherwise. The regent will then maintain any task the king or emperor has entrusted them.

It is wise to have people of different timezones to act as regents so that a nation can be operational in a variety of timezones.


Military Head

In charge of organizing the main military force of a nation/house (In-game and OOC) as well as being the highest-ranking guard force official.


Religious Head

In charge of organizing and further developing the nation/houses official religion (In-game and OOC.)


Head Steward

The right hand of a nation's leader.

In charge of the wider economics of the nation and ensures that taxes reach the King (or emperor) from each county. Without a steward, this is entirely up to the monarch alone.

Can assign three people maximum to become stewards for the nation.


Definitions


The Definition and requirements of an Empire.

In order for a nation to be an empire, it is required to be in control of its own kingdom in addition to another kingdom of another player. Your nation can lose its empirical status if the kingdom(s) you own rebel against you and break off, leaving you independent.

Maintaining an empire is no simple task, and requires a lot of resources and is almost impossible without a dedicated player base and lead house.


The Definition and requirements of a “Grand” Kingdom.

In order for a nation to be a Grand Kingdom it must be in control of three duchies. If a kingdom is independent and is in control of less than three duchies it is a ‘kingdom’.

Kingdoms require many people working together well, if there is a break in the economic link, settlements are at risk of attacks and strongholds are at a greater risk of siege.

The Definition and requirements of a Kingdom.

In order for a nation to be a Kingdom, it must be in control of more land than a single Duchy. If a Kingdom is independent and is in control of one duchy or less, it is a ‘petty kingdom’.

Kingdoms require many people working together well, if there is a break in the economic link, settlements are at risk of attacks and strongholds are at a greater risk of siege.


The Definition and requirements of a “Petty” Kingdom.

In order for a nation to be a petty kingdom it must be in control of at least one county and be independent, as well as be in control of no more than 1 duchy.

Once a petty kingdom contains more land than one duchy it becomes a “kingdom”


The Definition and requirements of a Duchy.

A duchy contains two counties.

Every duchy can have a maximum of 2 settlements, 2 strongholds and 1 server city.

A duchy is only considered a duchy when under the control of a high ranking monarch such as a king, grand king, or emperor, otherwise it is either an independent petty kingdom or “neutral land”.

If there is no duchy created, counties pay their nearest liege directly. If a duchy is within an empire, and there is no king, they will pay the emperor directly.


The Definition and requirements of a County.

A county is the smallest category of controlled territory on the map.

Every county can have a maximum of 1 settlement, 1 stronghold and 1 server city.

A county is only considered a county when under the control of a liege such as a duke, king or emperor, otherwise it is either an independent petty kingdom or “neutral county”.

If there is no duchy created, counties pay their nearest liege directly. This could mean paying your king in a kingdom, or your emperor in an empire.


The Definition and requirements of a 'Neutral County'.

A neutral county is a county which no nation has laid claim to.

A neutral country is not protected by raiding rules, (Combat rule 4).

Neutral countries can be claimed by noble bloodlines at any time providing they can afford the upkeep to maintain them.

When a neutral county is claimed by a house and is empty and uncontrolled by a nation it becomes an independent nation.

When a neutral county is claimed by a house and is controlled, it becomes a vassal of the nation, as a new vassal.


The Definition and requirements of a Liege.

A liege is a noble that has at least one other vassals underneath them.

A liege who is independent collects taxes from their direct vassals to pay for the nation’s upkeep to the server.

A liege who is a vassal themselves collects taxes from their lower vassals to pay their liege above them.

A liege can set the tax rate for the vassals underneath them, but a ruler will always have to pay a full amount of upkeep to the server based on its holdings.

Any liege can choose to take away raid and PVP protection, as well as fast travel, from any direct vassal settlements.

No liege can declare war on their vassals. They can only revoke protection.


The Definition and requirements of a Vassal.

A vassal is a noble that is controlled by a higher noble in a grander nation.

A direct vassal is someone who pays taxes to the noble directly above them in the hierarchy. This would mean the count to a duke. In special circumstances he may pay the emperor which would make him a direct vassal of the emperor.

The vassal is charged with collecting taxes from their settlement and any other vassals beneath them to pay their liege.

The vassal can have their raid and PVP protection, as well as fast travel rights revoked by their liege if the liege deems fit.

At any point, a vassal can declare war on their liege for the liege’s title, or for independence from their liege. An independence war declared on their liege will only make them independent from that liege. Any lieges of that noble will now be considered the vassal’s new liege.



System Version 2.1
 
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