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The Kingdom of
Formour
Formour is one of the largest and most prosperous nations in Midian. The weather is pleasant, and the ground
fertile—allowing farmers to grow multiple harvests each season. The Kingdom is bordered on the north by
the Heldannic Confederation, on the south by a channel that separates the Bizant
Empire, on the east by the Greatsea, and on the west by the mountain range that
shelters the Elven lands. This is a
predominantly Human country, but there is a large Dwarven population, and a few
remnants of Hobgoblins left from the Olde Empire in the Hobgoblin Enclave. Goths live in the southeastern region,
as well as that part of the Bizant Empire directly across the channel. Formour is more heavily populated along
its two coasts, with the eastern part of the realm having the bulk of the
population. The density of people
thins out toward the west, and new dominions may still be had from unclaimed
& untamed territory. This all
makes it a good place for an adventurous person to dwell.
The Kingdom is divided into 5 Archduchies that were once sovereign
nations. The founder of the royal
line united the (often hostile) lands into one nation. Each archduchy in turn is divided into
smaller feudal units. The army is
strong, and the navy is perhaps the known world’s largest. The Kingdom is well maintained, and well
organized. The crown recognizes the
need for individuals to excel.
Businesses:
Courier service (national): offices in all cities & major towns
in Formor
Direct—sends someone with package/message direct to
destination
Premium—send now direct to next town, which sends to next, etc.
Regular/Bulk—send package with the next caravan
Library: most
belong to a wizards' circle or guild, or belong to a school; if they allow you
(often limited) access at all, you will be charged a substantial fee for
use
Cambist or Steward:
bankers; stores and loans money; can also exchange currency; cost for
storage is 1% monthly; cost for exchange is also 1%; cost for loans ranges from
3% monthly to 100% weekly (or more); collateral is usually required for loans;
you are given a receipt for storage and many places accept the receipt as
payment in barter rather than making you get the gold out yourself (much easier
to carry the paper than several pounds of gold--particularly while travelling);
no one is obligated to accept the receipt in lieu of gold, however; Some bankers
use an alternate savings method—they charge a withdrawal fee of 10%, but do not
charge a monthly fee. If 100 gold
is taken out of the players' accounts, the cambist takes another 10 for
herself.
Indemnitory: this is
sharing the burden in the event of catastrophe; insurance; payments are made
(possibly housed with a steward) for one-time, until a set amount has been
reached, or on an ongoing basis, and paid out when needed--such as by fire or
death in battle; this is managed by those participating, not by a for-profit
business; operating costs being only what is paid-out and possible fees the the
cambist
Property—homeowners (or owners of other structures); paid out when
buildings are damaged
Mercenary—private armies or militia--not regular military; paid out when
someone is killed (sometimes when crippled or blinded)
Currency:
Ha’ Pennies: copper; 500/pound; 1/2 of a Copper
Farthing
Farthing: copper; 200/pound; 1/5th of a
Dinnar, 1/20th of a Silver Florin
Dinnars: brass; 100/pound; 1/50th of a
Gold Guilder; uncommon;
Flourins: silver; 200/pound; 1/20th of
a Gold Guilder; coin of the common folk
Guilder: gold; 200/pound; the official standard
‘coin of the realm,’ actually more of a middle-upper class
coin
Royals: gold; 50/pound; 10 to a Gold Guilder;
rare; found more in treasuries than in circulation
One Gold Guilder equals: 200 Ha’ Pennies
100 Copper Farthings
50 Brass Dinnars
20 Silver Flourins
or 1/10th of a Gold Royal
In Formour, noble ranks may only be issued by a nobleman who is at least
two levels higher than the rank that is being sought. In other words, only an Earl may promote
someone to Baron (provided that the supplicant has the required status). This keeps the nobility from promoting
up all of their non-noble friends—you need your boss to do so. This means that even the King cannot
promote anyone higher than Duke.
The feudal structure exists mainly for the Human subjects. The Dwarves have their own
nobility—Dwarven Kingdoms falling under the province of an Archduke. Succession of a family line in Formour
is passed down to the eldest child, not necessarily the oldest son.
The order of succession follows:
King, Prince (royal), Archduke, Duke, Marquis, Earl,
Viscount, and Baron. Baronet,
Knight, and Squire are part of the feudal order, but are not considered
nobles.