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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

 

 

Feodality

 

            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.