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Dooms of Utterby

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Dooms of Utterby

Postby Icarus » Tue Apr 21, 2015 7:12 am

So, we have a number of documents regarding rules and regulations in Utterby. We have Kory's Dooms of Conduct, The Guard Regulations, The Lodge Regulations, and the AU Regulations.

The design of these is to, of course, be easily transferable to Laketown, but differences are expected. I think that we could figure a way to merge these, or the spirit of them, into a single "Dooms of the Wilderland" -- common customs and laws of river settlements, based upon the common law of Laketown, handed down from the Lord's of Dale.

If anyone would like to take a crack at that merger, or provide suggestions, I think it would be appreciated. Myself and then Frigga (who would have the final say) could sift through them and make any needed changes.

Dooms of Conduct

Utterby, being a free settlement of free men, shall hold no thralls, nor permit them to be held in its domain, nor Utterby itself.

Utterby shall maintain a citizenry, granted certain rights in exchange for certain responsibilities. Any law-abiding Man may become a citizen of Utterby by swearing an Oath*
*rules for the Oath yet-to-be-determined, as I didn't get that far*

In Utterby and Utterby's domain the peace will be kept, and those breaking it needlessly will be levied with fines and punishments at the discretion of Utterby's Guard.

In Utterby and Utterby's domain theft shall be dealt with severely, with fines and punishments leading from whippings to hangings.

In Utterby and Utterby's domain assaults will not be tolerated, with fines and punishments leading from jail time to whippings.

In Utterby and Utterby's domain murder will be dealt with harshly, with a penalty of beheading or hanging. The Captain may lessen the sentence depending upon circumstances.

Any citizen of Utterby may appeal their punishments to the Captain or Master of Utterby, though those appealing for lesser crimes may find the punishments more severe.

Dooms of Commerce

Utterby's domain is held in common, and all may take and work from that that it produces and holds.

The right to export is held solely by the Master, the Lodge, the Guard, and property holders within Utterby.

Citizens of Utterby may freely import goods into Utterby, while strangers must buy instead from citizens or other strangers.

Citizens of Utterby may work for any landholder or institution within Utterby, while strangers may work freely for themselves, eachother, or the citizens of Utterby.

Dooms of Defense

Utterby is all that extends from the central square, to the surrounding walls and docks. Within Utterby, all land is owned, by either those that hold the deeds and papers to their land, or else the Master of Utterby.

Utterby's domain is that which extends from the walls of Utterby to the far bank of the surrounding rivers.*
this needs changing/editing, but was shorthand for 'that place where people go to gather wood from/hunt in,' mostly.

Utterby's citizenry shall maintain two separate levies, the fyrd and the auxiliaries.

Utterby's fyrd will be formed of able-bodied men and volunteer women, aged sixteen to fifty. They will be required to defend Utterby and Utterby's domain in emergencies, assembling for four rings of the bell. The fyrd will maintain a proper weapon, a shield, and a bow.

Utterby's auxiliary will be formed of able-bodied women, boys too young, men too old, or the otherwise crippled or incapable. They will be required to defend Utterby itself from assault or disaster, assembling for five rings of the bell. Members of the auxiliary will be required to maintain a bow.

Utterby's citizenry may further volunteer for the militia, required to maintain armor but given pay in exchange for patrolling outside Utterby's domain.

Utterby shall maintain a full-time Guard for the enforcement of its dooms and the defense of its domains, given pay, lodging, and armor.

Utterby shall maintain one serviceable rivercraft, for the defense of Utterby and its waters.

Utterby's citizenry will be required to help maintain Utterby's roads, docks, and defenses, though not for more than four hours in a day, and only two months each year.


Dooms of the Guard wrote:CONTRACTS
Contracts will be drafted and signed with the Laketown Trading Company lasts for 1 year. On top of room, board, and training, the contract contains provision for a sign-on bonus of 100 for good behavior after 6 months. What is deemed ‘good behavior’ is at the sole discretion of the Merchant Guard’s officers. At the conclusion of one’s contract, armor, weapons, and anything else belonging to the Guard will be returned and the man or woman will collect 100 coppers for years’ service or an extension of contract may be requested.

OATH
I, (Name) confirm by oath upon this covenant that I desire to preserve peace and here do I swear fealty and service to the Laketown Trading Company, Utterby and her peoples. I promise to bear truth and allegiance to the Citizens of Utterby, to uphold and enforce the law that govern them, to listen and obey, without question, to shed my blood and if necessary, give my life to the defense of the the land, the people and my fellow Guardsman until my contract is at an end or until my last breath is drawn.


TRAINING
Guardsman will train in the evening/late hours, and be hale enough to muster for a patrol each morning if one is called for or to protect Lodge folk if they request an escort beyond the gates. Those that are unfit for patrol the morning of will be tasked with having to guard the leader of the patrol or the member with the least amount of experience; whichever takes precedence or is decided upon by the patrol lead. Training is essential and those more experienced Guardsman should offer lessons to any other seeking them.


ARMOUR
The men and women of the Merchant Guard are each provided with a standard issue leather uniform upon joining as a Recruit. Others outfitted with armour which is standardized to their rank, that being oiled leathers for Privates and iron maille for Corporals. Officers are usually granted a choice for their armour, though it must be of a military standard and requisitioned through the armoury. Weapons are provided based on skill and suitability, though usually a sword and wooden shield are recommended for the newer troops beginning training as it is the most common weapon combination within the ranks of the infantry. Bows are issued to those able to use them effectively.


RANKS
Guardsman Recruit - Pale Red Armband
Guardsman Private - Red Armband
First Guardsmen (Senior Private) - Red Armband with a Single Spear
Guardsman Corporal - Red Armband with Crossed Spears
Guardsman Sergeant - Red Armband with a Shield and Crossed Spears

Promotion from Recruit to Private is rewarded after three months (1 RL month) time unless it’s decided otherwise by an officer. Promotion from the Private rank on is done at the sole discretion of the Sergeant rank and above.

Privates can make arrests –only- if a life is in immediate risk. Otherwise they should seek out an officer or report the incident with the men in the mess hall.


REWARDS & BOUNTIES
Rewards and bonuses will be provided to Guardsman for outstanding deeds or actions. These will be paid for the patrol as a whole, and distributed evenly.

Orc Head – 50 coppers
Orc Prisoner – 150 coppers
-Variable bounty on all intel useful to the war effort, from 5-50cp, approved by an officer.
Moonflower – 25cp for handful of petals. Night patrols will require a 5-person patrol.

HAZARD PAY
Officers have the ability to call on hazard pay. Hazard pay is called on when Guardsman face risk that is significantly more than what their contract calls for and not directly related to Utterby’s defense. Abuse of hazard pay constitutes a major offense and will be monitored closely by the Sergeant and Captain. It is never paid to an officer, only enlisted men.



RULES OF CONDUCT
Standing Orders
Obeying Orders –Lawful orders are to be carried out quickly and to the best of a Guardsman's ability. The chain of command has been established by Captain Wulf and his Adjutant Kennath for the reason of combative efficiency, and will therefore be respected by any and every man within it.
Patrols – All members of the Merchant Guard are expected to regularly accompany sanctioned group patrols. On these patrols, soldiers are to remain alert and ready for the unexpected at all times. There are strict regulations for the running of patrols which all men of the Guard should ensure they are aware of.

Patrols consisting of at least four persons are permitted to patrol the bog.

Escorting noncombat personnel into the wood for their work, like woodcutters and such is not mandatory but heavily recommended for those seeking bonuses or promotion.

Patrol leader or the man the leader charges with the responsibility will leave a return report with the following information before retiring:
-A list of men on patrol with name/rank (including himself as the lead)
-Expected route or destination
-Route traveled
-Any important information/abnormalities
-Any injuries/casualties
-Any other pertinent information

A simple report should be given of who is going and where before leaving the town. Failure to leave a report with the men in the mess hall will result in a 10 copper cut in pay for the month. If you can’t report, you can’t lead.


SENTRY DUTY
All Guardsman should regularly spend some length of time patrolling the palisade and looking for signs of trouble outside of Utterby. (Most of time spend as a Guardsman whilst offline)

ALARM BELL
The alarm bell in the training yard is used to muster the men to a patrol and alert the town of an imminent threat to its walls. This is not to be used for minor issues and the bell should not be used save in times when the safety of Utterby it at risk. Harsh punishments will be issued to any that misuse this right given to the Guard so if you have any doubts ask an officer or senior soldier.

One toll – Patrol is mustering
Two tolls – Enemies or danger spotted
Three tolls – Walls are under attack

RECRUITS
Recruits are restricted to the area within the town walls unless given explicit permission from an officer to leave, or when taking part in a sanctioned group patrol. Privates and above are permitted the occasional periods of leave to spend as they wish, though they must first ensure duties for the day are completed.

GENERAL CONDUCT

Guardsman are, at all times, expected to act professionally and appropriately. Their personal appearance, uniform and weaponry should be maintained at a high standard at all times. Good relations with fellow Guardsman and officers are the basis for a coherent and effective fighting force, and to that end, Guardsman should do their utmost to maintain an amicable and co-operative attitude at all times.

If disputes to arise, the matter should be immediately brought to the attention of an officer in order to mediate the problem. As an alternative, Guardsman have the option instead to settle disputes in the ring. Those challenged must be of equal rank or at most one rank above their current. These challenges must be issued on the clan boards and approved by an officer first. The time of these duels will be agreed upon and the victor will be recorded on the clan boards as well. Guardsmen resorting to verbal or physical battles outside of duels are often punished.

Conduct Around Officers - Officers are men who have proved themselves worthy of a commission, and have been entrusted with the command and duties aligned with their rank. As such, they should be given respect and unquestioning obedience in all situations.

OFFENSES AND PUNISHMENTS

Offenses
Minor Offenses
• Failure to comply with any of the Standing Orders,
• Unarmed assault, defined as an unarmed physical attack against another with the intention of causing bodily harm,
• Fighting outside of the sparring area,
• Disturbing the peace, creating dissention,
• Open insubordination, defined as defiant, contradictory, or disrespectful composure, action, inaction, or manner to one of higher station or rank. This includes refusal to follow a lawful order.
• Petty Theft, most insignificant items (clothing, materials, etc.)
• Possession of enemy contraband,
• Any other offense deemed to be Minor by a Corporal or above.

Major Offenses
• Armed assault, defined as an armed physical attack against another with the intention of causing bodily harm,
• Major Theft, the most valuable (coin pouches, weapons, keys, etc.)
• Looting of the dead,
• Oath-breaking,
• Any other offense deemed to be Major by a Sergeant or above.

Grave Offenses
• Murder, defined as the taking of another's life without justification,
• Treason, defined as any act that provides any assistance to the enemy,
• Oathbreakers or Deserters
• Any other offense deemed to be Grave by a Sergeant or above.

Punishments
Minor Offenses
• 1st offense – One week of community service and 10 cp fine
• 2nd offense - Three lashes, 10 cp, and one week’s community service.
• 3rd offense - Six lashes and one month’s pay.
• 4th offense - Nine lashes, dishonourable discharge.

Major Offenses
• 1st offense - Dishonourable discharge and a confiscation of weapons.

Grave Offenses
• 1st offense - Execution by hanging, or beheading.

All dishonorably discharged soldiers are branded with a simple 'C' upon the right cheek to mark them as a coward and their unsuitability to return to service. This mark makes them known to all members of society.

APPEALS
• Any man wishing to appeal a punishment may come before the Captain and present their case.
• If the appeal is denied it will double the punishment.

PRISONERS
• Prisoners are to be stripped of their belongings and shackled in a cell in the gaol. Their boots are to be checked for weapons and may be returned to them, as may their cloak. If they require medical attention, see that it is provided unless the prisoner is too violent for the treater's safety.
• -All- of their belongings are to be stored outside in the holding area and reported to the gaoler. (Board Post Required!)
• Corporals’s and above are the only ones allowed to enter the cells without specific orders from Officers except for the express purpose of bringing in and securing prisoners.
• Prisoners will be forced to make reparations, or be ransomed or executed after interrogation. Exceptions require the orders of a Captain or the Master.
• Enemies are -never- to be allowed outside of their cells.

DEATH AND DISPOSAL
• Corpses of inedible animals, such as rats or wolves, are to be burned -outside-, or buried outside the walls. Unusable parts of butchered animals are also to be disposed of. (Please use the ‘junk’ command as not to litter the rooms)
• Blood spills are to be cleaned immediately.
• Bodies of Guardsman who die honourably will be buried in their armour and with their weapons and shield, unless they've a will on file saying otherwise. Officers may overturn this order.
• An Officer will immediately take charge of the deceased's other belongings to distribute according to the wishes expressed in the will or else to return to the armoury
• The bodies of the citizens will be buried in the cemetery.


Dooms of the Lodge wrote:~ Rules of the Lodge ~
As set down by the scribe Kennath with the authority of Master Gararic on the 16th of August, 2914

On The Purpose of the Lodge

1. The purpose of the Lumber Lodge (called hereafter the Lodge) of Utterby is to serve as a guild and brotherhood within its four realms of work: Tailoring, woodworking, leatherworking, and metalworking.

While other shops, stores, stalls, and businesses may exist in Utterby, licensed by the Artisan's Union, the Lodge stands as a permanent and stable location where craftsmen new and old alike to Utterby can ply their trade in communal effort.

This does not mean that the Lodge is not intended to be profitable, but rather that it, as the oldest and most respected trade organization in Utterby, has a distinct responsibility to the community to accept, mentor, and retain high quality craftsmen from all parts of Rhovanion.


2. Being the largest single employer in Utterby, the Lodge has access to significant material and financial resources, ensuring that it often is the single source for the highest quality goods and materials in Utterby. Specialized and difficult to obtain materials are often available only to Lodge employees, often obtained as a result of years of steady business with reliable merchants throughout the Wilderland.

Branches of the Lodge

1. The Artisans serve as the keepers of more nuanced and delicate trades within the Lodge. This includes textiles, certain jewelry crafting, perfumery, soap and candle making, dyecrafters, painters, etc. It is currently overseen by Brandron Coghlan, one of the longest lived men of Utterby.

2. The Timberwrights, overseen by Master Gararic’s son Ealstan Omdahl, who focus on maintaining the Lodge’s primary trade in lumber. It is through the raw material of Mirkwood, in particular through valuable Ironwood, that Utterby remains profitable in the River-trade.

3. The Leatherworkers, overseen as well by Ealstan Omdahl, turn the raw hides and pelts gained from the hunters of Mirkwood into fine leathers for use in the production of both ordinary leather-goods and more utilitarian armors.

4. The Metalsmiths, overseen by Brandron as well, are the straightforward and hardworking smiths of Utterby. They are responsible for much of the metalwork going on in the town, from the smelting of ores to the production of both arms and armors. Additionally, the Metalsmiths are responsible for stonecrafting, on the rare occasion stone is imported or worked in the town, as well as gemwork.

Following the rules of licensure and management of the Artisan's Union, the number of Foremen accords to the current workforce and shop fronts of the Lodge.

On General Conduct & Disputes

1. It is the responsibility of all members of the Lodge to conduct themselves equitably and with suitable poise as to maintain the reputation of the organization as a whole.

Gossiping, philandering, carousing, excessive gambling, and other behaviors that might unduly besmirch the reputation of Utterby and Master Gararic will not be tolerated and are grounds for termination of employment.

2. The hiring, firing, and maintaining the integrity of the Lodge is the responsibility of the individual Foremen, their authority extending over the members of their specific branch of the organization.

3. If appointed by the Master, an individual may serve as an Ombudsman (Representative) between different branches. This individual is responsible for ensuring that certain directives from the Master are complied with, but their authority does not extend down to the management of the actions of individual lodge employees. It is the responsibility of the Foremen to ensure that their employees comply with the directives as laid out by the Ombudsman, and failure to carry out this duty is met with due recourse.

4. Disputes between Foremen are to be handled by the appointed Ombudsman. If no Ombudsman is currently appointed, disputes will be handled by the Overseers.

5. Disputes between employees of a single branch are to be handled by that branch’s Foreman. If no Foreman is immediately available, the Ombudsman will be utilized. If no Ombudsman is currently appointed, an Overseer will handle the dispute.

6. Disputes between employees of two branches are to be handled by the Foremen of each respective branch. If they are unable to resolve the dispute, the Ombudsman is responsible for coming to a resolution. If no Ombudsman is currently appointed, or otherwise unavailable, an Overseer will handle the dispute.

7. Theft is, obviously, prohibited. Personal goods should be maintained in labeled bins in the appropriate area.

8. Relations between Lodge employees, within the confines of the Lodge, are prohibited. We all know what you are doing when you are hidden in the corner behind that crate beneath the sheets, and you are encouraged to either be wed or take your dalliances away from the premises.

[The second sentence here is scratched through but remains visible enough to read.]

9. If an employee of the Lodge is observed violating the rules of the Lodge by a Foreman not of their branch, it is the responsibility of that Foreman to inform the employee’s Foreman of the event. If a Foreman of that branch cannot be located in a timely fashion, the Ombudsman may be utilized.

If a Ombudsman is not available, an Overseer may be consulted directly. It is /not/ the duty of a foreman of one branch to directly oversee the employees of another, unless /explicitly/ authorized to do such by the other branch’s foreman. However, clear violations of rules or town laws are the duty of all employees to be mindful of.

10. Foreman promotion is handled through consideration by the Overseers given reputation, craftsmanship, and current need of the Lodge. Current Foremen shall be granted vote on the Overseers choice of candidate. Other current Lodge members might be informally polled for feelings on the candidate. In the case of a tie vote, the Ombudsman gets the deciding vote. Should one not be currently appointed, the matter shall be left to the Overseer's discretion.

11. Foreman firing or demotion is handled by a vote of no-confidence by the standing body of Foremen. This is a grave matter, and to date - has occured only once in the Lodge's history. Thus should Ombudsman and Overseers be contacted to try more peaceful means before it be taken, lest grave upset to the flow of work or morale follow.

Other current Lodge members might be informally polled for feelings on the candidate. In the case of a tie vote, the Ombudsman gets the deciding vote. Should one not be currently appointed, the matter shall be left to the Overseer's discretion.


On Materials and Distribution of Such

1. Foremen are required to keep a supply of crafting materials available for use by Lodge employees with the Quartermaster at all times. Fine materials, and those of particular high quality, may be personally overseen by Foremen, but no smith, timberwright, leatherworker, or artisan should have merit to complain that they cannot work due to a lack of supplies.

2. Excessive supplies shall not be kept in reserve outside the reach of employees unless maintained for a current contracted order(s).

3. Supplies of one branch may be utilized if needed by employees of another branch /in moderation/. For instance, a woodworker may utilize some iron to make hinges. A smith may utilize wood to make handles. An artisan may use hide to make a canvas. A smith may use a decorative kit to etch a blade. And so on. This is not to be abused, and Foremen who find their materials constantly being used by others at the expense of their own employees are encouraged to seek out the other employee’s Foreman to be compensated or to resolve the issue.

4. Employees are encouraged, at the discretion of their Foremen, to make use of commissions to supplement their income. Commissions are defined as selling completed projects to the Quartermaster. Foremen are permitted to handle commissions in person, and at a rate of their choosing, so long as it is not lower than that which the Quartermaster would provide.

5. Abuse of the Quartermaster, such as through taking completed projects from him at zero cost and using those projects for personal use, shall result in disciplinary action. Additionally, should the Quartermaster have a particular item on the books for an excessive amount, an employee continually selling such goods to them without notifying their Foreman shall face disciplinary action.


On Business Practices, Purchases, and Sales

1. All sales and purchases must be made through official Lodge channels. These being either through designated shops, or through the Foremen directly in order to fall within Artisan Union license agreements. This constitutes only purchases made on behalf of the Lodge as a whole. Private purchases are excluded.

2. All sales made by Lodge representatives must go through proper channels. These channels being either through Lodge Foremen or Lodge Shops. The Ombudsman is authorized to conduct sales on behalf of a Foreman IF the Foreman has previously authorized such actions. Ledgers must be updated by the Ombudsman accordingly, as a Foreman would.

3. It is the responsibility of the Lodge Foremen to make sure that their respective shop is stocked with a variety of goods for sale to the general public.

4. Goods made with privately obtained materials may be permitted to be sold by Lodge employees should the following be followed: The sale has been approved by an employee’s foreman, and that the employee’s foreman directly oversee the transaction. If authorized by a Foreman, the Ombudsman can serve as this role over employees of that Foreman. This is a privilege granted on good faith, and if abused shall be revoked.

5. Gifts – If an employee of the Lodge wishes to grant someone a gift either made or from Lodge owned materials, they must request first approval of their branch’s foreman. This request may be approved or denied. A gift made from privately made materials may be given freely so long as doing such does not disrupt said employee’s work performance.

6. Contracts and orders are to be filled by order of reception. Newer orders shall not take precedence over those already filed excepting in the case of immediate threat to the safety of the town.

7. Contracts are, to the extent of any possible ability, encouraged to be documented and sealed in writing, particularly for larger amounts. The town litigant should be used for this purpose, though Kennath, personal litigant of the Master may also be utilized for this by appointment if another is unavailable.

8. No contract shall be denied on the grounds of personal disagreement. All contracts are to be accepted and filled within a reasonable time, expecting the case should the contract be impossible to fill, or should at least three Foremen agree that said contract is not in the best interest of the Lodge.

9. A contract may be considered null and void if after the agreement is written the non-Lodge party becomes known for criminal conduct. Elsewise, if an order becomes impossible to fill for reasons normally beyond Lodge control (death of an involved worker, non arrival of an imported material, etc.) Three Foreman (or two Foreman and the current serving Ombudsman) must agree the contract cannot be filled.

In any such cases, any coin paid for said order is to be returned in full. Should the coin paid be part of a criminal investigation, it will be put in escarow with the Guard until the matter is investigated and settled.

Breaking an contract is a matter not taken lightly. And when it is done, it should be noted for the Overseers to be made aware of. Contracts broken for frivolous cause and outside of the stipulations above shall be seen as violation of intend and letter of Lodge law and expectation, and dealt with accordingly.

10. Foremen are required to document monthly expenditures and profits within their respective offices. Ombudsman, when authorized to operate as a Foreman's representative in specific situations, are also expected to keep ledgers of their work alongside that of the Foreman's they are working with. The Ombudsman is explicitly permitted to review ledgers of all branches of the Lodge, and if discrepancies found report them to the Master.


Draft AU Member Regulations wrote:Section I: Member Code of Conduct

Disclaimer: Any and all rules below here broken run the risk of sanctions, fines, and the revoking of license to do business by the Artisan’s Union. Further, Union members and licensees discovered to be breaking any civil or legal law of Laketown will be accorded to punishment on such offenses.

Members must remain citizens of good standing by Laketown law.
Members who break laws shall willingly submit to the orders and decisions of the magistrates and the Watch for punishment to be determined.
Members shall obey any punishment in fine, civil (AKA community) service, or time in jail required to clear their name and debt from law breaking.
Members who receive a bail bond in exchange for jailing until court appearance are expected to obey all terms and to repay any fees or interest accrued.
Members can and are encouraged to retain the services of a litigant to navigate the court system and to petition in their defense.
No Artisan shall knowingly employ or do business with those known to break the legal, civil, or commercial laws of Laketown.
Business owners are deemed responsible for the acts of their employees. To employ (and keep employed) a law-breaker is to condone them.
Business owners shall submit errant employees to all rules and expectations they themselves would face as seen in Section I: 1 - A-D above.
Business owners are responsible for the business conducted by themselves and their employees on their behalf and in their name. All business shall follow all laws and expectations as laid out herein.
Union members will only sell items via their business (IE - stall or shopfront) as laid out in the specific terms of their license.
Union members, like all citizens, can conduct personal business up to an amount of 1,000 cp (or 85 cp per calendar month) or sell to designated resale shops.
Sales above and beyond this amount need to fall under the terms of one’s license or the application of a secondary license is required.
Union members will not buy, sell, or trade in any items forbidden by general Laketown law (AKA contraband)
Union members are forbidden to acquire or build restricted workshop tools without the proper licensure and fees, to do so risks the tool’s forcible removal or destruction
Members will keep current on their membership dues and licensure renewals
Members will maintain proper payment on their debts and complete the terms of any signed and witnessed contracts to which they are a party. Should such agreements end in litigation, they will adhere to any and all tenets of decision met by the counselor or magistrate assigned. To do otherwise is to abrade the law and be an oathbreaker.
Members will maintain a reputation for fair business that reflects well on the Artisan’s Union. Those involved frequently in frivolous litigation or with a reputation for shoddy work or price gouging face disapproval and sanctions.
Union members will only purchase merchandise from Union licensed peddlers.
Union members will not willingly allow non-members or peddlers into member-only workshops or work areas, to do so is to lose one’s own privileges of access
[Petition: Player] I am ready to begin my interdimensional adventure.

A mutilated little orc murmurs, nodding as he mutters,
"I fought good today. Yuh. Fought good, 'specially for bein' the kitchen-snaga. Yuh, I did."
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Re: Dooms of Utterby

Postby Icarus » Tue Apr 21, 2015 7:41 am

As a note, I do think that one of the themes of the Hobbit, and truly that of our own documentation, is the existence of a strong mercantile strain alongside that of a more noble and ancient tradition. I personally think that this has come about after the destruction of Dale, and the fall of the Lord's of Dale (the title of the hereditary ruler of Dale was Lord, and in the future will be King, but for the moment it is an empty title as the city is destroyed).

With the destruction of Dale, and the loss of power of the hereditary nobility, power went to the Merchants, who have over the last 170 or so years consolidated that power into rules and regulations and bureaucracy that maintains their power. Yet the old strain still exists within popular custom, as not everyone is a money-grubbing brigand, and so the two themes exist side-by-side.

Thematically, I'd almost look at it as the change, culturally, that occurred in scandinavian countries during the time that Christianity began to become the dominant religion over the old Pagan rites. Likely less pronounced, but the old ways are falling by the wayside under the influence of a new doctrine. This no doubt causes some tension. 170 years after the fall of Dale, how great is that tension still? The Merchants have indeed won, after all, and hold great power within Laketown and by extension the Wilderland.

I think an example of that power is in the sacking of an unlicensed settlement outside Utterby by soldiers financed by merchant interests in 2912.
[Petition: Player] I am ready to begin my interdimensional adventure.

A mutilated little orc murmurs, nodding as he mutters,
"I fought good today. Yuh. Fought good, 'specially for bein' the kitchen-snaga. Yuh, I did."
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Re: Dooms of Utterby

Postby Hawkwind » Tue Apr 21, 2015 11:30 am

Can we bring back the branch of oak to beat the evil out of people? That was always my favorite law.
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Re: Dooms of Utterby

Postby tehkory » Wed Apr 22, 2015 4:05 pm

If anyone would like to take a crack at that merger, or provide suggestions, I think it would be appreciated. Myself and then Frigga (who would have the final say) could sift through them and make any needed changes.

I'm going to give this a shot.

Icarus wrote:As a note, I do think that one of the themes of the Hobbit, and truly that of our own documentation, is the existence of a strong mercantile strain alongside that of a more noble and ancient tradition. I personally think that this has come about after the destruction of Dale, and the fall of the Lord's of Dale (the title of the hereditary ruler of Dale was Lord, and in the future will be King, but for the moment it is an empty title as the city is destroyed).

With the destruction of Dale, and the loss of power of the hereditary nobility, power went to the Merchants, who have over the last 170 or so years consolidated that power into rules and regulations and bureaucracy that maintains their power. Yet the old strain still exists within popular custom, as not everyone is a money-grubbing brigand, and so the two themes exist side-by-side.

Thematically, I'd almost look at it as the change, culturally, that occurred in scandinavian countries during the time that Christianity began to become the dominant religion over the old Pagan rites. Likely less pronounced, but the old ways are falling by the wayside under the influence of a new doctrine. This no doubt causes some tension. 170 years after the fall of Dale, how great is that tension still? The Merchants have indeed won, after all, and hold great power within Laketown and by extension the Wilderland.

I think an example of that power is in the sacking of an unlicensed settlement outside Utterby by soldiers financed by merchant interests in 2912.

I'm going to do my best to work on these, with the idea that the Artisan's Union(backed by the Master of Laketown, likely) has a cultural/economic hegemony of every human settlement along the northern River Running/Mirkwood, and that the Merchant Guard is essentially their arm of enforcement. AU/Merchant Guard rules supercede local Lodge/town rules, and the town/Lodge is aware of that, and writes them so as to not piss off the most powerful people in the region.

Helpfiles will be something I'll also try and put together.

The design of these is to, of course, be easily transferable to Laketown, but differences are expected. I think that we could figure a way to merge these, or the spirit of them, into a single "Dooms of the Wilderland" -- common customs and laws of river settlements, based upon the common law of Laketown, handed down from the Lord's of Dale.

Rather than produce one generally, I'm going to focus on Utterby specifically, with the understanding that the Merchant Guard/AU's rules are universal to the region, but Utterby's are specific(and the weakest, depending entirely on the AU's tacit approval and the Merchant Guard's intent to enforce). I feel like that's the best way to produce something both universal and local, and easily shifted to Laketown: thus only minor adjustments(or nothing at all) need to be made to 2/3 during the switch to Laketown, and whatever else is needed on the local dooms/laws can be made without affecting those. I feel like it's the best way to preserve Utterby's unique culture/frontier settlement feel. It's the roughest, most forwards outpost in a region of rough, forward outposts.
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Re: Dooms of Utterby

Postby Icarus » Wed Apr 22, 2015 4:42 pm

I knew you'd step up :D

Keep in mind each group will still have their own laws and rules, so to speak, but yeah, I look forward to what you produce.

Something myself and Frigga discussed today, which I think has been hinted at but needs fleshed out, is a concept known as The Dale Law. These are the traditions and dooms of Dale from 170 years ago, but have since in many places been supplanted by the more mercantile concepts that the ruling merchant class has brought about. One of these values, we imagine, would be the idea of thralldom, or slavery. What we might consider slavery as in the literal sense, such as a human enslaved by the orcs, followers of the Dale Law (tm) might consider those that take a loan to be a thrall of someone else. Hardcore Dale Law fanatics might not be as welcome as more... enterprising individuals in the perspective of the AU, but all the same, they follow the old ways and hold to them.

In general, the Dale Law would be very close to what one might have seen in Angost of yore, but not it's the Freelancers who hold the power. Concepts such as Anwig and Blood Prices would not be foreign.
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Re: Dooms of Utterby

Postby tehkory » Wed Apr 22, 2015 4:52 pm

I've underlined any bits that I've changed/added. The helpfile for the Artisan's Union is completely new.

Second Draft:
Section I: Member Code of Conduct

Disclaimer: Any and all rules below here broken run the risk of sanctions, fines, and the revoking of license to do business by the Artisan’s Union. Further, Union members and licensees discovered to be breaking any civil or legal law of Laketown will be accorded to punishment on such offenses.

A. Members must remain citizens of good standing by Laketown law, or else in any other settlement where the Artisan’s Union operates.
B. Members who break laws shall willingly submit to the orders and decisions of the magistrates and the Watch for punishment to be determined.
C. Members shall obey any punishment in fine, enforced service, or time in jail required to clear their name and debt from law breaking.
D. Members who receive a bail bond in exchange for jailing until court appearance are expected to obey all terms and to repay any fees or interest accrued.
E. Members can and are encouraged to retain the services of a litigant to navigate the court system and to petition in their defense.
F. No Artisan shall knowingly employ or do business with those known to break the legal, civil, or commercial laws of Laketown.
G. Business owners are deemed responsible for the acts of their employees. To employ (and keep employed) a law-breaker is to condone them.
H. Business owners shall submit errant employees to all rules and expectations they themselves would face as seen in Section I: 1 - A-D above.
I. Business owners are responsible for the business conducted by themselves and their employees on their behalf and in their name. All business shall follow all laws and expectations as laid out herein.
J. Union members will only sell items via their business (IE - stall or shopfront) as laid out in the specific terms of their license.
K. Union members, like all citizens of Artisan's Union affiliated settlements, can conduct personal business up to an amount of 1,000 cp (or 85 cp per calendar month) or sell to designated resale shops.
L. Sales above and beyond this amount need to fall under the terms of one’s license or the application of a secondary license is required.
Union members will not buy, sell, or trade in any items forbidden by general Laketown law (AKA contraband)
M. Union members are forbidden to acquire or build restricted workshop tools without the proper licensure and fees, to do so risks the tool’s forcible removal and/or destruction as well as fines and/or loss of membership.
O. Members will keep current on their membership dues and licensure renewals.
P. Members will maintain proper payment on their debts and complete the terms of any signed and witnessed contracts to which they are a party. Should such agreements end in litigation, they will adhere to any and all tenets of decision met by the counselor or magistrate assigned. To do otherwise is to abrade the law and be an oathbreaker.
Q. Members will maintain a reputation for fair business that reflects well on the Artisan’s Union. Those involved frequently in frivolous litigation or with a reputation for shoddy work or price gouging face disapproval and sanctions.
R. Union members will only purchase merchandise from Union licensed peddlers.
S. Union members will not willingly allow non-members or peddlers into member-only workshops or work areas, to do so is to lose one’s own privileges of access.


First Draft:
help Artisan's Union

The Artisan's Union is a Guild of sorts, founded shortly after the founding of Laketown itself. Headed by the Master of Laketown since its inception, the Artisan's Union looks after its own interests, funding the police force, the Merchant Guard, that protects various settlements along the River Running. Vast and powerful to the point of hegemony, it is a controversial, oft-maligned organization that holds what many consider an undue amount of power over any human settlement in the region, and is because of that that it is despised by many, and not well-loved by most. Members of the Artisan's Union are granted unofficial protections and guarantees across all the Artisan's Union-affiliated settlements, and the Union has been known to apply subtle--and unsubtle--pressure in support of particularly powerful, influential members.

While there have been multiple organized opponents of the Artisan's Union over the years, they have all either failed or else been subsumed into the Union in the end. Settlements without Union support have been known to flounder, or else completely disband, and there have even been whispers of the Merchant Guard breaking up and forcefully disbanding smaller settlements that have proven themselves thorns in the Union's side.

The Artisan's Union will only rarely rely on force, instead preferring a restrained hand, and never is this more common than when interacting with members of other races. Few in the Artisan's Union would care to upset the Dwarves of the Iron Hills, or the Elves of Mirkwood, and the pressure that a Mannish blacksmith might feel on his business is a different thing altogether from what a Dwarven smith might feel.

Commentary:The Artisan's Union, to me(and apparently to Icarus) represents a rather corrupt, monolithic, downright evil hegemony, one that's best represented by the Master from The Hobbit. It's representative of(and eventually headed by) a man that will take an entire town's worth of gold given to rebuild a town, flee with it, and die holding it, starving to death. It's representative of cruel lust for gold, of a group that would slaughter an unauthorized settlement that refused to play ball. They are not kind, they are not Kingly, they are not loved. They are symbolic of everything that has gone wrong since Dale fell.

They are also protectors, defenders, men organizing a chaotic world. They are not evil, necessarily, and there are many good men involved with the Artisan's Union. But overall? It's no good, and most people are going to despise or else very reluctantly accept, the Union as a whole.

The AU laws seem to be only partial, and I don't know where the rest of the rules necessarily are. The helpfile needs dates added, and in particular a section on Gararic of utterby and Rofael Highleaf of Highbridge, both of whom I imagine were temporary opponents the Artisan's Union. In Gararic's case, he then became an important member. Whereas Rofael was murdered by a disgruntled worker, and definitely not assassinated by the Artisan's Union. That's crazy talk.
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Re: Dooms of Utterby

Postby tehkory » Wed Apr 22, 2015 5:04 pm

Underlined things I've added.
Merchant Guard, second draft:
Dooms of the Merchant Guard of Utterby
CONTRACTS
Contracts will be drafted and signed with the Laketown Trading Company lasts for 1 year. On top of room, board, and training, the contract contains provision for a sign-on bonus of 100 for good behavior after 6 months. What is deemed ‘good behavior’ is at the sole discretion of the Merchant Guard’s officers. At the conclusion of one’s contract, armor, weapons, and anything else belonging to the Guard will be returned and the man or woman will collect 100 coppers for years’ service or an extension of contract may be requested. Contracts may be transferred to another Artisan's-Union affiliated settlement, with a bonus of 50 copper added on acceptance.*
*I've added this so people can 'get transferred' and retire.


OATH
I, (Name) confirm by oath upon this covenant that I desire to preserve peace and here do I swear fealty and service to the Laketown Trading Company, Utterby and her peoples. I promise to bear truth and allegiance to the Citizens of Utterby, to uphold and enforce the law that govern them, to listen and obey, without question, to shed my blood and if necessary, give my life to the defense of the the land, the people and my fellow Guardsman until my contract is at an end or until my last breath is drawn.

TRAINING
Guardsman will train in the evening/late hours, and be hale enough to muster for a patrol each morning if one is called for or to protect Lodge folk if they request an escort beyond the gates. Those that are unfit for patrol the morning of will be tasked with having to guard the leader of the patrol or the member with the least amount of experience; whichever takes precedence or is decided upon by the patrol lead. Training is essential and those more experienced Guardsman should offer lessons to any other seeking them.

ARMOUR
The men and women of the Merchant Guard are each provided with a standard issue leather uniform upon joining as a Recruit. Others outfitted with armour which is standardized to their rank, that being oiled leathers for Privates and iron maille for Corporals. Officers are usually granted a choice for their armour, though it must be of a military standard and requisitioned through the armoury. Weapons are provided based on skill and suitability, though usually a sword and wooden shield are recommended for the newer troops beginning training as it is the most common weapon combination within the ranks of the infantry. Bows are issued to those able to use them effectively.

RANKS
Guardsman Recruit - Pale Red Armband
Guardsman Private - Red Armband
First Guardsmen (Senior Private) - Red Armband with a Single Spear
Guardsman Corporal - Red Armband with Crossed Spears
Guardsman Sergeant - Red Armband with a Shield and Crossed Spears

Promotion from Recruit to Private is rewarded after three months (1 RL month) time unless it’s decided otherwise by an officer. Promotion from the Private rank on is done at the sole discretion of the Sergeant rank and above.

Privates can make arrests –only- if a life is in immediate risk. Otherwise they should seek out an officer or report the incident with the men in the mess hall.


REWARDS & BOUNTIES
Rewards and bonuses will be provided to Guardsman for outstanding deeds or actions. These will be paid for the patrol as a whole, and distributed evenly.

Orc Head – 50 coppers
Orc Prisoner – 150 coppers
-Variable bounty on all intel useful to the war effort, from 5-50cp, approved by an officer.
Moonflower – 25cp for handful of petals. Night patrols will require a 5-person patrol.

HAZARD PAY
Officers have the ability to call on hazard pay. Hazard pay is called on when Guardsman face risk that is significantly more than what their contract calls for and not directly related to Utterby’s defense. Abuse of hazard pay constitutes a major offense and will be monitored closely by the Sergeant and Captain. It is never paid to an officer, only enlisted men.

RULES OF CONDUCT
Standing Orders
Obeying Orders –Lawful orders are to be carried out quickly and to the best of a Guardsman's ability. The chain of command has been established by Captain Wulf and his Adjutant Kennath for the reason of combative efficiency, and will therefore be respected by any and every man within it.
Patrols – All members of the Merchant Guard are expected to regularly accompany sanctioned group patrols. On these patrols, soldiers are to remain alert and ready for the unexpected at all times. There are strict regulations for the running of patrols which all men of the Guard should ensure they are aware of.

Patrols consisting of at least four persons are permitted to patrol the bog.

Escorting noncombat personnel into the wood for their work, like woodcutters and such is not mandatory but heavily recommended for those seeking bonuses or promotion.

Patrol leader or the man the leader charges with the responsibility will leave a return report with the following information before retiring:
-A list of men on patrol with name/rank (including himself as the lead)
-Expected route or destination
-Route traveled
-Any important information/abnormalities
-Any injuries/casualties
-Any other pertinent information

A simple report should be given of who is going and where before leaving the town. Failure to leave a report with the men in the mess hall will result in a 10 copper cut in pay for the month. If you can’t report, you can’t lead.


SENTRY DUTY
All Guardsman should regularly spend some length of time patrolling the palisade and looking for signs of trouble outside of Utterby. (Most of time spend as a Guardsman whilst offline)

ALARM BELL
The alarm bell in the training yard is used to muster the men to a patrol and alert the town of an imminent threat to its walls. This is not to be used for minor issues and the bell should not be used save in times when the safety of Utterby it at risk. Harsh punishments will be issued to any that misuse this right given to the Guard so if you have any doubts ask an officer or senior soldier.

One toll – Patrol is mustering
Two tolls – Enemies or danger spotted
Three tolls – Walls are under attack

RECRUITS
Recruits are restricted to the area within the town walls unless given explicit permission from an officer to leave, or when taking part in a sanctioned group patrol. Privates and above are permitted the occasional periods of leave to spend as they wish, though they must first ensure duties for the day are completed.

GENERAL CONDUCT

Guardsman are, at all times, expected to act professionally and appropriately. Their personal appearance, uniform and weaponry should be maintained at a high standard at all times. Good relations with fellow Guardsman and officers are the basis for a coherent and effective fighting force, and to that end, Guardsman should do their utmost to maintain an amicable and co-operative attitude at all times.

If disputes to arise, the matter should be immediately brought to the attention of an officer in order to mediate the problem. As an alternative, Guardsman have the option instead to settle disputes in the ring. Those challenged must be of equal rank or at most one rank above their current. These challenges must be issued on the clan boards and approved by an officer first. The time of these duels will be agreed upon and the victor will be recorded on the clan boards as well. Guardsmen resorting to verbal or physical battles outside of duels are often punished.

Conduct Around Officers - Officers are men who have proved themselves worthy of a commission, and have been entrusted with the command and duties aligned with their rank. As such, they should be given respect and unquestioning obedience in all situations.

OFFENSES AND PUNISHMENTS

Offenses
Minor Offenses
• Failure to comply with any of the Standing Orders,
• Unarmed assault, defined as an unarmed physical attack against another with the intention of causing bodily harm,
• Fighting outside of the sparring area,
• Disturbing the peace, creating dissention,
• Open insubordination, defined as defiant, contradictory, or disrespectful composure, action, inaction, or manner to one of higher station or rank. This includes refusal to follow a lawful order.
• Petty Theft, most insignificant items (clothing, materials, etc.)
• Possession of enemy contraband,
• Any other offense deemed to be Minor by a Corporal or above.

Major Offenses
• Armed assault, defined as an armed physical attack against another with the intention of causing bodily harm,
• Major Theft, the most valuable (coin pouches, weapons, keys, etc.)
• Looting of the dead,
• Oath-breaking,
• Any other offense deemed to be Major by a Sergeant or above.

Grave Offenses
• Murder, defined as the taking of another's life without justification,
• Treason, defined as any act that provides any assistance to the enemy,
• Oathbreakers or Deserters
• Any other offense deemed to be Grave by a Sergeant or above.

Punishments
Minor Offenses
• 1st offense – One week of community service and 10 cp fine
• 2nd offense - Three lashes, 10 cp, and one week’s community service.
• 3rd offense - Six lashes and one month’s pay.
• 4th offense - Nine lashes, dishonourable discharge.

Major Offenses
• 1st offense - Dishonourable discharge and a confiscation of weapons.

Grave Offenses
• 1st offense - Execution by hanging, or beheading.

All dishonorably discharged soldiers are branded with a simple 'C' upon the right cheek to mark them as a coward and their unsuitability to return to service. This mark makes them known to all members of society.

APPEALS
• Any man wishing to appeal a punishment may come before the Captain and present their case.
• If the appeal is denied it will double the punishment.

PRISONERS
• Prisoners are to be stripped of their belongings and shackled in a cell in the gaol. Their boots are to be checked for weapons and may be returned to them, as may their cloak. If they require medical attention, see that it is provided unless the prisoner is too violent for the treater's safety.
• -All- of their belongings are to be stored outside in the holding area and reported to the gaoler. (Board Post Required!)
• Corporals’s and above are the only ones allowed to enter the cells without specific orders from Officers except for the express purpose of bringing in and securing prisoners.
• Prisoners will be forced to make reparations, or be ransomed or executed after interrogation. Exceptions require the orders of a Captain or the Master.
• Enemies are -never- to be allowed outside of their cells.

DEATH AND DISPOSAL
• Corpses of inedible animals, such as rats or wolves, are to be burned -outside-, or buried outside the walls. Unusable parts of butchered animals are also to be disposed of. (Please use the ‘junk’ command as not to litter the rooms)
• Blood spills are to be cleaned immediately.
• Bodies of Guardsman who die honourably will be buried in their armour and with their weapons and shield, unless they've a will on file saying otherwise. Officers may overturn this order.
• An Officer will immediately take charge of the deceased's other belongings to distribute according to the wishes expressed in the will or else to return to the armoury
• The bodies of the citizens will be buried in the cemetery.

CRIME AND PUNISHMENT
• The Merchant Guard of Utterby will follow the local laws and customs of the settlement, though the Captain's discretion may be applied in both enforcement and punishment.
*
*This was, of course, added because there's no laws actually mentioned here, except for the laws governing Guardmen's conduct.

First Draft:
help merchant guard
The Merchant Guard is the prominent and foremost defensive and policing force of the human settlements of Northern Rhovanion. Centered in Laketown, they are officially funded and backed by the Laketown Trading Company, itself a member of the Artisan's Union. From settlement to settlement they enforce the local laws and act in defense against brigands, goblin raids, and worse. Subservient first-and-foremost to the Laketown Trading Company, they are generally accepted, though the degree to which they are liked varies from town to town and citizen to citizen and guard to guard. The laws they enforce vary slightly from town to town, but the rules which they govern themselves are universal. While there are militias and mercenary companies, the Merchant Guard represent the first line of defense and the only line of enforcement in almost every settlement in the region.

Commentary:
I've added some bits, mostly so that it's clear what laws the Merchant Guard enforce, and partially to allow someone to retire without any awkwardness, re: oathbreaking. The Merchant Guard likely won't need any changes in the transfer to Laketown in particular, but I'd be happy to see any current or previous Merchant Guard comment on this in particular.
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Re: Dooms of Utterby

Postby tehkory » Wed Apr 22, 2015 8:49 pm

I'll be going through these line-by-line, or lines-by-lines, with OOC/IC explanations. I'll start with one, too. Utterby's often been described and felt like a ponzi scheme to me, a way for Gararic to get rich off of the itinerant workers and those looking to come to Utterby to, in turn, get rich quick. While it's thriving(sortof?) it's never felt -stable-.

In the end, this document(which, while it exists in some form in-game, does not exist in any official capacity) is going to represent a concerted effort to turn Utterby from a barebones settlement into a home, a way of representing the fact that Utterby is, by now, a generational settlement that needs laws and stability more than it needs strangers. I'll be remarking on individual parts of this as I go through it.

Dooms of Utterby, Second Draft:
Dooms of Conduct

Utterby, being a free settlement of free men, shall hold no thralls, nor permit them to be held in its domain, nor Utterby itself.

This might counter your Dalelaw, and maybe it should, but I wrote it forever ago and stand by it that Free Men of the North likely don't take kindly to thralldom.

Utterby shall maintain a citizenry, granted certain rights in exchange for certain responsibilities. Any law-abiding Man may become a citizen of Utterby by swearing an oath, which follows:

I've tried writing this like a dozen times, and it always sounds cheesy. Somebody else do it. That said, Citizenship becomes more important as time goes on, and this is a pretty essential part of the document. In essence: change 'Citizen of Utterby' to 'Denizen of Utterby,' then make a special Citizenship clan only some are a part of.

In Utterby and Utterby's domain the peace will be kept, and those breaking it needlessly will be levied with fines and punishments at the discretion of Utterby's Guard.

In Utterby and Utterby's domain theft shall be dealt with severely, with fines and punishments leading from whippings to hangings.

In Utterby and Utterby's domain assaults will not be tolerated, with fines and punishments leading from jail time to whippings.

In Utterby and Utterby's domain murder will be dealt with harshly, with a penalty of beheading or hanging. The Captain may lessen the sentence depending upon circumstances.

Any citizen of Utterby may appeal their punishments to the Captain or Master of Utterby, though those appealing for lesser crimes may find the punishments more severe.

Pretty basic. The Guard rules say the same thing, essentially, save that they're 'doubled' instead. Of note is one of the first rights of Citizenship, the right to appeal.

Dooms of Commerce

Utterby's domain is held in common, and all may take and work from that that it produces and holds.

That place which we forage and hunt from? Everybody can forage and hunt from it.

The right to export is held solely by the Master, the Lodge, the Guard, and property holders within Utterby.

Essentially, AU-approved, Master-approved businesses have access to whatever export crafts currently exist or do not exist or will exist.

Citizens of Utterby may freely import goods into Utterby, while strangers must buy instead from citizens or other strangers.

The import yard/where the Dwarf is? I'm essentially suggesting that we lock that down to Citizens only.

Citizens of Utterby may work for any landholder or institution within Utterby, while strangers may work freely for themselves, eachother, or the citizens of Utterby.

Only Citizens may work for AU-approved businesses/etc.

Dooms of Defense

Utterby is all that extends from the central square, to the surrounding walls and docks. Within Utterby, all land is owned, by either those that hold the deeds and papers to their land, or else the Master of Utterby.

The Master owns it unless you own it.

Utterby's domain is that which extends from the walls of Utterby to the far bank of the surrounding rivers south and west, the fortified gatehouse to the north, and the bridge to the east.

AKA that place wot we craft from

Utterby's citizenry shall maintain two separate levies, the fyrd and the auxiliaries, with a one-gold fine a year issued to any that refuse to serve.

Utterby's fyrd will be formed of able-bodied men and volunteer women, aged sixteen to fifty. They will be required to defend Utterby and Utterby's domain in emergencies, assembling for four rings of the bell. The fyrd will maintain a proper weapon, a shield, and a bow.

Utterby's auxiliary will be formed of able-bodied women, boys too young, men too old, or the otherwise crippled or incapable. They will be required to defend Utterby itself from assault or disaster, assembling for five rings of the bell. Members of the auxiliary will be required to maintain a bow.

This is likely to be the most OOCly controversial, but ought not to be cICly, culturally controversial. It's an obligation of the(entirely voluntary) citizenship. I imagine this will only be used for RPTs, particularly in the case of the auxiliary. Still, it represents a formalized group for defense and disaster(such as fires).

Utterby's citizenry may further volunteer for the militia, required to maintain armor but given pay in exchange for patrolling outside Utterby's domain.

Likely around ten coppers a month, this is an additional benefit of Citizenry rather than a responsibility, only for those that volunteer.

Utterby shall maintain a full-time Guard for the enforcement of its dooms and the defense of its domains, given pay, lodging, and armor.

The Merchant Guard.

Utterby shall maintain one serviceable rivercraft, for the defense of Utterby and its waters.

Don't much care about this, but it seems reasonable.

Utterby's citizenry will be required to help maintain Utterby's roads, docks, and defenses, though not for more than four hours in a day, and only two months each year.

Stolen from Aelfred's code, this represents two of the 'threefold obligations of military service' from Anglo-Saxon law. I doubt it'll amount to much, but it'd be an okay random work RPT every so often. Or nothing at all.

Commentary:I decided to do this before I put forth the Lodge, as these tend to actually have a greater effect than the Lodge, I think. I suppose I should go back and amend these laws and the Guard's so that they both accept, for the Guard, 'citizens of other, Artisan-Union approved settlements.'

Overall, these Dooms for Utterby are produced in an attempt to reproduce the feel of Tolkien's Northmen, as well as the Anglo-Saxon and Norse cultures they're derived from. Angost's Dooms are another influence. They're meant to represent some of the cultural taboos, but not all, adding in economic restrictions as well as an in-character attempt to produce long-term, permanently settling families. They will, like the AU's rules, hopefully cause conflict, a legitimate reason to break or skirt various laws, and a culture of us(citizen) vs. them(outsiders).

What Staff will have to do if these laws go through in their current form(or anything NEAR to their current form):
Turn Citizens of Utterby into Denizens of Utterby, create secondary Citizenship clan.
Require Citizenship for Guard, Lodge, Ironwood Inn, Wolfsbane Infirmary, other institutions of Utterby.
Let Corporals/Sergeants of the Guard take Citizenship oaths in whatever form they exist, and levy the yearly fine for those that wish Citizenship without 'paying their dues' in the militia.
Denizens may buy AU licenses, representing Laketown(or other settlements') citizenship rather than Utterby's.
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Re: Dooms of Utterby

Postby Jarlhen » Sat May 09, 2015 3:17 am

I really don't like the idea of citizens/denizen. It's a bad system for a settlement like this. It actively discourages people to come to Utterby. I mean, why would I, a hunter in Laketown, uproot my entire life to head for a warg-infested, orc-riddled, death trap, if I don't have the same rights as everyone else? There sure aren't enough economic incentives to come to Utterby and be, essentially, discriminated against.

And the idea of citizens/denizens creating strife is false. It doesn't create anything other than OOC annoyance. You're not going to see a bunch of denizens in a corner muttering about the evil and unfair treatment they received compared to the citizens. You're not going to have citizens wandering around looking down on denizens. The lore doesn't support it, the setting doesn't support it.
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Re: Dooms of Utterby

Postby Melkor » Sat May 09, 2015 6:45 am

Jarlhen wrote:I really don't like the idea of citizens/denizen. It's a bad system for a settlement like this. It actively discourages people to come to Utterby. I mean, why would I, a hunter in Laketown, uproot my entire life to head for a warg-infested, orc-riddled, death trap, if I don't have the same rights as everyone else?


Your girlfriend just dumped you and you're depressed. Your parents died and left everything to your snobby older sister and now you're broke. A Laketown guardsman mistakenly identified you as a thief and now you're on the run. I mean, come on, you should be able to think of plenty of reasons.

Jarlhen wrote:And the idea of citizens/denizens creating strife is false. It doesn't create anything other than OOC annoyance. You're not going to see a bunch of denizens in a corner muttering about the evil and unfair treatment they received compared to the citizens. You're not going to have citizens wandering around looking down on denizens. The lore doesn't support it, the setting doesn't support it.


The lore and setting are still being written, this is alpha. It's basically a microcosm of what's going to be happening in Laketown when beta opens up. We're getting all the kinks worked out here so it will minimally affect the story of Laketown later on.

Why would you say these things (muttering and looking down upon) wouldn't take place? I think when this goes in, this will be a prominent theme.
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Re: Dooms of Utterby

Postby Matt » Sat May 09, 2015 7:07 am

I think that's a pretty cool idea.
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Re: Dooms of Utterby

Postby dogcatfish12 » Sat May 09, 2015 7:26 am

really -really- dislike the citizen/denizen thing
especially since it seems to partially hinge on this, "Be a combatant or be a nothing." thing, unless I'm misreading and agreeing to play soldier is no longer a factor in whether or not everyone hates you right away.
It doesn't seem like it would add the kind of conflict that would be fun, even if the militia being a mandatory part with severe repurcussions for -not- joining instead of incentive -for- joining isn't a thing anymore.
It would add the kind of conflict you -have to be involved in from the moment you roll in- unless you choose -the one particular path set out to avoid it-
Kinda realistic? Sure I guess
At all fun to play? No, not really, at least not to me. Sure I -could- just change my background to include something that would make it make sense, but I'd be quicker to just not play this weird game that demands I change my ideas or be horribly frustrated the whole time I'm playing.

The rest of the laws, cool I guess.
but the citizen/denizen discrimination and freedom-limiting thing seems more than a tad excessive in terms of just how limiting it is on the players themselves really, if I'm understanding correctly.
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Re: Dooms of Utterby

Postby Jarlhen » Sat May 09, 2015 7:45 am

Melkor wrote:
Jarlhen wrote:I really don't like the idea of citizens/denizen. It's a bad system for a settlement like this. It actively discourages people to come to Utterby. I mean, why would I, a hunter in Laketown, uproot my entire life to head for a warg-infested, orc-riddled, death trap, if I don't have the same rights as everyone else?


Your girlfriend just dumped you and you're depressed. Your parents died and left everything to your snobby older sister and now you're broke. A Laketown guardsman mistakenly identified you as a thief and now you're on the run. I mean, come on, you should be able to think of plenty of reasons.

Jarlhen wrote:And the idea of citizens/denizens creating strife is false. It doesn't create anything other than OOC annoyance. You're not going to see a bunch of denizens in a corner muttering about the evil and unfair treatment they received compared to the citizens. You're not going to have citizens wandering around looking down on denizens. The lore doesn't support it, the setting doesn't support it.


The lore and setting are still being written, this is alpha. It's basically a microcosm of what's going to be happening in Laketown when beta opens up. We're getting all the kinks worked out here so it will minimally affect the story of Laketown later on.

Why would you say these things (muttering and looking down upon) wouldn't take place? I think when this goes in, this will be a prominent theme.



Of course -I- can always find a reason. I'm saying the general population. Not everyone's girlfriend dies and you decide to leave everything you love and your guaranteed wage to go tussle with orcs and be discriminated against. It makes no sense to me.

The reason I say there won't be any muttering or any real IG things from this is because it's been tried and done before. No one cares.

And I know it's alpha. Why do you think I'm writing this stuff?
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Re: Dooms of Utterby

Postby tehkory » Sat May 09, 2015 7:38 pm

dogcatfish12 wrote:really -really- dislike the citizen/denizen thing
especially since it seems to partially hinge on this, "Be a combatant or be a nothing." thing, unless I'm misreading and agreeing to play soldier is no longer a factor in whether or not everyone hates you right away.
It doesn't seem like it would add the kind of conflict that would be fun, even if the militia being a mandatory part with severe repurcussions for -not- joining instead of incentive -for- joining isn't a thing anymore.
It would add the kind of conflict you -have to be involved in from the moment you roll in- unless you choose -the one particular path set out to avoid it-
Kinda realistic? Sure I guess
At all fun to play? No, not really, at least not to me. Sure I -could- just change my background to include something that would make it make sense, but I'd be quicker to just not play this weird game that demands I change my ideas or be horribly frustrated the whole time I'm playing.

The rest of the laws, cool I guess.
but the citizen/denizen discrimination and freedom-limiting thing seems more than a tad excessive in terms of just how limiting it is on the players themselves really, if I'm understanding correctly.

You're definitely misreading it, as the militia's not meant for day-to-day combat, and it's easily avoidable. You can choose to be a citizen AND pay an incredibly small fine to avoid being a militia member entirely. While I'm not sold on it, I'm not sold on anyone's objections either, so far, particularly those that mostly seem to(no offense meant here) hinge on not reading it.

Also, I'll start posting those extra documentation pieces inbetween games of HotS.

As an aside, everytime Melkor decides to post something positive, I can't help but want to post this in return:
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Re: Dooms of Utterby

Postby radioactivejesus » Sat May 09, 2015 8:57 pm

Jarlhen wrote:Not everyone's girlfriend dies and you decide to leave everything you love and your guaranteed wage to go tussle with orcs and be discriminated against.

everyone's girlfriend dies. No exceptions. If you do not have a girlfriend, the orkish horde will be your wingman and help set you up with some girl from the nearest tavern. Then we will kill her so you can swear revenge.

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Re: Dooms of Utterby

Postby dogcatfish12 » Sun May 10, 2015 4:10 pm

Ah, I was under the impression it was to be a pretty decently sized fine.

can't complain about a small one, I guess.
And I did read it, in like, two different places, I just misunderstood something somewhere apparently. Or didn't notice some change. Or made an assumption from different comments or...something. But I totes read it.
Discrimination bit still seems kind of unnecessary, people find their own reasons to dislike each other enough already.
aside from that, no other objections here, man.
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Re: Dooms of Utterby

Postby Brian » Sun May 10, 2015 6:36 pm

I'm reading "A History of Venice" right now and in times of war the Republic would gather a list of men between 16-65 and divide them up into groups of 12. From those 12, 1 would be selected by lot; he had to serve in the Venetian fleet/military. The other 11 in the group of 12 were required to support him, paying his salary, his costs for equipment, support his family, etc.

I can liken that to the idea that in times of crisis some having to serve and those that don't serve having to pay a fine which supports those who are volunteering their life/health for the town!
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Re: Dooms of Utterby

Postby Frigga » Sun May 10, 2015 7:56 pm

We actually have the concept of a "lottery" (which was very Hunger Games, very ceremonial, etc) during the Angrenost Beta run. It lead some very interesting, albeit angsty backgrounds. It was really a great piece of lore.

It's an interesting concept to think on re-introducing in some way.

I'd actually pondered myself that idea and rolled it around several times, the idea of what defines citizenship in Laketown. And to me - "citizenship" in Laketown means the right to vote in elections. Something that no one man in all of the face of Middle Earth can say they have the right to do.

And could citizenship be tied to certain qualifiers, and is one of those serving in the militia or paying a fee if one doesn't? That's actually something I've considered myself.
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Re: Dooms of Utterby

Postby Brian » Sun May 10, 2015 8:26 pm

Well, Venice serves as an interesting real world comparison as the only "Republic" of Europe for many years, though it developed into much more of an oligarchy as time went on. Even the Dogeship (essentially the Duke in the Venetian dialect) had less and less power over time though as the council of nobles, and special councils such as the Senate, the Council of 10, and several others were vested with more and more power. Is Laketown a true democracy, or is it an oligarchy of powerful families? Is it only citizens who give back to the state that get a voice in controlling it? Is it money that does all the talking? Interesting questions!
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Re: Dooms of Utterby

Postby Jarlhen » Sun May 10, 2015 11:01 pm

Might I ask what exactly the voting would be for?
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Re: Dooms of Utterby

Postby Brian » Mon May 11, 2015 7:16 am

Jarlhen wrote:Might I ask what exactly the voting would be for?


For the Master of Laketown, and possibly for any councils involved in running the place as well. Definitely for the Master; any councils and such would be of our own design.
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Re: Dooms of Utterby

Postby Frigga » Mon May 11, 2015 7:28 am

Indeed, for representatives of the different town districts and major clans who sit as councilors on the Master's council.

Smaller clan internal voting on things obviously possibly as well.
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Re: Dooms of Utterby

Postby Jarlhen » Mon May 11, 2015 7:32 am

I'm an idiot. I read Utterby, not Laketown :P I wouldn't have asked if I had read beyond 'vote'.

ETA: And to clarify. Citizen/denizens make a lot more sense for Laketown. It's in Utterby I find it to be a bit counter-productive. Maybe we've been discussing Laketown this whole town and I just haven't been reading :P
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