Angel Tarragon
Dawn Dragon
Disclaimer: Although commoners are capable of utilizing minor arcane spells I will be using either Sword Sorcery's Advanced Player's Guide skill system or the Midnight campaign setting rules for arcane spell casting.
Adventurer Taxes
All adventurers, which is anyone that makes a living by exploring the wilderness and plundering ancient ruins, is subjected to what is called the Adventurer Tax. This is not a flat tax. Instead, the adventurers must pay the government a small percentage of the coin that they have liberated from the monsters that inhabit the unknown.
Upon entering any town that has a population of 400 or more, the adventurers are escorted by a small band of military to the local Adventurer’s Guild. The Guild then takes all coin, tallies it up and relieves the adventures of 10% of it.
After the guild takes out the ten percent, the adventurers are then asked to sign the local registry and the Guildmaster initials next to their signature and the amount of tax that they have paid.
Any adventuring party that registers at their local guild before going on an adventure only needs to pay 5% tax, upon returning to the town.
Arcane Taxes
Every individual capable of wielding the arcane energies of the world must pay a tax every month. The tax is. Each month every individual capable of casting arcane spells must check in to the local Wizard’s Guild. The individual is then put through an arcane screening that determines his capability of handling arcane energies.
Each town must keep a record of each individual and their arcane potential. Individuals capable of wielding only minor magics (spells of 0th to 3rd level) are considered Mages, those capable of wielding only intermediate magics (spells of 4th to 6th level) are considered Wizards and those capable of handling major magics are called Sorcerers. Any individual that is capable of casting spells of 10th level or greater are known as Eldritch Masters. Eldritch Masters do not usually have to put up with paying an arcane tax, as they are magically and financially powerful enough to establish a fortified presence elsewhere.
The tax that the spellcasters must pay is based on their arcane title. Mages only need to pay 5 silvers, Wizards 50 silvers (5 gold) and Sorcerers 500 silvers (100 gold). If an Eldritch Master resides in a town, then they must pay a tax of 5,000 silvers (500 gold).
Eldritch Masters that are invited to reside on the local Arcane Panel only pay half the amount of tax. If the Eldritch Master is also a teacher at any Arcane Institution within their kingdom or empire, then they are not required to pay tax.
This tax allows the adepts of arcane energies to use the local Gate without having to purchase a Gatestone (See below). Also it is mandatory for anyone capable of arcane spellcasting to be registered as a Wizard in all towns where they wish to use their arcane talent.
Failing to register as a Wizard has consequences. If the wizard individual casts a spell that clearly violates another individual of their privacy or causes harm or damage to other individuals or their or government property then the wizard is subject to the process of law. Wizards that are subjected to the law and are registered have a lesser sentence than others arcane spellcasters that are not registered.
Cities and Gates
Each town that has a population of 400 or more has a road leading to two Gates. One Gate is for outgoing traffic and the other is incoming traffic. In order to use the Gate an individual needs to obtain a Gatestone.
Gatestones are available for purchase near the Gate by a shop called The Gatekeeper. When ready to travel from one city to another, the individual must carry the Gatestone through the Gate. Travel without a Gatestone through a Gate is impossible, unless the traveler is capable of casting Activate Gate.
Each Gatestone is keyed. When the traveler passes through the Gate, the Gatestone disappears from their possession, and the Gate deposits the traveler to the destination keyed by the Gatestone.
Commissioned Quests
The military may decide to commission a party of well known individuals, or a band of registered adventures, to undertake a certain quest. What does this mean to the characters?
It means all expenses are paid for. Any hazard the military knows about the quest, the party will be debriefed on. If a member of the party should meet an untimely end in the course of the quest, the party need only return to the town that they embarked from. The deceased will be returned to life, if possible, at the expense of the government. If the deceased could not be returned to life then the deceased’s next of kin will receive notification and the cost of burial and the funeral will be paid for by the government. Additionally, the deceased’s next of kin will receive restitution. Restitution is made in the form of plaque dedicated to the deceased for giving his life for the good of their nation and a cash settlement in the amount of 140 gold pieces plus the commission the deceased was entitled to.
Next of kin is described as the deceased’s spouse and children or parents and siblings. This money can be used for the player to generate a new character that is related to the deceased. Like a sibling or child (most likely). The new character will be able to start with any magic items that the deceased carried in life.
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Thoughts?
Adventurer Taxes
All adventurers, which is anyone that makes a living by exploring the wilderness and plundering ancient ruins, is subjected to what is called the Adventurer Tax. This is not a flat tax. Instead, the adventurers must pay the government a small percentage of the coin that they have liberated from the monsters that inhabit the unknown.
Upon entering any town that has a population of 400 or more, the adventurers are escorted by a small band of military to the local Adventurer’s Guild. The Guild then takes all coin, tallies it up and relieves the adventures of 10% of it.
After the guild takes out the ten percent, the adventurers are then asked to sign the local registry and the Guildmaster initials next to their signature and the amount of tax that they have paid.
Any adventuring party that registers at their local guild before going on an adventure only needs to pay 5% tax, upon returning to the town.
Arcane Taxes
Every individual capable of wielding the arcane energies of the world must pay a tax every month. The tax is. Each month every individual capable of casting arcane spells must check in to the local Wizard’s Guild. The individual is then put through an arcane screening that determines his capability of handling arcane energies.
Each town must keep a record of each individual and their arcane potential. Individuals capable of wielding only minor magics (spells of 0th to 3rd level) are considered Mages, those capable of wielding only intermediate magics (spells of 4th to 6th level) are considered Wizards and those capable of handling major magics are called Sorcerers. Any individual that is capable of casting spells of 10th level or greater are known as Eldritch Masters. Eldritch Masters do not usually have to put up with paying an arcane tax, as they are magically and financially powerful enough to establish a fortified presence elsewhere.
The tax that the spellcasters must pay is based on their arcane title. Mages only need to pay 5 silvers, Wizards 50 silvers (5 gold) and Sorcerers 500 silvers (100 gold). If an Eldritch Master resides in a town, then they must pay a tax of 5,000 silvers (500 gold).
Eldritch Masters that are invited to reside on the local Arcane Panel only pay half the amount of tax. If the Eldritch Master is also a teacher at any Arcane Institution within their kingdom or empire, then they are not required to pay tax.
This tax allows the adepts of arcane energies to use the local Gate without having to purchase a Gatestone (See below). Also it is mandatory for anyone capable of arcane spellcasting to be registered as a Wizard in all towns where they wish to use their arcane talent.
Failing to register as a Wizard has consequences. If the wizard individual casts a spell that clearly violates another individual of their privacy or causes harm or damage to other individuals or their or government property then the wizard is subject to the process of law. Wizards that are subjected to the law and are registered have a lesser sentence than others arcane spellcasters that are not registered.
Cities and Gates
Each town that has a population of 400 or more has a road leading to two Gates. One Gate is for outgoing traffic and the other is incoming traffic. In order to use the Gate an individual needs to obtain a Gatestone.
Gatestones are available for purchase near the Gate by a shop called The Gatekeeper. When ready to travel from one city to another, the individual must carry the Gatestone through the Gate. Travel without a Gatestone through a Gate is impossible, unless the traveler is capable of casting Activate Gate.
Each Gatestone is keyed. When the traveler passes through the Gate, the Gatestone disappears from their possession, and the Gate deposits the traveler to the destination keyed by the Gatestone.
Commissioned Quests
The military may decide to commission a party of well known individuals, or a band of registered adventures, to undertake a certain quest. What does this mean to the characters?
It means all expenses are paid for. Any hazard the military knows about the quest, the party will be debriefed on. If a member of the party should meet an untimely end in the course of the quest, the party need only return to the town that they embarked from. The deceased will be returned to life, if possible, at the expense of the government. If the deceased could not be returned to life then the deceased’s next of kin will receive notification and the cost of burial and the funeral will be paid for by the government. Additionally, the deceased’s next of kin will receive restitution. Restitution is made in the form of plaque dedicated to the deceased for giving his life for the good of their nation and a cash settlement in the amount of 140 gold pieces plus the commission the deceased was entitled to.
Next of kin is described as the deceased’s spouse and children or parents and siblings. This money can be used for the player to generate a new character that is related to the deceased. Like a sibling or child (most likely). The new character will be able to start with any magic items that the deceased carried in life.
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Thoughts?
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