Old Clerk-Based Feudal System

- Faramir - 9 January 1998 -

This has been superseded by the Guildstone-based system.

In order to implement this in a fair way, guilds would have to be somewhat formalized with in-game support. My original sash-based proposal for creating and maintaining guilds was a bit complicated; a simpler (although perhaps less interesting) system for membership control based on the one proposed by Slade is now included in the proposal:

Another important feature of the feudal system would be to make it possible for the taxpayers of a town to elect a leader. My idea for electing the leader runs like this:

Once the leader is elected, the system would work exactly as it does for normal guilds, with the "guild" replaced by the Town Council. Of course, "joining" and fealty would no longer apply: all citizens (see the section on taxes) would be part of the "guild" and the hierarchy would be flat. An odd (though realistic) side effect of this would be that a citizen of one town might actually pay more taxes to a different town because of his buildings there; this would be an inducement to change citizenship in order to have more control over his property taxes! Origin could direct a percentage of the taxes collected for the town into the bank account of the Mayor, who could use the money to hire a militia, stage feasts, etc. (Or, the Mayor could just keep the money!) If the taxation system for guilds were implemented (as explained above), this could happen automatically, with the additional benefit that a Mayor could control the tax rate (both for property and for citizenship), thus making his city more (or less!) appealing to residents. Note: the Mayor could abdicate (allowing for a new election) at any time by removing himself from the roster of members as explained above; there would not be an option to appoint a successor, however. A city with no Mayor would collect taxes at the rate established by the previous Mayor, but the money would disappear.


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