I.                   Landed Nobility

 

There are very few nobles in Seahaven that simply pass on the title from one generation to the next.  In fact, there are only four.  Each of these men holds a distinctive title and high rank among the nobility of the land, though each also is tasked with the guarding of the border that their land fronts. 

 

1.      The Marquis de Seahaven aka The Southern Marquis is formally titled King, and is tasked with the protection of the city of Seahaven itself.  The most daunting of tasks, he must manage the bordering ocean, as well as the eastern, western, and northern fronts.  He is also the most distinguished of the titled nobility, and the one with the most power.

 

2.      The Marquis de Wolfwood aka The Eastern Marquis is responsible for maintaining the eastern border of the land.

 

3.      The Marquis de Bregh aka The Western Marquis.  Currently this title has been bestowed on the leader of the Sayaki, to be inherited by his offspring for as long as the Sayaki protect the western front.

 

4.      The Marquis de Aruta aka The Northern Marquis.  Recently the death of this Lord was discovered, though the cause remains a mystery.  He was childless, so his successor will, at some point, be appointed by the King.  Due to this, the northern front is overrun with demons which are seeping in towards Seahaven gradually.  The King is planning to launch an expedition to drive them back, in the Summer, and has suggested that the general who proves himself most worthy will be given the lands and the title.

 

II.                High Ranking Officials

 

These men and women are granted titles by the King, based on the work that they do for the city of Seahaven and the surrounding land.  Their title is entirely dependant on their service and when their service ends (for any reason) the title is removed.  Often a lesser title is granted as recognition of exceptional service upon their retirement (or granted to the family upon their death in service), though this is not required.  Currently there are four such individuals, though others may be appointed at will.  These four hold equal rank.

 

1.      The Lord Commander of the Seahaven Watch

This position is given to the leader of the Seahaven Watch.  His expectations and privileges are well laid out in the book of law.  (Could possibly be given to a PC, especially if the Ranger Commander role plays out well)  (Watch Captains have a lower, but still 'noble' social rank)

 

2.      The Lord Commander of the King's Rangers

This position is given to the leader of the King's Rangers.  His expectations and privileges equal those of the Watch Commander, though his official powers, without alliance with the Watch, extend only to the boundaries of the city.  (Ranger Captains should be granted the equivalent rank of Watch Captains)

 

3.      The Dockmaster

This position is given to the man who controls imports, exports, and all shipping that occurs within Seahaven.  (Probably should remain NPC - not really even a noticeable character)

 

4.      The High Priestess of the Tranquil Tide (Seahaven's official church)

This position is simply one of respect for the leading priestess of Seahaven's official church.  While she has little official power outside of the religious factions (the legal powers over heresy and religious crime are her domain as well and explained in the book of law), she is granted the same respect as the other three.  (Other ranking priestesses may be granted lower social rank, equivalent to that of Watch and Ranger captains)

 

III.             Merchant Lords

 


Merchant Lords are awarded their titles basically by impressing the King and enriching the Crown's coffers through the formation and running of a solid, profitable guild.  Paying double or triple the required taxes would likely result in an increase in one's ranking.  However, it would also result in an increase in required taxes.

 

While Merchant Lords have the ability to sell titles of lower rank than theirs to others,   all nobility must be registered. Those who are not registered run the risk of charges of impersonating a noble (see Seahaven Law).  Many of the lower ranks of nobility can be purchased for a fee, and the lion's share of this money belongs to the King, though nobles  may accept monies beyond this as a bribe for bestowing the title.  Once a title has been purchased or bestowed upon another, the twice yearly tributes are to be paid in order to maintain the title.

  

 IV.  Petty nobles

 

  1. Petty  nobles are required to pay the tribute appropriate to their title, twice yearly.
  2. Pety nobles may pay twice the tribute of a higher ranking title to achieve that title for themselves.

 

Note:  Nobility, apart from those Landed, is NOT hereditary (and even for them it is only hereditary as long as the requirements of the position are maintained).  Out of simple respect for a deceased Merchant Lord or petty noble, their chosen heir is granted their title for 3 months and given the chance to prove themselves worthy of the position should they wish to take it on.  If they fail to meet the requirements, or choose not to do so, the title is vacated and basically, able to be purchased by another.   When the position is vacated for any reason (inability to pay fees, death, etc), the person next in rank fills the position and has three months to meet the requirements.  IF the previous Merchant Lord is deceased, their heir is given a three-month grace period to maintain the title and perhaps take over that Guild or possibly another, should they be able to do so. During this time, however, they will face competition from others who wish the available position also.


V.  Merchant Guilds

 

Within Seahaven, there are several Merchant Guilds, basically encompassing the finished goods crafts, such as smithing, carpentry, jewel-crafting, tailoring, etc.  (These need to be fleshed out a bit more)

 

Each Merchant Lord is the head of a Guild system.  That means that they are responsible to not only set up some type of networking so that their crafters are able to obtain the materials they need at reasonable costs, but that they are responsible for creating a guild hierarchy within their organization making it functional and productive.   

Guilds may charge a fee (and probably should) for belonging.  For these dues (the frequency of payment is up to the Lord in charge), they ought to, in exchange be willing to offer their members a variety of benefits that out-of-guild crafters are unable to receive.  Belonging to a guild is not mandatory, nor is it a matter of joining for life.  They can leave, they can be removed.


Guild boundaries are not rigid.  A leatherworker may be brought into an armorer's guild, or a tailor's guild, or another guild altogether.  If they're offered better incentives elsewhere, they may shift loyalties.  Hunters, farmers, and gatherers may be independent and sell wares to the highest bidder, or contracted to work specifically for a particular guild.

There is definite competition among the merchant lords (and rival guilds).  They have to set up a power base, within their guild, basically.  They run the risk of another upstart petty noble who's purchased a title wanting to move up in the ranks, or another guild stealing away their craftsmen.  If a petty noble can steal away crafters and set themselves up enough to be able to drive the noble out of business, then they win, and can take over that title.  It's a risk.  Is it legal?  No, not exactly, but that doesn't mean it isn't done.