Nerria
Structure
Nerria
Aurum Potestas Est
Founding Date
1 AE
Type
Geopolitical, Country
Capital
Demonym
Nerrian
Government System
Oligarchy
Power Structure
Feudal state
Economic System
Traditional
Currency
The Nerrian Mark is founded here, and recognised throughout all the countries of Zhalindor, save for Eldenvaan and Fess, the former having its own currency, and the latter having none at all. The coins are broken down into copper, silver, electrum, gold and platinum marks, in order of ascending value. There are ten coppers to a silver, ten silvers to a gold, and five gold to one platinum mark. Electrum is worth half a gold, but are usually only used for business transactions between the major guilds, and so most ordinary folk rarely see them.
They are known colloquially as rocks, moons, suns and stars by the common folk, for copper, silver, gold and platinum marks, with electrum known among the guilds as oathcoin. It's so known due it being the currency of choice for deals between organisations, instead of normal transactions.
Legislative Body
The laws of Nerria are voted upon and enacted by the Merchant Council, a group of the thirteen most influential (or at least, wealthy) guilds in the country. Only guilds with their headquarters within Nerria's borders are allowed to become members of the council, to keep external politicking out of their affairs and maintain the interests of Nerria as a whole. Or at least, that's what they say. In truth we are all aware power corrupts, and these merchant princes are no different. Usually a new law only passes if it is in the interests of a majority of the guilds, and so enough money will allow you to pass any law you want... if you can afford the truly exorbitant prices they set their votes at.
Despite that, they do maintain an overall benevolent attitude to the country they are in, and so they try to keep their back-room dealings from spilling out into the streets, and at no point has anyone been able to pass a truly unfair law. Of course, fairness is subjective, but you can only do so much.
Passing a law requires that it be written by one party, checked and approved by three others, then sent to a general vote among all thirteen guildmasters. The law passes if it gets two thirds of the votes. that being nine out of the thirteen.
Judicial Body
While the Merchant Council sets the laws, enforcement of them is usually delegated the city guard, as well as the high priests of Veritas, goddess of Truth, Justice and Law. These figures are widely considered incorruptible, and as they are outside of the merchant council they cannot really be affected by the backroom deals and politicking that goes on in the chambers. The guards answer directly to the council however, and so are more amenable to... flexible interpretations of the law.
A captured criminal is usually kept in a cell within the nearest guardhouse, each having a dozen underground for this purpose, until they can be judged by the priests. For judgement they are brought to the city's temple complex, deep into the Veritas wing, there to be judged by a triumvirate of priests. Should they be found innocent they are immediately released, however a guilty verdict necessitates a period of contemplation for adequate sentencing, usually an hour. Regardless of which occurs, the outcome is posted on message boards across the city, so that all may know the truth of the trials.
Controlled Territories
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