Taxes & Licenses

THIS PAGE IS OUT OF DATE!

Overview


* Admin Note: Taxation in NWN/PW environments can be a mixed bag in terms of aiming to adhere to a lawful setting, while ensuring that players are not breaking the bank to afford taxes. Our objective is to ensure that even casual play will have no problem affording the lower levels of taxes, and to provide methods of offsetting the taxation burden if a player wants to pursue those means. Tax values & rates may change and adjust as the server's authority shifts and new issues, leaders, and challenges come to the forefront of the server's story.

Within the jurisdiction of a predominantly Lawful setting such as the Lands of Intrigue (Amn, Tethyr, Calimshan), all players are inevitably affected to various degrees by the land's economic ebb and flow. In the module of TDN, this primarily manifests though carefully curated PvE and player economies, e.g. dungeon loot, professions, housing, and the merchant system, but also as taxes and licenses. While they’re primarily attached to housing and chiefly function as another layer of economy, they do also serve immersive roleplay purposes beyond the scope of mechanics, such as encouraging interaction between regular PCs and guard PCs.

These taxes and licenses form a mechanical and in character system that your characters can invest currency in, whether to stay true to one’s alignment, to ensure at least a semblance of legitimacy and generally adding to it, or to remain well out of trouble's way - however taxes and licenses aren’t an absolute necessity as some alignments inevitably wouldn't pay them nor care about them to any degree.

Generally, certain properties/interiors will be classified as eligible for taxation (i.e. being locked if PC hasn't paid taxes), while others are classified as being ineligible. For example, trashy slums in Murann may be considered ineligible from requiring taxes (similar to a cave, or abandoned house out in hills. Although the standard costs would still apply for property purchase and maintenance), however any other buildings in Murann, or directly outside of Murann or Trademeet would most likely be subject to the taxation requirement.

The likelihood of being questioned about taxes and licenses is slim as long as a PC takes proper precautions and avoids drawing needless attention. The options of non-Lawful PCs' purchase and maintenance requirements, as a rule of thumb, are roleplayed as investment in clearing a location and/or maintenance of it, rather than being anything Law related.

Due to the deeply Lawful nature of the setting, taxes are necessary for the easiest and most widespread access to both housing and Noble House RP opportunities, while truly Chaotic or Neutral characters abstaining from the Law’s benefits and disadvantages suffer more limited prospects in these departments, given the alignment’s roleplay implications and the inherent boons of alternative approaches they’d likely take instead, which also provide them with likely access to other avenues of RP, factions or otherwise, that Lawful characters may never see.

By circumventing the Law and staying out of its way Chaotic/Neutral characters are likely unaffected by local expectations and demands, such as being called to serve on behalf of the nation in one way or another, or saving considerable amounts of money over time in comparison to Lawful characters who are subject to somewhat frequent taxation and the government’s many other rules.

All of these items can be found and purchased in the Royal Registry in Murann, from the NPC clerk "Shereza Farrath". Single Use Licenses last either 24 hours or until taken by a DM or guard PC(s), while Licenses are permanent. Taxes on the other hand are all valid for a period of 3 months (equal to real life months). Taxes are heavily influenced by the Social Class system.




Main Taxes

Serfs’ Taxes [Limited to Serf Social Class & Default Choice of Foreign Origin]
  • 100 sp per three moons (months) and if summoned, up to nine tendays (3 months) or less of service, determined by ruler or their vassal.
The Law requires you swear fealty to a local ruler (i.e. Harbor King Degos in Amn, Queen Zaranda in Tethyr), but direct jurisdiction falls upon a regional vassal of said ruler, such as a lord (noble houses), reeve (mayor), or town council who acts as a proxy of the highest authority.

This grants you Amnian nationality, with lawful bodily and financial safeguard under your ruler and/or their vassals, as well as citizenship in a place of your choosing, exempting you from road and bridge tolls in Amn. You have the right to seek refuge within city, town, and village limits, but do not have the right to vote in the election of a municipal council (town council) of representatives.

Commoners' Taxes [Limited to Commoner Social Class & Amnian or Tethyrian Origin outside of DM intervention]
  • Costs 250 sp per three moons (months) and if summoned, up to three tendays (1 month) or less of service, determined by ruler or their vassal.
The Law requires you swear fealty to a local ruler (i.e. Harbor King Degos in Amn, Queen Zaranda in Tethyr), but direct jurisdiction falls upon a regional vassal of said ruler, such as a lord, reeve, or town council who acts as a proxy of the highest authority.

This grants you Amnian nationality, with lawful bodily and financial safeguard under your ruler and/or their vassals, as well as citizenship in a place of your choosing, exempting you from road and bridge tolls in Amn. You have the right to seek refuge within city, town, and village limits and to vote in the election of a municipal council of representatives.

Citizens’ Taxes [Limited to Citizen Social Class & Native Origin outside of DM intervention)
  • Costs 400 (Middle) or 600 (Higher) sp per three moons (months).
The Law requires you swear fealty to a local ruler (i.e. Harbor King Degos in Amn, Queen Zaranda in Tethyr), but direct jurisdiction falls upon a regional vassal of said ruler, such as a lord, reeve, or town council who acts as a proxy of the highest authority.

This grants you Amnian nationality, with lawful bodily and financial safeguard under your ruler and/or their vassals, as well as providing you with citizenship in a place of your choosing. In addition to exempting you from road and bridge tolls in Amn, you have the right to seek refuge within city, town, and village limits and to vote in the election of a municipal council of representatives.


Nobles’ Taxes [Limited to native, Amn or Tethyr’s, Noble Social Class - DM granted only]
  • Costs 800 sp per three moons (months).
The Law requires you swear fealty to a local ruler (i.e. Harbor King Degos in Amn, Queen Zaranda in Tethyr), but direct jurisdiction falls upon a regional vassal of said ruler, such as a lord, reeve, or town council who acts as a proxy of the highest authority.

This grants you Amnian nationality, with lawful bodily and financial safeguard under your ruler and/or their vassals, as well as providing you with citizenship in a place of your choosing. In addition to exempting you from road and bridge tolls in Amn, you have the right to seek refuge within city, town, and village limits and to vote in the election of a municipal council of representatives.

If a lesser court has ruled against you, you have the right to invoke The Council’s Reflection for a retrial, who may then take on your case personally or transfer it to a vassal of their choosing. Those of the highest pedigree also gain the right of calling upon The Council’s Mercy, which will provide you with financial security - food and lodgings under the wing of gentry - in the event of bankruptcy or other loss of wealth, belongings, and property.

*The mention of road and bridge tolls may involve DM interaction, but mechanically refers to reduced caravan prices.

Other Taxes



Property Taxes
  • Cost varies according to housing Tier, per three moons (months). You must be Amnian by nationality. Some of these conditions don’t apply to Higher Class (Amnian/Tethyrian).
You must live on or near the property you wish to own, whether it is woodland or a city yard. This permits you to collect rent and alter the structure, as well as granting you rights of pasture, grazing, panning, piscary, marling, turbary, and/or estovers, subject to local forest, city, and seasonal restrictions. You are lawfully obliged to maintain the building and premises to the quality of those around you.

Any and all desired exceptions must be discussed with representatives of the Royal Registry.

Corporate Taxes
  • Costs 500 sp per three moons (months). You must be Amnian by nationality and possess fiscal ownership of a business.
This allows you to recruit and maintain staff who are not related to you (up to twice removed) for a span of more than one month in the year. This levy doesn’t apply to businesses with just one or two unrelated hirelings.

Guild Taxes
  • Costs 1000 sp per three moons (months). You must be Amnian by nationality and possess fiscal ownership of a guild or other organization.
This permits you to monopolize a product or trade within the region.



Licenses


A Proselytization License
  • Costs 400 sp. It permits you to promote any deity (except The Mad God) and espouse their dogma, as well as to bestow divine blessings upon those who seek them within temple property, in return for payment or otherwise.
A Magic License
  • Costs 600 sp. You must have Membership of the Alchemists’ Guild and approval of the inner circle of the Guild. It grants permission to practice and profit from magic within the confines of decency and law. This means one may cast magic outside of settlements and within Alchemists' Guild property.
A Medical License
  • Costs 200 sp. It permits you to have and treat patients for any and all ailments.
A Protection License
  • Costs 120 sp. It permits you to hire up to six armed men and/or women for your own security or that of a business. You are held accountable for their conduct; any breaches of the Law fall equally upon the owner of the permit if found to be neglectful or encouraging of untoward employee behaviour.
A Farming License
  • Costs 30 sp. You must have Amnian nationality to obtain one. It allows you (and/or one's family) to cultivate produce on up to 30 acres of suitable land.
A Market License
  • Costs 60 sp. It permits you to peddle from person to person and/or gift or sell wares at a market stall on all days.
An Archaeological License
  • Costs 500 sp. It permits you to search for, possess, and research Amnian artifacts. It is required to document new discoveries and changes of possession. If the license is not renewed, the objects revert to the government's possession.
A Pet License
  • Costs 30 sp. It permits the ownership of adult animals (maximum of two) for purposes of territorial protection and pest control. You will be held responsible for your pets’ behaviour.

Single Use Licenses



A Festival License
  • Costs 400 sp. It permits you to plan a one-day festival that includes the use of a public square or festival grounds. In addition, you must ensure with a Magistrate that your plans don’t interfere with the government’s or another citizen’s plans for the same day and public space.
A Wedding License
  • Costs 400 sp. It permits you to organize a ceremony and legally binds yourself to another person so you may start a family together.
A Separation License
  • Costs 1500 sp. It renders a wedding license void. Possessions would be distributed equally, as is customary.
An Adoption License
  • Costs 280 sp. It permits parental custody (and all its respective rights) over a single orphan at least ten years your junior. Any wishes of surpassing these limits must be discussed with a local Seneschal.
A Funeral License
  • Costs 70 sp. It permits you to plan a memorial service and bury the dead in an appropriate place. Any belongings of those that are buried without a license are forfeited to the government.



List of Nobility


Placeholder / TBD