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LAWS OF THE BARASTIAN EMPIRE
The Empire of Baraster is ruled by the Emperor or his Regent. He is appointed by a birth right of by right of controlling the ruling forces.  A council of Nobels, one from each of the seven provinces works as his advisors and controls the issues, taxes and industries as well as any institutions within their provinces.  A Counselor is appointed by the Emperor and works as the head of the council and reports directly to the Emperor.  In the Emperor's absence they can make most decisions for the Empire.  But the Emperor himself has the ability of reversing this if he sees it is not right.
Anything, however, to do with war, alliances, or trade between nations is to be signed by the Emperor himself.
All taxes between serfs shall be decided by the nobles of each province and all trade tariffs between the serfs are to be approved by the Council of Nobels
The Emperor is the Commander of all armies of the Barastian Empire, however a commanding Nobel heads the Military Academy and another heads the Naval Academy .  Other Nobilities may have armies within their serfs that they will command in combat. Though these armies are still fully under the Emperor's command as well.
The Laws of the Barastian Empire are as follows:

Punishable by Death

Murder
Rape
Treason
Espionage

Punishable by imprisonment or Banishment:

Conspiring against a fellow member
Thief
Assault
Harassment
Kidnapping
Anyone placed on trial be stand before the council as their jury. The Counselor shall decide what punishment is sutible for the offender. If one of the nobles is put on trial then the Emperor  will act as judge and jury.


Order of Rank within a serf
Within each serf there is one ruler or Noblemen. He sits on the Noble coucil and recieves the Noblemen bonus of +1D/+1D to his dice. His second in command is to be the leader of the respected place of learning within his borders, for example the serf of Montenegro's Noble would be the ruler within the provience and a member on the Noble council. His advisor would be the General of the War Academy.

Taxes
Every citizen within the kingdom produces 2500 gold, merchants 3000. The kindom taxes shall take 75% of the the produced income. 25% shall go to the Nobles to divide amoungest the members as they so choose.
When a kingdom is activly in free trade with the Empire it will generate another 250 GP per PC.
Activity/Multi Characters
1. All members MUST be active....to insure your activity i will expect a log showing they you are doing something at least once a week. It can be a Spar, Ability Dice, Adventure, or even a Conversation which you are IC. If i do not recieve a log with you in it, i shall take your name from the roster and you will have 1month in order to send in a log before i put your name back on.

2. As for multi characters. Before you make your second character your first MUST be at least 2D, this is to insure you are playing both activily and not just abandoning one of your characters. Before you can make your third, your first character MUST be at least 3D and your second MUST be at least 2D. You are limited to 3 characters and all must be kept active else you will not be able to replace them with a new one. If one of your characters dies then you can replace them with a new character as long as your other two meet the requirements.

Spars
I would like everyone to state there left over hp at the end of the spar. Also at the end of the spar i would like you to state weather the spar is a magic spar, physical spar or both. Last if the spar is both physical and magical i would like you to state on where your exp will be going to physical and magic. If both then how much in each (ie. 1/3, 1/4, 1/2, 3/4, ect.).
Laws of Trade and Commerce within the Empire of Baraster
Mining:
When mining the Empire takes a cut of 20% of ores to go into the national treasury to go towardsweapons, building materials, trade and coinage.
Merchants wanting to export their good to outer kingdoms must pay a custon fee of 5% of their entire export shipment
There is a tarriff of 10% on import that will go into the National treasury for imported goods
A Bill of Lading, A notice of Intent and a Certificate of Origin for imported good needs to be approved by the Council before leaving the importing Kingdom.
Any one offering their skills to an outlying kingdom will pay the rate as if hired within the kingdom, plus a 2% fee to the National treasury.
Anyone from another kingdom  wanting to store a vessel, rent property or store goods will do so under the laws and jurisdiction of the province, but it must be cleared by the Council of Nobels.
Merchants wanting to sell their wares to other citizens are not required to tax items.