| The Kingdom of Novaterra Senitempor |
Quid Pro Quo (Something for Something)
Comrades of the Legion
|North America |
|Short name||The KNS|
|- King||HM Robert McCreed I|
|- Sub-Government||Proletarian Senate|
|- Number of seats||- 30 (3 representatives from each guild minus the Rangers and Knights)|
|Established||September 20, 2013|
|Area claimed||none officially, 1 embassy in the US|
|National sport||Archery, Freestyle Wrestling, Karate, Sumo, KNSan Martial Arts, Mixed Martial Arts, Axe Throwing|
|National animal||Mammals: Fox and Wolf Bird: Raven|
The KNS page will be undergoing major changes in the near future due to the land claim of Camp Sussex meeting with success and no objections from any member of the public, including Vernon Township Mayor Victor Marotta or Camp Sussex owner Brandon Steiner. This message is twofold in purpose, as this is also a personal message from King Robert. Another reason this page is being overhauled is because this more or less reflects how I originally envisioned the KNS. Now that things are moving the ways that they are, I realize many things will be much different. The page will be brought up to date and rewritten to more accurately reflect the reality of the KNS.
The Kingdom of Novaterra Senitempor, also abbreviated KNS, is a currently nomadic micronation with all citizens, including His Majesty King Robert McCreed I, currently living in New Jersey, USA. The kingdom only existed on paper until September 20, 2013, when King Robert finally decided to establish the nation officially.
The KNS is the first North American member of the Grand Micronational Alliance.
The name comes from the combination of the Latin Nova Terram Senior Temporibus, a translation of the English "New Land of Elder Times". This phrase was chosen out of King Robert's desire to create a predominantly medieval European and feudal Japanese theme for the kingdom in order to bring back the simple life and repulse as much of the needless and wasteful modern technologies as is practical.
The KNSan (pronounced Nessan) government is, at it's core, an absolute monarchy ruled by King Robert McCreed I. All legislative, executive, and judicial powers ultimately lie with King Robert, however, a sub-government is in place in the form of the Guild System , also a major economic and social factor.
Each guild elects three representatives at their own discretion to speak for the guild and it's members at forum, a monthly meeting overseen by the king to discuss the state of the kingdom, foreign affairs that directly impact the kingdom, and vote to resolve any possible issues or concerns. One of the representatives is the spokesperson of their respective guild while the others are for private deliberation. These representatives make up the Proletarian Senate.
Once constructed, forum will be held in the forum building at the end of each month and on an as-needed basis should circumstances require further meeting.
Territory IssueEditThe last pieces of the statehood puzzle the KNS needs is defined territory. While King Robert did claim his former house as an embassy, this is hardly grounds for statehood. Communications are in place to peacefully procure a run down summer camp, known as Camp Sussex, in the name of the kingdom. The camp was abandoned many years ago and much of the place is still sitting where it seems to have been dropped. The camp property is about 122 acres of both forest area and land on which over 50 structures were built including bunk houses, a mess hall, a gymnasium, an arts and crafts building, a boathouse near the shore of the Glenwood Lake the camp has access to, and some of the things left behind include power generators, a rowboat, two tractors, keys to each building, and a mass of silverware. After a brief discussion with the Sangheili Union, it was discovered that they had claims over New Jersey. Once the king spoke up, after learning the SU was giving independence to those whose toes they may have stepped on unknowingly, the SU gave the Camp Sussex property to KNS control. The KNS is grateful for their kindness and hopes that this may strengthen the claim when the time comes for King Robert to act.
The KNSan culture is based loosely on medieval Europe and Edo Period Japan. The architecture is (planned to be) a mix of classical Japanese housing and medieval stonework, with aesthetics stemming from both. Instruments are usually lute, drum, or woodwind in nature, and elaborate shows may be put on in the streets or the theatre reminiscent of Kabuki and Shakespearean stage play. Some modern touches include electricity and indoor plumbing. Bicycles are a popular mode of travel throughout the kingdom, alternative to walking and horses or carriages.
While much of life in the kingdom is dedicated to work, the people carry an air of sophistication worthy of their hard working and resultantly prosperous nature. With no socio-economic class system, there are no "rich" or "poor" people, and everyone is content knowing they have freedoms and duties that coexist peacefully with each other.
Holidays in the KNS are celebrated more traditionally and true to their origins, such as Halloween properly celebrated as All Hallows' Eve complete with a feast. In fact, most holidays involve feasts as a reward and break from the norm of everyday work. Many holidays are also considered voluntary off-days and unless it is important, nobody needs to work unless they want to.
There are three honorary titles the king may bestow upon anyone who demonstrates excellence in each respective field, related to each national animal.
- Ravenblood: For those with outstanding brilliance in ways to help the kingdom achieve greatness and freedom.
- Wolfblood: For those who exhibit exemplary courage and strength in athletic competitions and defense of the kingdom.
- Foxblood: For those who demonstrate extreme cunning and speech skills in communicating and negotiating with foreign nations and on the international market.
These titels may be given to anyone the king feels worthy, and is used as a middle or nickname. If the person already has a middle name, the title would go after their middle name(s) and before their last name (ex. John Wolfblood Smith, Jane Foxblood Doe, Some Named Ravenblood Person). If a person is given more than one title, the new title comes after the first one. Anyone who miraculously is given all three titles is instead given the single honorary title of Kingblood.
Coat of ArmsEdit
The Coat of Arms features all three national animals; The crow for freedom and intelligence, the wolf for courage and power, and the fox for cunning and majestic beauty. The three fluer de lis of royal blue represent the (future) three districts of the city-state; The Farmlands outside the hold walls, The Town inside the hold walls surrounding the keep, and The King's Court which includes the keep and the surrounding gardens. The crossed European broadsword and Japanese katana signifies the unison of the European and Japanese cultures that makes up the KNSan.
The KNSan economy is a hybrid system, dominated by barter, with currency usually reserved for specialty items and international business. The products and services of each guild and their members are divided between the individual who made/procured them, and the kingdom as a whole in proportion to the needs of the population. For example, if a hunter (hypothetically the only one in the kingdom) kills four deer and the population of the kingdom, including that hunter, can make a meal of two, the hunter gives two to the kingdom and the other two he keeps for himself to trade or eat at his leisure. If a crafter (again, hypothetically the only one around) blows twelve glass bowls and a new family of three moves into the kingdom, the crafter would give three bowls to the kingdom to supply the family and keep the remaining nine to trade or use himself. In a sense, this is a form of taxation, but very much unlike the modern idea of it, and with a bigger population (and in turn, work force) the less each individual needs to give.
The currency of the KNS, though yet to be minted, is a simple, one-coin system consisting of the wooden Crowne, stylized as a combination C and e shape, and pronounced like saying the letter "C" when saying it abbreviated (ex. a fresh apple costing 3Ce, or "three see"). Each coin has the king's profile, the kingdom's motto, and the kingdom's name on the heads side, and the year of minting, the coat of arms, and the denomination on the tails side. The choice of wood as a currency is a bit of a play on the intrinsic value of money in the world, as it burns well, and serves little other true purpose aside from trade. The currency is backed by the work force of the kingdom, meaning the higher the population, the bigger the work force, and thus, the more valuable the coin.
The current (proposed) goods for trade are glass and stone jewelry, as the kingdom has yet to obtain the resources or workforce needed to produce much else. In the future, there will be farmlands for produce and food animal products, smithies for forged weapons and metal jewelry, hunters for animal meat, pelts, and fish, and many other products available for trade.
The Guild SystemEdit
The Guild System is a system that benefits the KNSan economy, sub-government of the people, and the kingdom as a whole, created by King Robert, as a means to support the kingdom and eliminate a socio-economic class hierarchy. It is mandatory, by law, for each citizen age thirteen and older to be an active member of at least one guild, and citizens have the freedom to join as many guilds as they see themselves useful in. Work days are usually Monday through Friday, with Saturday and Sunday as off-days, during the daytime hours, though certain businesses may be open all day and night every day such as an inn or pub, or if the need for exception arises. There are currently eleven guilds citizens can join. The Rangers' Guild and Knights' Guild are exceptions to the basic form of each guild, as the Knights make up the military and are ranked according to individual skill, and the Rangers are chosen personally by the king based on his evaluation of the individual's skill in a variety of relevant fields.
Most guilds are self-explanatory, but some guilds share the same or similar duties. All guilds have equal power in forum, as each has a specific core duty which supports the kingdom and its people.
The Farmers are the ones who raise livestock, grow and harvest crops, and process grains into flour and meal. Farmers provide the kingdom with fruit, vegetables, marijuana, hemp, food animal products, and horses for military, social, and merchant use.
The Hunters are responsible for providing the kingdom with furs and hides, venison, fowl, and fish to eat and trade. Hunters are usually expert archers, trappers, and trackers, making them good candidates for the Rangers if they are also Knights. Hunting must be regulated in order to keep game populations from dropping. In times of war, Hunters may also be used as scouts. Hunting arrows are restricted to wood or metal heads, as the glass and obsidian variants for military use could chip off inside the animal and prove hazardous to the health of those who would consume it.
The Merchant's Guild exists primarily for foreign trade of goods and products. Within the kingdom, Merchants are also bankers.
The Healers are doctors of all sorts, from surgeons to psychiatrists. Healers who are also Mages may likely employ alternative medicines like Reiki healing techniques or crystal healing.
The Alchemists make medicines for the sick and poisons for war arrows.
King Robert is a believes in and practices witchcraft and psionics. The Mages' Guild is a place for those who also practice the arcane be it through witchcraft, druidry, shamanism, psionics, or any other form. This is also a place for some religious practices which include magical aspects. A Mage of the king's choosing is appointed as his Court Wizard.
The Scholars are those who are either severely wounded or are too old and thus cannot work in any other guild or have dedicated their lives to the teaching of others. Scholars run the schoolhouse, teach their old trades, and keep official records in court trials, forum, and the King's Keep. A Scholar of the king's choosing is appointed as his personal advisor.
The Knights' Guild makes up both the Royal Army and the guards of the kingdom. There are four ranks a Knight can obtain: Squire, a Knight still in training, Knight, a trained Knight ready for active duty, Captain, leader of a squad both in war and in the guard, and General of the Royal Army. The General is appointed by the king based on his skill and records. General of the Royal Army Alan Taylor currently holds the title, and is thus, in charge of the entire Knight's Guild, whose power is second only to the king. The Knights are represented at forum solely by the General who accompanies the king.
The Crafters are the ones who make simple things without much or any use of advanced tools. These products include glass, woodcarvings, jewelry, silverware, pottery, toys, bows and arrows, furniture, clothing, leatherworks, candles and carriages.
The Artisans' Guild is like the next level up from the Crafters in terms of products. Artisans include architects, masons, metal-workers, and blacksmiths.
The Serfs' Guild is a place where citizens can go if they don't have the proper skills for any other guild. In exchange for food and housing, citizens may "hire" Serfs to do things like cook and clean around their houses. The employers may also choose to come to an agreement with the Serf to provide other things as well, such as money, goods for trading, or work experience so they may be able to join another guild later on.
The Rangers have a variety of duties. They are personal bodyguards to the king, special operatives in war times, town guards, and diplomats. The Rangers have no representatives in forum, like the Knights, and a Ranger of the king's choosing is appointed his housecarl who also accompanies the king at forum much like the General. The Rangers' is the only guild citizens cannot freely join, as the members are evaluated and chosen by the king personally. Rangers, unlike Knights, spend all of their spare time training and honing their skills unless given time off. They are the highest example of military excellence a citizen could hope to achieve aside from General of the Royal Army, trainer of both the Knights and Rangers alongside the king. The Rangers take orders from no one but the king. The Rangers are to Knights as the USMC is to the US Army. Though no citizen can freely join the Rangers' Guild, if a citizen is both a Hunter and a Knight, their chances of being chosen are increased, as the Rangers must excel in combat of all forms.
Law & OrderEdit
Main Page: KNS Law
Citizens, upon performing the Oath of Citizenship Ceremony, are given a few tenets to follow alongside the laws of the kingdom:
- The king's word is law. All citizens must obey or face applicable punishment.
- All citizens have a duty to support themselves and the kingdom, and by law must be an active member of at least one guild.
- To disrespect the king, or any member of the Royal Family, is to disrespect your nation and yourself, and you will face applicable punishment.
- Citizens of the kingdom, whether they be citizens of another nation simultaneously or not, must abide by the king's laws while in the kingdom.
There are four age groups in the kingdom:
- Child - birth to age twelve - Children are not required to work, however, if their families allow them, they may help out in non-dangerous work duties alongside their parents. Children must be schooled either by their parents, or by the Scholars at the schoolhouse. Children cannot be guild members, enter into sexual activities of any kind, drink alcohol, or consume tobacco or marijuana.
- Legal Young Adult - age thirteen to seventeen - LYAs are required to work non-dangerous jobs and can become guild members, but cannot be guild representatives. LYAs cannot drink alcohol or consume tobacco, but may consume marijuana. LYAs may enter into romantic relationships with each other, but may not have intercourse at all.
- Legal Adult - age eighteen to fifty-nine - Legal Adults are required to work, can drink alcohol, can consume tobacco and marijuana, and can be guild representatives. LAs can enter into romantic and sexual relationships with each other. LAs are given full penalty of law for crimes and are expected to be responsible enough to conduct themselves properly.
- Elders - age sixty and up - Elders are the same as LAs, except they need only work if they are able-bodied. If an elder can no longer work for any guild, they may join the Scholars to pass on their knowledge to the younger generations.
There is no taxation on citizens in the form of currency. Instead, citizens must do their part to support the kingdom as well as themselves. Therefore, the more people there are producing, the less each individual will need to give to the kingdom.
Firearms of any kind are illegal in all parts of the kingdom. This is to maintain a sense of simplicity and order in the kingdom. King Robert does agree with the notion that guns do not commit crimes, but people commit crimes and use guns to do it, yet the reason for eliminating firearms is to simply impede crime by taking away such a tool. With no firearms, criminals would have to resort to using bows, knives, swords, and such which would be much more easily noticeable and stoppable.
The KNS employs public executions when truly severe and heinous crimes against the kingdom and it's people are committed, hoping the harrowing sight of both the gallows and headsman's block and axe near the dungeon entrance will deter all or most criminal activity. (Future, as there is no land claimed by the KNS as of yet.)
All citizens are required to know or learn basic hand-to-hand combat skills both unarmed and with a knife or dagger. This gives citizens the confidence to defend themselves and the ability to help defend the kingdom in times of war.
All citizens have equal rights regardless of gender, race, sexual orientation, sexual identity, religion, etc. so long as their actions do not cause harm or infringe on the rights of another individual or group.
Legal pets in the kingdom include domestic dogs, domestic cats, domesticated foxes, birds, horses, goats, sheep, pigs, and pet rodents.
It is legal for Legal Adults to carry a knife or dagger in public.
An unarmed brawl, monitored by at least one town guard and consented to by both parties, is legal in the streets or non-farming fields of the kingdom. If any sort of weapon is used, or one party uses unnecessary force, the perpetrator will be charged with the appropriate crime.
In times of peace, General Taylor is the judge of all court cases. In times of war, a qualified and trusted judge will be appointed by the king in his stead. The king oversees the trials, but only steps in when necessary. All peoples are innocent until proven guilty. Punishment for crimes is dependent on laws and severity, and can range anywhere from a fine, to time locked in the dungeon, to public execution. Execution is extremely rare, reserved for the most severe and heinous of crimes, and rulings generally stay in the fines or shorter prison time range. Children and LYAs are exempt from the death penalty. More or less, the aspect of capital punishment, as well as the harrowing sight of gallows and the headsman's axe and block, are methods to deter criminal activity.
The growth, cultivation, possession, use, and trade of marijuana is legal in the KNS. The only regulation on this is the same as it is for alcohol; During hours of work, all citizens must be completely sober in order to assure quality work and reduce the risk of accidents. The KNS is by no means a safe-haven for criminals of other nations and will not tolerate foreign criminals in the kingdom. Special procedures exists to deal with people of this nature.
Upon being granted citizenship, each person will receive a passport, some money to start with, and a handbook containing all laws and policies of the kingdom. The handbook will be reissued to citizens free of charge as new laws are made.
National Sports, Animals, and TreasuresEdit
The national sports of the Kingdom of Novaterra Senitempor are archery, swordplay, freestyle wrestling, sumo wrestling, KNSan Martial Arts, mixed martial arts, and axe throwing.
The national bird is the raven.
The national mammals are the fox and wolf.
The first national treasure of the KNS is an unsharpened katana dubbed The Ceremonial Blade of the Rising Sun, and is used mainly, as its name implies, in ceremonies like the Oath of Citizenship Ceremony, the opening of new buildings, and the appointing of important figures such as the General. The sword is still made of steel and has a pointed tip, though, and may be used as a weapon in emergencies. The sword is almost always at the king's side.
The Staff of King Robert McCreed I, fashioned together from a flagpole, a rubber crutch foot, and camo duct tape with a triquetra drawn on the ball on the top, is a staff constructed by King Robert to symbolize the building of the kingdom from scratch. The staff is used mainly for ceremonies, but may also be used as a walking stick and to help demonstrate spear and staff combat techniques when training with the Knights.
The Royal Army of the Kingdom of Novaterra Senitempor is made up of the Knights' Guild, primarily, and the Rangers' Guild, however, in times of war, the citizens are also charged with defending the territories of the kingdom as the need arises. The Knights are led by Captains, and all ranks are commanded by General Taylor until his death. The armaments include various bladed weapons, mainly of Japanese origin, hardwood weapons such as tonfa and staffs, as well as spears, axes, polearms, and bows and arrows. Military arrows may be fitted with iron, steel, glass, or obsidian heads. The national symbol for the KNSan army is a howling wolf, which is painted on the shields of the Knights. The Royal Army acts as a police force in times of peace and is taught to avoid killing whenever possible when acting as such.
Knights are trained daily from Squirehood on, with more days off from training ast their skills improve to the military standard. Rangers are trained daily in advanced martial art forms and techniques and are more lightly armored than Knights to facilitate their more advanced movements.
In certain foreign alliance treaties, a portion of the military force may be offered to aid friendly nations in their times of need.
KNSan Martial ArtsEdit
Reflecting the mixed culture, KNSan MA combines several Japanese martial arts, such as karate, aikido, and kendo, with the European martial arts employing all manner of weapons such as swords, daggers, maces, axes, and polearms. With such a variety of techniques in essentially every field of weaponry, KNSan MA practitioners are able to use nearly any weapon at their disposal, disarm an attacker with ease, and cause serious damage to a person in seconds. The main emphasis of the art is technique, as speed and power, while also very important, are useless without it. Practitioners begin training with the various techniques until they master each movement however subtle. They then learn to do these techniques at increasing speeds until it takes only a few seconds to go through the motions of a single, complex technique. Lastly, practitioners train to put power behind the techniques while maintaining perfection of execution and speed.
Foreign Affairs and Policies and International OrganizationsEdit
The KNS may enter specifically outlined treaties with other nations after negotiating the terms of relations. These treaties could range anywhere from simple non-violence, to diplomatic relations, to friendly relations, etc.
Members of the Merchants' Guild will travel to nations with trade agreements with the KNS to trade goods and of the Rangers and/or the king himself will travel to nations with diplomatic relations.
Foreign diplomats and visiting rulers will be housed in the Diplomatic Suite in the King's Keep. The king invites the leaders of friendly nations to visit the kingdom (once it has established territory) and will treat them to such things as fresh food, drink, smoke, and entertainment.
King Robert does not recognize diplomatic immunity, stating that if a person commits any crime on KNS soil, it will be dealt with accordingly either through the kingdom's judicial system or by extraditing the criminal to their nation of origin to be handled with all goods, currency, and other possessions originating from the kingdom to be confiscated and their access to the kingdom barred permanently. The king does not expect diplomatic immunity to be awarded to himself, his Rangers, or his Merchants in the same respect, nor does he expect it to be an issue on his people's part regardless.
The KNS is currently open to making foreign alliances of all kinds and can be contacted through the official email address, firstname.lastname@example.org, the official website, or the micronations.wikia.com user Raoulduke22.
Foreign Nations in Relation to the KNSEdit
The KNS is on friendly and peaceful terms with Molossia. His Excellency President Kevin Baugh has also offered to lend assistance in the development of the KNS.
The KNS is on friendly and peaceful terms with the Cat Republic, and looks forward to future possibilities of trade and alliance.
The KNS is on friendly terms with the Kingdom of New Prussia.
The KNS is on friendly terms with Xeria and hopes they can grow as nations together.
The KNS has an alliance with the Arcadian Empire, entailing friendship, protection, and mutual recognition.
The KNS has formal diplomatic realtions with the Federal Republic of Grunkia.