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Laws of the Realms

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A Note on the Implementation of Law within the Game

What follows applies directly to Empire (human) law, however, it will generally hold true all for laws.

While the courts and laws are intended to be somewhat medieval in setting, it is also good to bear in mind a few things. Medieval law was both highly subjective and mutable. As such, certain liberties have been taken to both enhance the fun of the game and to prevent the abuse of the system. Example, in many medieval societies most women had little standing and were treated as little more than property. In our fantasy setting women have as much standing as men and, while the occasional arranged marriage may take place, women are not considered property and have every right to the same laws as the men of the realm. In addition and for the same reasons, some of the laws we have added may not wholly match their medieval counterparts. Playing a game in a medieval setting from the vantage point of our modern society adds some odd twists to things. If you need to justify it just consider the following. The human calendar in the game only dates to around the year 500 (actual current game date is the modern year minus 1500). The medieval ages required much more than 500 years of growth in society. For our purposes, human society is significantly older and the presence of magic and power may have prevented the development of technology (such as gunpowder and electronics). The current game date by human calendars represents the coming of the humans to this land, not its overall age as a society. For all we know, they may already have 3000 years of society under their belts, making them more advanced and, yet, more stagnated than our own society. Thus, the laws may not be strictly medieval by any standard but do remain somewhat close.

Remember that this is just a game. The laws are in place to help provide a generally consistent view of crime and punishment however there are a lot of variables that may change the outcome. Not everything that changes the outcome is made public; perhaps favors were owed and strings pulled to change the outcome. Do not expect crime and punishment to always be a 1 for 1 ratio and definitely do not go looking for loopholes to twist to your advantage. The laws are meant for the sake of consistenty, they are not real ironclad laws and abusing unintended loopholes is not looked upon kindly.

Finally, there is one law not written among the laws that applies on an out of game level. Loosely termed Cosmic Justice it is the out of game implementation that states if your PC kills another PC intentionally or takes action that directly results in another PCs death your character will also die. If in-game interactions cause this such as being caught and sentenced then the matter is resolved. If this does not happen after a reasonable amount of time some other action, in-game our out of game, will cause it to happen. Any amount of in-game character interaction or hostility short of death is not subject to this same rule. Accidental deaths or a death from another PC in which both sides agree there is no need for interaction, such as an honor combat to the death, do not require any need for Cosmic Justice.

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The Mercenary Code of Conduct
The code of conduct as honored by most mercenaries:

The Mercenary Code is not a law, rather it is a general code of conduct most mercenaries honor. By its nature the trade of a mercenary is a rather bloody and brutal one and most honorable mercenaries feel that by adhering to this code of ethics they can prevent undue bloodshed while maintaining the glory and income of their trade. Since these are not actual laws in any known area, no court of law or personage of power will ensure the enforcement of this code. A mercenary who does not adhere to this code will not find themselves legally imperiled by the act of not following the code, however, they may find they earn a reputation as a disreputable mercenary and may find their own practice and/or life is not spared by those who do adhere to the code.

All mercenary companies within Armoria and most companies throughout the Empire and in the Kingdom of Paladur adhere to the same Mercenary Code.

  • A mercenary will not break a contract without legitimate cause.

    Discovering that a contract is unlawful, or an employer’s failure to pay in full and on time are two commonly accepted reasons to break a contract.

  • Mercenaries will not kill other mercenaries in battle without first offering quarter (the chance to surrender).

    Defeated mercenaries who surrender to an opposing mercenary may be permitted to bear their arms and colors from the field of battle. In situations where it is deemed quite possible that the captured will not maintain the position of an honorable defeat and may try something dishonorable, flight or attack being likely, it is only a minor insult to insist on removing his arms but, perhaps, the better part of discretion to do so.

  • A mercenary accepts quarter from an opposing mercenary who has offered it will conduct himself honorably as a captive.

    Whether the captured mercenary is permitted to bear their arms and colors from the field of combat or not, they will not attempt to escape nor with they put up resistance provided they are treated fairly. Such captured mercenaries are typically ransomed back to a company or released after any contracted conflict has ended. This often ensures reciprocal behavior in inter-company hostilities keeping cost of healing and resurrection as well as the toll of lives to a minimum. Captive mercenaries can reasonably expect that they may bind their own bleeding wounds or that bandaging or the minimal amount of healing required to prevent them from bleeding to death will be provided if available. Captive mercenaries will not be expected or permitted to rejoin a fight once surrendered and will remain captive to await their release or ransom.

  • Mercenaries do not leave injured or dead companions behind if there is any possible means of bringing them back for healing or resurrection.

    You wouldn’t want to be left behind and neither do they. Who knows, the person you save this time may be the person who saves you next time. If you don’t save them, they may not be there to save you and you only end up hurting yourself. Opposing mercenaries you have offered quarter to and have surrendered to you are typically given the same consideration when leaving the field of combat. Which is to say, a surrendered mercenary will not be left to bleed to death or die once surrendered if the means to save them is reasonably available.

Mercenaries who forego the Mercenary Code are often looked upon as little more than bandits and brigands by their companions both within the company and without and may not be offered the courtesies of these codes when their life may depend on it. Discretion is always advised and it is understandable that not everyone claiming to be a mercenary may actually be one. Two examples: If someone makes a pretense of being a mercenary and abides by the Mercenary Code then no harm is done. If someone makes a pretense of being a mercenary and accepts quarter with the intent of retaining their weapons to backstab their captor at the next available opportunity, it can cause great harm. If a mercenary were caught wantonly betraying the Mercenary Code (i.e. killing captives they had offered quarter to out of hand) that mercenary would likely be killed by others, possibly even their own company members, lest it reflect on mercenaries as a whole. Since many people consider the mercenaries, themselves, as little more than bandits and brigands to begin with, often the Mercenary Code is one of the few things that can be used to demonstrate reliably that truly honorable mercenaries are certainly neither bandits nor brigands.

Of note concerning the Mercenary Code

The code is not a law nor is it in any way official. It is essentially the unwritten code of ethics that has developed among the society of professional warriors for hire. While many mercenaries try to live honorably, some are less strict about it than others. Many trained warriors that have accepted service under a liege lord or in the service of the Cambrion Knights, view the Mercenary Code as one of the few attempts at maintaining order amongst a group of people who they feel aren't necessarily trustworthy and willing to sell their services for gold rather than the justness of a cause. It isn't much but it does help to mitigate the circumstances of a mercenary, if only a little.

By its nature, the Mercenary Code isn't really a favorite of evil types (particularly Black Dragons, Necromancers, Dark Initiates, and Black Mages). This doesn't mean you aren't allowed to follow it as a practitioner of one or more of these abilities but it does mean your sort is naturally less inclined to follow such things. You don't have to be stupid about it, it just is one more of the ways in which it shows that evil people are generally not "nice" people once they get going on evil things. They may be pleasant around society but the moment you get them alone with their intended victim, its all just games to them.

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Posted laws of Witsend

The people of Witsend represent an amalgamation of many different civilizations thrown together over the course of multiple campaigns. While here everyone is essentially cut off from their own homelands and laws. In order to maintain civil order the powers that be established the laws by which all citizens of Witsend would live. It is the duty of every citizen to hold themselves to these laws and breaking them can have dire consequences. It is not, however, the responsibility of the citizen to enforce these laws. It is the responsibility of the Militia and Knights of Aniathis to enforce them. If a citizen sees a law being broken they should do everything in their power to report the offender to the appropriate authorities, usually the Militia or the Knights, lest they be held accountable as a co-conspirator.

Capital Crimes:
CrimeDeclared Punishment
Impersonating RoyaltyDeath sentence
Treason against the EmpireDeath sentence
Impersonating NobilityDeath sentence (major infraction)
Imprisonment, not less than 1 year (minor infraction)
Unjustifiable MurderDeath sentence (pre-meditated or victim is noble)
Imprisonment, not less than 1 year (crime of passion)
Aggravated RapeDeath sentence (second offense)
Imprisonment, not less than 1 year (first offense)
Lesser Crimes:
CrimeDeclared Punishment
Impersonating an Imperial OfficialImprisonment, not less than 6 months + Fine/Restitution
KidnappingImprisonment, not less than 3 months + Fine/Restitution
AssaultImprisonment, not less than 3 months + Fine/Restitution
Theft of PropertyImprisonment, not less than 2 months + 1 week per 100 Guilder value stolen + Fine/Restitution
BlackmailImprisonment, no less than 2 months + 1 week per 100 Guilder value blackmailed
Filing a False ReportImprisonment, not less than 2 months + Fine/Restitution
Forgery of Official Imperial DocumentsImprisonment, no less than 2 months + 1 week per 10 Guilder value of the document(s)
Casting of Dark Power or Black Magic Imprisonment:
  • Major Ceremonial (rank 9-10 effects): not less than 6 months per use
  • Minor Ceremonial (rank 6-8 effects): not less than 4 months per use
  • Battle-level (rank 1-5 effects): not less than 3 months per use
Use of an item to cast Dark Power or Black Magic Imprisonment:
  • Major Ceremonial (rank 9-10 effects): not less than 3 months per use
  • Minor Ceremonial (rank 6-8 effects): not less than 2 months per use
  • Battle-level (rank 1-5 effects): not less than 1 months per use
Possession of declared Contraband (poison, dark power items, black magic items, et al.)Imprisonment, not less than 1 week per 50 Guilder value of the item
Knowingly aiding and abetting a criminalDeath or 1/2 the declared punishment of the crime
Failing to report a crime to the authoritiesDeath or 1/4 the declared punishment of the crime
Modifiers:
  • All punishments are *doubled* if linflicted on an Imperial Official
  • All punishments are *tripled* if linflicted on a person of nobility
  • All punishments are *quadrupled* if linflicted on a person of royalty

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