The Law of the High King exist and generally governs all interactions with institutions; This is often adjudicated by members of the World Watchers.
PC’s may not be familiar with the specifics, but there are some universal laws and observances that most denizens are familiar with and abide by. While the realms rely on peerage for ruling hierarchy, the heartlands are also governed by “Hindsmuth” (old word for “Common Law”); the heartlands in particular have a court system in the major towns and cities, with magistrates and law officers. Peerage titles offer the ability to call for a retrial with a new judge, or to declare a mistrial in the event of a travesty of justice but do not pass judgement themselves. In rural and country places, Bards are often sought to pass judgement using their knowledge of the law and insight. Outside the heartlands, sheriffs enforce titled nobles direct wills. Many PC’s must follow a code of conduct or set of laws or tenets dictated by their Patron or a factions in power. All characters are assumed to be aware of and taken some form of the Oath of the Day Watch.
There area few laws that govern the land that the players should be aware of. The law books of the High King are long and enlightening, but mostly filled with codifications of recompense for transgression. There are only a few that the PC’s really need to remember that will affect the game. The GM is free to make up whatever laws they feel are important in any area.
High Order Crimes: High order crimes are punishable by up to death, but usually result in confiscation of goods and land, loss of titles, imprisonment and torture or public flogging. A brand may be imposed.
Low Order Crimes: Low order are punishable by monetary fines, time in jail, public humiliation and/or confiscation of goods and property.
Marginal Order Crimes: Marginal crimes are punishable by fine, confiscation of goods, and short time in a jail.