High Kings Laws (Arlaign’s Charter)

Steel Realms

The Law of the High King exist and generally governs all interactions with institutions; This is often adjudicated by members of the World Watchers.

Common Knowledge of Laws

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.

  • Death Penalty: This exists and can be carried out by lawful authorities or rare cases of Peerage intervention (which can also pardon it).
  • Prisons: Most imprisonment is done in regional jails in cities, for serving time. Every High King’s Garrison has a small prison in it if needed.
  • Jail: These exist everywhere, varying in size from a single cell to a the housing of a dozen or more for temporary. Short stints of law breaking penalty, as well as hold for prison are their function.
  • Processing: Legal system nominally applies to all. “Lawyers” as a profession only exist in large cities. Legal representation generally allows anyone. Judges are on permanent “benches” in large settlements, and “circuit” judges are traveling. Many World Watchers fulfill this role, though regional ones exist as well.
  • Administration: Sheriffs have jurisdiction over large areas – counties, earldom, and baronies. Marshals for local towns and cities. Watchmen are paid for by local businesses and civilians. Watch “captains” in districts and towns have a combination of deputy watchmen (paid) and volunteer watchmen. Smaller settlements usually combine the Marshall and Watch services.

Arlaign’s Charter – General Guidelines

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.

  • Impersonation of Nobility: High Order Crime
  • Impersonation of Law Officer: High Order Crime
  • Carrying of [Military] Weapons: Marginal Order Crime; most places offer a permit. It absolutely prohibits the formal allowance of any member of the populace to wield a [military] weapon against the representatives of those who enforce the laws in his or his vassal’s lands.
  • Having an Armed Band: Low Order Crime; No private armies unless Bonded Mercenary Band; “adventuring” (freebooters) bands must number less than 20
  • Consorting with Darkspawn: High Order Crime
  • Inciting or Declaring War: Low Order Crime; only lords can do so with approval
Realm's Aptitude Powers: Divine, Occult, and Psychic