Introduction

The Cynder Valley is a large area, with many different powerful groups, each often with its own sets of laws and statutes. There are two kingdoms, each approaching law and punishment differently, and the border towns of Irongate and Nav'arac must perch between these two worlds. Also, the powerful Guilds have their own set of laws that they will enforce as best they are able. In general, there is a host of precedent and custom surrounding the following sets of laws that isn't set down in an easy to read form.

Major Organizations and Their Laws


Hightower Laws

These are only available in summary format at the moment. We'll have them written up in a more in-game style. (If you want to volunteer to do this for us, please do.)

In general, laws in Hightower are enforced by a Constable, Noble, or Sheriff and judged by a Magistrate or Noble who will have final say in sentencing. The law in Hightower is swift and severe. Often the person presiding over a trial will let the matter be settled in an arena combat, particularly if there is no evidence other than the accuser and accused's word. The degree of punishment depends on the crime, the standing of the victim, the standing of the criminal, and the credibility of anyone who will vouch for the accuser or accused. Nobles are typically excused from criminal culpability. They have their own avenues of redress, through the courts of their leiges. A commoner wronged by a noble may petition that noble's superior, but risks the noble's wrath.

An attempted crime is often treated the same as a successful crime.

Crimes in The Kingdom of Hightower

  • Disorderly Conduct
  • Theft of Property
  • Assault
  • Failure to do One's Duty (Conscription)
  • Rape
  • Murder
  • Acting Above One's Station
  • Sedition
  • Treason

Punishments in the Kingdom of Hightower

  • Fine
  • Public Torment
  • Imprisonment
  • Formal Marking
  • Withering & Disease (Fallen into disuse since rise of Earth Coalition.)
  • Death
  • Obliteration
  • Banishment

Quadlum Laws

These are only available in summary format at the moment. We'll have them written up in a more in-game style. (If you want to volunteer to do this for us, please do.)

Any citizen of Quadlum may accuse another person of a crime. It is up to the constable, sheriff, or governor to investigate and press charges. An accusation of a noble against any commoner goes straight to the sentencing phase. Trials are solemn, formal affairs and acting out in a trial is a good way to get one's sentence increased.

An attempted crime is often treated the same as a successful crime.

Crimes in The Kingdom of Quadlum

  • Disorderly Conduct
  • Theft of Property
  • Assault
  • Rape
  • Murder
  • Necromancy
  • Acting Above One's Station
  • Sedition
  • Treason

Punishments in the Kingdom of Quadlum

In Quadlum, punishments handed out by magistrates are meted out according to a rather complex system of precedent based on the crime, the degree of the crime, the victim, and the criminal.

  • Fine
  • Public Torment
  • Imprisonment
  • Formal Marking
  • Death
  • Obliteration
  • Banishment
  • Tranformation to a Lesser Race

Laws in the Town of Mandrake's Landing

These laws are enforced by treaty between the two Kingdoms of Hightower and Quadlum, and are under the authority of Baron and General Duncan Barkharrow.

Laws of Mandrake's Landing in PDF Form. 60kb.


Laws in the Town of Nav'arac

Nav'arac reason for existance is trade, and the legal system here supports that. In effect, the only crime here is hindering trade. Fortunately most acts of violence such as assault impact either a vendor or a potential customer, and these incidents are often met with punative fines or enforced servitude. The constabulary takes a cut of any fine.


Laws of the Earth Coalition, Defenders of the Earth

These are available in PDF form.

Earth Coalition Guild Laws 40kb

Laws of the Celestial Guild, Defenders of the Empyrean

These are available in PDF form.

Celestial Guild Laws in PDF Format. 84kb


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