[Closed]Special Considerations Under the Law
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For the council's consideration. I have included "Ship Captains" rights and retainer rights in an effort to reduce the need for separate lawbooks for Immersea and other lands. Please challenge, suggest, or offer corrections.
-Morpheus
Noble Rights((Sir or higher. Does not include bluebloods or family of unless the Noble decides it does))
- Nobility may draw weapons in public
- Arabellian Nobility cannot be charged with petty crimes
- Nobility cannot be searched without a warrant
- Nobility can pay a fine to dismiss any crime below capital
- Nobility are entitled to a full trial for any crime accused if requested
- Nobility may demand a duel of honor for insult to their house
- Noble Lords may act as summary Arbiter/Judge for Serious or lower crimes occurring on their lands.
- Nobility may request to handle any criminal issues affecting only their house or land internally.
- Noble Lords may appoint individuals to enforce laws on their land
- Noble Lords may expel or ban individuals from their lands
- Nobility can demand respect from commoners
Retainer Rights
- Retainers may enforce law only on their noble's lands
- Retainers may draw weapons on their noble's lands
- Retainers may be disciplined by their lord for any crime below serious in lieu of criminal charges
- Retainers may give lawful orders to individuals on their lord's lands
- Retainers may expel individuals from their lord's lands for up to 24 hours
High Clergy Rights((NPC or promotion from Official Clergy as an earned in game perk)
- High Clergy may draw weapons in public
- High Clergy cannot be charged with petty crimes
- High Clergy cannot be searched without a warrant
- High Clergy can pay a fine to dismiss any crime below capital
- High Clergy are entitled to a full trial for any crime accused if requested
- High Clergy may request to handle criminal issues affecting only their faith or internal matters.
- High Clergy may expel or banish individuals from their temple property
- High Clergy are the sole authority over the church property so long as it does not interfere with or endanger the general public or kingdom.
Official Clergy ((NPC or earned in game perk))
- May draw weapons in the immediate vicinity to their temple/shrine
- May remove or expel individuals from the temple/shrine property
- May be disciplined by high clergy in lieu of criminal charges for petty or lesser offenses.
- May request a trial for serious or higher offenses.
- May handle criminal matters of their faith internally with approval from the High Clergy. (Suspected individual must be of the same faith)
- May be granted sanctuary on temple/shrine grounds (I.E. Cannot be arrested on religious property)
House of Ash
- Members of the House of Ash may respond with force, if necessary to prevent the defiling or desecration of the dead, any grave, any tomb or to prevent the imminent animation of the dead or summoning of an undead spirit. They are required to report the incident to peace officials following.
- Gravediggers and higher may investigate crimes of defiling the dead and animation of the dead but are required to report findings to peace officials.
Ship Captains
- Captains rights apply only to legal and registered vessels flying the flag of Arabel or her allies. These rights do not apply to pirate vessels, smuggler vessels, or vessels flying the flag of a nation in conflict with the kingdom.
- Captains are responsible for the conduct of their crew while on shore leave and are entrusted to maintain discipline and order in a similar fashion as the divine right trusts nobility with power to care for the citizens.
- Within a ship, the captain has full rights of discipline over their crew and the actions and orders within a ship will not be interfered with by outside forces unless they affect the greater law and order of the realm.
- Noone may enter a ship without the permission of the captain unless a warrant is signed and authorized by the Crown, or the designated officer over legal justice, or the Lord of Immersea.
- Crew members committing petty or lesser crimes may be relegated to their captain for disciplinary action in lieu of legal action so long as the captain or the crew member takes responsibility for damages or injuries done.
- Crew who become a public menace or commit serious or above crimes will not be allowed to disembark a ship until they are turned over for justice.
- Any captain who has registered their home port as Immersea and flies the flag of the Kingdom of Arabel may join the Council of Captains and have the privilege and responsibility of advising House Cormaeril on the best interests of the maritime community.
- Anyone claiming to be a captain without being the rightful and dutiful commander of a ship under the flag of Arabel will be treated as the serious offense of “Impersonating Authority.”
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//Added a definition for a few of the positions to avoid player confusion//
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Looks mostly reasonable
I'd allow official clergy to be able to handle criminal issues regarding the faith and internal matters as well though
Michael
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I have made a modification. To prevent chaos and religious inquisition in the streets, I have added the stipulation that it must be an internal matter and it must be of the same faith. I.E. the Temple of Helm may hunt down and punish a rogue watcher who is breaking the law but the Temple of Tempus may not hunt down a Malarite for slandering their high priest barring direct approval from the High Arbiter or the crown.
-Morpheus
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A decent enough compromise.
Though I expect if you insulted the Tempan high priest whoever did it would get a beating wether it legal or not.
Michael
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I have been informed that the Queen holds the Wilderwalkers and those of the Oathsworn in high esteem. Provisions for those with Druidic Groves should be included to maintain that alliance.
High Arbiter DeSchurr
//Druids only
Rank 2- Druid - Generic Druid PC
Rank 3- Great Druid (Claims a grove, Perks similar to Official Clergy)-Hard EiG
Rank 4- Hierophaunt - Special PositionNon- Druids or Multiclass Druids
Rank 2- Wildwalker
Rank 3- Nature's Guardian- EiG
Rank 4- Grove Guardian- Special Position- Similar privileges to Great Druids//
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I will begin some research and draft to give wildwalkers provisions over the protection of their groves.
-Morpheus
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Added wildwalkers and House of Ash for consideration.
-Morpheus
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I'd argue that edicts from those with groves should only be absolute if they do not contradict the Kingdoms laws.
For example if a militant malarite claims a grove in the Hullack and tries to forbid all elves from the forest such isn't legal
Otherwise it looks ok
Michael
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Perhaps, I am somewhat out of line-
But do we wish to truly give privileges to druids who we have no control over in who is appointed, and who is not? They do not rely on the Kingdom to exist, and we truly have little leverage over their internal politics.
For all we know, an Orcish Great Druid will be appointed, and they are given 'special privileges' under our codex of laws?
Druidic traditions do not prohibit monsters from their ranks, as this was no doubt recently proven when the Elven Hierophant enlisted Lycanthropes in the purge of the beholder hive...
Secondly, again, as I understand it- druids are essentially independent of one another and only truly consult with one another during a primitive meeting called a moot- do we wish to give these monster-humping enemies of taxation and industry from recovering our kingdom? The Hierophant is no doubt gleefully dancing his fae dances around a bonfire when Tilverton fell and the local nobles are struggling to hold onto their lands without the benefit of Misrim's resources to aid in clinging to their fiefdoms. How do we know this was not their desire all along...?
I urge you, remove any privileges for these primitive monster-lovers.
- Clerk Johannes
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I concur with Clerck Johannes' point.
All the other groups mentioned for special considerations have an established hierarchy, which they abide by. This is not always the case with the Druids and most of them are rarely in contact with one another.
I would propose the following changes to the Wild walkers' clause:
- Article (a) corrections: While the Wild walkers will require no approval from the Crown to hunt down Necromancers and summoners of the occult they will need to first prove association with the Wild walkers. They are also required to submit a report of their hunt and stand down if asked by the Crown. Additionally unless stipulated otherwise they are not the juries and executioners of these individuals - They must bring them back alive for trial by the rules of the kingdom
- Article (b) corrections: As it is not stipulated for nobility or the High clergy that they have absolute authority over their respective lands, this should not be given to the Druids. They are land owners upon the crown's lands
- Article (c) corrections: A peace official should be able to interfere with an established druid grove if they they go against the laws of the kingdom. I would also argue that there must be clarification on what an established druid grove is - Can a hermit living under a tree in the Mossmere gardens form a grove there?
- Article (d) corrections: I would stipulate that if the grove was established on or near the lands of the nobles, after said noble was given control over their lands they become subject to their rule
I would make clear differentiation between the different Groves and only allow such rights as specified above to groves that are allied and loyal to the Crown.
Signed,
Lord Mordecai of House Cormaeril
Divine Champion of the Divine Right, Siamorphe
Head of House Chapter in the region of Arabel
Ruler of Immersea
Knight of the Realm of Arabel
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Council,
Though I understand the deep spiritual attachment and connection druids have with nature and their groves, the laws and oaths of the wild walkers do not line up with our sense of civilized order and law. I will likely not ever be able to craft a law that fits into logical justice that also does not conflict with the worldview of thsoe who have shunned civilization. Instaed I propose the following:
Wildwalkers
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The wildwalkers are trusted to maintain balance and order amongst their own and may do so without interferences from the kingdom so long as their actions do not post a threat to the kingdom, it's people, or its interests.
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Wildwalkers may request a "Grove" be granted a special protected status where it would be treated with the same rights as a "Temple" and the Great druid/Grove guardian treated as "Official Clergy" over that grove. Only those groves approved by the crown are granted this protected status.
-Morpheus
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The kingdom has no hopes of micromanaging the wildwalkers or raiding their groves should they ever have intentions that work against the crown. Thus, we would be offering the illusion of benefits or promise.
Do note, I don't expect the Kingslayer works alone. A reasonable consideration after the war.
Some additional ideas..
Wildwalkers
- May bring their animal companion within the city, so long as it is of no harm to the public, they could gaze upon the tamed beasts in awe
- Are permitted to change the weather within the city, so long as it is to the benefit of the kingdom and balance
- Wildwalkers can issue challenges to other rangers or druids that would impose on their groves, without interference from the kingdom
- May preemtively handle necromancers or those summoning the Occult, should evidence be found afterwards that they disturbed the balance. Should it not, the wildwalker will go through the normal court proceedings
Not saying all or any of these should be the case. Simply ideas.
kindly,
~Guildmaster Finley Copperfield
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I am but a humble clerk-
but giving them the opportunity to bring feral beasts where civilized men and women live and seek peace is the opposite of a goodly book of laws.
The difference between a safe mastiff and a beast is whether it has a leash, a collar, and a muzzle in the presence of its betters.
- Clerk Johannes
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No one may bring wild beasts within the city.
The Arbiter of Arabel
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Council,
Please remember the current Hierophaunt harbors and protects known criminals, including the man who assassinated the king. I make the recommendations I did under great strain to my need for order only to acknowledge the Queen’s request. The Druids already think themselves a higher authority than the law, any more extra rights over my recommendation to treat them with the similar equity as a church is done at my extreme protest. That is all else I will argue on the matter, are there sufficient or will there be further debate between the others? I will also support lessening their rights an imposing further restrictions.
Wildwalkers
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The wildwalkers are trusted to maintain balance and order amongst their own and may do so without interferences from the kingdom so long as their actions do not post a threat to the kingdom, it's people, or its interests. And as long as they do not violate the laws of civilized areas.
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Wildwalkers may request a "Grove" be granted a special protected status where it would be treated with the same rights as a "Temple" and the Great druid/Grove guardian treated as "Official Clergy" over that grove. Only those groves approved by the crown are granted this protected status.
-Morpheus
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- The Wildwalkers are entrusted to maintain the balance of the natural world, and may do so as long as it is within the laws of the kingdom
- The Wildwalkers governs druids and rangers within the Kingdom, and must ensure they conduct their duties to the natural world within the laws of the kingdom
- Wildwalkers members, druids, and rangers who fail to uphold the laws of the kingdom must be reported to the Crown by the Wildwalkers
- Druidic Sanctuaries known as "Druidic Groves" are granted special protective status similar to shrines, and are protected by their designated "Great druid/Grove guardian" with the same status as Official Clergy. These Groves and their protectors must be listed to the Crown to be granted this privilege, violators of the kingdom's laws will lose this privilege
The Arbiter of Arabel
//OOC Druids with groves get perks like Official Clergy and the groves are treated as shrines, nothing more. Nothing less.
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@Crusader-K said in Special Considerations Under the Law:
Members of the House of Ash may respond with force, if necessary to prevent the defiling or desecration of the dead, any grave, any tomb or to prevent the imminent animation of the dead or summoning of an undead spirit. They are required to report the incident to peace officials following.
Non-lethal force
The Arbiter of Arabel
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@Crusader-K said in Special Considerations Under the Law:
Noone may enter a ship without the permission of the captain unless a warrant is signed and authorized by the Crown, or the designated officer over legal justice, or the Lord of Immersea.
The local Lord of the relevant docks/port, or members of the Crown
The Arbiter of Arabel
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@Crusader-K said in Special Considerations Under the Law:
Noble Rights((Sir or higher. Does not include bluebloods or family of unless the Noble decides it does))
Noble Rights ((Titled nobility, does not include bluebloods or noble family unless the Lord of the House declares otherwise.))
Titled nobility in order of rank:- King/Queen
- Prince/Princess
- Duke/Duchess
- Count/Countess
- Baron/Baroness
- Lord/Lord
- Sir/Dame
The Arbiter of Arabel