Universal Laws
Universal laws are recognized across all territories. They are enforced by the Adventurer's Guild (enforcement aspect), the Archivist's Guild (criminal investigation aspect), and the House of Maidens (political aspect).
High Treason
High treason is any act of violence against someone who has been designated as a VIP by the House of Maidens. This law automatically extends to all Anointed, especially those who contribute an active role in protecting Endros; e.g. Hunters, Titans, Archivists, Maidens, etc.
High treason is punished with brutal execution and extended consequences for the offender's associates and allied parties, regardless of their guilt. Extended consequences may include the seizure or destruction of the offender's house, organizations, assets, reputation, and all remnants of their legacy. Associated parties may be spared from legal retaliation if they produce actionable intelligence prior to or during the criminal investigation. High treason investigations are handled by the Archivist's Guild and Lexica, Goddess of the Mind, herself.
Treason
Treason is broadly defined as the act of interfering with the vital strategic assets that protect Endros. These acts are punished with brutal execution, with varying degrees of extended consequences at the discretion of the Archivist's Guild.
Criminal acts of treason include:
- Committing tax fraud.
- Violence or attempted murder against royalty or a platinum-ranker (e.g. Adventurers, Artificers, naval and military personnel, etc).
- Unauthorized extraction, distribution, intentional misuse, or weaponization of classified intel.
- Possessing a relic without the necessary permit.
- Destroying, materially damaging, or stealing Aethertech owned by the Guilds.
- Interfering with criminal investigations by the Archivist's Guild; e.g. denying access or entry, denying interviews, etc.
- Withholding information that was directly requested by an Archivist while conducting a criminal investigation.
Felony
Felonies are serious crimes against individuals protected by law, punishable by death or imprisonment. They include:
- Attempted murder or violence against nobility, enforcers, gold-rankers, or protected Fey creatures such as Fairies.
- Destroying, materially damaging, or theft of Guild assets.
- Destroying or materially damaging city infrastructure or Guild property.
- Destroying or materially damaging commercial or residential buildings, except during House Wars in hostile territory.
- Disruption or interference of official operations and activities of Maidens, Archivists, Hunters, Saints, and Titans.
- Violating the terms of the War Accord.
- Imitation of a platinum rank or higher; including wearing clothes or accessories that designate you as such.
Misdemeanors
Misdemeanors are lesser crimes against individuals protected by law, punishable by imprisonment or other judgment. They include:
- Disruption or interference of official operations and activities of enforcers or platinum-rankers.
- Attempted murder or violence against a silver-ranker.
- Wearing clothing or accessories that designate you as a higher station, such as nobility, enforcer, gold-ranker, etc.
- Refusing the lawful order of an enforcer.
Special Laws
Some laws are very important, but are handled and enforced through unique means on a case-by-case basis. They include:
- VIPs, such as Hunters and Titans, are forbidden from participating in House Wars unless it directly involves their family's house.
- Texts referencing unusual or classified history between 2280 FC and Year 0 must be immediately delivered to the Archivist's Guild.
- Attempted murder or violence against anyone who possesses an immortal anima.
Justifiable Cause
Violence may be excused if it was escalated in a lawful manner with sufficient cause. Common examples include:
- The victim posed an imminent and actionable threat.
- The victim committed a serious crime that warranted reprisal.
- The victim was issued direct and reasonable warnings regarding local laws, with sufficient opportunities to leave or comply.
- The victim is present in an active warzone without special clearances that offer protection.
- The criminal act was ordered by someone with the necessary authority; e.g. the House of Maidens, the Adventurer's Guild, etc.
Criminal investigations may require sufficient evidence or proof to secure justifiable cause; e.g. trusted or verifiable testimonies, Mindshard recordings, psychic forensics, telepathic probing, etc.
Criminal Investigations
The Archivist's Guild conducts criminal investigations, especially in matters of treason. Archivists can have subjects imprisoned or killed for withholding information, lying, denying access to relevant materials or locations, or otherwise interfering with their investigation. Archivist investigators are often well-trained in psychic forensics, telepathic probing, enhanced sensory or mental prowess, and social magic such as charm or domination. For high-profile cases, Archivists will directly channel Lexica, Goddess of the Mind.
There are no formal courts or trials. Archivist investigators serve as both judge and jury, with the full authority to decide a criminal's guilt and punishment on behalf of the Archivist's Guild.
Sentencing & Imprisonment
Cities maintain jails for short-term holding and local discipline, but long-term prisons are uncommon. Capable criminals are sent into service in the Titan War. Others may be sentenced to hard labor in the Onyx mines, Dwarven industrial works, or other secured infrastructure where escape is difficult and the work remains useful.
These sentences are not designed for rehabilitation. Criminal teams are managed by harsh authorities with little tolerance for refusal. Violent punishment, restraint, slave collars, or execution may be used against criminals who cannot be controlled.
Noble Jurisdiction
Nobles have the authority to declare, enforce, and prosecute criminal laws, which are nearly absolute within their territory. However, a noble's law only exists where their power can be applied, and they themselves must be careful about overreaching in jurisdictions where their enforcement would be illegal. No one will enforce a law the noble cannot personally back with force, influence, allies, clandestine agents, or hired killers. Furthermore, nobles cannot overrule the universal laws or city laws enacted by their City Parliament.
Nobles typically hold their power only as long as they can defend it. Weak rulers are replaced quickly, violently, and without ceremony.
Citizen Rights
Citizens have almost no inalienable rights. Their safety exists only by the protections and legal shield of the noble they serve. Without such backing, a commoner may be killed, detained, enslaved, impressed into service, or otherwise disposed of by those with the power and authority to enforce their will.
Most cities have additional laws leveraged against citizens, including:
- Restricted speech, especially about nobility.
- Permits are required for large gatherings and assembly in public places, requiring approval of the noble family that governs the territory.
Vargan Law
Varga, the God of Beasts, does not officially follow or enforce the universal laws in his territory, which can make enforcement complicated. He protects his borders and the Beastkin within it, but has no formal laws dictating the nature of that protection. Varga will encourage any justice that serves the interests of the Beastkin, and oppose any that oppresses them. Most of his territory is restricted to non-Beastkin. Certain members of the Archivist's Guild and Adventurer's Guild may be allowed to operate in a restricted capacity if they are serving Varga's ideals of justice.
Alphas, the Anointed of Varga, are indirectly protected due to the specific wording about the Anointed.
Maritime Law
Ursula, the Goddess of the Sea, emphasizes only one simple law: do not oppose my interests. Her enforcers carry out criminal justice based on this singular statement, tasked with interpreting her will and punishing accordingly. Ursula's interests are therefore important to understand, and precedent is often set by her historical decisions. A notable example is her declaration on preserving ships. Due to the overwhelming retribution against aquatic infrastructure during the Tidewalker Wars, aquatic Merfolk are forbidden from attacking and destroying ships or assisting with land wars. The Tidewalkers, however, who serve as Ursula's land ambassadors, can participate in land-dwelling laws freely. They may occasionally serve in an investigative capacity for Maritime justice against land-dwellers.
Ursula considers her time too valuable to be bothered with trivial matters. Her primary concern is the advancement of the Merfolk, her communities, aquatic infrastructure, and the elimination of all demons. Anyone who materially compromises the Navy or the Courier's Guild is at risk of incurring Ursula's wrath and being hunted down. She refuses to dedicate resources to matters outside of the sea unless the allied Guilds have requested justifiable intervention. She believes the sea is the final refuge, and when the land-dwellers fail to protect their borders, her communities must be prepared to accommodate the influx of activity.
This simplified legal system has some issues with unfair favoritism based on anecdotal precedents, but Ursula delegates the matters of greatest importance to her most trusted and loyal supporters. Corruption must be identified and dealt with.
Skywood Law
Concordia, the Goddess of Pacts, is the uncontested ruler of Skywood. She grants her citizens the same legal protections afforded to nobility and possesses the power and influence to correctly enforce it. Concordia is widely viewed as a benevolent Queen, but a ruthless enforcer that shows no mercy to those who disrupt her society. Her laws are extremely favorable to commoners while preventing serious competition from outside powers. Skywood's laws are simple and streamlined to ensure that all citizens can clearly understand and obey them.