"The Cataclysm was a drastic change in everything about the world of Aagos that occurred in the year those in Seahaven know as 1075 A.R. (After Remaking)

Though the exact origins of the Cataclysm are unknown, most suspect the wrath of the Gods, or more likely only the wrath of one God - the Eighth. It is known that the Free city Yarsin exploded in an instant, likely the first subject to such destruction. The Darkness, an impenetrable lack of light that seemed to corrupt all it came into contact with, began to quickly cover the world from then on. Most cultures were destroyed, and if not that, changed forever.

In Tarkas, the Skrel'eth inter-clan fighting ceased quite quickly, as the Skrell had to suddenly focus their efforts and their blades on combating the demon threat. Still, villages and land were lost quickly, dragged under the unstoppable hordes of destruction.

Meanwhile, in Heas, the city-state of Seahaven found itself under heavy attack. The city was not traditionally militaristic, and they were already fighting in a covert war with the Sayaki. However, fortune turned the tides of the battle for all as the Sayaki hometown of Kizuni Odawi found demons at its own door.

With a sudden truce neither side expected, the Sayaki were granted luxurious rights in Seahaven, on the condition that they would use Kizuni Odawi as a fort by which to guard Seahaven's western stretch of land from demon incursion.

In the east, the wolfwood stood tall and unswerving against the demons. Though residents of nearby Milford heard the deadly swarm coming, all that entered the forest of fangs, never returned. Thus, an unseen force halted the eastern advance.

Still, the Darkness encroached. Even past the barriers presented by stalwart defenders such as General Shinto Saiyura Ashikaga of the Kizuni Odawi, and the Skrel'eth clans of Tana'asht, Hope began to fade, and despair settled in among the ranks of those who would return the demons from whence they came.

It was five years later when the fortunes of man and demon began to change... On the Eve of Twilight, when all seemed lost, an elderly monk and his apprentice stumbled up the stairs to the most holy chambers in the Shrine of Balinand. Though priests and casual believers alike had prayed for mercy for years, only this priest had the knowledge and faith to conjure any measurement of divine attention.

The incense burned in the brazier with little noise other than the flickering, crackling sound of flames in the night, and the apprentice busied himself preparing scrolls and arranging offerings. The elderly priest himself, having spent just over a century devoting himself to his patron, Balor, knew that his final night was upon him. He had lived long enough, and now needed to insure the safety of those who would come after him.

Sitting down before the brazier, the priest gently recorded his final words upon the scroll to his left, and his first words on the scroll to his right.And immediately before him, a prayer for the safety of all things. For the strength to see through this Darkness, and combat it as fairly as one combats anything else. For the surge of power enough to see out this fight to the very end.

The aging man beckoned his apprentice Junyu forth, and he meekly stepped forward to receive the two scrolls to either side of the priest. The prayer scroll, however, both placed a hand on, and without so much as gritting their teeth, stuck into the fire. The flames consumed them, their hands charred by the ferocity of the blaze. Junyu's hand was without damage, when all was said and done, but turned deepest black, shining almost with the fire contained within it. And as for Mellishou, the old priest... He was but ashes upon the temple floor. In the instant that the fire consumed him, a wave of light, as powerful as any wave of the ocean that filled so much of the region, surged outwards from Balinand Isle, pushing back the Darkness where they met. Demons fled in a panic, and all of those who fought that night felt the strength of the Lion residing within their chests, guiding them to further victory.

The Age of Darkness had ended, in the Dark Isles- Now came the imminent reclamation of all that had been taken from them. The slow, bloody retreat had finally ended, with Mellishou's Sacrifice, and now it was up to the Skrel'eth of Tana'asht, the Sayaki of Kizuni Odawi, and the proud people of Seahaven to finish the job...

Junyu read the scrolls before him, hours later.

Upon the scroll in his right hand, were Mellishou's first words, "Balor, give me strength."

And upon the scroll in his left hand, Mellishou's last words. "My Lord, Balor.. Grant my strength to my children, for they need it more than I, now."

~Junyu Fireclaw, Priest-Adept of Balor"

Aartiran Naming Conventions

Aartirans tend to use the traditional human conventions established across most human societies on Aagos:

For males: Name ap Father's name (optional ab Grandfather's name.) Most people don't use their grandfather's name in casual conversation, but more for recorded business or when interacting with important individuals.

Example- Aleiron ap Verin ab Darmen
(Aleiron, son of Verin, son of Darmen)

Women have only two changes: ferch, instead of ap, and the replacement of their father with their husband, when they take one.

Example- Feily ferch Miara
(Feily, daughter of Miara)

Should she marry Aleiron, she'd become Feily ferch Aleiron


Sayaki Naming Conventions

Sayaki are a sort of mix between the Aartiran conventions and the Skrel'eth conventions.

The general syntax is: Name father's-name(-or-husband's) clan-name

Example: Susakai Suzaku Ashikaga, or "Susakai, son/daughter/wife of Suzaku, of clan Ashikaga".

Noticing between daughter or wife, in the even of women, is usually a case of taking note as to how they dress, act, speak of the individual their second name belongs to, and how similar the names are.

Not including titles, Sayaki of noble birth receive the patronym "xi" before their clan name.

Example: Sakuzen Susakai xi Ashikaga, or "Sakuzen, son/daughter/wife of Susakai, and noble belonging to clan Ashikaga."

xi actually means "voice of", but means the same thing as "belonging to" in terms of naming conventions.

Skrel'eth Naming Conventions

Skrel'eth receive their adult names upon completion of their Litany, though they do not possess surnames. Instead, they use their clan name.

Example: Destrach of Clan Hoska'ach

Tir Naming Conventions

Tir do not actually possess a naming convention, as they live a very unstructured life. Some Tir choose to take the surname traditions of whatever culture they interact most with, some choose to go without entirely, and some simply pick a surname for themselves. The law is less free regarding this, however, and sometimes simply gives them one if they need one for recording purposes.
Seahaven is one of two sprawling cities that inhabit the Dark Isles, and the unofficial seat of power for the region. Founded over the ruins of ancient Human civilizations from ages past, the city has a strong but unusual structural foundation that allows for complicated tunnel networks beneath the streets, often running alongside or through the sewers.

The 'kingdom' of Seahaven stretches to the Darkness in every direction, on Heas, and some nobles would tell you that it includes Tarkas, too, but the Skrel'eth certainly haven't heard anything of this. The heaviest population centres are Seahaven proper, the village of Milford, and the Sayaki fortress of Kizuni Odawi.

As the city imports a great deal of goods from Balinand and Tarkas, and exports just as much, the docks are one of the key features of the city. The White pier is older than the city itself, built by the last group to live on the spot, and much of the stone used in that construction was moved to build more modern structures such as the wall to Seahaven's west.

The people of Seahaven live in a carefully constructed debt slavery, for the most part: The prices of sailing away from Seahaven can be steep for someone already in the trap, and in order to continue living, one must borrow money from the nobles, often-times, which they pay back by working where that noble requests them to. These people are typically called serfs, indentured slaves or even peasants, though by law they're no different than any other commoner with a debt to be paid.

Obviously, some manage to push out of this trap by the aristocracy. As a commoner, one can expect a life of decent comfortability, able to purchase a wide variety of goods from all over the region, and even look into starting their own business venture, or joining another's. The aristocracy is constantly arguing over what to do about true commoners, ranging from such extremes as forcing them into actual slavery, to encouraging them to spend their money rashly in an effort to become a lesser noble themselves.

When one finally comes to the nobles, everything gets a bit murky due to the deception, misleading and confusion in general presented by such an interwoven system. However, most of Seahaven, and the law, divides nobility into two categories: Petty Lords and Merchant Lords.

Petty Lords, often simply referred to as "Lord" or "Lady" at risk of insulting them directly, are the lowest of the nobility. They either barely retain their right to a title by providing constant bribes in addition to taxes, or they are the closest friend or family member to someone higher up on the list that can afford to pay it for them. Despite this unimportance as far as the upper class goes, they make up a lot of the important people in Seahaven. Petty Lords are often put in charge of a small part of the city, particular service, task or project, and maintain their title by taking care of their charge as requested by those above them. They also serve as intermediaries for the Merchant Lords, and fill the less profitable noble positions, such as Herald to the King.

Merchant Lords, however, are the true powers of Seahaven. These nobles possess enough money to effect great change on the city, and only a balance of infighting and bribery amongst themselves keeps them from doing just that. Being a Merchant Lord requires a massive power base, and as such, there are very few such Lords. Each one tends to run a powerful organization such as the Merchant Guild itself, the Seahaven Watch, or the Tranquil Tide church. There are some Merchant Lords who likely get their power from less reputable groups, but they rely on lack of evidence to maintain their status.

There are four individuals with a large amount of power, mainly because they truly own land. These nobles are simply called the four Marquis' of Seahaven, and make up the most determined, wealthy, and skilled nobles. These four are in charge of truly defending the kingdom, through their vassals or through their own strength, and their charge is the land itself.

The Four Marquis', as well as other highly influential individuals within the Seahaven borders, can be read about in "Important People of Seahaven", located at the top.

The King (Also the Southern Marquis, Marquis de Seahaven)

The King of Seahaven is always the person who possesses the title of Marquis de Seahaven, as the titles doubly inherit the right to own the land Seahaven proper is founded on, and the latter title charges he who holds it to protect the realm with their very life.

The current king of Seahaven is King Wisdom the VI, named so by the Head Priestess of the Tranquil Tide upon his coronation. Having led the realm for nearly two decades, he is still in a tentative position influentially, as his lifetime has seen the rise to power of several very skilled Merchant Lords. He genuinely wishes the best for his city, but his methods are often questioned by those effected by them.

He inherited the throne at the young age of ten, his father dead by sudden health complications, and the previous Watch Commander assigned as his regent. The city enjoyed a tough, but fair rule under the Azure Wolf regency, and just two years before the Cataclysm, the man handed rule over to his charge, the young King.

The King is currently single and heirless, subject to much rumour over the fate of the realm. The Azure Wolf still remains as his guardian, having resigned his post as Watch Commander to Jarel Armanis. Of late, talk of the King's health, eventual succession, and rule fills the streets, and some speculate that such worries, whether genuine or not, are started by the King's rivals for power.


"Azure Wolf" Mortison ap Merriv

The Azure Wolf, as Mortison ap Merriv has come to be known, is an aged defender of all that is right, having come into the world a little over 60 years ago, and began upholding his ideals just over 45 years ago. If there is a word to describe him, it would be "righteous". In all accounts of his attitude, one would hear that he is fair and just, but certainly not warm or kind. He is the epitome of absolute justice, and his days as Regent were a nightmare for criminals and deceivers.

He was the third Watch Commander of Seahaven, in his day, and suffered no brook, gave no quarter to those who would defy the will of the King. His time in that position saw the successful arrest and execution of two traitorous Merchant Lords, as well as the annihilation of several criminal groups. He eventually resigned the position to his close confidante, Jarel Armanis.

When the former King, Wisdom III, passed away due to sudden health complications, the nobles came together and assigned Mortison the post of Regent over the young King Wisdom IV, and it is speculated this was to get the man out of their business. Up until twelve years ago, when the throne was returned from Regent to Monarch, the Azure Wolf kept a fiercely tight guard on the realm's finances, security and prospering. After the current King took over, Mortison moved to the post as Captain of the King's Guard, where he remains today.


Watch Commander Jarel Armanis

When the Azure Wolf resigned, the duty to protect the realm, whether it wanted to be protected or not, fell to Jarel. Whereas Mortison was lawful without exception, Jarel Armanis is more focused on keeping things 'right' in Seahaven, whether lawful or not.

Mortison's removal as Watch Commander beckoned an age where criminals could once again breathe safely. Their opposition was the highly criticized 13-year-old Armanis, who was barely a man, let alone in a position to solidify his power as Watch Commander. However, he was a student of the Wolf's in more than just leadership skills, and the nobles quickly began to fear the boy as much as the master before him.

Armanis grew up with assassin's at his door, as Merchant Lords and criminals alike wanted his head on a pike. He was -too- good a replacement, as the aristocracy quickly found out. However, unlike Mortison, Jarel was willing to use less open methods to turn back the tide of dark. Deals were made, men hired, glasses of wine drank, and slowly but surely the city of Seahaven found itself in the care of its new Watch Commander.

The Merchant Lords fought back, demanding the King and his Regent remove this pompous fool from the post. But the King was pleased with the order in his city, and the Regent wasn't about to fire his own successor because he was doing good at his task.

Again, deals were made. The Merchant Lords found that their only hope was to fill the ranks of the Watch with men and women who were obedient to THEM, not to some higher purpose like Mortison and Jarel were.

This struggle continued through the Cataclysm and on into the present, without halting. In the year 1083, Jarel is still quite powerful and combating the efforts of the deceptive aristocracy without trouble. The Scarlet Touch, however, prove to be more difficult.

Four years ago (1079) Jarel issued an edict forbidding sacrifice of living creatures of any sort across the realm. While this meant a simple change in worship for some farmers and hunters, followers of the Dark Queen were hit hard by this. Morhiag is pleased by human and animal sacrifice, and so by making it illegal, Jarel had all but crippled them.

Most followers accepted this and found other methods to please the Dark Queen, but the Scarlet Touch is an assassin group comprised primarily of those who refuse to let their religious worship be dictated by a Watch Commander without any official authority in the matter.

Some say the Scarlet Touch are after his head, and even worse, the darkest rumors indicate a connection between the Scarlet Touch, the Merchant Lords, and even normal thieving rings...


Marquis de Wolfwood (the Eastern Marquis)

The Marquis de Wolfwood is a tall, muscled individual who has led a life of luxury. Forty-five years of age, he descends from the previous Marquis, a line long established by the second King of Seahaven, Benevolence I. The Marquis is one of very few landed nobles, possessing the land from the west of Milford, stretching east to the edges of the Wolfwood, and south to the coast. While it has always been his charge to protect Seahaven through careful watch over his realm, the Cataclysm made that necessity even more important.

Since the Darkness, the Marquis has become very withdrawn and the subject of many rumors, especially due to the unnatural efficiency of the Wolfwood in turning back the demons. Those who interact with the man say his eyes have turned a dim yellow, and his heart has been set aflame with determination.

He has only one daughter in his House, though it is speculated several bastards exist from his youthful years. His wife died from sickness some years ago, and that, too, is the subject of rumour.

General Shinto Saiyura xi Ashikaga (Also the Western Marquis, Marquis de Bregh)

When the Sayaki arrived on Heas just a little over five decades ago, they needed a strong, skilled leader to insure their successful integration to local governments and cultures. That leader was Shinto Saiyura xi Ashikaga. He was already widely known as a skilled tactician, from his days before the Great Retreat. Leader of the Ashikaga clan and one of the most skilled Shavaell Akir to ever live, he was a natural choice.

The Sayaki took less then three months to overrun the last Marquis de Bregh's forces, taking Bregh Meadows and the surrounding region for themselves. Shinto's negotiations with Seahaven provided the Sayaki with the fort-home of Kizuni Odawi, based almost entirely on a ceasefire to open warfare. It is only when the Cataclysm happened in 1075 that the Azure Wolf, sent by King Wisdom IV, met with the General, and negotiated for the Sayaki to receive fortifications to Kizuni Odawi, privileges in Seahaven's borders, and more, unknown elements of the treaty, in exchange for Shinto to lead his people in battle against the demons on the west. Both sides found this arrangement beneficial: The King of Seahaven now had his kingdom, decreased in size as it might be, completely sealed off from the demons, and Shinto now had a battle to lead his warrior brethren into, as well as a luxurious number of benefits from the only other true society on Heas.

Shinto is at least 85 years old, venerable by all standards possible, yet still healthy enough to battle demons on a regular basis, in addition to leading the rest of his kin. Those who witness him say he may even be a demon himself, with the ferocity of his blade and the, some would argue, supernatural way his battlecries encourage his fellow warriors to fight harder.

In recent years, the Rhythmist movement has set a deep crinkle in the General's brow. This perversion of the old ways is felt even harder by the wise old man, who has lived easily three times as many years as most Shavaell Akir ever see.


Marquis de Aruta (The Northern Marquis)

The last Marquis de Aruta was killed in action three years ago, in 1080, and has yet to be replaced. The Aruta Highlands are regarded somewhat suspiciously, as no one has made movement to replace him, but few venture north of the city even so. It is speculated that something dark has happened to the region, though no one will tell exactly what it might be.


Vivian ferch Vitor, "the Vivid Flower of Ylessa"

Vivian ferch Vitor is the beautiful young head of the Tranquil Tide. Only twenty-two, she received the position due to her attunement to Ylessa's edicts and her passionate way of going about life. Even priests older than her can't help but watch in awe at the way the Priestess goes about teaching newcomers to the Tide about the ways of the Oceanmother, and even in her youth, she is far wiser than most.

She seems to be generally good-willed, and is a trusted advisor the King in religious and emotional matters. As with all things important, she is the subject of much rumour. Gossipers comment how friendly she is with King Wisdom IV, even with their age difference, and some say that she may be the one to provide an heir for the realm. Those who know Vivian, however, assure that these rumours are just that, and that she is entirely well-intentioned regarding the Monarch of the realm.

The Dockmaster of Seahaven

The current Dockmaster of Seahaven is one Baris ap Barmone, formerly captain of a merchant vessel fleet, ruined by the Cataclysm. Stories of him had reached epic proportion even before his fortieth year, so when the last dockmaster passed away, the Azure Wolf whispered to the King's ear that perhaps Baris was a suitable candidate for the lofty position, charged with much responsibility and given some of the most powerful decision-making allowances in the entire realm, just under the King himself.

He has not disappointed, and the last five years have seen trade flourish even with the Darkness and the troubles it brings with it. Of all the important individuals in the city, he is the one least subject to rumour. One only hears past tales of glory regarding his sailing skills, including fending off a reported ship of Vek'pem Ahyre pirates, taking down a Leviathan that attacked his ship, and even encountering the Oceanmother herself, supposedly having taken the form of a mermaid to appear before him.

Perran:

A traders village on the coast nearest Heas. This village has a large Tir population. Just under 300 years ago a Tyen slave ship with a cargo of over 1000 Tir was wrecked on the island in a winter storm. All the Tyen perishing in the wreck or... uh... shortly thereafter. The Tir were allowed to remain and settle, establishing a new home for themselves. Several times Tyen ships came to try and claim their 'property' back but the ownership of the Tir was not recognized by the Skrel'eth. The last ship was a warship, bearing over two thousand Tyen warriors to take the Tir back by force. The timbers and beams of that ship were used for the construction of several buildings in Perran.

 

Pha'kat (Pa, not f )

A village for Skrell refugees who made it to the island after the Cataclysm and are clan-less, for the most part. Typically a clan-less Skrell is an outcast, disgraced, but the cataclysm has made for strange times. Though some stigmata remains, the people of this place do their best to go about their life without the security of a clan. Stronger individuals are often accepted into the islands clans, often by marriage.

 

And three villages of the dominant clans of the island:

Kharn'at

A coastal village on the Southern edge of the habitable area.

Cav'tlan

A village inland and on the islands Northern half. These two raid each other regularly, meeting in the middle for arranged battles often. For the most part they ignore Pha'kat and the third Skrell village...

Tana'asht

The last was once the largest of clans on the island and the largest of villages but it is -just- inside the habitable area and now faces a nearly daily fight to keep the demons from their gates. They will not retreat, they will not surrender. No clans have offered assistance, nor will they ask for any.

Kizuni Odawi is the central location for all Sayaki people, whether they wander nearby in the various clan holdings, are out at sea, stationed in Seahaven or even its far eastern border. It is located very far northwest of Seahaven, approximately three day's walk on foot, the only real available transportation to any but the wealthiest, and the castle itself serves as the primary buffer line between the demons and Seahaven's fair walls. The Sayaki reached an agreement with the rulers of the coastal city years ago, and a team of expert architects (and the pseudo-slaves Seahaven has plenty of,) soon erected this fortification from which the Sayaki people would live prosperously, manage their land, hold fast to their traditions, and ultimately cut down the demons with their amazing combat prowess.

A mighty stone wall surrounds the keep and nearby village, three stories tall and a third of that wide. Barricades of all manner face north, where defences are primarily concentrated, but all edges of Sayaki land enjoy the best in protection. Tightly packed housing and buildings fill the streets, mostly made of shoji, a thicker parchment-like substance, combined with lighter woods, stray, and occasionally stone. It has a single market square, where one can find nearly every merchant in the fortress city, as well as several stations for Seahaven and Perran goods.

The Sayaki are very distrustful of unwanted guests, needing neither the trade nor the attention from those who aren't in the aptly named settlement by invitation. Also, as Kizuni Odawi bears no dock of its own, one can only reach it by passing through the wilderness.

History, what they have been doing over the last couple of centuries:

The Sayaki are actually, believe it or not, refugees from the overthrow of a human Kingdom. The leaders no longer followed the 'proper path' and the Four, Two and One saw them smote for it. The traditionalist nobility led whom they could to the seas, and by fate, they ended up on Heas.
In light of this failure, their true nature has come out: Those in charge now are the most skilled combatants and leaders. They will settle for nothing less than everyone else submitting to their superior way of life, by sword or otherwise. The Darkness only proves to them that these infidels are letting their inner darkness prevail, which means the Sayaki must show them the righteous path soon, or never.

Aartiran faith is another crucial division between class stature. It is interesting to note that certain people are almost 'expected' to follow certain Gods, and looked down upon for going against that. 

While everyone has their preference, Ylessa and Elbahn as a whole are the preferred patrons of Seahaven, for the wealth the ocean brings, and for protection against its wrath. Cymur and Balor are respected as appropriate for their Elder God type position amongst the heavens, but overall the beliefs between the Aartiran and Telanthans is pretty different. Cymur and Sykala don't receive as much patronage for their agriculture related aspects, due to a more sea-provided life, and Elbahn is prized much more for the wealth aspect rather than his sexual one: That, of course, is not missed by those who take extensive pleasure from such worship. 

Of other deities, it is interesting to note that the more liberal worshippers of Morhiag find the Watch Commander against them. He has banned sacrificial slaying of any kind, and has backed this up with the arrest and execution of one loud-mouthed Merchant Lord, which earned him both disgruntlement from the other merchant lords, and favour with the King. It is rumoured in some circles that Jarel Armanis is targeted by those following the Queen, for his actions. 

Major groups: 

Cymur
The Golden Shield is the largest church in Seahaven and the surrounding area, for followers of the Great Dragon. It has never enjoyed heavy popularity or large numbers of followers, but it is a humble group, served chiefly by elderly priests, farmers, and devout protectors amongst various martial groups. (will elaborate later) 

Balor
There is no chief church for Balor specifically for Heas, as the temple on Balinand tends to serve these devotees as well. 

Morhiag
There are two groups of Morhiag followers, actually, though neither are 'large', per se. The Order of Night's Embrace is a relatively peaceful group, especially with the Watch Commander out for their blood. Or rather, out to keep them from spilling it. They focus heavily on dark prophecy, the night, and the fate of all things to die, eventually. Many of them appear as 'fortune-tellers' or 'fate-readers', and are sometimes scarily accurate. 

The other group of Morhiag followers is somewhat... less appreciated. The Scarlet Touch is a group of Queen followers with a fairly cliche name, but few seem concerned with that, really. As the Watch Commander put in strict punishments against anyone caught sacrificing or killing people, whether for the Gods or not, the Touch has been making a point to cause trouble for Jarel Armanis wherever possible. They're thugs, mercenaries, bandits, and most importantly murderers. They strike where least expected, and they leave a bloody path behind them. They've a dangerous feud with the Watch, and suspicion of being among their ranks is enough to earn one a stay in the cells, even. Invitation to their ranks are a thing of mystery: They don't exactly broadcast their presence, or recruit openly. (will write more later on these, as I will with all groups if wished.) 

Ylessa
The Tranquil Tide governs most Ylessa worship here, which is heavily focused upon those aspects most relating to the sea. The church's worship differs fairly widely between men and women, though, as might be expected. Men in this group often merely want protection from the sea, and thus devote themselves to such worship, while women might follow the more 'creator' and 'life' aspects of Ylessa. 

Sykala
Keepers of the Glade are what the largest Sykala church names themselves. Comprised of rickety old men who read the weather, young hotshots trying to prove themselves in the wilderness, and casual commoners who simply hope for a good bounty and protection from the dangers of the wilds, the Keepers are an oddly assorted group. They're also fairly territorial, and rival churches typically end up 'deciding' to merge into this church, instead. 

Melchior
The Spirit Sanctuary is a sophisticated group of monks and priests who uphold the ways of Melchior. The church as a whole welcomes any who follow the Sage's aspects, but they primarily focus on the knowledge and inspiration aspects of Him. They operate out of Milford, and the shrines there. 

Elbahn
The Children of Elbahn (a very dedicated and exclusive group of followers that tend to focus their worship through sexual activities) still exists, but often times limited to those amongst wealthy positions, positions of influence, and so forth. 

There are also the group known as the Three Sided Coin, a collection of those who hail the Lord of Wealth as their patron deity. They believe themselves to be fortune-tellers, and have shown some ability in this, in fact. They often argue with the Order of Night's Embrace, because... ironically, each groups' 'predictions' tend to conflict with one another, on certain occasions.
Page 1.

                                 Written by Eldreic ap Eldin
                              Scribe to the Seahaven Watch
                                               and
                                        Matthias ap Corrlis
                                  Scribe to the Royal Guar
   The Seahaven Watch provides this book with the purpose of educating citizens in proper action, but notes that individual cases may fall outside of the guidelines presented here. In such cases, the Watch, Royal Guard, and other Royally appointed officials in the realm of law reserve the right to act with their own best judgement, or other authorized methods for pursuing justice within the boundaries of Seahaven.


Page 2.

    Index:

     Page 01.........................Author's Notes
     Page 02.........................Index
     Page 03.........................Social Caste
     Page 04.........................Social Caste Continued
     Page 05.........................Slavery
     Page 06.........................Slave Treatment
     Page 07.........................Foreigners
     Page 08.........................Definition of Nobility
     Page 09.........................Noble Rights
     Page 10.........................Noble Rights Continued
     Page 11.........................Order of Precedence
     Page 12.........................Inheritance
     Page 13.........................Sanctuary
     Page 14.........................Sumptuary Law
     Page 15.........................Sumptuary Law (Coronets and Diadems)
     Page 16.........................Dueling
     Page 17.........................Dueling Continued
     Page 18.........................Theft and Deceptive Crimes
     Page 19.........................Animal Theft, Bribery
     Page 20.........................Burglary
     Page 21.........................Defamation
     Page 22.........................Fencing and Forgery
     Page 23.........................False Imprisonment and Kidnapping
     Page 24.........................Perjury and Tax Evasion
     Page 25.........................Noble Impersonation and Piracy
     Page 26.........................Petty Larceny
     Page 27.........................Violence and Destructive Crimes
     Page 28.........................Arson and Assassination
     Page 29.........................Assault of a Person
     Page 30.........................Battery and Brigandry
     Page 31.........................Damage to Property and Murder
     Page 32.........................Murderous Attempt and Sabotage
     Page 33.........................High Crimes
     Page 34.........................Espionage
     Page 35.........................Crown Official Impersonation and Criminal Sorcery
     Page 36.........................Treason and Violation of Exile
     Page 37.........................Nonspecific Laws and Notations
     Page 38.........................Aiding And Abetting and Disturbing the Peace
     Page 39.........................Maritime Clause and Obstruction
     Page 40.........................Weapons Restriction Policy
     Page 41.........................Heretical Crimes
     Page 42.........................Heresy and Worship of the Eighth
     Page 43.........................Martial Law
     Page 44.........................Licensing and Registration
     Page 45.........................Weapons Licenses
     Page 46.........................Last Wills and Testaments
     Page 47.........................Guild Charters
     Page 48.........................Watch Rights
     Page 49.........................Watch Rights Continued
     Page 50.........................Royal Guard Rights
     Page 51.........................Church Rights
(more pages to be added if needed)


Page 3.

  The law of Seahaven recognizes many different social classes, loosely defined as groups of people with a similar amount of income, influence, and titled right to rank. There are only a handful of categories in which everyone, in one way or another, belongs to. Those are:

  -Slaves, those indebted to the Crown or any lawful citizen of Seahaven, retain no rights outside of those which belong to property. Violence against them is prohibited as normal, in the case of slaves acquired through debt, but does not extend to prisoners of war. The exact methods of legally obtaining slaves, caring for them, and specific law regarding them can be found later on, in the section of this tome dedicated purely to Slavery.

  -Commoners, those without other notation in their social status, comprise the majority of those within the borders of Seahaven. They have the right to seek protection from any of Seahaven's law enforcement, as well as the right to rent locations out from nobles, purchase non-land property, and potentially earn status within the realm.

  -Foreigners, those without legal status in Seahaven, but do not belong to the Slave class, can expect a variety of different regulations. They are not as easily let off when caught in criminal activity, and do not have all of the same privileges. For example, foreigners may not rent without first becoming a citizen of Seahaven. Foreign Nobility is elaborated later in this tome.

Page 4.

  -Lesser nobility, often referred to as 'petty lords' (a term which may be best used outside of their presence,) are entitled to the full rights of nobility, including the ability to hold positions of influence as granted by the Crown. These are automatically to be referred to as Lord or Lady, if not a more specific title. See Noble Rights for further elaboration.

  -Upper nobility, commonly known as 'Merchant Lords', are those nobles who have amassed a great deal of wealth, and with it, more influence and power within the realm. They often hold titles such as Viscount, Count, Dukes, or sometimes even Grand Dukes. Upper nobility have full rights given to the aristocracy, detailed in Noble Rights, later in this tome.

  -Royalty is the very select group of individuals who form up the Royal House descending from the first King of Seahaven, Wisdom I. All members of the royal family retain this status so long as one of their blood remains on the throne. Royal family often receive titles such as Grand Duke, in addition to their status and potential inheritance.

Page 5.

   Slavery

   The legal ownership of another person's bodily self as property is permitted in only two circumstances. The first is that the individual is a prisoner of war, taken by the owner, or passed from such an owner, or an owner which knew such an owner, up to ten degrees away from the original capturing owner. The Watch highly recommends keeping papers with the Justicar's seal on them for all owned slaves, so their exact status is confirmed by all who may have need of it.

   The second case in which legal ownership of another person is permitted is through the process of the Justicar's Court, which has legal authority to indenture any persons which owe more than one pound in debts. This is not always the ruling, to be noted, but one of many with the Justicar and his men may utilize to insure proper compensation for those not receiving such for their goods or services. The Court order will mandate a specific length of time, and may specify tasks which can be undertaken by the indentured one throughout his period as a slave. Those indentured in this method may not be sold except through the Justicar's approval.


Page 6.


   Slave Treatment


   When handling slaves, whether they be prisoners of war or indentured by the Courts, certain restrictions are currently set in place. For the most part, slaves are treated as property. To steal them is, in the eyes of the law, no different than stealing an expensive vase or rug. The only difference in this analogy is in the case of indentured slaves, which in regards to laws of violence or destruction, are still eligible to be considered a person, if the Justicar's court sees fit that this rule should extend to the individual case. Slave owners should file with the Watch any criminal activity to their legally owned slaves, taking care to present the proper ownership papers.


   Discipline for slaves in limited. Any act of discipline which causes bones to break, permanent injury or disability, or enough blood to cause dizziness is prohibited by law, no matter how the slave was obtained. Slave owners who have difficulty teaching their slaves discipline without breaking them should seek Slave Discipline lessons through the Justicar's court.



Page 7.

   Foreigners

   Those traveling within Seahaven are restricted in what they may or may not do. Foreigners, whether of common or noble blood, may not own land within the borders of Seahaven. They may also not come to own or live in a permanent residence, or residence in which they will reside in for more than three months of the year in, without express permission from the Crown. Matters of this nature are typically referred to the Justicar.

   While citizens of Seahaven may request aid from on-duty Crown officials, such as any member of the Watch, Heralds, or the Royal Guard, those from foreign soil may not do so except from those assigned directly to their needs, or in general to their group, or except in any situation where a noble of the realm is in danger. Foreigners may request guard and servant attachments from the Crown, while traveling throughout the realm. All such requests may, of course, be refused by the Crown, however.

   Foreigners may not accept duels in which the terms are permanent injury or death, unless given express permission to engage in such activity by the current Crown of Seahaven, as well as the legal ruler in that individuals origins. Finally, those of foreign blood may not travel throughout the realm with more than fifteen armed escorts that are not assigned by the Crown.

Page 8.

   Definition of Nobility

   For the purposes of Seahaven Law, as well as Royal Decrees, 'nobility' is defined as any and everyone who meets one or more of the following criteria:

   -Anyone who is the head of a noble house is a noble, and obtains whatever titles their house olds. (Baron/Baroness, Viscount/Viscountess, Count/Countess, Duke/Duchess, Grand Duke/Grand Duchess)
   -The direct inheritors of a blooded noble's title, no matter how many generations removed from the title, is also considered a noble, but only styled Lord or Lady.
   -Anyone who is married to a nobleman or noblewoman inherits the matching title Baron-Baroness, Viscount-Viscountess, Count-Countess, Duke-Duchess, Grand Duke-Grand Duchess)
   -Any blood descendant of the ruling Monarch is titled royalty, styled Prince or Princess, and ll within one blood step of the Monarch are also nobles of the highest order: Duke or uchess.
   -The head of any house which formerly claimed the title of Monarch, but does no longer, is styled Grand Duke or Grand Duchess.
   -Anyone the Monarch recognizes as titled in a legitimate foreign realm retains their title, ut possesses slightly different powers. See Foreign Rights for details.
   -Anyone who is granted a duty-specific title, such as Lord Justicar, or Earl Marshal, becomes a noble for so long as they hold the office. The title will specify the rank which the assigned noble will hold. Commoners may, though rarely, hold such positions, becoming noble.

Page 9.

   Noble Rights
  
   Those who fit into the above category of 'Nobility' possess special privileges and powers of law which commoners, slaves and foreigners do not. The followers are privileges which nobles can expect, use, and should be given without hesitation.

   -Nobility may not be accused of petty crime.

   -Nobility may only be accused of felonies by a peer, and investigated only by titled law enforcement. Judging of felonies may be done only by the head of the law enforcement group presiding over the charge.

   -Treason and other High Crimes are judged solely by the Monarch, when a Noble is accused.

   -The nobility reserve the right to represent either side of any peer-judged trial, provided that side of the case wishes them to and they accept.

   -Nobles may extend their right to a peer-judged trial to one individual who would otherwise not receive such a trial per month. Those who register and work in the Justicar's courts are not restricted in the number of times per month they may do such. When a Noble extends his or her right to a trial, if accepted, that Noble simultaneously offers to represent that side of the case before the Justicar's courts.

   -Nobles alone may own land, in the Monarch's name. Deeds to land are held within the patent of a noble's title and inheritance regulations.

Page 10.

   Noble Rights Continued

   -Nobles have access to special sumptuary rights, including the right to wear finer fabrics, metals, and circlets or diadems signifying their titled rank. See Sumptuary Law for details.

   -Nobles may demand aid from any lower-ranking Crown official, unless the aid requested is a crime against the Crown, or in direct conflict with the official's duties. This privilege extends to cover demanding assistance from Watchmen, the Royal Guard, or even the Justicar and his men.

   -Nobles may request any commoner's identity and expect to be immediately informed. Whether the individual is cloaked, masked, or otherwise concealed, a noble of any rank may demand the identity of the individual. If the individual does not comply, or does not provide ample proof that the Crown gives them exemption to this rule, it is considered a crime.

   -Nobles may engage in lethal duels, as well as initiate challenges. See Dueling for details.

Page 11.

   Order of Precedence and Crown Official Rank  

   Titles of nobility are ranked here for purposes of determining authority, legal matters and any others which may come up. Where non-nobles are inserted into this list, it is to be noted that they do not actually rank above nobles, but may not be ordered to action by nobles below them on the list. The top of this list forms the highest authority, going downward

   -Reigning King and Queen - STYLED His Royal Majesty / Her Royal Majesty
   -Princes and Princesses - STYLED His Royal Highness / Her Royal Highness
   -High-ranking Guild Leaders such as the Watch Commander and Tranquil Tide Head
   -The Justicar, Earl Marshal, and other direct representatives of the Monarch
   -Grand Dukes and Duchesses - STYLED His Augustness / Her Augustness
   -Dukes and Duchesses - STYLED His Highness / Her Highness
   -The Royal Guard and other Palace Guard orders
   -Marquis and Marchioness - STYLED His Excellency / Her Excellency
   -Watch Captains, Knights, and Royal Heralds
   -Earls, Counts and Countesses - STYLED His Most Honourable / Her Most Honourable
   -Lower Ranking Guild Leaders such as non-titled Merchant Guildmasters
   -Royal Court Bards, Watch Sergeants, Palace servants in general
   -Viscounts and Viscountesses - STYLED His Honourable / Her Honourable
   -Barons and Baronesses - STYLED His Lordship / Her Ladyship
   -All other Crown positions of authority or prestige
   -Commoners
   -Indentured Slaves
   -Prisoners of War

   (Foreigners fit into this list based on their recognized rank and influence, and thus hold no true position on the list in general.)

Page 12.

   Inheritance

   The following rules of inheritance apply to every individual within Seahaven's borders, as mandated by His Royal Majesty, King Wisdom IV, and include even the Monarch himself:

   -Upon the death of one individual, all titles, debts and property belonging to that individual pass on to the first born child, regardless of gender, unless a Justicar-sealed Last Will binds any such belongings or titles, or the patent itself for a title binds it, to another. If the first born child has since passed, or there is none, it proceeds down the line in the following manner:

   -Any remaining children in order of age
   -Any remaining grandchildren, in order of age
   -Any remaining great-grand children, in order of age, proceeding through each generation of that individual's bloodline.
   -Siblings of an individual, in order of age.
   -Children of any such siblings of an individual, in order of age of sibling, and by child
   -Finally, if none such individuals exist, can be found, or retain legal right to own (for example, if the only heir to a valuable vase is a felon to be executed,) then the Crown repossesses all forefeit property and titles, and the Justicar's Courts will be convened to decide on the matter of any unsettled debts that may have been left behind.

Page 13.

   Sanctuary

   Any established church of the realm has the right to declare sanctuary on any convicted criminal. Sanctuary must hold to very specific terms to be considered legal, however:

   -The one in Sanctuary must remain on holy ground throughout the period of time. Leaving holy ground constitutes abandoning the Sanctuary claim.
   -Only an ordained priest of a Crown-sanctioned church may establish Sanctuary.
   -The maximum allowed length of time is seventy-two hours, though the head of the order may negotiate for further time with the ranking law enforcement present.
   -A noble may not be turned down when asking for sanctuary, if the request is for twenty-four hours or less.
   -Losdays do not count towards the time limit in any situation, due to the nature of the day.

   Those within Sanctuary are highly encouraged to use the time efficiently to try and establish their innocence, as when the period of Sanctuary ends, law enforcement is permitted to take the convicted one by force, if required.

   Questions about Sanctuary should be directed to the Tranquil Tide church.

Page 14.

   Sumptuary

   Seahaven Law provides that one's attire should distinguish them from those of higher or lower social class, for ease of courtesy, authority, and respect. As such, the following restrictions are currently in place in regards to what may be worn, and by whom. Of note, any officer of  the Watch, Royal Guard, or Noble of Count rank or higher may decide for himself if unspecified  but questionable attire is in accordance with sumptuary laws.

   The penalty for breaking Sumptuary Laws is flexible, but can include confiscation, fines based on the extremity, and potentially charges of Nobility Impersonation.

   -Only nobles may wear expensive fabrics, including but not necessarily limited to silk, cloth-of-gold, cloth-of-silver, or lace.

   -Only nobles may wear or wield anything made with the most valuable of metals, including but not necessarily limited to: Gold, Silver, Platinum, Mithril and Skystone

   -Only nobles may wear certain gems, including but not necessarily limited to diamonds, sapphires, emeralds, and rubies.

   -Clothing dyed in its majority any shade of violet is reserved for the monarchy and those most closely related to them.

   -Clothing bearing a registered Guild or Church symbol is reserved for members of those respective Guilds or Churches.

   -Those indebted to another (in form of slavery or indentured servitude,) must keep their head covered in public or in the presence of nobility.

   -No house crest may be displayed upon one's clothing without direct membership in the house or a written statement from the Earl Marshal.

Page 15.

   Sumptuary (Coronets And Diadems)
 
   Nobles alone may wear coronets or diadems, and these should be distinctively marked in accordance with the following rules, so that all who look upon it know the status of that noble in question:

   -A baron or baroness is permitted to wear a plain gold, silver or bronze circlet/diadem with a single peak

   -A viscount or viscountess may wear a gold or silver circlet/diadem with two peaks, and one precious gem

   -A count, earl, or countess may wear a gold, silver or platinum circlet/diadem with three peaks, and two precious gems

   -A marquis or marchioness may wear a silver, gold, silver, platinum or mithril circlet/diadem with four peaks and three precious gems

   -A duke or duchess may wear a silver, platinum or mithril circlet/diadem with five peaks and five precious gems

   -A grand duke or grand duchess may wear a silver or mithril circlet/diadem with three peaks and seven precious gems, of which there must be four different types

   -A crown prince or princess may wear a gold, silver or platinum circlet/diadem with two peak, the royal crest, and four gems, of which there must be two types only

   -The reigning monarch and their spouse may wear the royal crowns.

Page 16.

   Dueling

   In order for a duel to adhere to the law, it must be more than a simple brawl or blade contest. There must, as King Benevolence I put it, "be honor in any competition in which the intended result is a lessening of hostility, agreement of one skill being better than another, and most importantly, the 'truth' that warriors often seek." To that effect, the following regulations are in place for dueling.
   Fighting outside of these regulations is deemed criminal, with various degrees of assault, disturbing the peace, and possibly murder for those involved in such actions.

   -Any man or woman with title issued by the Crown, or recognized as a title by a foreign realm may initiate a challenge, and any lawful registered citizen or Crown-recognized official of a foreign body may accept such challenges. At least one Crown official must be present to witness the duel.

   -Challenges may be to the blood, yield, death, or other specific terms agreed upon beforehand, but may not be made or accepted on Yelsday or Losday, as they are days peace and evil, respectively. Challenges to the death may not be accepted by those whom are not nobility.

   -The Watch reserves the right to regulate which weapons are legal within the realm, and to what purpose they may be applied. This includes the restriction of weapons which may be legally used in duels.

Page 17.


   -Any challenged to the yield or blood MUST be accepted if made unto a Crown official while on duty.

   -Champions may be requested and accepted in any legal duel by informing the governing Crown official, who will then make a decision as to whether the proposed champion may be used. The only situation in which a champion may be refused is in a duel to settle matters of law, or when one member of the duel is also a member of the Royal family.

   -A duel may be accepted as punishment for some crimes, if both accuser and suspect agree, or the Justicar's Court orders it. In these scenarios, the Watch will determine the exact location and terms of the duel, as well as see to any and all aid required to enact the duel in proper conduct.

   -Interference in such a duel will call for the one interfering to be arrested for obstruction of justice, and a temporary halt to the duel until further acts of disruption can be squelched.

Page 18.

   Theft And Deceptive Crimes

   Any time one individual takes property which legally belongs to another, under any circumstance, it is a form of theft. Theft has many different methods, some of which include violence, but ALL are prohibited within Seahaven. Theft can be a minor crime, sentenced with a few shillings of debt, or it can be an act of treason. However, for the purposes of this tome, High Crimes have been moved to a separate section. The following are individual crimes involving the unlawful obtaining of property not belonging to oneself.

   Deception is loosely summarized as any act in which one knowingly speaks falsely about oneself or another, with the intent to affect the certainty of others regarding the truth, in any matter which  is of importance to oneself or another, or to the Crown in general.

   All crimes in this section can be grouped into one of two categories: Those which involve minor  levels of deception and theft, usually not in excess of lies which injure only oneself or seek no  true harm in their deception, but are lies nonetheless, or thefts which cost the original owner less  than one silver pound's worth of goods, property in general, or lost wages. These are generally the lesser crimes of theft and deception, and while no less severe in the eyes of the Law, the Crown or the Gods, do not warrant as severe a punishment as others might mandate.

   These crimes can typically be met with restitution equal to the stolen items or their value, and a third of that value here again. Alternatively, indentured servitude, not to exceed twice the value of the stolen goods in value, can be sufficient restitution. Finally, flogging, branding and public display in the stocks can be chosen as suitable methods of disciplinary action by the Justicar's Courts.

   Secondly, there are those crimes which seek to do great harm in general, harm to others, or dangerous levels of chaos with their deception, or cost the original owner more than one silver pound in stolen goods or lost income. These crimes are very severe, and the Justicar's Courts often encourage the removal of selfless limbs from the criminal in question, fines not to exceed four times the value of the stolen goods or lost income, whipping, time in the stocks, or time in the jails, not to exceed a month.


  Page 19.

 
  Animal Theft or Killing

  The unlawful taking, injuring or slaying of any animal which legally belongs to another (whether it be a sheep that belongs to the King, or a pig belonging to one's neighbor) is a crime within Seahaven, and one that proves costly to both victim and culprit. As most legally owned animals are used for farming or other resource gathering (such as sheep's wool) stealing them not only hurts the one who rightfully owns it, but also anyone who might have needed that resource.

  The penalty for a felony offense of animal theft or killing can include the following: flogging, time in the stocks not to exceed two weeks, a fine to constitute all lost money from the theft, as well as one third again that lost money, and potential incarceration for a period of no more than one month.


  Bribery

  Any time one offers coin, services, favors or other incentive to a Crown official, with the intent to persuade that official to his side, against another side, or to simply come to a particular judgement or take some specific action, outside of his legally assigned wages and bonuses as might be received by his superiors, this is considered bribery. The Crown looks especially harshly upon those who would otherwise seek to bend the law or Crown services towards their own ends, and as such, the sentencing for bribery can range from a pound to ten pounds, flogging or whipping, time in the jails, and public notices regarding the crime.


Page 20.


  Burglary

  Breaking and entering into a residence, business, or other estate not in one's rightful possession with the intent to commit another crime constitutes a misdemeanor offense of burglary.  This offense includes but it not necessarily limited to the following actions: forcing entry into a home with the intent of taking property or monies, forcing entry into a residence with the intent to abduct, commit assault, or murder, and forcefully entering property of the Crown to obtain records.

  In order to prove innocence on burglary charges, the Watch suggests getting notarized papers of ownership for all valuable property, which can be done through the Justicar's Courts. The Watch advises doing this as soon as possible, to avoid the risk of theft.

  The penalty for burglary includes a fine of not more than ten shillings.  Further restitution in the form of public flogging, public display in the stocks, and branding may be exacted at the discretion of the presiding authority.

Page 21.

  Defamation

  King Wisdom III once said that "this kingdom needs a standard of truth to hold to, to cling to, to know above all else as something real." He had said this after it was revealed that four Barons had been plotting his demise so one of their own could ascend up the ranks and eventually be crowned. A foolish, poorly thought-out plan, it was found out and the four Barons executed.

  However, this is an excellent quote regarding the lies that pertain to the purposeful defamation of another, which can constitute knowingly spreading false statements about an individual to lower his social standing with others, composing false records of deeds or misdeeds with the intent to get an individual shunned, ignored, mocked, or even punished for false crimes.

  The punishment for defamation is almost always in addition to public notices to shame the true culprit, as well as redeem the honor and reputation of the one falsely represented. Fitting punishments for this include public flogging and whipping, public display in the stocks, and fines between ten shillings and three pounds, depending on the status of the reputation so damaged.  Severe cases, such as against a high-ranking Crown official or a member of the Royal Family, may be resolved with the removal of one's offending defaming bodily part, whether it be the hands or the tongue, if the Courts so choose.

Page 22.

  Fencing

  In conjunction with Burglary and other theft crimes, Fencing is quite severe. To be accused of it means to be suspected heavily of owning or operating a shop, stall, or other venue, which may or may not be publically known or accessible, which buys, sells, and trades stolen goods.

  It is always illegal to knowingly deal in goods not belonging to the individual who sells or buys them from you, and may optionally be considered an additional charge of Burglary.

  Restitution is often considered doubled for those accused of Fencing, and the charge is rarely filed singly, much like how those accused rarely stick solely to fencing. Whipping, flogging, public display in the stocks, and additional fines not to exceed double the value of the fenced goods are almost always levied, in some combination, as further discouragement.

  Forgery

  Forging documents of any type is severely punished, especially those meant to portray official authority or position, or to falsely cause belief that an official law or decree has been passed.
  Punishment of those accused and judged guilty of forgery can expect not only public shaming, whether through official notices, prominent brands, public flogging or whipping or time in the stocks, but also fines or indentured servitude to make up for any lost money or wages incurred from the deceptive act.

  Any document which is found to possess a forged copy of the Justicar's seal will be immediately confiscated, and those in possession of such documents placed under arrest until the matter of guilt is decided. Those who knowingly purchase such documents are just as guilty, in the eyes of the law, as those who create the false seal of authority. Punishments for cases in which a forged Seal of the Justicar is involved can be expected to be doubled in severity.

  Further details about how to avoid Forgery can be found in the section of this tome devoted to written papers such as licenses, last wills and guild charters.

Page 23.

False Imprisonment and Kidnapping

Detaining an individual by way of imprisonment or any other restraint
without the legal authority to execute such an action is considered to be
false imprisonment under the law of the Crown, a misdemeanor offense
whose penalty is both variable and severe.  In order to establish false
imprisonment, the following standards must be met:

 - the detention must be willful
 - it must occur without the consent of the individual being detained,
 - and the detainment must transpire in the absence of legal authority. 

Those offenders who masquerade as officials or pretend to wrongful legal
authority may also be charged with impersonation of an official of the
Crown where appropriate.  If the detainment is sustained for a sufficient
length of time - defined generally as a week or more - the charge of false
imprisonment may be upgraded to a felony kidnapping offense.  This
felony kidnapping charge also applies to cases where the individual
detained is then transported with the intent to commit a felony.

Those who are convicted of false imprisonment are responsible for any
damages arising as a result of said imprisonment, including reasonable
compensation for lost wages or labor.  In addition, a fine may be levied,
not to exceed two pounds, with the potential for additional restitution
including but not limited to: time in the stocks, public flogging, and
incarceration for a period not to exceed one month.

Those convicted of kidnapping, in conjunction with the punitive
measures for false imprisonment, face an additional period of incarceration

not to exceed two years, which may be replaced by a fine of no more
than four pounds, branding, a one-year term of indentured servitude to
the Crown, or any combination thereof.



Page 24.

  Perjury
 
  Those who, under oath to the Seven, provide the courts with
  misrepresentations or falsehoods are guilty of the honorless crime
  of perjury, a felony offense whereby an individual wittingly misleads
  a sanctioned investigator or legal authority of the Crown, nobility,
  or any representative of the Royal Family.  Actions by which an
  individual may be considered to have perjured themselves include, but
  are not limited to, the following: providing false testimony in a court
  proceeding, falsifying any legal documentation, or otherwise conveying
  untruths and misrepresentations either verbally or in writing.

  The penalty for perjury includes a term of incarceration that is not to
  exceed one year.  In addition, a fine may be levied of not more than
  four pounds.  Further restitution, including time in the stocks, public
  flogging, and branding, may be exacted in conjunction with or in lieu of
  a fine.

  Tax Evasion

  Any attempt by individuals, businesses, or any other entity to evade
  payment of their due taxation constitutes a felony offense of tax evasion.
  This also applies to fines and any other form of legally recognized mandatory
  payment.  Means by which taxes, fines, and other forms of payment may be
  considered illegally evaded include deliberate misrepresentation of the state
  of one's financial and business affairs (as in the case of falsified tax
  reporting), the general inability to pay these obligations, or any other illegal
  methods that result in a lack of payment.

  The penalty for tax evasion includes a fine of no more than twice the sum of
  the tax, fine, toll, or other financial obligation being evaded.  The continued
  inability to pay these sums may result in a period of indentured servitude of
  one year or until such time as the debts have been rendered repaid in full,
  whichever is more.


Page 25.

  Noble Impersonation
 
  Any attempt to falsely gain the benefits of elevated status comprises a
  felony charge of impersonation of a Noble figure.  This includes acting in a
  way suggestive of a status higher than your own, bearing false documents,
  disguising yourself with the intent of misrepresenting your status, or otherwise
  taking any action that would reasonably result in a misrepresentation of your
  position in the legally recognized social hierarchy.

  The penalty for impersonation of a Noble is severe, including mandatory public
  flogging of no less than two hundred lashings, a fine not to exceed four pounds,
  and branding.  Further restitution, including public display in the stocks and
  indentured servitude for a period of one year, may be exacted at the discretion
  of the official presiding over the case.


  Piracy

  Any attempt at violence or robbery committed on the high seas against a
  vessel flying the colors of Seahaven or one legally docked in its ports
  constitutes a felony offense of piracy.  This includes any act of violence or
  deception with the intent of hijacking a vessel, removing its cargo or crew,
  rendering said vessel unable to operate, or the commission of any other
  illicit action at sea or at port.

  The penalty for piracy includes confiscation of any vessels used to commit
  the deed, a fine of no more than one pound for each year of known piracy,
  the branding of a 'P' upon the offender's right cheek, mandatory public
  flogging of no less than two hundred lashings, and a period of indentured
  servitude not to exceed one year.  Further restitution, including public
  display in the stocks and a period of service to the community, may be
  exacted by the official presiding over the case.
 

Page 26.

  Petty Larceny

  Theft of another's property or monies the total value of which is not in
  excess of ten shillings constitutes a misdemeanor offense of petty larceny.
  Crimes that typically fit this definition include pickpocketing, shoplifting, and
  minor deceptions or 'street scams'.

  The penalty for a first offense of petty larceny requires the immediate return
  of all stolen goods and monies, or in the event the stolen items have already
  been disposed of, a monetary payment of equal value.  In addition, a fine of
  not more than four shillings may be levied.  Further restitution may be
  exacted in lieu of or in conjunction with a fine, including public flogging
  and public display in the stocks.

  The penalty for a second offense of petty larceny includes the measures
  mentioned above: in addition, a second offense merits a period of
  incarceration for not more than two weeks, as well as a mandatory public
  flogging of no less than twenty lashings.

  Every offense thereafter earns an additional week added to the maximum
  allowable period of incarceration and an additional ten lashings to the
  minimum specified for the mandatory public flogging.  Additionally,
  on the third offense, let the offender be branded with an 'X' upon the
  offending hand.  On the sixth offense, let the middle and ring fingers be
  removed from the right hand, the same to be repeated upon the left
  hand in the event of a seventh offense.  If an eighth offense is committed,
  let both hands be entirely liberated of their fingers and thumbs.  And,
  should a thief have the audacity to commit a tenth offense, let him
  be immediately committed to a lifetime of indentured servitude.
 

Page 27.

  Violence and Destructive Crimes

  With the Cataclysm only a decade behind, the well-being and safety of all within the realm's borders is of topmost priority. Each citizen has a role to fill, duties to themselves, their neighbors and their Crown to fulfill, and a future to provide our fair kingdom. Thus, crimes which hinder any of those are considered most serious to those who make, enforce, and know the law, as well as of great importance to those of authority. Punishments for those who go out of their way to harm others, intentionally or simply through ignorance, are of highest priority, and receive some, if not the, most severe punishments outside of those crimes which are personally committed against the Crown.

  Typical punishments for any of the following crimes can include restitution in blood, fines not to exceed theoretical wages for one year, public flogging and whipping, time in the stocks, and time in the jails not to exceed one month for minor charges, or one year for the most serious. Execution is a potential choice for the Justicar's Courts to make, in the case of those who show no remorse or intent to cease from causing further acts of violence or, finally, those who commit such acts against the Royal Family or other high-ranking individuals.


Page 28.

   Arson

   Due to the nature of construction within the city limits, and the resource   restriction imposed by the Darkness, setting fire to any building legally owned by another, or within the limits of Seahaven proper is strictly criminal. The   danger of fire spreading is a large one, and those who willingly submit the   realm to such risks can face a wide variety of sentences.

   The penalty for felon arson mandates the burning of one's right palm, until   the skin is blackened permanently. Further restitution may be exacted,   including a fine not to exceed the value of the building twice over, public flogging, and a period of incarceration not to exceed one year.

   Assassination

   Killing another is a serious charge, especially as it is a crime that no restitution can truly vindicate. Any time one plans the death of another, or carries it out, that  individual is subject to Assassination charges. The exact reason for this planned death  does not matter, as far as the sentencing goes, though the Monarch alone has the  power to pardon those convicted of it.

   Assassination, much like other High Crimes, is one charge in which execution is suggested. The exact means of death to be determined by the case, though the Justicar's Courts retain the rights to choose similarly severe punishments, including exile to the Darkness, indentured servitude for life, or more creative   punishments.

Page 29.

   Assault of a Person

   As mentioned before, violence is considered quite severe within the realm, due to the  close proximity we are forced to live in, currently. Those who would disturb the peace,  whether it be through intent, ignorance, or simple coincidence, are punished accordingly.
   Those who would attack another individual, whether it be through tavern brawling, illegal duels, or an attempt to mug the individual, are subject to penalty under this law.

   Those seeking to prove Assault must be able to establish that the intent to harm in some  manner existed, through reputable testimony, written word, or other individual case-specific  proof of such.

   In addition to any charges that may have been incurred by ACTUAL violence against a person  Assault charges can be added to any but charges resulting from ignorance. Punishment tends  to include time in the stocks and a fine not to exceed five shillings. At any time, should these  charges be found against someone who threatened a Crown official in such a manner, all above  punishments are instantly doubled.

Page 30.

   Battery

   In addition to Assault charges, at any point should one person injure another for any reason  other than situations described elsewhere in this tome, or legally permitted upholding of the  law, Battery charges are able to be found against that person. Whether the injury is caused  from a simple bar fight, an unsanctioned duel, inconvenience or ignorance, or planned acts  to harm that person, the law is the same.

   The Watch typically punishes those accused and found guilty with time in the stocks, a fine  not to exceed ten shillings, and depending on the severity, public flogging not to exceed  thrice the number of blows dealt, were they unarmed, or fifty.

   Brigandry

   Brigandry is any act of violence, harm or other physical intimidation with the theft of property  as either the goal, or the end result. Sometimes thought to be only the unlawful obtaining of  property while one is outside of Seahaven proper, this definition is actually false, as brigandry  can just as easily be committed within the city walls.

   In addition to other charges, which almost inevitably come with Brigandry, one faces time  in the stocks, public whipping not to exceed fifty lashes, restitution to equal the value of  items stolen twice over, and additional fines not to exceed ten shillings.

Page 31.


   Damage to Property

   At any point in time, should one individual willingly or through dangerous ignorance, damage  legally owned property of a citizen of Seahaven, that person who so damaged such property  is liable for the damage, as well as any losses incurred due to the lack of that property in its  fully functional state for the length of time until such property can be replaced or repaired.

   As such, the individual is responsible for the value of the property, as well as half again that  value. If the Justicar's Courts find that the damage was caused through intent or malice,  time in the stocks or public flogging may also be added optionally.

   Murder

   Causing the death of another through intent, malice, or ignorance is a serious crimes,  and one of the worst able to be committed short of High Crimes. The individual case in  question may warrant peculiar circumstances, especially as this law regards murders  through ignorance, but in general the Justicar's Courts are encouraged to use heavy  punishment against those who kill another for any reason short of legal duties to the  Crown.

   Those found guilty of murder can be charged with a variety of fitting punishments,  including time in the stocks, jail time not to exceed one year, fines not to exceed three  pounds, public whipping or flogging, indentured servitude to that person's heir, or lacking  heirs, the Crown, and removal of a hand. However, a brand of M upon that person's  right cheek is mandatory.

Page 32.

   Murderous Attempt

   Similar to many other crimes listed above, Murderous Attempt is the alternate side of the  coin to Murder. Any time an individual plans the death of, through machinations, schemes,  stratagems or through actual carrying out of such plans, OR through physical violence  where the intent to kill is clearly proven, Murderous Attempt can be claimed upon that  individual. The only exception to this are planned deaths in direct duty to the Crown,  which can be proven by providing official documents from the Monarch or Justicar only.

   Sabotage

  When property of any sort is damaged, one is liable for the damages done, as well as lost wages due to the inability of that property to function or serve as intended. However, when the property so damaged belongs to the Crown or any member of the nobility, the charges are considered Sabotage instead. This includes buildings, especially, but also weapons and armor owned by the Crown and outfitted on its representatives, and any property which is legally owned by any noble.

  In addition to restitution equal to one and one half more the value of the damaged property, those convicted guilty may be subject to public whipping not to exceed a number of lashings equal to the property's value in farthings, or a period of indentured servitude to the Crown not to exceed one year for every silver pound the damage is estimated at by the Justicar's Courts and what ever appraisers they may utilize.

Page 33.

    High Crimes

   Those crimes which are of grave danger to the stability and continuing existence of  the realm at large are typically beyond those that the Watch and Justicar's Courts  deal with on a regular basis. Crimes such as espionage, treason and the use of any  form of magic in order to commit other crimes are examples of those which are so  dangerous to aforementioned kingdom stability and existence that the Monarch  himself often judges over them, or in lieu of the Monarch, any Regent currently  holding the post, and failing both of those, the Vicar General may  preside over these crimes.

Page 34.

  Espionage


  Any attempt to seek or provide information of a confidential or secret
  nature that could be reasonably construed as a threat to the Crown,
  the military, or law enforcement without the authorization of the Monarch
  constitutes a felony offense of espionage.  This offense includes but is not
  limited to such actions as stealing or copying official documents without
  the legal authority to view such information, conveying logistic or tactical
  information to an enemy of the Crown, eavesdropping on official meetings
  or private conversations of the Royal Family or other prominent members
  of the military or law enforcement, attempting to collect or convey
  information that could compromise the standing of the Monarch or the Royal
  family, and generally any other clandestine activity that involves the use
  of violence or subterfuge to gain access to information beyond one's legal
  purview.


  The penalty for espionage is absolute: all offenders will be subject to the
  removal of their eyes, their tongues, and the middle and index finger of
  each hand.  The brand of a serpent will be seared into the flesh of their
  face, that all may know of their low and shadowy ways.  Finally, all
  offenders will enter into a lifetime of indentured servitude that consists of
  mandatory labor to maintain the sanitation of the city, including but not
  limited to the removal of garbage,
 ordure, and other offal.

Page 35.

  Crown Official Impersonation
 
  Any attempt to falsely gain the rights, powers, or access of a member of the
  military, law enforcement body, or official religious body constitutes a felony
  charge of impersonation of an official figure.  This includes acting in a way
  suggestive of such an official persona, bearing false documents, disguising
  yourself with the intent of misrepresenting your status, or otherwise taking
  any action that would reasonably result in a misrepresentation of your position as an authorized agent of the Crown.

  The penalty for impersonation of an official is includes a mandatory public
  flogging of no less than one hundred lashings, a fine not to exceed two pounds,
  and branding.  Further restitution, including public display in the stocks and
  indentured servitude for a period of one year, may be exacted at the discretion
  of the official presiding over the case.

  Criminal Sorcery


  The use of sorcerous or arcane means to aid in the commission of any crime
  against the Crown constitutes a felony offense.  This includes any use of
  magic with the intent to commit a crime, regardless of whether or not said
  magic is used directly or indirectly.

  The penalty for felony use of sorcery is a brand upon the right cheek displaying
  an inverted triangle.  In addition, the penalties associated with whatever crime
  the use of magic is aiding are instantly doubled.


Page 36.

  Treason


  Any who willfully incite dissidence against the Crown or any of its officials,
  engage in actions with the end of promoting anarchy and unrest, or
  otherwise seek to undermine the rightful rule of law are guilty of the felony
  offense of treason.  Actions that qualify as treason include but are not
  necessarily limited to the following: interfering with foreign dignitaries,
  committing acts of war on recognized state or military bodies, inciting or
  participating in a rebellion against recognized state or military bodies,
  or acting as a direct agent of the Monarch without authentic authorization.

  There are two official penalties for treason, and tradition demands that
  the offender be given the personal choice between them:  offenders may
  opt for the removal of their eyes, tongue, hands, and genitals, followed
  by a permanent exile to the Darkness; or, alternatively, an offender may
  choose to be drawn and quartered in a public display of their shame.

  The Monarch reserves the right to assign a different, more fitting
  punishment at their personal discretion.


  Violation of Exile

  
Those who, upon meriting a sentence of exile from the lands and waters of
  Seahaven, violate that sentence by returning to a region of Crown authority
  shall be charged with the felony offense of violation of exile.  Any who
  violate a sentence of exile do so upon penalty of death, the means of which
  are left entirely to the discretion of the presiding legal authority.



Page 37.


    Nonspecific Laws and Notations

   This section of the tome is dedicated to presenting those laws which fit
   into none of the above categories, as well as providing a few general notations
   as they relate to other laws and life in Seahaven in general. Punishments for breaking
   such laws are generally unique to the case and law in question, though typically include
   fines, stocks time, public whipping or flogging, or indentured servitude.

   Notations include an explanation of the Maritime Clause and Weapons Restriction Policy,
   which detail a Captain's status at sea, and the weapons regulations standards at
   the current time.

Page 38.

Aiding and Abetting


Those who knowingly and willfully assist in the violation of the statutes of
the Crown are culpable under full penalty of law.  Willfully authorizing or
acting in concert with the agent of transgression are recognized as crimes
independent of the original misdeed itself; those found to be directing or
deliberately joining together in misconduct will be charged according to the
heinousness of the action in question, either with a misdemeanor or a
felony as the presiding legal authority deems prudent. 

The penalty levied is not to exceed the maximum sentence for the original

offense.


Disturbing the Peace

Individuals who are found to commit public acts disturbing to the proper
order will be held in breach of the peace and charged with an infraction or
a misdemeanor at the discretion of the arresting official.  The standard for
acts disturbing to the proper order includes but is not necessarily limited to:
lewd or vulgar behavior that offends the common morality and sensibilities,
drunken and disorderly conduct, inciting or participating in violence or
argument, and anything else that disrupts commerce or daily function.

Those convicted of breaching the peace will be held fully responsible for
all reasonable damages that arise as a result of their behavior.  In addition,
the arresting officer may levy a fine not to exceed one pound.  Further
restitution, including time in the stocks, public flogging, and jail time
not to exceed two weeks may be extracted in conjunction with or in lieu
of a fine.


Page 39.


   Maritime Clause


   The Maritime Clause in Seahaven Law states simply that, at any point in time,

   should a vessel flying Seahaven colors be away from port, the Captain of that

   vessel is considered nobility as far as privileges and law are considered, and

   remains as such until the ship takes anchor in a Seahaven port once more.


   As such, mutiny against a legally recognized Captain constitutes no less than

   two charges, including Assault and Piracy. Very likely, it also includes charges of

   Arson, Damage to Property or Sabotage, and possibly Murder or Assassination.


  

    Obstruction

   Individuals who wittingly hinder the administration of justice by the
   rightful authorities of the Law shall be charged with obstruction, a
   misdemeanor offense that includes but is not necessarily limited to the
   following actions: failing to disperse upon request by a law enforcement
   official or member of the military, evading or resisting arrest, or
   assisting another in such evasion.

   Any persons convicted of obstruction will be immediately detained for a
   period not to exceed two weeks.  In addition to or in lieu of incarceration,
   the arresting officer may levy a fine of not more than two pounds, and
   the offender may also be subjected to public flogging, a period of
   confinement to the stocks of no more than five days, a time of service
   to the community, or any combination thereof.


Page 40.


   Weaponry Restriction Policy


   The Weapons Restriction Policy is another simple clause that grants the Seahaven

   Watch Commander, Lord Justicar, and Captain of the Guard the powers to, between

   them, decide that any weaponry or armor is unlawful to own or use within Seahaven's

   realms, or to decide for what purposes they may be applied to lawfully.


   At any point, should a new item be added or removed to the list, there must be three
   weeks notice, during which point in time, those who lawfully own the weapon or armor
   in question may trade it in for the material value of that weapon or armor, or if an
   item is being removed from the list, to purchase that item from the Crown's stores at
   a cost equal to three fourths the material value of the weaponry or armor in question.


Page 41.


   Heretical Crimes


   Just as Violent crimes are those which inflict harm to other citizens of Seahaven,
   and Deceptive crimes are those which seek to sew falsity and confusion in the
   beliefs and knowledge of the realm and its citizens, Heretical Crimes are those which
   transgress the laws set forth by the Seven. Due to the varying nature of the Seven's
   doctrines, Seahaven Law recognizes as heresy only those tenets which all Seven
   agree upon.

   Punishments for Heretical Crimes are decided by the Council of Elders, rather than
   the Justicar's Courts, and those convicted almost always find themselves branded
   and shamed, or purified through death.

Page 42.

  Heresy


  Any who maintain a doctrine or philosophy that directly conflicts
  with the orthodox view of the Seven and Their nature or ways as
  determined by an established church recognized by the Crown is
  guilty of the high crime of heresy.  This felony offense includes but
  is not limited to such actions as the following: publically defaming an
  established religion or its deity, falsely defaming or attacking an official
  of such a religion, interfering with the rightful function of the religion,
  desecrating a legitimate place of worship, or otherwise disrespecting
  the established religions and their extensions.

  The penalty for heresy includes but is not limited to: a fine of not more
  than five pounds, branding, public flogging, public display in the stocks,
  and incarceration.  The severe and unrepentant heretic may, at the
  discretion of the Council of Elders whose primary responsibility is the
  investigation and sentencing of heretics, be sentenced to exile or death.


  Worshiping the Eighth


  The most heinous crime against the Seven is the felony offense of
  worshiping the Eighth.  Such vile acts include performing any ritual,
  ceremony, prayer, or other inappropriate act deemed to be a method of
  praising, communicating with, or requesting aid from the Unnamed.

  The penalty for the crime of worshiping the Eighth is death by incineration.

Page 43.

Martial Law

In times of great peril and disorder, when the realm is faced with clear
and imminent danger, the Monarch may invoke a state of emergency
to avoid anarchy and safeguard the people.  During such times, the
legal system of Seahaven will resort to a reign of Martial Law.

 

All of the normal avenues of legal authority are overridden, replaced
by a new set of regulations which include:

 - The Commander General, as assigned by the ruling Monarch,
 assumes supreme authority over the daily operations of the city, subject
 only to the Monarch himself.

 - All government functions are subject to sanction by the Commander
 General, including trials and the sentencing of criminals.

 - Military officers assume a state of de facto nobility for the purposes of
 the justice system, until such time as Martial Law is revoked.

 - The Commander General is above the law, much like the Monarch himself,
 excepting only those instances where the Commander General is in conflict
 with the Monarch.

 - Travel into and out of Seahaven territory, and Seahaven proper, becomes
 restricted, and must be approved by military officers.


Page 44.


   Licensing and Registration

   The Justicar's Courts possesses, at all times barring those during which times they are
   denied by the Monarch, the power to grant a multitude of various licenses and handle
   registrations which are important for nearly any aspect of life in Seahaven. Such
   licenses typically cost between two shillings and one silver pound, and grant a number
   of legal certainties and protections upon the bearer of said license.

   In addition to licenses, the Justicar's Courts also retrains the services of scribes who
   can notarize any document for a small fee, and can also apply the Justicar's Seal to
   documents, should they be proven accurate, for a slightly larger fee. It is heavily
   advised to get Seal-stamped proofs of ownership for all valuable property, and mandatory
   to get Last Wills, Guild Charters, and other important legal documents marked with said
   seal, in order for them to be official.

   For further information on licenses in general, contact the Lord Justicar's Courts with
   specific questions of interest.

Page 45.

   One of the most widely used licenses, currently, is the Martial and Weapons Instruction
   License, which grants one the legal authority to pass on a specific form of martial
   prowess to others, either for free or for teaching fees, at one's own discretion. The
   Martial and Weapons Instruction License is also the only one which currently requires
   the seal of approval from the Earl Marshal, rather than the Lord Justicar.

   License to Teach Combat & Weapons Use

Instruction in arts and skills of a martial nature - including self-defense,
hand-to-hand combat, and the use of weapons - is strictly prohibited except
in the case of a licensed instructor. Permits for the right to engage in
martial instruction are awarded by the Earl Marshal, whose offices will
collect the necessary fee of ten shillings in the name of the Crown. These
licenses are subject to revision and revocation at any time by the Earl Marshal,
and each license will detail specific styles, weapons, and methods
allowed under that specific permit. Multiple licenses may be acquired and,
indeed, required.

Page 46.

    Last Will and Testament

   The Crown recognizes only one legal avenue for the alteration of the default
   chain of succession to inheritance - a certified Last Will and Testament.  In
   order for documents pertaining to the transfer of inheritances to be
   considered legally binding, they must follow certain criteria:

    - All Wills must be documented and stamped with a seal of approval by the
    offices of the Lord Justicar.
    - Any such documents require a fee of ten shillings to be paid unto the Crown
    for processing and certification of the documents.  These monies shall be
    collected by the offices of the Lord Justicar.
    - Any such documents may only be applied to an itemized account of applicable
    titles and property, and they must include the full name and physical description
    of whomever is to succeed to the inheritance.


Page 47.


    Guild Charters

   The Crown may, at its discretion, sanction the existence of certain formal
   associations of people rendering similar or related services.  Such groups
   are required to register with the Crown, which assumes full authority in
   the regulation and execution of any associations of the kind.  The
   codification of a formal assemblage, hereby referred to as a 'Guild',
   into law also comes with key privileges:

    - Guild services become endorsed by the Crown.
    - The Guild -may- receive a stipend from the Crown to continue operating,
    depending on the exact charter details.
    - The Guild obtains unique heraldry which can be displayed upon armor,
    clothing, weapons, buildings, flags, and other applications. These heraldic
    ensigns are managed by the Earl Marshal.
    - The Guild obtains unique contractual rights with the realm which
    determine specific business practices, sanctions and restrictions.  This
    contract may or may not include exclusivity.

    - The chartered leader of the guild may, depending on charter rights, be
    considered for entitlement.


Page 48.



   Watch Rights


   The Seahaven Watch, and all members thereof, retain certain rights and 
   privileges to assist them in the performance of their duties. Some of these 
   grant immunity to certain charges, while in the pursuit of justice, and some 
   give them powers of authority above other citizens of the same, and rarely 
   higher, social class.

   Regular Watchmen within the Seahaven Watch have the rights to:

   -Use force to defend themselves or to apprehend warranted individuals.
   -View private records in the pursuit of warranted individuals, or the authorized investigation of suspects.
   -Enforce lawfully passed sentencing upon crimes which fall under the Watch's jurisdiction.
   -Demand the identity of anyone within Seahaven's borders.
   -Use apprehension measures, and force, if necessary, to stop crimes in progress, provided the criminal is not a member of the nobility.

   Seahaven Watch Sergeants, in addition, have the rights to:

   -Demand entrance to any location which is not rented out to, or primarily used by, a member of the nobility.
   -Pass sentencing on any individual justifiably believed to have committed a crime within the Seahaven Watch's jurisdiction, provided that individual is not a member of the nobility.

Page 49.

   Seahaven Watch Captains, in addition, have the rights to:

   -Demand entrance to locations rented out to, owned by, or primarily used by a member of the nobility (that is to say, any location not privately retained by the Monarch.)
   -Pass sentencing on any individual justifiably believed to have committed a crime within the Seahaven Watch's jurisdiction.
   -Use apprehension measures, and force, if necessary, to stop crimes in progress, provided the criminal is not a member of the Royal Family.

   The Watch Commander, in addition, has the rights to:

   -Issue, repeal, and review any warrant for the Seahaven Watch and it's jurisdiction of crimes.
   -The authority to sentence any criminal under Seahaven Watch jurisdiction, as well as to repeal or enforce such sentences.
   -The authority to report to the Monarch alone.
   -The authority to delegate Seahaven Watch duties.

Page 50.

   Royal Guard Rights

    Any member of the Royal Guard is a prestigious individual charged with directly protecting the Monarch and upholding his decrees: such individuals have enormous power, and similarly enormous immunities:

    -Immunity to any Crime within Seahaven Watch jurisdiction, in the pursuit of their duties to protect the Monarch and uphold his decrees.
    -The same rights as a Viscount, automatically, unless they hold higher authority with titles earned outside of their post in the Guard, so long as they are on duty.
    -The authority to detain anyone of rank less than Duke on suspicion of crime, or anyone less than the Royal Family, with a warrant provided them for High Crime.
    -The authority to use force, if necessary, to subdue anyone warranted of crime, suspected of High Crime, or to defend themselves from harm.
    -The authority to collect fees to the Monarch and enforce sentencing of High Crimes.

   In addition, the Vicar General also has the following rights:

   -The authority to review, repeal and to issue any warrant for the Royal Guard and its jurisdiction of crimes, unless a would-be repealed warrant was issued by the Monarch directly.
   -The authority to sentence criminals under Royal Guard jurisdiction, and to repeal or enforce such sentences.
   -The authority to report to the Monarch alone.
   -The authority to delegate Royal Guard duties.

Page 51.

   Church Rights

   To say 'Church Rights' is perhaps an exaggeration, as the rights here more accurately pertain to those seven individuals amongst the Council of Elders, from which one seat is held by each collective of Crown-recognized churches devoted to a deity. That is to say, there is one seat for Melchior followers, for them to choose the wisest among them and put him to that seat. These rights belong to those seven individuals:

   -The rights of a Count, while the post of Elder is held by the individual, unless higher titles are possessed outside of this right.
   -The authority to demand the aid of the Seahaven Watch and Royal Guard in obtaining warranted criminals.
   -The right to, individually, issue, repeal or review warrants for Heretical Crimes to any person or persons.
   -The right to, as a collective, pass sentencing over any such warranted individuals.
   -The right to elect one of their number for any Crown official meeting or gathering, as an advisor on religious perspective.
   -The right to, individually, order the immediate arrest of, or take whatever measures necessary to, detain or subdue an individual in the process of committing a Heretical Crime.

I.                   Landed Nobility

 

There are very few nobles in Seahaven that simply pass on the title from one generation to the next.  In fact, there are only four.  Each of these men holds a distinctive title and high rank among the nobility of the land, though each also is tasked with the guarding of the border that their land fronts. 

 

1.      The Marquis de Seahaven aka The Southern Marquis is formally titled King, and is tasked with the protection of the city of Seahaven itself.  The most daunting of tasks, he must manage the bordering ocean, as well as the eastern, western, and northern fronts.  He is also the most distinguished of the titled nobility, and the one with the most power.

 

2.      The Marquis de Wolfwood aka The Eastern Marquis is responsible for maintaining the eastern border of the land.

 

3.      The Marquis de Bregh aka The Western Marquis.  Currently this title has been bestowed on the leader of the Sayaki, to be inherited by his offspring for as long as the Sayaki protect the western front.

 

4.      The Marquis de Aruta aka The Northern Marquis.  Recently the death of this Lord was discovered, though the cause remains a mystery.  He was childless, so his successor will, at some point, be appointed by the King.  Due to this, the northern front is overrun with demons which are seeping in towards Seahaven gradually.  The King is planning to launch an expedition to drive them back, in the Summer, and has suggested that the general who proves himself most worthy will be given the lands and the title.

 

II.                High Ranking Officials

 

These men and women are granted titles by the King, based on the work that they do for the city of Seahaven and the surrounding land.  Their title is entirely dependant on their service and when their service ends (for any reason) the title is removed.  Often a lesser title is granted as recognition of exceptional service upon their retirement (or granted to the family upon their death in service), though this is not required.  Currently there are four such individuals, though others may be appointed at will.  These four hold equal rank.

 

1.      The Lord Commander of the Seahaven Watch

This position is given to the leader of the Seahaven Watch.  His expectations and privileges are well laid out in the book of law.  (Could possibly be given to a PC, especially if the Ranger Commander role plays out well)  (Watch Captains have a lower, but still 'noble' social rank)

 

2.      The Lord Commander of the King's Rangers

This position is given to the leader of the King's Rangers.  His expectations and privileges equal those of the Watch Commander, though his official powers, without alliance with the Watch, extend only to the boundaries of the city.  (Ranger Captains should be granted the equivalent rank of Watch Captains)

 

3.      The Dockmaster

This position is given to the man who controls imports, exports, and all shipping that occurs within Seahaven.  (Probably should remain NPC - not really even a noticeable character)

 

4.      The High Priestess of the Tranquil Tide (Seahaven's official church)

This position is simply one of respect for the leading priestess of Seahaven's official church.  While she has little official power outside of the religious factions (the legal powers over heresy and religious crime are her domain as well and explained in the book of law), she is granted the same respect as the other three.  (Other ranking priestesses may be granted lower social rank, equivalent to that of Watch and Ranger captains)

 

III.             Merchant Lords

 


Merchant Lords are awarded their titles basically by impressing the King and enriching the Crown's coffers through the formation and running of a solid, profitable guild.  Paying double or triple the required taxes would likely result in an increase in one's ranking.  However, it would also result in an increase in required taxes.

 

While Merchant Lords have the ability to sell titles of lower rank than theirs to others,   all nobility must be registered. Those who are not registered run the risk of charges of impersonating a noble (see Seahaven Law).  Many of the lower ranks of nobility can be purchased for a fee, and the lion's share of this money belongs to the King, though nobles  may accept monies beyond this as a bribe for bestowing the title.  Once a title has been purchased or bestowed upon another, the twice yearly tributes are to be paid in order to maintain the title.

  

 IV.  Petty nobles

 

  1. Petty  nobles are required to pay the tribute appropriate to their title, twice yearly.
  2. Pety nobles may pay twice the tribute of a higher ranking title to achieve that title for themselves.

 

Note:  Nobility, apart from those Landed, is NOT hereditary (and even for them it is only hereditary as long as the requirements of the position are maintained).  Out of simple respect for a deceased Merchant Lord or petty noble, their chosen heir is granted their title for 3 months and given the chance to prove themselves worthy of the position should they wish to take it on.  If they fail to meet the requirements, or choose not to do so, the title is vacated and basically, able to be purchased by another.   When the position is vacated for any reason (inability to pay fees, death, etc), the person next in rank fills the position and has three months to meet the requirements.  IF the previous Merchant Lord is deceased, their heir is given a three-month grace period to maintain the title and perhaps take over that Guild or possibly another, should they be able to do so. During this time, however, they will face competition from others who wish the available position also.


V.  Merchant Guilds

 

Within Seahaven, there are several Merchant Guilds, basically encompassing the finished goods crafts, such as smithing, carpentry, jewel-crafting, tailoring, etc.  (These need to be fleshed out a bit more)

 

Each Merchant Lord is the head of a Guild system.  That means that they are responsible to not only set up some type of networking so that their crafters are able to obtain the materials they need at reasonable costs, but that they are responsible for creating a guild hierarchy within their organization making it functional and productive.   

Guilds may charge a fee (and probably should) for belonging.  For these dues (the frequency of payment is up to the Lord in charge), they ought to, in exchange be willing to offer their members a variety of benefits that out-of-guild crafters are unable to receive.  Belonging to a guild is not mandatory, nor is it a matter of joining for life.  They can leave, they can be removed.


Guild boundaries are not rigid.  A leatherworker may be brought into an armorer's guild, or a tailor's guild, or another guild altogether.  If they're offered better incentives elsewhere, they may shift loyalties.  Hunters, farmers, and gatherers may be independent and sell wares to the highest bidder, or contracted to work specifically for a particular guild.

There is definite competition among the merchant lords (and rival guilds).  They have to set up a power base, within their guild, basically.  They run the risk of another upstart petty noble who's purchased a title wanting to move up in the ranks, or another guild stealing away their craftsmen.  If a petty noble can steal away crafters and set themselves up enough to be able to drive the noble out of business, then they win, and can take over that title.  It's a risk.  Is it legal?  No, not exactly, but that doesn't mean it isn't done.