Human Society and Laws
Human Society and Law
The society of Mercadia, located in the northwestern corner of the continent, is an amalgamation of a fascinating past and a hopeful present. Originally settled by tribes from Kelt, under the leadership of the ancient warrior King Merenthal, the city of Edana has grown over eight millennia into a beacon of civilization. The history of Mercadia is rich with wars fought against and alongside Elves, Dwarves, and Orcs, as they forged their identity. In the current year Mercadians live in the Era of Renewal, which began in 16323. This period signifies the transformation of Mercadian society from the tribulations of its warring past towards a future of peace and progress. However, the scars and triumphs of their past are still visible in their architecture, customs, and culture, allowing them to hold on to their rich heritage while advancing towards a future built on cooperation and mutual respect.
Religion plays a central role in Mercadian society, as they worship a pantheon of four deities. Kinarugi, referred to as the Father, governs the inevitable realm of death, while Talathas, the Shepherd, maintains law, order, and justice. Kamalini, the Mother, is a beacon of life, partnered with Kinarugi. Adalia, the Healer, presides over compassion and healing, and is Talathas's wife and Kamalini's sister. Talathas, being Kinarugi's brother, completes the intricate family of the pantheon. The largest following in Mercadia belongs to Talathas, which is a reflection of the importance placed on justice, law, and order in their society. The Mercadians see these virtues as the foundations upon which their civilization thrives. This focus on justice also speaks volumes about their desire for peace and harmony in the Era of Renewal, a stark contrast to their turbulent past. Yet, even with the majority of the populace favoring Talathas, the other deities are not overlooked. The balance maintained among the four deities in worship reflects the balance the Mercadians seek in their own lives: embracing mortality (Kinarugi), fostering compassion (Adalia), welcoming life (Kamalini), and upholding justice (Talathas).
Mercadian society, despite its warlike past, has embraced the Era of Renewal and has seen significant growth in its socio-economic aspects. The people are hardworking, devoted to their deities, and committed to maintaining the harmony and prosperity of their society. The city of Edana, once a symbol of a warring past, now stands as a testament to the power of change and the resilience of the Mercadian people. Through the combined efforts of its citizens and the divine guidance of their pantheon, Mercadia continues to flourish as a beacon of civilization.
Laws
The Mercadian Charter of Rights and Duties
By the Right and Authority of Our Majesty, King Lando Narindun. Approved and published by the Council of the Kingdom of Mercadia on the 20th of Duskrun, 16991.
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The Mercadian Charter of Rights and Duties
On Rights
- The Kingdom guarantees the sanctity and religious authority of the Mercadian Church, and respects plurality of belief in its adherents.
- The Kingdom does not recognize the divine authority of foreign beliefs, but tolerates their place in respect of the law.
- Nobles retain the right to render scutage in the form of three thousand coins in lieu of service, and knights in the form of one thousand coins.
- Fines are to always be proportional to their offense, and even in their most grave, never deprive a lawful resident of their livelihood.
- Fines levied by the Kingdom that are considered unjust may be investigated by the Council upon complaint.
- Except in times of war, merchants shall always be free to enter and exit Mercadia.
- If the Kingdom is able to ensure the safety of Mercadian merchants abroad, travel passes may be issued to foreign merchants of adversarial states.
- At the outset of a war, foreign merchants of the adversarial state present within Mercadia are to be granted two weeks to depart safely, save those instead issued passage under the prior right.
- It is lawful for any Mercadian to leave the Kingdom for an extended period of time without prejudice towards their allegiance to the King, save those who are exiled. A Mercadian who voluntarily travels to an adversarial state during war time does so at their own legal risk.
On Duties
- Officials of the Kingdom may not put an accused party to trial on their own word, without witness.
- Officials are forbidden to accept bribes, neither to advance nor delay justice.
- Nobles and masters of the crafts shall not demand forced labor of a commoner or freeholder beyond that lawfully ordered in satisfaction of debt, lest they be guilty of simple assault per each count.
- Owners of market stalls are to use their space only to house wares and relevant working areas. Those who occupy stall space without conducting lawful trade may be charged up to a hundred in coin per count.
- Nobles and knights are to provide service in times of formal war, or pay scutage.
- Only those familiar with the laws of the land and intend to uphold them are to be appointed as officials.
- Every season, the Freeholders shall elect a Speaker of the Estates for representation in the Council.
- Before any declaration of war or peace, councilmembers shall be consulted, and none may be excluded from this deliberation.
- The Council is seated by the Councilman, administering in civil matters; the Lord/Lady Commander, representing the military; and the Prelate, representing the Church. Further seats may be granted at the Council's discretion to those of proven expertise.
The Mercadian Criminal Code
Conditions of Compensation
- If a guilty party cannot pay their debt, they will forfeit property equal in value to the debt owed.
- Where a guilty party lacks sufficient property, forfeiture may be pursued by labor orders -- terms of lawful work assigned in place of payment, at the Council's discretion.
- For every hundred owed, the guilty party will be granted a day to procure the debt.
- If a guilty party cannot pay their debt in any material form, they will be held in the jails at a rate of half-day per hundred owed.
- If the guilty party cannot procure their debt in the time allowed, they will be contacted first by letter.
- If this period passes plus a month, they will be summoned.
- Should another month pass after, they will be considered wanted, and apprehended if encountered within Mercadian borders, though otherwise free to move.
- Should a further month of continued evasion pass thereafter, they will be considered exiled until surrender.
Acts of Criminality
- Public disorder -- to incite violence and mistrust among the people or to publicly defame a noble -- will be met with half a day served in the jails.
- Perjury in official matters is punishable by one hundred in coin per count of misdeed.
- Trespassing upon owned land is to be compensated by six hundred in coin.
- Those found treasonous are exiled from the Realm.
- If a murderer evading the law be the tenant of a lord or burgher, or employed in the trades, their company shall pay half the fine.
On the practice of Necromancy
- Necromancy is not to be practiced by any citizen of Mercadia, with rare exceptions.
- Necromancers may not enter Mercadia save by invitation of the Council, which shall set the terms of entry and departure.
- Necromancy may not be practiced in any form within Mercadia except under direct observation and command of the Council.
- Necromancy is held to be an assault against the divine; the Church shall receive the penalty of twelve times value.
- A necromancer who remains in Mercadia beyond the term set by the Council is guilty of trespassing.
- A necromancer who fails to abide by the Council's terms of entry, exit, or observed practice may be exiled from the Realm.
- Necromancers may petition for citizenship at a cost of one thousand in coin, forfeit regardless of the petition's outcome. Such petitions are decided by the acting Lord/Lady Commander, as a matter of security.
On Theft, Assault, and Death -- Compensation by Standing
For these three offenses, compensation owed is determined by the standing of the wronged party, as follows:
| Standing | Theft (x value) | Assault (conscious) | Assault (unconscious) | Death (returned*) | Death (not returned**) | Crown's Due*** |
|---|---|---|---|---|---|---|
| Commonfolk | 2x | 300 | 600 | 1,000 | 2,000 | 500 |
| Freeholders | 3x | 900 | 1,800 | 3,000 | 6,000 | 1,500 |
| Burghers / Clergy | 6x | 1,800 | 3,600 | 6,000 | 12,000 | 3,000 |
| Nobles / Officials | 9x | 2,700 | 5,400 | 9,000 | 18,000 | 4,500 |
- *Paid to the victim, should the priests act in time or the divine favor their return.
- **Paid to the deceased's named heir or estate, should they not be returned to life.
- ***Paid to the Crown regardless of whether the slain is returned.
- The murderer will be kept in the jails for half a day, irrespective of standing.