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Laws of the Enclave

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MayRndz

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The Natural Law 

of the 

Viridian Enclave

 

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The laws of nature and druii are not written in ink, but in the rhythms of the seasons and the silence of the stones. It is the blueprint of a society made to mirror the wilds and the delicate balance in which it encompasses. We align our mortal laws with the unyielding laws of nature, ensuring that our path remains a mirror to the harmony of the wilds.

 

This document exists as a public-facing parchment: the laws most relevant to the populace.

 


 

Authority
 

The Oth’ari

 

The Oth’ari are the archdruids of the druidic order and the council of leadership that oversee the Viridian Enclave. By tradition, the council is composed of three individuals. This structure prevents a single perspective from dominating and ensures that decisions are tempered by diverse interpretations of natural law.

 

Heial'taliame

 

The Heial'taliame is an elder council made up to assist with political decisions, stewardry, the, Orrar'ir and so forth. These individuals are typically elected by those within the Viridian Enclave or elected fourth by the Oth’ari

 

Before a new decree is passed by the Oth’ari, it is often brought before the Heial'taliame to ensure it aligns with the core principles of the Viridian Enclave. In rare cases where the three  Oth’ari are deadlocked or in disagreement, the Heial'taliame provide the "Elder’s Perspective" to help break the tie.

 

Orrar'ir

 

The Orrar'ir serve as the dedicated guardforce, sentinels, and martial arm of the Viridian Enclave. While the Oth’ari guide and the Heial'taliame advise, the Orrar'ir enforce the natural law and ensure the physical safety of the enclave from external threats and internal disruptions. 

 

This guardforce answers directly to the Heial'taliame and Oth’ari. Though should none be present have the authority to detain suspicious or problematic individuals.

 


 

The Common Law

 

Conventional Crimes:

 

  • Disturbance of the Peace
    • Fighting, threats, or ignoring the Guard’s orders.

 

  • Trespassing
    • Entering private or protected lands without leave.

 

  • Theft
    • Taking property that is not your own.

 

  • Burglary
    • Breaking into a building to steal or commit a crime.

 

  • Vandalism
    • Breaking structures, fields, or shrines.

 

  • Assault
    • Attacking someone outside of a legal duel.

 

  • Tax Evasion 
    • Refusing to pay required dues or levies. 

 

High Crimes:

 

  • Murder
    • The unlawful killing of another.

 

  • Banditry
    • Raiding, highway robbery, or hiding outlaws.

 

  • Obstruction
    • Helping a fugitive escape, or preventing archdruids from bringing an unlawful resident or outsider to trial.

 

  • Undue Disconnection
    • The unattunement or otherwise disconnection (or aiding another in doing such) of one from their druidic gifts without due reason. 

 


 

The Natural Law

 

  • Forbidden Magic
    • The use of voidal magic, dark magic, or dark enchantments.

 

  • Dark Entities
    • The presence or practice of Necromancy, Darkstalkers, Mysticism, Naztherak, or Inferi.

 

  • Preservation of Balance
    • Any act that disturbs or destroys the natural order.

 

  • Animal & Plant Welfare
    • Cruelty or sadistic behavior toward plants or animals.

 

  • Agricultural Limits
    • Destroying nature to create masses of farmland.

 

  • Resource Management
    • Overfishing or overhunting beyond what is necessary to preserve resources.

 


 

Punishments are decided by a vote of the three archdruids, and often times the input of hierophants of the Viridian Enclave.

 

Punishments

 

  • Branding
  • Fines
  • Banishment
  • Execution

 

In severe cases applied to druids, crimes against nature or in correlation with harming the wilds may lead to un-attunement.

 

 

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