Faalor, a NWN campaign world
Faalor mists

Faalorian Law

"A dishonorable man should be treated as a rabid dog." --Book of Common Law, 1:33.

"A wise man makes it his duty to seek self reflection; for only a man who leads an examined life will know right from wrong, law from wickedness." --Haeldri Pandect, Saying 65.

"Each man should be afforded the same courtesy, kindness, goodwill and hospitality to everyone he meets, the same which you would wish to receive to yourself." --Padral's Code, Vol. 1, §2.

Faalorian law is derived from three main sources, The Common Book of Law, an ever-growing book consisting of precedent laws and customs passed down from the Tuessian peoples, The Haeldri Pandect, a collection of laws of Simsulanian origin and, the most authoritative, Padral's Code, a multi-volume work of ethics, law and customs written in 139 by King Padral, the Enlightened.

In theory, the Church is the final arbiter of the law. In practice though, a clear division between the "laws of the spirit" and the "laws of the flash" is maintained.

Church Law 

The Church only becomes involved in matters of a spiritual nature, mattes which directly effect it's standing as teacher and moral steward of the people. Above all it tries cases involving the unsanctioned use of magic (witchcraft), heresy (the spreading of untrue doctrines usually in exalting the lesser gods above Adrahil), or apostasy (the worship and veneration of Maelwar). Church law leans heavily on the Haeldri Pandect and, to a lesser degree, the Code of Padral and, to a lesser extent, on saintly writings.

The Church legal system is based on a hierarchy of authorities. Lone Inquisitors are stationed throughout the island, they are the judges over any case of witchcraft, heresy or Maelwar worship. They have several other duties, including keeping church ceremonial records, marriage, birth, etc., but their main purpose is to settle disputes outside of the business and political realms.

Each Inquisitor is overseen by a Justicar who resides in the main towns and cities. If a case is to be appealed or is of major significance (trying an Illrigger for example), then a Justicar will become involved. Above the Justicar is the Bishop, but he rarely becomes involved in legalistic matters.

The Church does not have the power to punish those they find guilty. Rather, a recommendation of sentencing (which usually is harsh where the Church is involved) to the civil magistrates who, with almost no variation, executes the sentence after a "impartial" trial is convened--usually this means simply going over the original documents and approving sentencing.

Civil Law 

Civil law was introduced by Simsulanian scholars 150 odd years ago. (In the older tradition, priests alone were allowed to hear disputes.) Each township appoints a judge in accordance with it's Writ of Corporation. Written into the Writ may be specific guidelines as to which codes, books or other sources of authority will apply to that jurisdiction. In general though, most judges do not stray from the legal cannon.

A judge in turn is commissioned by the corporation to hire and maintain a suitable constabulary. The Constable is charged with the daily operation of guard shifts, holding prisoners until trial, and sometimes organizing the militia in times of crisis. It is through him that cases are brought to the Judge. Either a person is caught in the act of a crime by the constabulary or a dispute between citizens is formally submitted before the Constable (who often decides if the case is worthy of judgement). Usually a career soldier, or up and coming legal scholar or politician, a Constable is an important person in any community.

The job of the judge is to hear cases brought before him by the Constable. A man (usually a man that is) well versed in all aspects of the law, the main texts and recent rulings from his colleagues, a Judge over-sees an area anywhere from the size of a small village, to a large district, from a single town to large city. Generally speaking a Judge's decision is final, though, on appeal from the Church, a case may be brought before the Magistrate of Duath, Faalor or Kyrdanna, or, on final appeal, the Lord Arbiter, the King's personal jurist and final word on any legal issue.

A Magistrate is the chief jurist for the three major settlements of Faalor. He almost never makes ruling on lower cases, but will take cases of special interest or cases which might effect larger issues of law. His main job is to write opinions which usually end up appended to the Haeldri Pandect and/or The Common Book of Law.

Miscellaneous laws and customs In most towns, a curfew of 10 o'clock at night (sometimes 11) is usually enforced. Punishment is generally mild (a small fine, up to a couple days in prison).

Two witnesses are almost always the basis for any dispute resolution. Two witnesses are required for any formal contract. A female witness counts as half a witness--though this tradition seems to be diminishing.

A handshake is consummation of a solemn vow; one does not shake hands lightly.

Corporation

The basis for Faalorian society and law is the corporation. These groups can officially only be of three types: governmental, religious or business. They can be written for groups as large as a town (Duath or Bridalveil), to medium sized groups like the outland farmers around Duath or the Merchant's guild of Duath, to small groups of adventurers or craftsmen. As there are no natural rights, all rights and privileges are derived from membership in a corporation. Even the ownership of property is determined by group membership. For example, a member of the local mason's guild, and only a member, may buy, sell, possess or use masonry equipment, products or services unless subcontracted by the guild. Conversely, when a Writ of Corporation (usually a very lengthy document) is given to a new freehold (or existing township), the holders of that writ control all aspects of life under which the town will operate. Officially, only the King is allowed to give these writs but in all the major settlements of Faalor an Office of Corporations exists to dispense these contracts in the King's name.

Property Rights

"Property is a natural right. All men are entitled to what they own and have control over it. A wealthy man may own much, servants, livestock, houses, jewels. If a man can show good cause, whether in witnesses or in writing that he does indeed own a thing, let no man take it or be forced to endure an equal subtraction of property." --Padral's Code, Vol. 2, §3.

"To own a thing is to have another give it for a specific use." --Haeldri Pandect, Saying 34.

Ownership is a tricky thing in Faalorian law. First it is generally thought that things are not owned per se, but that people make use of a thing for a time and that the thing in question is owned by those in power, and eventually by the gods themselves. The general thinking is that a person who makes something or finds something (with no other clear-cut owner) owns that object until such a time as it is sold or given to another. For some more conservative members of society anything a servant (and the vast majority of people are servants in one way or other) creates, produces (including sometimes even children) or possesses belongs to the master. In most cases, even the land does not belong to the farmer who works it but to manor lord or merchant's guild who holds the corporate writ.

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