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IC Laws / Penalties
Click here to see the Laws of The Burned Isle
Criminal Attempt: If the conduct in which someone engages constitutes an attempt to commit a crime. (LC)
Criminal Solicitation: Intent to promote or facilitate the commission of a crime. (LC)
Criminal Conspiracy: He/She agrees with more than one individual to engage in criminal activity. (O1)
Murder/Attempted Murder: The killing of another being by the act, procurement, or omission of another(Hitmans!). The attempt to take anther's life be it with one's own hand, or another(Hitmans!). (O3)
Assault/Assault with Deadly weapon: Harms done to another. Or, harm done with a deadly weapon with OUT the intent to kill. (O3)
Slavery, Owning, Purchasing, Enslaving: Treating another sentient being as property, attempting to buy or sell another sentient being as property is not allowed. (O3)
Reckless Endangerment: An individual who engages in conduct that creates a substantial risk. (O2)
Kidnapping: He/She intentionally abducts another individual. (O1)
Arson: Causes a fire / explosion. (O1)
Desecration of religious sites: He/She removes artifacts or other items from any burial grounds or form of any traditional, sacred, or religious area, or otherwise desecrates in any fashion such grounds or areas. (O2)
Defacing signs, landmarks, navigation markers, flags: He/She removes, alters, or defaces any official sign, landmark, or navigation marker. (LC)
Interference with fishing boats, gear, or fish: He/She tampers with anther's boat, fishing gear, or fish, without authorization. (LC)
Robbery: To wrongfully and knowingly obtain unauthorized control over the value or property or services of another. (LC)
Extortion: Knowingly obtain or attempt to obtain by threat of property or services. (LC)
Obstructing a public official: Knowingly fail to make or furnish any statement, report, or information lawfully required of him or her by a public official. (LC)
Resisting arrest: Intentionally prevents or attempts to prevent a peace officer from lawfully arresting him/her. (LC)
Intimidating a public official: If, by use of threat, he/she attempts to influence a public official's vote, opinion, or other official action as a public official. (LC)
Official Misconduct: If, with intent to obtain a benefit or to deprive another person of a lawful right or privilege; he/she intentionally commits an unauthorized act under color of law; or he/she intentionally refrains from performing a duty imposed upon him/her. (LC)
False Reporting: If, with knowledge that the information reported is false, he/she initiates or circulates a false report or warning of an alleged occurrence. (LC)
Littering: Any person who throws, dumps, places, or deposits garbage, debris, junk, carcasses, rash, refuse, or any other similar substance of whatsoever nature upon the lands, ponds, fountains, sea of The Burned Isle, without the consent of the owner. (LC)
Abandonment: In regards to Officials, court servants and employees, to desert one's duties without informing ones superior at LEAST verbally. (LC)
Slander: To speak negatively about the nobility on non sanction "Court grievances" days. (LC)
Click here to see the punishments of The Burned Isle
The most serious crimes are to be heard by the Court Officials. The accused will have to face trial by ordeal to decide whether they are guilty, or not guilty.
Ordeal by Fire(O1):
The accused has to pick up a freshly heated piece of steel, and walk with it three or four paces. Alternatively, one may choose to walk three or four paces across hot coals, this is often reserved for trade/craft folk who need their hands. The wounds will then be bandaged and they will be ordered to return to a Court Official after three days. If their hands show signs of healing, they are innocent. If they do not, they are pronounced guilty.
Ordeal by Water(O2):
The accused will have their hands and feet strung together by rope, and will be thrown in the water. If they sink, they are innocent, and pulled out immediately by waiting guards, if they float they are pronounced guilty, pulled out as well and their sentence determined.
Ordeal by Combat()3):
Noblemen will fight (usually to the death) in combat with their accuser. The winner of the battle would be considered to be in the right. A Champion -IS- allowed to stand in and fight, but a blood binding ritual to share pain must be completed first.
Lesser Crimes(LC):
Lesser crimes will be determined based upon the impact of the crime.
-Dungeon time: Normally reserved for untrustworthy suspects awaiting trail, can be used for unruly drunks/drugged folks to come down.
-Flogging: Lashes across the back, in sets of three
-Stocks: A Day or two in the stocks will straighten you out! Free rotten food given out to be thrown at you the entire time.
-Indentured servitude (To pay off damages type of thing): Based on the damage done, and the hours forced to work by the victim, aka they may want you to work 16 hrs a day, or 4. All depends on the victim's desire!
-Branding on the Brow (An F for fornicator, a T for thief, an H for heretic against the crown?/Faith?)
- Banishment: It does not warrant death, but due to disruptions the individual would cause by remaining they are to be permanently banished.
Magic rules
Click here to see information about magic
Oh, ohhh it's magiiic... y'knoooow
Magic and The Tree
- The tree enhances magical energy on the island as well as absorbing the excess magic it produces.
- The tree has limits on the amount of magical transfer that can occur; Success is not guaranteed, similarly failure is not guaranteed.
- Flora and fauna are affected by the elements Water and Earth, the weather and how many storms occur is effected by Fire and Air magic for heat and storms. For Example: If there are more earth and water mages on the island than the plants bloom faster & more exotic plants are likely to bloom! If there are more air and fire mages more storms will come to the island!
The Burned Isle formally recognizes four elements, the others are unknown to the islanders as this is not a place where magical scholars travel often. The islanders believe that all other magic on the island (i.e psionics) contributes to the daily chaos normally found around the Bermuda triangle. (This is not to say other magic does not exist! It does, the local islanders won’t know what to call it or how to place it icly.)
Root Crystals & Chips- Root Crystals, spawned from the seeds of the tree, also help absorb magic. They manifest as the blue crystals one sees while walking about the island. When one approaches these crystals they will sense raw near sentient power. Should one touch these crystals, they will hear the soft gentle and very fond murmuring of the tree.
- Root Chips are small trinkets made from the root crystals by court officials. The points of these chips are to prevent madness, as the tree does absorb and release a lot of magic on the isle; enough that anyone with magical inclination will go mad. Only 10% of the magical population can withstand this madness.
If one is a mage or magical being over 25 , they will be required (icly) to register with the king and council to obtain one of these chips. They come in two forms, as a flawless crystal pendant with hemp twine to be worn around the neck for mortal mages and as a circlet for those who have it naturally as part of their composition.
(Root chips that are worn after the ceremony) - Counterfeit Root Chips can be produced, usually by rogue factions that are not aligned with court ideals or plans. These chips are imperfect in form and in function. Counterfeit crystals always have cracks, fissures, stains or chips. No non-court member can make a flawless chip, the secret has been closely guarded for decades
Using a counterfeit chip usually means imperfect spell casting and a higher chance of madness for the mage wielding this chip. Under enough pressure these chips may shatter. The counterfeit chip are that they are easily obtained and keep the individual outside of the court’s radar.
(What the counterfeit root chips look like)
Good & Evil- Good and Evil on the island are defined as things that help or hurt the island as a whole or the individuals settled on the island.
Evil intent to the land or citizens will be targeted with an almost sentient like directive. Should a spell be cast with the intent or an effect that would damage the island or citizens (i.E pestilence or famine) the caster would have their magic drained with greater force than the typical drain that happens naturally on the island.
Depending on their proximity to the Tree it's self they will hear whispers, a soft indistinct murmur that would become a howling scream of rage that drowns out all outside sound if actually in the grove.
- Should a spell of ill intent be directed at the tree, all crystal, counterfeit or not will scream for all wielders to hear. The tree is essential to the island’s way of life and so the tree will warn all those who use it.
Should the caster with evil intent have a chip or circlet, the root chip will turn a violent rend for four days ic days. This works as a way to alert the local guard. After four days, the crystal returns to its normal hue.
Communication Crystals- Amber Communication Crystal, requires their own crafting techniques and tools along with the much more common stone, channels the call for help from the tree most clearly. Anyone can make these crystals. This is not a trade secret!
These crystals are used for quick long distance communication either though pictures or a couple of words. Though those with blood links or family ties will also find it easier to communicate with those they have their link with.
Preps- Due to the nature of the island and it's crystals when magic is cast small changes will occur in the localized area that the energy is being gathered for a spell. Fire magic will warm an area, Earth magic will cause plants to become more vibrant, water magic might cause small waves to come in, and air would stir up a breeze. The amount of magic used directly correlates with the side-effects.
1 Prep: Cantrip, minor spell will only create changes noticeable within about 10 paces. (Faint glowing of main crystals.)
2 Prep: Minor spell, creates negligible damage or small beneficial affect, side-effect range of 20 paces. (Noticeable glowing of main crystals.)
3 Prep: 'normal level' spell, creates some damage or moderately beneficial effect, side-effects range at 40 paces. (Strong glow from main crystals, faint glow from secondary crystals.)
4 Prep: Potent spell, cripple a limb or a definite advantage from the spell, side-effects range at 80 paces. (Blinding glow from main crystals, noticeable glow from secondary crystals, faint glow from all crystals on the island.)
5 Prep: Gain admin approval as spells of this level or higher could effect structures on the map or cause a widespread side-effect that would warrant an emit. (Shines like the sun from main crystals, strong glow from secondary crystals, noticeable glow from all crystals on the island.)
Things to Note- Preps as listed are for chip Bearers, non crystal bearers over the age of must spend twice the time prepping for the same result.
- Any magic done without a chip should have a roll of 1d10 tojudge the strength for temporary Mania. Roll 1d5 for how many rounds it lasts.
- A pace is one square of the dream so a single step.
- Crystals glow only in relation to Negative or damaging spells to the island or its natives. Criminals should be aware that they would need to hide that glow somehow!
- The tree enhances magical energy on the island as well as absorbing the excess magic it produces.