The Free Kingdom of Anthoria-Minas
Proper Name: Anthoria-Minas
Ruler: His Royal Highness King Railen Durandin of the high and honorable house of Lorraine.
Government: Hereditary Monarchy (Laws are created by the High Assembly, which is comprised of a House of Lords and House of Commons, with the King serving as head of the military. In the absence of the king or the prince, the Lord High Constable serves as head of the army.)
Dragonblade Held: Antaquil “Blade of Valor”. Bestowed on Railen in 1464 C.E.
Capital: Rhonivin (pop. 45,000)
Major Towns: Gallemar (17,000); Ashmark (7,000); Kelth (9,000); Gascon (13,000); Cardoff (8,000)
Year of Founding: 450 C.E.
Provinces: Comril, Marlimber, Westerland, Eridor, and Kindle.
Area: 274,500 Sq. miles
Resources: Wheat, Clay, Steel, Fish, and Cattle.
Coinage: Gold “Weight” (100gp); Gold “Stone” (50gp); Gold “Pound” (20gp); Gold “Sovereign” (5gp); Gold “Crown” (1gp); Silver “Sterling” (1sp); Copper “Penny” (1cp)
Population: Human 90%, Elf 1%, Dwarf 2%, Halfling 4%, Gnome 3%.
Languages: Common,
Alignment(s): LG, NG, CG, LN
Religions: The Holy Church dominates, but other faiths do exist in the shadows.
Allies: Rhune, Darandor (Under Truce), No formal relations with Kaliden.
Enemies: Rorin, Asgard, Markaine (Open War with Markaine is not desired but many consider it only a matter of time. Just as it is a known fact that war with Rorin is once again on the horizon.)
Foreign Relations: Although it is called the Human Kingdom, Anthoria counts all races among its citizens; even some elves have taken to living in the more remote corners of the kingdom. But this should not be taken to me that all races are readily welcomed, quite to the contrary some of the demi-human races are looked on with scorn at best among the larger population. Centaurs in particular, who are regarded by even the lowliest villager as uncouth barbarians with no place in any civilized society. Any Anakim that dares to show his true form is hunted like an animal and elves from Darandor are treated for the most part as unwelcome guests, the people are polite enough but always with an air of wanting the elf to disappear as soon as possible. Though perhaps the common folk can be forgiven for this as Anthoria and Darandor were at open war for nearly forty years and only recently arrived at something of a truce. On the flip side of the coin, dwarves and halflings are treated rather well among the human settlements, even though they prefer to keep to their own. This can be directly linked to the frequent bands of Dwarven traders coming in and out of Rhune to gather what news they can of the outside world and making some coin before returning home. Gnomes are treated in some places as something of an oddity but most people in Anthoria simply look on them as smaller versions of the halflings.
History:
Conflicts & Intrigues:
Cities of Anthoria
Rhonivin: The capital of Anthoria and by far the largest city in the kingdom, Rhonivin is something different to every person who lives or visits there. A metropolis when compared to other cities in the kingdom, Rhonivin is not only the center of worship for the Holy Church of Lor but also boasts the largest gathering of guild halls, tradesman and stores of all types and varieties any where in the western kingdoms outside the empire. Known as the City of Six Gates it is the literal crossroads of the west and its status as a center for trade is unmatched west of the Red Mountains. Although the city is the site of the Royal Citadel and the court of the king, the city itself is under the direct control of Sir Derek Hawthorne, Earl and mayor of the county of Linth and Rhonivin both. A capable man for the most part when it comes to day to day affairs of the city, unfortunately he is known for being slightly too fond of song and drink and has an incredible temper. This has led to not too few people in the upper levels of the government plotting to see him ousted from his soft position. There are also a myriad of jokes among the city watch revolving the mayor and his ill-fitting armor, all of them spoken softly though just in case. The few friends he does have know how the rumors distress him though and know that he is doing his best with the tools he has been given, and running a metropolis is no easy task after all.
Gallemar: Whereas nearby Oakenburg Castle has become the private retreat of the royal family when they wish to get away from the noise and demands of the capital, the city of Gallemar has become the retreat of the rest of the noble class in Anthoria. It is a city that caters to the wealthy and whatever they could possible want, hence things to be just a mite on the expensive side here. Much more so than for similar items elsewhere in Anthoria. Spas, bathhouses, ornate brothels, and high class inns abound and make huge profits from the constant vacationers and their servants, who also seem to enjoy something of a holiday here since they are not the ones running to their masters every beck and call through the day and night. In fact there is a special section of town set-aside just for these menservants, squires, and maids to enjoy a little pampering of their very own. The fact that city was built atop a natural hot springs means that there is plenty of hot water for everybody, making the baths the most popular attraction. The majority of the cities luxuries were for the most part imported by imperial tradesman who thought that the uptight Anthorians could do with a little rest and relaxation. The baths are most popular with army officers who use them to drink, get a rubdown, and play games of strategy among themselves; usually all at the same time. One popular meeting place is a spa with a map of the entire west laid out as a mosaic on the floor, officers spend hours moving various tokens over it while discussing the pros and cons of each individual strategy.
Ashmark: The “City” of Ashmark is in fact little more than one huge glorified fort, though it is not listed in any travel records as such the fact remains that soldiers outnumber civilians a full three to one in this walled citadel. Though this has its upside in the view of the common population. Crime is incredibly low or nonexistent in some quarters, the soldiers have little use for their pay except to spend it in the town, increasing the standard of living for almost everyone, and their is no need to hire a city watch or guard since the bulk of the 3rd Army is stationed either in or around the city or over the river in Ravenwatch Castle.
Kelth: Kelth is a city that views itself much as the people of Markaine once did, that is if the crown won’t care for us then we will have to care for ourselves. And for the large part that is exactly what they have managed to do. No easy feat when one considers the fact that the city is situated at the very base of the Red Mountains and also lies at the doorstep of the northern barbarian tribes. On top of this is the proximity of both the Dartmoor and the Troll Hills. Once does not have to look very far to see that Kelthites, as they call themselves, are a hardy breed to say the least to live in such a place. A less secure person would pack up and leave in a hurry. And while it may not be the fortress that Ashmark is, the city does have some impressive defenses. The outer wall of the city is some twenty feet thick by twenty feet high of solid stone, and the city keeps adding onto it as the funds become available. All around the outer edges of the wall are murder holes, granulations and other more secret surprises that await an attacking army.
Gascon:
Cardoff: Dirty and crime ridden, Cardoff has suffered through years of neglect as its people were forgotten for more “important” matters. The small garrison stationed here is constantly drained for manpower along the southern border and the few troops that have managed to stay for any length of time soon find their efforts so fruitless as to give up entirely. Some even become wealthy and corrupt from doing business with the booming criminal syndicates that have moved in and taken over in the absence of the ruling noble, Peter “The Round”, Duke of Marlimber and elder cousin to the king. A man that has not seen his home city in some ten years, being constantly stationed at Ravenwatch Castle on the countries southern most borders. Once he was away, the local crime bosses wasted little time in dividing up the city among themselves, now the streets are the borders of constant turf wars between the different factions, and there is little that the royal family can do about it at the moment, feeling that Megatranix’s spies are simply waiting for troops to be pulled from the home defense to deal with the troublesome city, and thus leaving the line in the south weakened.
Lieth:
Brator:
Barruth:
Esseka:
Officers & Nobility
His Majesty, King Railen Durandin
Rightful holder of the Blade of Valor
Railen Durandin has ruled Anthoria since his sixteenth year when his father died in battle against a Rorin scouting party. The young king immediately set about forming his nobles into a cohesive army and hunted down those responsible before they could slip back into the safety of the Ash Mountains. Only after his father was avenged did he take up his sword and travel to Arden to be named by the Dragon Council. Now fourty-six years of age, King Railen rules over one of the most powerful military forces in the west, second only to the vast might of the Empire, or at least that is what is hoped, for Anthoria’s eternal enemy, the vampire kingdom of Rorin, is active once again. And Railen finds himself gearing up his armies for a war he had hoped would not come for much longer. And on top of everything he still has the nation of Asgard and the traitorous duchy of Markaine to deal with. One would tend top believe that on the surface, all Anthorians for the past forty years have been born with a sword in their hands. Despite appearances however Anthoria has known little actual war during his reign, though it had never been without some controversy.
Railen inherited the crown at a time in the countries history when the Church had almost complete power, his father being a devout member, now that power has slipped somewhat. For example in the year 1481 of the Common Era, Railen permitted several guilds to enter the capital of Rhonivin and set up local operations. Two of these, the Guild of the Magus, and the League of the Red Lantern particularly infuriated the clergy but there was very little they could do, at least in a legal sense. Railen knew that there were many magic users in the kingdom who wished to escape the persecutions of the church and prostitution had become a growing problem in the capital, especially among the army with troops taking whores to their barracks little caring how such behavior was perceived by the public at large. In the League of the Red Lantern, Railen saw a means to legalize and control prostitution by taxing the workers and driving the less reputable streetwalkers to other cities. Health among his troops improved greatly, as guild approved prostitutes are required to submit to monthly health exams within the order, and they were forced to wait until leave to go to the brothel instead of spiriting girls into their own barrack houses at night. As for the far more hot potato that was the Guild of the Magus, Railen managed to convince the Patriarch of the Church at last that it was more desirable to have those interested in magic studying in the capital where they could be controlled than wandering about in the countryside unsupervised. He also argued, correctly, that he would need wizards in the inevitable war with Rorin, no matter the churches feelings on the subject of magic. Many of his generals welcomed this move, though not all, and the army now has at least one “War-Wizard” per every thousand troops. Railen hopes to at least triple that number before five more years have passed.
This move though has inevitably strained relations between the crown and the church and there are not a few among the clergy who would like for things to return as they were in the time of Railen’s father. The king is also a practical man, who gives little heed if any to prophecies and civilizations that died out long ago. His main concern being the survival of his own kingdom, he leaves more esoteric matters to his priests and advisors. And he has little time for mass, ceremony, and thoughts of fathering the next Taranis, unlike his father. Yet another sticking point that gnaws at the clergy from time to time.
Baren Durandin
Crown Prince of Anthoria
Sir Thomas Berryll
Lord High Constable of Anthoria, Viceroy of His Majesty the King, Marquis of Ironheart
“Never give the enemy a chance to draw breath, if you stop in the attack you give him time and that is the one thing he can never have. Like a wounded bull in the arena, an enemy who had been bloodied but allowed to walk away remembers that shame and he will be twice as hard to bring down the next time.”
A taciturn and seemingly joyless man, Sir Thomas believes in the utmost severity of his rank and position. Simply put, he has a lot of weight on his shoulders and it shows in every scowl and frown. Many of men whom have seen the rare smile on his face swear it was akin to looking at a cobra, albeit a tired and cranky cobra. There are many reasons for his sullen attitude of course; it is not easy representing the king to everyone’s satisfaction, which to put it simply he does not and he knows it would be impossible to do so. And much of his cantankerousness is owing to the fact that he despises Sir Derek Hawthorne whom he considers a fop and complete waste of space and air. He also has little sympathy for those whom he believes is shirking their duties or “going soft”. Many detest him for his insistence on being prince Baren’s tutor in the arts of war but those who know Sir Thomas best know that it would have been a horror for him had the young man been placed under a less capable or less loyal lord. He actually does have a few close friends among the other nobles, mostly men with whom he has served during his life from the lowest ranks on up. But he is unmarried and has no children of his own, perhaps a major reason why he treats the prince in such a stern and fatherly fashion. But it is an attitude he shows most of his troops, especially those lucky enough or unlucky enough to be placed under his command at Castle Ironheart, southwest of the capital.
Robert “The Bold”
Duke of Comril
Phillip Durandin
Earl of Lieth
Baldwin Durandin
Duke of Eridor
Sir George Brimley
Duke of Westerland
Peter
Duke of Marlimber
Alan Kinkaid
Duke of Kindle
Sir Derek Hawthorne
Earl of Linth, Mayor of Rhonivin
Geography of the Realm
Comril
Lord: Phillip, Earl of Lieth (The proper ruler is in fact the Duke of Comril, Robert the Bold, but his status in the army demands that he spend much of his time on the southern border. The much younger Phillip rules both the province and his own city in the duke’s absence.)
With the most fertile expanses of farm and grazing lands to be found in Anthoria, the province of Comril enjoys the duel protections of the Dragons Teeth to the West and the other provinces of the kingdom as buffers between it and Rorin to the southeast, making it an unlikely target of the frequent raids that descend from the Ash Mountains. And the annual floods which pour down into the valley from runoff of the Deeping Lake through numerous streams and small rivers keeps the land ideal for farming all sorts of crops. With wheat as the number one food crop, corn, potatoes, melons, cabbages and turnips can always be found in abundance along with apple and peach orchards that can sometimes stretch over many square miles. Even with this idyllic setting though patrols are still heavy at least in the more settled areas of the province, owning to the proximity of both the Black Mire, at the foot of the mountains, and the Lonely Citadel to the north. On occasion monsters have been known to come out of both and cause a good bit of trouble before being beaten back but the people generally consider themselves to be more than fortunate living here. The young Earl of Lieth is considered by most to be a capable leader, though still a trifle inexperienced.
The largest citadel in the province is Hullburg castle, the home of the Duke. There are a few scattered watchtowers here and there as well, but no other fortifications of size.
Duchy of Kindle
County of Linth
Eridor
Marlimber
Westerland
The Blight:
The Cauldron:
The Charred Green:
The Darkenmoor:
The Deeping Lake: Actually more of an inland sea than a lake, this large body of water covers a little over eight thousand square miles in total. It is also home to some of the most notorious and dangerous of Anthorias aquatic denizens, most of who do not appear during the day. Many tales of fishing and trade vessels lost in its dark and foreboding waters fill the taverns of the surrounding villages on a nightly basis. And it is said that the lake’s bottom is so far from the surface that a man could drop a stone in the center of the lake and return home before it had hit the bottom.
The Gates of Doom: High in the gray stillness of the Ash Mountains, directly south of the Cauldron, lays the gates of doom. Not any actual gate, these passes and caverns form the only known way into Rorin outside of the Ramps of Steel on the border of Markaine and the black kingdom. Ceaselessly watched by unsleeping eyes on both sides of the border, the twin towers of Kar-Bartag and Kar-Manoth form the eastern and western “hinges” of the gates.
The Golden Fields: The “Breadbasket” of the nation, the golden fields stretch from the Deeping Lake in the north all the way south past Lieth and into the province of Westerland, encompassing most all the province of Comril. Numerous farms dot the countryside and patrols are heavy, making bandits and monsters rare even when they do on occasion choose to make an appearance.
Griffon Peak:
The Green Marsh:
The High Hill:
The Mere of Dead Men: Also simply known as the Dead Mere, or Dead Mire, this swamp rests in southeastern Eridor, just north of the ancient Druid site of Gar-Gamede. For years locals living in the surrounding countryside have begged the king to station a garrison here, so far to no effect. The nearest troops are in Cardoff, a day’s ride from the southern edge of the swamp.
The Mirror Lake: Stretching from Daggerfel all the way to the Blight, this lake is one of the primary food sources of the kingdom, the shoreline crowded with small hamlets and fishing villages. A common saying is that if it swims and stinks, then you can find it hanging on every fisherman’s rack here. The lake gained its name from the smooth still surface which is for the most part free of any strong current.
The Razor Fens: This huge and stinking marshland runs along the base of the Ash Mountains, between the kingdoms of Anthoria and Rorin, and covers all the land between them and the South Watch of Marlimber. Almost an area of seven thousand miles, it is famous for swallowing whole armies without a trace and few dare to get near much less venture into it. The area gets its name from the long shoots of a swamp-grass called hiken, which can slice a man open just by touching it.
The Red Mountains: Stretching from eastern Asgard, all the way along the coast of the sea of Arden and finally ending up in western Kaliden, these high, rocky peaks get their name from the famous red clay that is found throughout, giving them a reddish look when seen from a distance.
The Reaching Wood: Covering nearly half of the province of Marlimber this wood is dangerous, not only because of the unusual number of bandits and thieves that make it their home, but also because of the high number of creatures that find their way out of the Cauldron to prey on the unwary and naive who try to take the shortcut of the Wandering Trail between the East Ride and the High Road.
The Scar: During the quake of 2987 B.C.E. much of the land in central Anthoria was raised up and some of it literally sank. The devastation was widespread and near total. It is said that the quake more than anything else was also responsible for the myriad of lakes and swamps that can be found in the kingdom. The Scar itself is a series of cliffs and ravines running north to south down the center of Anthoria and is more a region that any particular feature of the land. Even today smaller earthquakes are fairly common along the central highlands with a major quake hitting every hundred years or so.
The South Watch: Originating in the Red Mountains this river meanders its way past the most hostile terrain in the kingdom, notably the areas known as the Cauldron and the Razor Fens, before disappearing into the Blight, somewhere in the sorcerer’s kingdom of Markaine. Called the South Watch because of the line of Towers and fortresses that line its northern banks, holding this river is considered vital in any invasion from Rorin.
The Troll Hills:
The Wandering Forest: Located in central Anthoria, just south of the Deeping Lake, this pine forest is the largest in the kingdom. The royal citadel of the Oakenburg sits on its southern edge. A place that is infamous for being easy to become lost in because of the levelness of the terrain and lack of any major water sources or any feature other than and endless panorama of trees, really sadistic parents often scare their children by telling them that if they do not behave they will wake up in the forest and not be able to come out again.
The Coat of Arms
In Anthoria, a person’s lineage is very important and to many of the upper classes, a person’s coat of arms or family crest says a lot about them as a person. To a knight, to go about with no Coat of Arms on their breastplate is a disgrace, marking him or her as Ronin or “lord-less” and each town or city in the realm bears the personal Coat of Arms of its ruling lord for its own. It is of such importance in fact that it has its own Guild Faction. The “Keepers of the Signet” are charged with creating, maintaining and recording all Coats of Arms used throughout Anthoria. If one wishes to have a Coat of Arms made for his or her family, they must go to the guild and apply for one to be made. The process may take months though as the applicants family tree has to be thoroughly researched and set down before the design process can even begin.
The Keepers of the signet are famous for their copious records and they have some of the best genealogists anywhere. Even so on occasion the applicant will find himself or herself being asked to return and give proof of their family heritage.
Once that is done the Keepers of the Signet and the head of the Household in question decide on what the Family’s Charge should be. This is the primary symbol of the family. For example, the King’s symbol is a lion, so a lion appears in the middle of the shield of his family crest. His colors are also the royal colors of red and blue. This is his “Charge”. They then compare it to all other Coats of Arms known to make sure they have not inadvertently copied another and if not, register it to the applicant. The entire process usually costs around five hundred gold crowns, 500gp, so not everyone can afford the luxury of such a badge of vanity. But one need not be a noble to possess one and use it. Some of the largest and most ornate Coats of Arms in existence belong to large common families who have lived in the realm for generations, adding a device or symbol to the overall Arms for each generation.
Taxes & Fees
There are some unsavory realities to daily life in any kingdom and perhaps the largest and most unpleasant reality for anyone of the lower classes is the existence of taxes and fees that cover almost every aspect of their daily life. Adventurers should also take note that some of these may also apply to them and they will be expected to pay accordingly.
The Law of the Land
“There is no room in the kingdom for the unthinking brute who can only communicate through swinging a club as in the north, nor for the pompous and inflated egos of our misguided cousins in Markaine. Anthoria is a nation of laws and those who feel themselves outside the law should never enjoy the protections of it.”
-Magistrate Garjin Kael, (Addressing the court during the trial of a notorious murderer.)
Many would argue, and not without some justification, that the Holy Church is the true judicial authority in Anthoria, whether the king acknowledges it or not. And though it legally does not have the power to condemn a man to death, many have died at the hands of the Inquisitors and the Knightly orders bound to the church’s service. It is a testament to the overall power of the church that even the king tends to turn a blind eye to such events unless they are just too grossly out in the open to overlook.
By law it is the magistrates who mete out justice in Anthoria, each one assigned to a specific district of a city or area and elected to their position by the House of Lords in Rhonivin once every five years. They in turn hire Men-at-arms who are the police of their respective districts. The highest ranking of the Men-at-Arms or Master-at-Arms is known as a Sheriff. The laws themselves are drawn up by the House of Lords and submitted for review to the House of Commons and then to the King, who decides to alter, pass or veto them as he sees fit. With the reigning Patriarch of the Church undoubtedly having a heavy hand in this process. Even the magistrates themselves cannot condemn a person to death, that power falls upon the nobility with the highest-ranking lord for a given area as the only one who can give out a death sentence. The king can order the death of anyone in the kingdom at any time, so long as he has a legal reason.
The House of Lords itself is made up of no less than thirty of the highest ranking nobles in the country, the king presides over the meetings when he can but he is not considered an actual member.
Acting as a counterbalance to some of the more radical proposals of the House of Lords is the House of Commons, which is comprised entirely of commoners, though each of those commoners can only be male and all of them own their own lands and in most cases enjoy the perks of having many servants and soldiers under them. This leads many to feel that those in the House of Commons truly do not represent the small people of the kingdom, though as in any government there are in fact a few good men who try to not let the power go to their heads. By law, enforced by the King, the House of Lords must pass any potential law through the House of Commons before it goes to the King for his signature. By tradition the House of Lords and the House of Commons sit opposite one another across a narrow path in the heart of the high assembly and the noise and shouting of these meetings can be heard in the street it is said. Though these adversarial displays are more bluster than any actual hostility between the two governing factions.
The Noble’s Right
Simply put this is the right of any noble in the kingdom of Anthoria who owns lands and properties to pass judgment on anyone found guilty of a crime within his area of control. Whether that area has an appointed magistrate or not, though most do not overturn any earlier ruling of a magistrate unless they feel sure they can prove to the king that such a ruling was not within the bounds of the law.
Laws & Severity Level
Each law listed below has a severity level attached to it, whether the crime is Capital, Severe, Average, Minor or Simple. In certain instances this level can change depending on the status of society. For any of the situations listed below, apply the appropriate modifier to the severity level of a crime committed.
Local Riot: +1
City Wide Riot: +2
Local Rebellion: +2
Widespread Rebellion: +3
Minor Disaster: +1
Major Disaster: +2
Example: Under Crimes of the 1st Order, Assault on a City Guard is an “Average” crime. During a minor disaster, say a local fire that covers several city blocks, this would increase to a “Severe” crime throughout the city. In the event of a citywide riot, assaulting a guard would be a “Capital” crime. It is up to the DM to adjust the punishments of each to match the new situation.
Punishments
The Stake: Burning at the stake is a hold-over from the old days of the kingdom that continues to survive despite several attempts from the House of Commons to end it. Typically the stake is around twelve feet in height, set into the ground, with four to five feet at the base surrounded by small logs. The upper half of the stake is also covered in grease or animal fat to keep the accused from climbing up and off the stake. The accused is led to the stake, men being bare from the chest up with women allowed a long gown, and tied at the top of the woodpile. The chest is always left free from straps or ropes however for the mercy arrow, see below. On a signal from the local constable or attending noble, guards light the wood which has been covered in pitch to get the fire going as quick and as hot as possible so that the criminal does not suffer long. Also guards keep the fire going until there is nothing but ash.
(The Mercy Arrow): Following the massacre at Pern, it is now traditional to have the best archer in the area present at these executions. Should the criminal beg for it or the assembled crowd call for it, he is free to send an arrow into the heart or head of the criminal before the flames consume them.
Hanging: The most common form of execution in the kingdom is hanging. And although there is not set in stone method for it, it is considered a failure if the criminal does not die outright. Also it is tradition that if the rope breaks as the criminal falls and they survive that they are pardoned. Since it is obvious that heaven wishes them to live.
Beheading: It’s just that, nothing fancy or overdone. A guard with a sword or axe lops off the criminal’s head. What more do you need to know?
Branding: Branding is usually reserved for thieves, rapists and the like. The accused is tied to a stake and a guard takes the red-hot iron and brands them either on the cheek or forehead. Those branded on the forehead are considered mercifully treated as the brand can be covered with a headband once the wound heals. (Note: If a character visits a member of the League of the Red Lantern for some “entertainment”, they will always insist that anything covering the head and face be removed to make sure the character does not carry the mark of a rapist. Likewise, merchants will not hire or have dealings with anyone who goes about with their face or right hand covered since the mark of a thief is on occasion branded into the right palm or forearm. This is the reason many shop keeps will insist that the characters remove their right glove or gauntlet before making a sale, it is customary though for the character to have already done so and show he or she is not branded.)
The lash: Whipping someone is a straightforward affair. Men are usually tied to a wagon wheel or a pole by their wrists and lashed across the back. Women are tied to the ground, this helps protect something of their modesty should their clothing fall away. A member of the guard wields the whip, which is always a common bullwhip. Cat-o-nine-tails were outlawed in Anthoria as a means for punishment some fifty years ago. An officer then counts off as each stroke is made. Unless some other punishment is in store, once the lashing is over with, the criminal is generally freed.
The Stocks: Stocks are simply wooden frames in which the criminal is locked for an hour, a day or however long the magistrate feels appropriate. They are designed to be uncomfortable and the prisoner is exposed to the elements but the city watch makes sure that any hazing or abuse of the prisoner by passers by doesn’t get out of hand.
Imprisonment: Imprisonment is typically not served at the local jail but in one of the two permanent prisons in the kingdom, both of which are considered places of Hard Labor, one being a quarry and copper mine, the other a silver mine. Those in prison get three meals a day. Those not sentenced to hard labor serve in lower risk jobs.
Jail: Jail time is just that. The accused is locked up in a cell, either by themselves or with several others and serves out their time waiting. Those in jail receive two meals a day.
Emasculation & Castration: As a deterrent to others planning rape, these punishments are usually carried out in public. Punishment is carried out by use of a thin wire, like a garrote, that when pulled taught can be as sharp as a razor. (You really don’t need to be told what these punishments actually are, do you?)
Fines: When a fine is levied the accused must pay the full amount in gold or else their property is auctioned off until the appropriate amount is reached. These fines can be paid at any local constabulary or Guard House, once that is done the accused is given a receipt with the signature of the receiving guard, hopefully removing the threat of the guard simply pocketing the money.
Under King Railen’s father, William III, methods of punishment and execution such as Racking, Boiling in Oil, use of a cat-o-nine-tails, drawing and quartering, and trial by fire were declared to be unjustly cruel and so were outlawed throughout the whole of Anthoria.
Warrants & Writs of Arrest:
Warrants are issued to guards and city watch to arrest an individual inside the kingdom. They can only be issued by a magistrate but once done they can be used at any time in the future. Also warrants can be copied and carried to any city, town or village in the kingdom and kept until the person is arrested. Warrants have no time limit before becoming inactive, but they are only valid inside the borders of Anthoria. Sheriffs, Magistrates, or local nobles typically issue writs of Arrest to bounty hunters in order to arrest a particular individual. Basically it is a piece of paper that gives a commoner the power to arrest someone. Writs of arrest generally have a limit of a month up to one year from the time they are given, depending on the severity of the crime committed but a writ can be carried outside Anthoria and still be legally used, at least in the view of the Anthorians.
1st Order: (Crimes Against the King and the State)
High Treason: (Capital) Death by beheading or burning. (Selling or transporting state secrets to a declared enemy. Receiving money from an enemy to cause murder or mayhem among the government.)
Murder of a State Official: (Capital) Death by hanging, burning or beheading.
Murder of a State Officer: (Capital) Death by hanging, burning or beheading.
Plotting Assassination: (Capital) Exile or Death by hanging.
Assault upon the Nobility: (Severe) 20 lashes, or a fine of 500gp plus 3 month’s imprisonment.
Assault on a Master-At-Arms: (Average) 10 lashes, or a fine of 300gp plus 1 month’s imprisonment. (Unarmed assault on any city guard or watch; armed assault would fall under attempted murder.)
Theft of Tax Revenue [Tax Evasion]: (Minor) Up to 500g: 20 lashes and 3 month’s imprisonment. Past 500gp: 50 lashes or Branding and 1 year’s imprisonment plus 200gp fine
Assuming the Powers of the State: (Average) Fine of 100gp and 10 month’s imprisonment. (Claiming to be a member of the City Watch, Guard or a person of rank, i.e a noble.)
2nd Order: (Crimes Against the Holy Church)
*Sacrilege of the Church: Excommunication (No punishment meted by the State.)
*Heresy: Excommunication or death (No punishment meted by the State.)
Destruction of Church Property: (Minor) 50gp fine plus value of property destroyed, plus 5 days in jail.
Assault on a Member of the Clergy: (Average) 50gp fine plus 7 days in jail.
Theft of Church Property: (Minor) 100gp plus property value stolen in fines, plus 1 month in jail. (This includes theft of tithes and offerings.)
*Some believe that these are crimes the church cannot punish for toward those not in the church already, but these people ignore the fact that often the Church has operated outside the King’s law in such matters. Over the centuries many people have been burned at the stake for these crimes and the state has done nothing about it. And besides this the Church has handed out the death penalty for such seemingly minor offenses as women wearing a mans clothing and so forth. Like any large governing body, the church has corruption in it. And yet it would be foolhardy and stupid to assume that everyone in the church is corrupt. Just like a government it has many good people who would not dream of hurting anyone and it has many evil people, who use their position and power to bully others around them. As a point of fact there are more good people than evil in the holy church but it is a sad commentary toward human nature that is the evil that gets all the attention.
3rd Order: (Crimes Against the Citizenry)
Murder Without Cause: (Severe) Death by hanging, burning, or Life imprisonment.
Attempted Murder: (Severe) 500gp fine plus 30 lashes and 5 years imprisonment.
Murder in Defense of Self or Another: (Average) 50gp fine plus surrendering of Weapon for 7 days while investigation is taking place.
Unlawful Imprisonment: (Severe) 1 day in Stocks plus 300gp fine or 5 months imprisonment. (Holding someone against their will without having the government given power to do so. Note that bounty hunters who capture someone without a Writ of Arrest can be charged with this.)
Rape: (Severe) 500gp fine and Branding, or 25 lashes plus 6 months imprisonment. (Rape of a noblewoman: Branding, Castration and six months imprisonment.)
Sodomy: (Severe) 500gp fine and emasculation plus 10 lashes and 6 months imprisonment. (“Same-Sex partnerships” are not recognized in Anthoria and the Church considers such to be against all natural laws.)
Assault: (Average) 50gp fine and 3 days in jail.
Public Lewdness: (Simple) 5gp fine. Repeat offense 10gp fine plus one day in stocks or jail. (Removing ones clothes in public.)
Public Drunkenness: (Simple) 10gp fine. Repeat offense 15gp fine plus three days in jail.
Disturbance: (Simple) 5gp fine.
Littering: (Simple) 1gp fine.
Blocking a City Street: (Simple) 1gp fine.
Interference with a City Officer: (Simple) 1 night in jail, plus a 5g fine.
4th Order: (Crimes Against Property)
Arson (Leading to Death): (Capital) Death by Burning or 5,000gp fine plus 10 years imprisonment.
Arson (Leading only to Property Damage): (Severe) 500gp fine plus 3x value of property destroyed as well as 1 year’s imprisonment.
Destruction of Property: (Minor) 50gp fine plus 2x value of property destroyed.
Theft of Property: (Minor) 50gp plus 2x value of stolen property in fines plus restitution to owner for 2x value of property.
Counterfeiting: (Average) 100gp fine plus three months in jail.
Possession of Stolen Property: (Minor) 50gp fine.
Disrespecting a Public Monument: (Minor) 10gp fine.
Bear in mind that these punishments are the absolute maximum allowed under the King’s law and may or may not be imposed by the magistrate according to the merits of each individual case. Also these are “per count”, and multiple counts can stack them accordingly. Most of the magistrates in Anthoria consider these to be “worst case scenarios” and judge accordingly. The stocks are primarily only used when the local jail is full. When all is said and done however the Anthorians would much rather have your gold than yet another unwashed and foul smelling prisoner. Some of the punishments might seem kind of lenient, especially in the area of fines, but remember these can be huge amounts to a person who might make about 10gp a month at their jobs, if even that. Anthoria in fact has the heaviest system of fines and compensation of any nation in the West.
Those who cannot pay their fines are almost always sentenced to some jail time, until it is determined that they have learned their lesson. Also whatever property they have is sold off until the amount reached equals the original fine as close as possible.
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