Arcadia: A Neverwinter Nights 2 campaign

Religion, Magic, and Laws

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Church of Simulacrum


Practically every human in Arcadia worships the gods Delleran and Yestreigh. They are commonly referred to as the Brothers, with Delleran being viewed as the stronger of the two. Anyone who does not comform to the Hallowed Writ is cast out of society or executed for being a heretic. Elves are the exception because their views are still similar, and humans do not want to start a war with valuable trading partners. The elves believe Delleran and Yestreigh are a single entity who presents itself as two people. Many missionaries are sent to the elven island to try and convert them to mainstream beliefs, however.

The Church is led by a Pope, who is chosen by an archangel when the Brothers feel it is time for a new church leader. The Pope councils the leaders of the human realms. The rulers of Aurun, Celestia, and Edenia are also chose similarly since the Brothers do not have much faith in human choice since the Holy War. Under the Pope are three bishops who preside over the three human capitols' churches. Serving under the bishops are priests who handle the local church affairs, and they are served by acolytes who deal with mundane church tasks. The church in Arcadia holds regular services, but the times are different between the human territories. In Celestia, they are held on the first day of the week; in Aurun they are held on the seventh (last) day of the week; and in Edenia they are held on the fourth day of the week. It is not known whether elves hold regular services, and gnomes typically follow human traditions. On these days of worship, however, no work other than what is necessary is allowed, even in the farms of Edenia. It is supposed to be a day of reflection and worship towards the Brothers, and there are to be few distractions. Failure to follow this decree results in a heavy fine.

Clerics, out of tradition, pick one of the Brother's domains to concentrate on. Delleran's domains are death, desctruction, fire, strength, war, earth, magic, and sun. Yestreigh has the domains of air, animal, healing, knowledge, plant, protection, travel, and water. The domain of Good is the only one thought to be shared by both. Females are allowed to become clerics, however they must concentrate on Yestreigh's domains, specifically healing. The domains of Delleran are forbidden to females and any female cleric attempting to learn them is excommunicated from the church. Outside of clerics, females are not allowed to join a position in the church.

The Hallowed Writ vaguely mentions that the heavens are made up of two planes. The first plane is where devout worhsippers go when they die and is a place of eternal bliss close to the Brothers. The second plane is where the Brothers and their angelic host reside, able to look down on the first plane and the material plane. Among the second plane there are two types of angels. The first group is called Archons, which tend to take on beastly or immaterial forms. The second group is called the Archangels, and tend to take on human form. There is no real plane of torment for the wicked, although it is believed a plane exists that is the home of demons.  The wicked are said to be forced to live out their existence in undeath, never allowed to go far beyond where they were killed or buried. Many of these undead creatures are forced into the service of a demon, others are manipulated by powerful necromancers, pale masters, and warlocks. The undead can be saved however if their soul is willing and the body destroyed using holy water, their remains then blessed by a powerful cleric. Delleran then decides if they are worthy or not of acceptance into the celestial plane. Is it extremely rare for this to happen though as most undead are destroyed outright by clerics. 

Magic


Magic is still somewhat of a mystery to Arcadians despite the passage of time, although the scientists and mages of Aurun are making advances in understanding it. Besides normal arcane magic it is known there are two types that branch off of it: positive and negative. Positive energy magic is viewed as being related to divine magic, while negative energy magic is typically what is used by demons and corrupt individuals like necromancers. Magic is deemed acceptible to learn because it is viewed as a gift from the Brothers to aid the unblessed. Those born with an innate ability to use magic are viewed as not to be trusted and kept under close watch. Arcane magic is not viewed as powered directly by the Brothers, so those born with the ability to control it are not viewed as blessed, unlike those born with divine magic. Despite the name, divine magic isn't really regarded as magic at all, but a manipulation of a small part of the Brothers' divine essence. Most wizards and sorcerers attend an academy that focuses on a particular school of magic, although necromancy is forbidden. Wizardry and sorcery schools are usually more liberal than church academies and allow females to study any field of magic, except necromancy.

Warlocks are a special case and somewhat of a mystery even after so many years of existence.  They show the natural aptitude of a sorceror, but seem to have a greater innate grasp of magic.  Their "invocations," as they are called, are generally regarded as being a derivative of negative magic, drawn from the power of the plane the demons reside in.  As such, most warlocks are lumped together with necromancers and pale masters and rightfully so as many use their magic for nefarious purposes, and there are very rare instances of so-called good warlocks.

Alchemy is a science related to magic that was perfected by the gnomes and passed on to the humans and elves. At its core, alchemy is the study and creation of magical potions. Certain ingredients are combined and either produce a magical effect themselves or are enchanted after being combined. In recent years, however, there is rumor of a technique that has developed in the capitol city of Aurun that allows an alchemist to transform minerals into gold. Many scientists scoff at the thought, saying that if it was true evidence would have presented itself of its use already.

Global Laws

The only global law is church law, which is restated here.  All fines paid to the church are used to help the less fortunate or pay church expenses:

1.  Females may only join the church as clerics and learn the domains and teachings of Yestreigh.  Penalty for breaking this law is typically a fine and excommunication.

2. On the day of worship no unnecessary work must be done once church service is concluded.  Penalties for breaking this rule will result in a fine.

3.  Necromancy is forbidden.  Anyone found practicing it will be fined and kept in prison to be converted.  On failure of conversion and repentance the necromancer is burned alive at the stake.

4.  Anyone convicted of being a warlock must undergo purification and re-education or be burned alive at the stake.

5.  Heresy and failure to perform church duties is punishable by fines and a prison sentence.  On failure of repentance after the jail sentence the offender is burned alive at the stake.

6.  Failing to give proper tithes during church service is punishable by a fine greater than the tithe.  Repeatedly not tithing will result in a jail sentence and confiscation of all assets by the church.  The assets will be sold and invested into charities or church expenses.

 Regional Laws
 
There are numerous local laws so they will be generalized here.  Common to all kingdoms the following is illegal:  Bribing a church or government official, burglary, mugging, tax evasion, murder, slandering the king and nobles, and libel against the king and nobles.  What varies is the punishment for these crimes.  All exiles are sent off in groups under guarded escort until they get to edge of the Halo of Fire, and then are sent on their own.  Any exiles caught returning are captured, flogged, and then hanged.  As one can expect, prisoner trains are as common as merchant caravans in Arcadia.
 
Most crimes result in trials.  However, these trials are presided over by a judge (sometimes a lord or even the king) who makes the final call.  There are no juries of peers.  Trials usually end up being a formality as most criminals are presumed guilty until proven innocent, which almost never happens.
 
Aurun:  In Aurun, most crimes are payed off by labor as recompense to the victim in addition to returning the stolen items- if possible.  For example, if a blacksmith's tools or finished works are stolen, the criminal must become an apprentice of the blacksmith until the value of the stolen goods is paid off.  If a home is burglarized, the criminal must become a servant until the value of the items are paid off.  As a result, Aurun has few jails save for offenders of Church law.
 
Murder is handled differently, however.  If the victim has living relatives they can demand a public execution or duel (with witnesses).  Otherwise the murderer is exiled to beyond the Halo of Fire.  There are no extradition laws in Aurun so these rules apply to foreigners as well, penalties and all.  This causes quite a bit of strife with Celestia, Edenia, and even the elves.
 
Celestia:  Crime is rare in Celestia for a very good reason.  Even something as petty as stealing a single grape will result in an extremely heavy fine, a public flogging, and prison time until the fine is paid off.  If the fine is not able to be paid off, the criminal will be sent to the Arena to die in combat.  Needless to say, most fines are not able to be paid off.  Foreigners are usually thrown in jail to await soldiers from their kingdom to take them home for further punishment.  If no escort comes, the prisoner rots in jail or is sent to the Arena.  Few prisoners are ever extradited.  Murderers are publically executed, usually by beheading.
 
Edenia:  Most laws in Edenia are left up to the local lords to create and enforce.  There are some kingdom-wide laws, however.  Laws broken in another lord's territory will result in the criminal facing local punishment there and then sent back to his own village as a slave to his own lord.  What would result in jail sentences in other kingdoms usually meets with this result in Edenia.  Foreigners are usually put in chains and shipped back to their kingdom to await punishment there.  Murderers are publically executed, usually by an archery squad for target practice.