How to be Mosquito Free

How to be Mosquito Free

by Rabbit

So you’ve made it to Ilveresh and are all set to do some hero stuff, but the mosquitoes are getting you down? Here’s some ways to keep yourself mosquito free, tried and true from the deeper parts of the swamp. There are amazon.com links attached for all of the different repellent methods you can purchase.

Bug Spray

The traditional. This is what a majority of our players use. All of it is helpful. In practice, anything that advertises itself as deep woods, backwoods, or sportsmen works better. A higher deet content is usually better than a lower one. 25% to 45% seems to be the sweet spot. A couple of quick notes about deet. First, if you hunt for it, you can find spray with high levels of deet (90% -100%) It does not work as well as you think it would. It also burns more than you’ll want it too. Second, deet does not get along with prosthetics like latex ears and nail polish. Deet will slowly melt away both of those.

There are some other things worth mentioning about bug spray. Just because you spray yourself down doesn’t mean all the spray will stick to you evenly. That’s okay. Make sure to get the back of your shoulders, forearms, and head. This goes double for my fellow balding men. A trick I like to use is to spray a lot in my hands, then use that to rub around my ears and face. There’s nothing worse than a mosquito buzzing around your head. 

Also, you will sweat your bug spray off. It’s just something to be aware of. You can fight a bunch, then go reapply your bug spray, then go fight a bunch, then go reapply your bug spray again. Live that cycle. If your cool with it, we’re cool with it.

You should be able to find bug spray just about anywhere you look for it.

Bug Lotion

A must have for the deep woods ranger types. It’s a simple lotion, like sunscreen, with 35% deet. As a lotion, it gives a more even coverage than a spray. Put on a good layer before you garb up. Make sure to get around the ears. It’s easy to find at any camping store in the area.

Permethrin

This stuff is great. It is meant as a treatment for clothes and it works wonders. You can find it in camping stores and department stores. Not only does it keep mosquitoes away from your clothes, it’ll repel other bugs too. Surely a bonus with ticks around. Find a dry day before the season and spray your garb down. Let it air dry for a while. It’ll last you the entire season.

Garlic Pills

Garlic Pills are a commitment. They’re easy to find at any department store in the vitamins section. To be effective, you’ll need to take about four per day during the event. They’ll smell, then you’ll smell as garlic oozes out of your pores. You’ll feel a little greasy, but hey, if it works on vampires, it’ll work on mosquitoes.

Garb Choices

This one is largely a character choice. If it’s not the way you want to go, ignore it. That said, the less open skin mosquitoes have, the harder it is for them to get at you. They will still make a successful go of it. Thicker fabrics are better than thin ones. This is also easier in the colder months. Sometimes we still have mosquitoes in winter.

Actions During Play

There’s not a lot you can do to avoid the mosquitoes without aid. One thing that does help a bit is to keep moving. You’re quite the buffet when you stand still. Activity can make it hard for the buggers to stay with you and take your mind off them.

Camping Tricks

For those who are camping on field, it’s good to keep air circulating on you while sleeping. This will deter mosquitoes by making it hard for them to land on you. A little camping fan that is blowing on your face will do just the trick. Also, some mosquito netting inside a tent or car can go a long way if you can rig it up. 

This should help get you past the mosquitoes and back to adventuring and drinking to your health. Just make friends with the mud and you’ll be right at home in the swamp. If there are any methods that you know of to thwart mosquitoes that are not mentioned here, please share them. Be a hero. Everyone hates mosquitoes.

Tags

January 2018 BOD Meeting

Below you will find the Agenda and Minutes for the 2018 January Board of Directors meeting. Additionally an updated rulebook was passed threw the meeting, the changes were to include an updated format of the skills chart.  

BOD Meeting.jpg

Thanks to Breather for making this photo available freely on Unsplash

CBD Staff Position Open

Hello everyone!

I'm looking for some fine folk who might be interested in joining the CBD Staff. It involves long hours of number crunching, sitting in a parking lot while someone tells you an elaborate backstory that you don't care about, and genuinely not having much clue as to what the hell is going on around you.

Really though, looking for people who are;

  • Good at spreadsheets
  • Have extra time to sit and work 8-10 hours between events on just character sheets. 
  • Discreet, and able to keep all the secrets under their hats.
  • Have a working computer
  • Are not currently on another staff
  • Are not looking to pursue another position either in K1 or with KGE
  • Are concerned about the growth of the game play, not the business

Look this isn't a glamorous job, it's really boring and has number crunching potential. You do get to weigh in on important decisions and whatnot but for the most part, it's a bunch of stress trying to get things done!

IF YOU ARE INTERESTED!

Please email some type of resume to the cbd at cbd@kanar.org

 --  CBD 1st Matty


Photo by Finn Hackshaw on Unsplash

Module Writing 101

Module Writing 101

By Craig Jarvis

1. Name the module

This is one of the more important steps in the creative process. The name allows you to discuss the project with others, and helps solidify the concept and story behind the module in your mind.

2. Date to run and module length

Can this module run at any day and time? Does it run best during the day, or does it require the gloom of twilight for the full effect. Can you run it in snow, or rain, or temperatures in the low nineties? Will the NPCs need extra time to prep garb and makeup? Will you need time and helpers to dress the module area, and run rope walls, or (my preferred method) black plastic walls? Pick the ideal time, but be ready to run whenever the GMs decide.

3. Synopsis

Jot down the central theme, the key NPCs, what they want, and why. Try to fit it all in one paragraph. We’ll expand on it later. If there is a VITAL player, skill, prop or idea, without which the module falls apart, mention it here. In bold italicized text if necessary.

4. Hook

How will the PCs get involved? Will an NPC run into town asking for help, or will he stroll into town seeking to hire a handful of able adventurers? Will the hook appear in the Quill, or will the module marshal just walk across the field, teleporting PCs into the dungeon? The Hook will help define how many players you want, and should give a hint at the power level of the module. A farmer’s wife begging for aid against the kobold in her barn can be an intro to a newbie module for two to four players. A wealthy landowner trying to hire six warriors to clear orcs and goblins out of his hunting lodge might be a mid level module. The Prince’s Spymaster issuing orders to the nobles to assemble a fast moving party of eight heartless and merciless killers to “handle” a problem with an ogre tribe and its new Ogre Magi chieftain… not a low-level module.

5. Linear vs. non-linear

A linear module moves from one room to the next in sequence. It is usually simple and straight-forward. The module marshal can set up the first one to three encounters in order, depending on the number of NPCs available, and as NPC are defeated or bypassed they report back to the marshal or his assistants, to set up the following encounters.  The main branch can have side rooms and forks, but there is only one “correct” path from beginning to end.

A non-linear module is more free-form, requires more prep, but can be much more fun for the PCs. A one-day in which the PCs start in a “ruined town”, and have to find the rare flowers somewhere within the nearest 40 acres. Scatter roleplaying clues around the land, a hermit in the “abandoned elven village” that knows the flowers grow near a hidden shrine. A band of goblins of the “missing teeth tribe” that avoid a cursed spring to the north. You know the flowers are in Trapper’s Camp, guarded by a chimera, a pit trap, and a Potion of Curse that must be drunk to safely pick the flowers.

6. Number of encounters

How long do you expect to entertain the PCs? Even a short module takes time to set-up, collect NPCs, herd PCs, and run the encounters. Count everything as an encounter. Each set of NPCs, each trap, puzzle, or “skill check”. I recommend against delineating roleplaying/combat encounters. Every encounter is a roleplaying encounter. Even mindless undead and giant slugs should roleplay their hearts out. My wildly inaccurate rule of thumb is that each encounter will take about five minutes. That being said, I’ve planned long combats with multiple waves of NPCs get steamrolled in under a minute, and I’ve had a thirty second conversation before the “boss encounter” last over an hour. Be flexible.

7. NPC Stats and briefing info

Give your NPCs as much information as they can handle. Even the tenth wave of level 1 skeletons should have something special about them. Give one a pronounced limb because his buddy is wielding his foot. Keeping the module fun for the NPCs is just as important as entertaining the PCs. I follow a condensed NPC info format.

NPC name, NPC level, class or type, Body, Armor, Damage
Special Attacks, Defenses or Abilities
Description and Roleplaying Notes

For instance:

Bazagdula, 10th level Orc Warrior, BP: 60, AP: As worn, Damage: 5/5 or weapon +3
Critical Parry Shortsword Rt Hand, Critical Parry Shortsword Left Hand, Resist Charm x2, All Unit Tactics

You wear platemail armor, and bear many scars from early childhood to now. You are a Warlord like few seen in ten generations. You speak with command and authority. You are more concerned with winning the war than with winning individual battles. You are not afraid to sacrifice troop for a victory, but each death hurts the Cause. If overwhelmed, fall back and regroup. Your life is to be protected at all costs. 

8. Props and Rewards

A couple of nice props can make a world of difference. Make or buy your props weeks in advance. If you don’t have time to find the rare magic flowers yourself, delegate to an assistant. Give them a few bucks and tell them to get anything that looks like a flower from the dollar store. (Take your receipt to the TM, GM or the BOD) Spruce up an old boffer with red tape for Bazagdula’s favorite sword. Steal a 4x4 from another house and use it as the balance beam trap. Get NPCs to play non-vital decorations, tables, chairs, desks, a fallen chandelier, stalagmites. Trust your assistants to perform last minute set dressing. 

Figure out what the PCs can gain from this module. Will the monsters have coins in their pouches, or in a small stash at the end of the encounter, or no? Are there cool magic items, or rare and valuable objects d’art? Potions, scrolls, alchemies, toxins, armor, herbs, weird stuff? If your loot needs tags, get your tag list to the Econ Marshal well in advance. If the “loot” is intangible, make sure the PCs know that. If the reward is a boon from the local noble, a rich merchant, or a poor hermit with some obscure knowledge, write a thank you note to the PC from that person.

9. Skills

Grab a rulebook, turn to the skill tables. Look back over your module. List EVERY skill that might be useful in identifying or explaining something in the module. Racial Lore: Kobold for the farmer’s wife module. Orc and Goblin Languages for the Hunting Lodge, plus Terrain Lore: Forest and Wilderness Survival. Heraldry: Human, Forgery, Scribe, and Urban Lore: Yardsmith for the Spymaster, Culture Lore: Orges, Read Magic, Mystic Rune, Symbol Lore and Planar Lore: Negative for the Ogres and Ogre Magi. Flora Lore and Terrain Lore: Swamp for the rare flowers, Alchemy 8 for the Potion of Curse, Terrain Lore: Mountains OR Subterranean for the Chimera, and Locate Trap 3 for the pit. 

Write Most-but-not-All of the Skill Info down on a one page briefing sheet. Give it to the PCs and tell them, “If you have the appropriate Skills, you will know this stuff when you see the <kobold, orcs, goblins, Lodge, Spymaster, ogres, ogre magi being played by Travis, bright purple plastic flower>.” Save one or two pieces of info for explanations on-the-fly. “Also, if you have Mystic Runes you realize that the Ogre Magi’s armor is useless against cold and water spells.” “If you have bardic ability you’ve heard rumor that the Chimera’s lion and goat heads will pause if they hear a lullaby.

10. Follow up encounters and after action report

Your module write-up is not complete until the module has been run, and you’ve written the last section… what happened? Were the PCs successful? Did any of the NPCs escape? Did any of the loot get missed or left behind? Is there a follow up module? Include the names of the PCs that went, what they did, in general, and how well they performed. This will help you and the GMs for future encounters and modules

Kanar On A Budget

Kanar on a Budget by Craig Jarvis

So you would like to play Kanar, but money is tight.

You've got time, but gas is expensive, food is expensive, yearly dues are expensive, and the monthly event fee is expensive.

However, I have some suggestions.
 
Gas:

Car Pool. Make friends, talk to people, find out who is coming near your house, and who is going back that way. Ask questions and do the math on gas mileage and your share of the fuel cost. No need to be rude, but be honest and fair with them. If it's 60 miles and they are driving a Sentra that gets 30mpg, they are using 2 gallons of fuel, and you owe them the cost of one.

Food:

Pack a lunch. In fact, pack six. Friday night, Saturday breakfast, lunch, and dinner, and Sunday breakfast and lunch. These are meals you would have eaten at home anyway, so the cost is the same whether you eat them in a swamp or in your living room. Fill a milk jug with water or lemonade and use it. If you need some variety, go to the Inn and barter some labor for some food. The Inn always needs labor. If they don't need you right then, ask the townsfolk if they need firewood, raking, cleaning, anything for enough coin to buy a meal.

Yearly dues:

If you can't afford $20 once a year, Kanar might not be right for you.

Monthly Event Fee:

$20 can be easy to come by, or easy for which to barter. Make friends, meet people. Find someone that desperately needs two hours worth of unskilled labor, for which they will pay you ten dollars/hr. Be awesome and entertaining, and the slightly more fortunate will pay just for the joy of your company. Offer to dig a trench, collect firewood before, after or during the event, repair a wall, fix a shirt, transcribe lyrics, dig out a fire pit, haul six inch diameter deadfall to Tim's Fort...

And if all of that fails, volunteer to play an NPC for the entire event. As long as the GM knows before 5pm on Friday, the GM can waive your event fee.

Cost breakdown:

A three-day event lasts 48 hours. Let's assume you are a die-hard Kanerd and can magically sleep for eight hours on Friday and Saturday. The remaining 32 hours of non-stop immersive roleplaying splendor costs you twenty dollars, or roughly $0.62 per hour of entertainment.

 

Originally posted in the Kanar Facebook Group.

 

Winter Feast Photos

New Player Checklist

To help streamline the process for new players our staff have created a Checklist for you to complete when you arrive on field for the first time. Please read and print the below document to help us help you when you come to the lands!

IG: Announcement From the Feast 2017

Citizens of this fine land,

Given the unique challenges facing our nation, from common brigandry to magical plagues to wars with beings from other realms of existence, a new path must be forged by the people, their leaders, and Our Crown.

Reports have reached Us that Our royal uncles and cousins in Narrdmyr have been killed in various treacherous ways. Our heart is heavy with sadness that Our once prosperous and well-loved family has been laid low through betrayal on and off the field of battle.

Our own father's death in battle against the vile Shadowed Men pains Us still. But it is for his compassion and bravery in the face of horrid deceit and faithless lords that Our father will be remembered. A new course of compassion and bravery must be wrought for our nation, in the mold of Our father, His father, and all of the Lines of Belthshazarr, Del Ray, and Narrdmyr.

With this in mind, I, Daffyd Alekzander Belthshazarr, the First of My Name, do proclaim myself King of the Kingdom of Novashan, to rule over Our loyal citizens with benevolence, courage, and unwavering vigilance. 

Open GM Staff Position

Karigan GM 2nd is looking for someone to join Game Master Staff as a 3rd. Anyone is welcome to inquire after the position, you need simply send her a message to get the conversation started.

Hello friends!

This is an assistant position primarily to myself, and there are a few qualities I am looking for, in order for you to be considered.

First and foremost, there is a lot of work involved in being on GM staff. Imagine how much work you think it involves and at least double it. Now double it again, because there is work for during events and between events. 

This unfortunately means you also won't be playing your character very often. Personal plots will all have to be set aside (as I won't allow you to participate in a plot you are aware of the specifics to, everyone else's plots takes priority over a GM's, and you should be working ya lazy bum). This position is for someone who wants to personally dedicate a lot of time to help the game flourish and improve.

Secondly, as a result of the amount of work needed, you must attend every event. The simplest statement with heaviest weight. If you cannot commit to attend every event, then you're wasting my time and you're wasting the player's time. I need someone who is dedicated, even if that ends up being for just a year.

A third thing I'd like to mention is the GM Staff has specific goals; things we wish to accomplish OOG to improve the long term playability of Kanar. While I'm not looking for a carbon copy of priorities, there are things that are more important than others - again, for the long term playability of the game. I'll be looking for someone who shares similar priorities so what we're working on now can be completed promptly.

And the last thing, there are some minor perks to being on the GM Staff, but ultimately it doesn't make up for the work load. I won't sugar coat anything to make the position more appealing, and I expect those that consider it to at least have an idea of what they're agreeing to (after we talk one on one).

That being said, the position is rewarding, and there are a lot of great things that will be taking place in the future that you can claim credit for! ;)

Feel free to email me at kanargm@gmail.com (with subject "Karigan"), or FB message me.


Photo by Finn Hackshaw on Unsplash

Announcement from the GM

Hello Players,

The Game Master staff (GMs) would like to put out a few reminders / notices as the new season approaches!

First to be brought up is Meta-Gaming. 

Meta-Gaming is defined as the use of out-of-game (OOG) knowledge to effect in-game (IG) events, the conscious spreading of false information OOG to affect IG events and / or for IG benefit. This includes, but is not limited to, coins, tagged items, the interactions of characters during times other than KGE sanctioned events, and / or the granting of titles or privileges for characters during times other than KGE sanctioned events. This includes OOG areas, during game time.

An example of this would be to ask a NPC the prince’s age after having read a thread on Facebook.

Secondly, Tags!

There is a box for used tags at the check-in shed in the parking lot. When you use a potion, scrolls, a weapon breaks, armor is used up, anything like that at all, the tag needs to be turned in. You can also give used tags to GMs. 

In order for your Character (PC) to use or carry any item requiring a tag, you must have both a physical representation (Phys Rep) and an item tag. If the Phys Rep is lost or taken, and there is no item tag to be found on you, then the item is still considered lost / stolen by a theif.

Read the previous paragraph again. ^ Carry your tags and phys reps.

Items that a PC or Non Player Character (NPC) could not physically carry cannot be stolen, such as a horse, etc. Armor worn by a PC cannot be stolen unless physically removed. Armor tags, excluding the amount currently worn, are considered lost if stolen.

If a tag is lost and there is no phys rep, the item is lost forever. If a PC still has their phys rep, but the tag is lost, they may get the tag back, depending on the circumstances. 

Next Up, playing your character and NPCing…

You may not play more than one character per event. Exceptions to this rule shall be put in writing and shall be approved by 2/3 of the KGSOM (GM1, PM1, or CBD1) before 5pm of the first day of an event.

If a player is issued a NPC tag, item, coin, garb, weapons, etc, it must be returned to the staff at the completion of the encounter. XP is not earned for NPCing / NPCs that are not approved by the GMs.

A Dedicated NPC (DNPC) must sign up at least one day before an event is scheduled to begin. You can email the applicable staff at the following: GM: kanargm@gmail.com, PM: pm@kanar.org, or CBD: cbd@kanar.org. Applicable staff must then grant their approval, and it is first come first serve / by need basis. Players must be available for no less than 20 hours (100 for weeklong) of the event they sign up for, to qualify. Players assigned as DNPC may only play their PC with applicable staff approval. 

NPC Troop is separate from DNPC. Troop allows a player to only NPC in exchange for the event fee being waived. There is no minimum time requirement, but a player cannot play their PC. Normal daily XP is not gained, but XP is still earned as normal (up to 10 XP per day for each day of the event). 

Questions may be posted and clarification will be provided by GSOM. Other replies will be deleted to avoid misinformation.

Kanar Photoshoot Part 2

Combat and roleplaying photos from photography events held on field outside of normal gameplay. All PC and NPC volunteers pictured are actual Kanar members wearing their own garb and kit.

Photography by Douglas William Photography ™
All rights reserved, images licensed to KGE
www.DouglasWilliam.photo
© 2017 Douglas William Photography

Tags

Mystic Quill Advice

So you want to write a Mystic Quill Article

By Kaitlin Bereczky (Mystic Quill Editor)

Part 1 - What goes in the Mystic Quill

So you’ve seen me posting about needing Mystic Quill articles and you’d like to submit something to help. Great! “But Kaitlin, I don’t know what to write for an article, what do I do?” Don’t worry Billy, I’ll help you figure out what to write, then you’ll be submitting articles like a fiend!

There are 5 sections to the Mystic Quill:

Local News - This depicts news from Ilveresh and surrounding towns. Crossroads, Brenn, and even Hallot are local news. I would go as far to say as the barrony, but that might not necessarily be the case depending on how far away the town is. News from South Bay, though fairly close, might be considered Novashan news

Novashan and World News - This is news from outside walking distance of Ilveresh. Parts of the barrony would be considered Novashan news. Things well outside the barrony, like in other kingdoms or far to the other sides of the peninsula. Barron Bear’s barrony would fall into this category.

From Our Readers - Everyone likes a little bit of gossip, and this is where it goes. Opinion pieces, periodicals, short stories, poems, works of art, and even our tarot card readings go in this section. It can be very broad and is usually the easiest to write for.

Help Wanted - This is a great place to put hooks for your plots, or if your character is looking for any assistance. Most articles submitted here (and some articles in the rest of the Quill) will have a note in the OOC section on who to follow up with if you want people to investigate with the article title and your name. If you do not want follow up with your ad please SPECIFY IN YOUR EMAIL.

OOC (Out-of-Character) - This section is for any news that is related to Kanar but not necessarily relevant to on field activity. This is where names of those who you can contact for follow up for articles go, board meetings, scheduled events like the road cleanup, PM announcements, and other staff news goes.

Part 2 - What to write

It’s pretty normal to not know what to write about at first. Some people like to write about their first hand experience, while some write from a different perspective. This can get tricky either way.

Write for your plot - If you are writing an article for your plot, give just enough information that players need to get interested in the plot and want to seek out more. For example: “A hunting party found a burnt encampment in the woods just south of Crossroads. No weapons were found, but tracks led farther into the forest and bones scattered and broken at the site have Crossroads Town Guards believing it was a band of orcs.” The players can then follow up with Crossroads Town Guard, knowing from the article that they will need tracking for sure, possibly urban lore, and maybe woodland terrain lore.

Write what your character knows - If you are writing for news that your character heard in town, then you can write the article as your character if you believe it should be public knowledge. If it is not something your character would feel safe telling to a confidential source, do not submit it as your character (or do, if you wish to start a little drama) because the GMs use the Quill as much as the players do and they can use this to mess with you a little, which could be fun or frustrating. You can always choose to submit an article anonymously or under a fake name.

Write a poem - Why not?

Submit a drawing or recipe, a short story, a first hand experience, or news of your adventure that was worth sharing.

Submit an ad for your armor or weapon smithing, an invitation to visit your camp, or a notice that you’re always up for an adventure!

DO NOT SUBMIT ARTICLES FOR THINGS HEARD OFF FIELD. If you heard it at a party, don’t write an article for it. If you heard it in the parking lot, don’t write an article for it. This is meta gaming, and though it may have good intentions, it is forbidden in our game. If you believe an article should be written about something you did hear out of game, consult the GM staff or me and we will decide if it is appropriate to submit.

Part 3 - How to write

I’m gonna grammar this up a little just so you can help me out, so deal with me for a minute. The choice of view of the author is very important when writing articles.

First person - This is mostly for articles that belong in the “From our readers” section. First person is written with “I” and “me” pronouns. You don’t read the newspaper in first person, so don’t write news in first person (please).

Second person - Second person should be used very sparingly. It is mostly for articles that are instruction pieces. “You” is the main pronoun used for second person.

Third person - They, them, he, hers pronouns. This is generally what news articles are written in. This is best for doing most things in the Quill that are in the local or world news categories. It sounds the most professional.

Part 4 - Conclusion

What goes into the Quill? Almost anything. If you think your article isn’t good enough, if it has spelling or grammar errors, or if it lacks content, it won't necessarily be excluded. I (Mystic Quill Editor) reserve the right to exclude articles if they aren’t relevant, are meta gaming, or don’t have the space to fit them in that month. But I will work to include the article even if it needs just a little tweeking.

Enjoy writing your article. If it stresses you out (and believe me I KNOW how that can be) then send me a message and ask for help. If you have an idea I’m very good at coming up with content.

The Mystic Quill is printed for the benefit of all our players. Thank you for your time, effort, and interest in helping build and strengthen our game.


Kanar Photoshoot Part 1

The bellow photos were taken by Pixie Light Photography during a dedicated photography day upon our field of play with actual members in their own garb, a few members volunteered to be made up as NPC's for combat.

You can view more of their work on their website and their Facebook page.

Tags

IG: Laws of the Land

Laws of King Daffyd the 1st of the Kingdom of Novashan

Last Updated December 2022

Be it decreed that every freeman shall affirm by oath and compact that he shall be loyal to the King both within and without Novashan, that he will preserve with him his lands and honor with all fidelity and defend him against his enemies.  Moreover, that all men I have brought with me, or who have come after me, shall dwell in quiet.  Every man who wishes to be considered a freeman shall be in pledge so that his surety shall hold him and hand him over to court justice under compurgation if he shall offend in any way.  And if any such shall escape, let his sureties clear themselves of any complicity in the escape.  Let recourse be had to the hundred and shire courts as our predecessors decreed.

Be it known to all and singular that in the eyes of the Crown of the Kingdom of Novashan, its law and its enforcers, people shall fall into one of (6) categories.

  • Peasants – Not registered with a town, guild or household (no rights).

  • Low commoner – Registered with a town (The town in question will provide a barrister for court procedures).

  • High commoner – Registered with a household (The House Lord in question will provide a barrister for court procedures) or registered with a standing guild (The Guild Master will provide a barrister for court procedures) or in the case of a page, armiger or squire (A Knight of the Scepter or a recognized Knight of the Kingdom will provide a barrister for court procedures).
    Knights – will be able to act as their own barrister for court procedures.

  • Nobility/Peerage – will provide their own barrister for court procedures.

  • Royalty – will provide their own barrister for court procedures.

Only town appointed Barristers, House Lords, Guild Masters, Knights, members of the Peerage or Nobles may speak at court proceedings.  In the case of an individual breaking an identical town and baronial law, it is not unusual for a person to go to trial in the town, convicted, and sentenced, followed soon thereafter by a trip to the baronial court for another trial, another conviction, and a stronger or harsher sentence.  Frontier justice is not always swift, but it can be both brutal and reciprocal.  Novashanians are strong believers in letting the punishment fit the crime.

Know that before the Crown of the Kingdom of Novashan since the Lord King was King, for the health of our Kingdom and those of our ancestors and heirs, to their honor shall we hold dear and steadfast these edicts:

  1. All members of the Royal family shall swear their oath of fealty onto the Crown of the Kingdom of Novashan so through their actions thus be bound.

  2. No Royal member beholden by oath onto the Crown of the Kingdom of Novashan shall be found in allegiance to the swearing of their oath upon any other body other than that of the Crown of the Kingdom of Novashan.

  3. No Commoner high or low, or peasant, nor member of the knighthood, peerage or nobility shall be found presenting weapon in the presence of a Royal family member excepting for the protection of said Royal family member.  

  4. No freeman affirmed by oath or those agents operating without shall be found organizing, rousing or committing treason unto the Crown of the Kingdom of Novashan as demarcated by the Crown. Sedition, insurgency or inciting a rebellion shall also be so acknowledged.

  5. Knightly Orders operating on behalf of the Kingdom of Novashan shall require recognition from the Crown of Novashan and shall so be done by the Crown’s hand and seal.  

  6. It shall not be lawful from henceforth to any to own and/or operate a war horse excepting unto those of noble blood, title or rank, Knights or onto those found just under writ from the Crown. The Crown shall decree the definition of a war horse to be as follows: Barding and/or the display of heraldic devices upon the horse’s gear with the exceptions of Sable and Tawny being held from proper heraldic tincture recognition.

  7. The practice of the dark arts of Necromancy, defined by the Crown as the raising of the undead, shall be harshly punishable.

  8. No one of or within the Kingdom of Novashan shall be held slave or be dispossessed of his Freehold; nor will the Crown hold or allow others to hold slaves, nor will we seize Freeholds but by lawful trial or by the decree of the Crown of the Kingdom of Novashan.

  9. Mercenaries such as troops or the gathering of large mobs as further defined by the Crown as the gathering of an armed organization numbering more than 50 heads not by hand of Noble or above from henceforth shall be punishable.

  10. If any one hold of any Eschete directly of the Crown, shall die without heir of full age, their substance shall be given no other Relief, nor do none other Service to us, then it should to the Noble, if it were in the Noble's hand.  And the Crown of the Kingdom of Novashan in the same wise shall hold it as the Noble held it until such time as we deem a successor worthy of its release from our hands held in chief. Anyone found in contempt of this law shall be punished.

  11. Guilds as defined by the Crown as those organizations of commerce for profit and numbering more than 20 heads from henceforth shall register with the Hall of Records in the capital city of Dun Peel in the Kingdom of Novashan.  Anyone found in alliance with an undocumented guild shall be punished.

  12. Those who would be freemen that shall be found in derision of fair taxation by the Crown of Novashan or its agents shall be punished. 

  13. Fraud, hereby defined as forgery of Kingdom documents, Kingdom seals, unauthorized bearing of the heraldry of the knighthood or those of noble title, or impersonation of an establishment or citizen of Novashan for illicit purposes, shall be considered unlawful and punishable.

  14. Theft of another’s personal property is considered unlawful. The wronged party shall have their property returned to them or, if the property cannot be returned, appropriate recompense be paid unto them by the guilty party.

  15. Assault against a freeman of Novashan shall be deemed unlawful unless enacted defending the Crown, themselves, their property, or the defenseless.

  16. No one of or within Novashan shall murder another. The Crown considers this an abhorrent crime, and any found guilty of doing so will be subject to harsh punishment. 

And further do we decree that these edicts shall be held until such time that those that break them can be brought before the courts of the Knighthood, the Nobles and the Royals that through them a just and resolute punishment may be established.

And let there be none amongst us save the King that shalt be in a position to hold a Noble or Peerage title while also performing the duties of Knighthood.  Should a Knight be elevated to such title they shall first be held in retirement before their titled appointment be recognized.  And none so titled shall step aside in haste so as to exercise duties of Knighthood. 

And through the might and justice of the Knights of the Kingdom of Novashan or recognized constabulary, those found vile and unlawful to their oath be hunted down by hue and cry be brought forth to the courts that they may be tried and held accountable to their ways.

And they who should dare assault, restrain, or otherwise interfere with the duties of a member of the Knights of the Kingdom of Novashan shall find themselves bereft of the protection of the courts and shall stand in suffrage to those so slighted and be at the mercy of their sentence.

And lastly shall we grant and acknowledge the rights of the courts to pass sentences and utilize ordeals giving way to a higher authority when called upon by the lesser authority or at the will of the higher authority.

Cheat Sheet

Citizens of Novashan are loyal to the King even when they aren’t in Novashan. All have the right to a trial before the courts if they commit a crime. If they escape while in custody, they are assumed to be guilty of charges without trial and sentenced accordingly. The escapee’s friends/family/group will have to be cleared of aiding in the escape.

  • Peasants: Does not live in a town, is not part of a guild or household. They have no protections under the courts.

  • Low Commoner: Lives in a town. The town is responsible for providing a lawyer for them in court proceedings.

  • High Commoner: Is a part of a household, guild, or is a page, armsman, squire, or armiger. A knight is responsible for providing a lawyer for them in court proceedings.

  • Knight: May act as own lawyer for court proceedings.

  • Nobility/Peerage: Must provide their own lawyer for court proceedings.

  • Royalty: Must provide their own lawyer for court proceedings.

Only lawyers, house lords, guild masters, knights, and nobles may speak during court proceedings. Peasants, Low Commoners, and High Commoners may not speak in court and must have a lawyer speak for them. Those who break laws held under multiple holding levels (example, breaks kingdom law and duchy law because the crime is listed as illegal in both), they may be tried and punished multiple times by each level of nobility that holds the law. The punishment may fit the crime.

  1. Royal family must swear an oath of fealty to the Crown of Novashan

  2. Anyone who swears an oath to the crown may not have allegiances to others above the King

  3. No weapons near the royal family unless given permission to do so to protect the Crown.

  4. Organizing, supporting, or committing treason, sedition, and inciting a rebellion is illegal

  5. Knightly Orders must be recognized by the Crown.

  6. Only knights and nobles may own or ride a warhorse (defined as a horse with heraldry displayed on it).

  7. The raising of undead is illegal

  8. No slavery or land theft.

  9. Mobs and militias (armed forces of 50 or more) may only be formed by a noble

  10. If a noble dies without an heir, it’s held temporarily by the next noble up until the position is filled by the Crown

  11. For-profit commerce guilds of 20 or more must be registered with the Guildhall 

  12. Tax evasion is illegal

  13. Fraud (forgery, impersonating another citizen) is illegal

  14. Theft is illegal

  15. Assault is illegal

  16. Murder is illegal

Historical Laws of the Land - 2017

Kingdom Laws

  • Treason against the Crown of Novashan is outlawed.

  • No blade may be drawn in the Royal family's presence unless it is for the protection of the Royal family.

  • No member of the Royal family may swear allegiance with any household other than their own.

  • All members of the Royal family swear fealty to the Throne.

  • Only those of Noble blood, title, or rank, Knights, or by writ of the King will be allowed to own and operate a war horse. The definition of a war horse will be as follows: the display of heraldic devices upon the horse’s gear.

  • Shae D’narr (Dark Elves) are to be considered evil at heart and irredeemable. Any caught dealing with this race are to bepunished. Any Shae D'narr (Dark Elves) that are found within the kingdom shall be immediately seized.

  • Slavery is abolished within the Kingdom of Novashan. All current slaves are to be set free. The punishment of slavery is also abolished.

  • Only a Knight of Novashan or a male member of the Royal family of Novashan may Knight an individual withinNovashan. The King of Novashan must first recognize all Knighthoods recognized within the Kingdom of Novashan.

  • Mercenary bands or troops are against the King’s law. All guilds must be recognized and sanctioned by the crown of Novashan.

  • The practice of Necromancy, the raising of the undead, is outlawed.

Baronial Laws

  • Insurgence or inciting a rebellion is outlawed.

  • Murder is outlawed.

  • Thievery is outlawed.

  • Repeat offenders may be subject to maiming. Anyone caught confiscating goods in the name of justice and not immediately turning said goods over to the proper authorities shall be considered stealing. Anyone taking noble resources and using them for any reason other than one sanctioned by the nobility shall be considered stealing.

  • Forgery of any official document is outlawed. This includes but is not limited to tax, guild and treasury writs, as well as writs of official status. Impersonating any noble, official or representative of a guild is outlawed.

  • Any payment to or alliance with Goblins, Orcs, Trolls, Giants, Dark Elves, Driders, Etc... without the expressed permission of the Peerage will be considered a treasonous act towards the Kingdom, and is therefore outlawed.

  • Interfering or obstructing with the Town Guards duties is outlawed. No blade may be drawn in town unless it is for the protection of the town. Unauthorized combat within town gates is outlawed.

  • Unauthorized gambling is outlawed. Gambling requires a permit.

  • Failure to pay taxes is outlawed. Inability to provide proof of taxes paid will incur a fine.

  • Desecration of property is outlawed.

  • Public drunkenness is outlawed. Strange and mundane items are outlawed.

  • Unauthorized fire pits are outlawed.

  • Anyone found breaking the laws of the Barony may have their items confiscated as punishment for their crimes. All confiscated items are to be presented to the Baronial Chamberlain and inventoried. If the Baroness is available, all enforcers of Her Laws shall present any transgressor before her for punishment to be enacted. Casters who use their magics in ways that break these laws may be subject to having their tongues removed.

  • Anyone who can resurrect must be registered with the Baroness. All resurrections must be accompanied by a noble decree.