The Law Of The Land And The Only Edict Of Faith

The One Edict of Faith

The way of the Edifice Gods is not what one could really call religion, but merely a philosophy. They don't possess punishable sins, only violations of their ethics. They don't quantify good and evil the way their mortal followers do either, as such the philosophies aren't mutually exclusive and many of them are symbiotic. The one and only edict of faith, however, that is shared for those who follow the ways of the City and its gods is known as the Architectural Heresy.

The heresy simply states that building in the city is to spit on and disrespect it, assuming that it doesn't provide for you. Modifying one's home is even somewhat frowned upon but can often be handwaved as a minor enough offense and sometimes as needed repairs. Nothing is as egregious as placing a building that doesn't belong on the streets. The City builds itself, growing new domiciles and markets and roads, giving birth to alleys and parks. Building your own structures in the city is therefore forbidden, seen as something that defies nature.

People found guilty of violating The One Edict are treated differently depending on the district they're in. Architect-dominated districts can be positively patchwork with heretical structures and the Elves are known not to care about the One Edict even a bit. Humans and Dwarves tend to be the One Edict's staunchest defenders and their districts are mostly Maintainer districts, very natural and uniform in construction.

The Secular Laws

The laws of the city are fairly simple and without vagaries, punishable by imprisonment or hard labor but rarely death. As methods of subverting death are rare, at best, in the city the law is hesitant to exact the ultimate price. And many agree, anyway, that forced service in a penal legion in the Undercity as a soldier is probably a worse fate in the end for those who are truly heinous.

1. Bring Not Death To The People: The free people of the city need to survive together. Physical altercations are surely inevitable but stop before you kill each other. Premeditated murder is almost always punished by penal legion, impassioned killing is usually dealt with by imprisonment.

2. Work Not Foul Magicks: Dark magic of the sort that requires the sacrifice of living things or that spreads corruptive energies is forbidden and punishable depending on the severity of the corruption or sacrifice dealt. Draconic magic always carries the highest possible sentence for what was done with it, many judges will do their best to communicate the sentence to penal legion just in case.

3. Steal Not From The People: The most commonly subverted law by the less scrupulous of the people, simply do not steal something that currently belongs to someone. Taking from the dead is, technically, legal. Thievery is punishable by imprisonment or fines based on what was stolen.

4. Vandalize Not The City: Whether you believe it's alive or not, damaging the city is damaging public property which is disruptive and damaging to the people. Punishment is based on severity of the damage or defacement but hardly even goes above imprisonment and is more often a fine. Many maintainers bundle building new structures in with this law.

5. Exploit Not The Edifice Gods: Vandalizing, damaging or stealing from the Edifice Gods is considered a very high crime and often given maximum punishment, the Gods are integral to running The City and bringing danger to them is not tolerated.

6. Enslave Not The People: Slavery is a hard and fast social taboo. The People are to remain free from each other, only the Dragons are known to commit slavery. Indentured Servitude is legal thanks to contracts being magically enforced, though such servants are not permitted to be held against their will in any location as long as they do their work. Slavery is almost always given the ironic punishment of forced service in the penal legion, which is not considered slavery as it is a punishment like indentured servitude.

The idea of Alignment

The City and the people are not as connected with the outer planes as the denizens of other planes. The idea of Alignment isn't as metaphysical to them as it is to many others and their class choices and powers tend to reflect this, choosing class variants that downplay alignment-based abilities. They also enjoy a freedom from many alignment restrictions that have a stronger hold in other worlds. The City provides for them even in a spiritual capacity in this way. The people don't have a strong concept of an afterlife and largely believe in reincarnation through the Breath field of the city. Non-Deists don't even believe in that. Alignment is fairly flexible for the people.

Those Dang Foreigners

The portals in Up Street and dotted here and there in the more magically saturated places of the City offer entrance into the City from other planes of existence. Add onto that the appearance of the Elves and Gnomes and there are more than enough foreigners to angry up the blood of old coots everywhere. Since the city's ideas on alignment aren't very strong either whether a group is "good" or "evil" matters little to the people, it's how they behave. As such Devils seem like perfectly upstanding people, Demons are rabble-rousing violent thugs and the celestials are somewhat stuck up but all around nice people. Demons tend to get chased out and complained about but as long as they follow the few Laws there's not much people can do to get rid of them. Fiendish creatures also tend to be weak to holy energy, and among the Dwarves there are a lot of Paladins. They have learned to behave.

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