Editor's note: please remember that this document was written several years ago. It contains some information that is out of date and may be incorrect on several points, particularly the section regarding the laws of Dalantia. An updated version will be made available sometime in July 613.
People and Creatures
Dalantia is the land settled by the Dalanti, a group of gypsies. See A Primer in Dalantian Culture for more information about the Dalanti.
It is a mountainous land, but plentiful with wildlife and fertile land. See On the Flora and Fauna of Dalantia for more information about the Dalantian wildlife.
Most of the cities and areas of Dalantia are "off-limits" to gadje. However, the Council of Elders of the Dalanti has recently founded the Village of Freetown, which is open to people of all races. The Dalanti are a merchant culture and see this as an opportunity to trade with the other races.
Some creatures likely to be encountered in Dalantia include all manner of wildlife that would be typical in a temperate climate, Giant Spiders, Kobolds, Orcs, Goblins, and Trolls. Other creatures are rarer, including Rocs and very large Bears. There are also several settlements of Scavengers and Wild Elves scattered through Dalantia. The land is very wild, and your protection is only as strong as your sword.
The nine Great Houses of the Dalanti have near total sovereignty within the lands they control, but the Council of Elders has established several laws that are in effect throughout the land. Likewise, the council has also established specific laws for within Freetown.
Freedom of the Guilds
The Nine Guilds shall have freedom to travel and perform their duties within all lands of Dalantia. In exchange, the guilds will teach and train apprentices from all Great Houses.
It is unlawful to kill another individual of the intelligent races, excepting in the natural course of duels of honor or in the dispensing of justice.
Punishment for the first offense shall be death by the sword or the spell and the loss of all worldly possessions.
Punishment for the second offense shall be Obliteration and the loss of all worldly possessions.
It is unlawful to steal the property of another.
Punishment for the first offense shall be reparations of thrice the value of the stolen property and a Curse.
Punishment for the second offense shall be loss of all worldly possessions and indentured servitude for up to one year.
It is unlawful to attack an individual of the intelligent races, excepting in the natural course of duels of honor or in the dispensing of justice.
Punishment for the first offense shall be a Curse and loss of all worldly possessions.
Punishment for the second offense shall be death by the sword or the spell and the loss of all worldly possessions.
Any individual may duel another for loss of honor through slander or insult. The duel will be held in the presence of a representative of the council and the combatants will use knives without enchantment or poison. If one of the combatants lacks the skill to wield a blade, he or she may choose a champion. The representative of the council will decide, depending on the seriousness of the offense, whether the duel will be to first blood, thrice bloodied, nine bloodings, dying and healing, or death and resurrection. The representative of the council will also decide whether the combatants must pull their blows or whether they can use their full abilities during the honor combat.
Failure to abide by the rules of proper honor combat shall result in a punishment as decided by the representative of the council.
Each Great House shall be permitted to decide whether necromancy or chaos magics in any form are permitted within its own lands. No Great House shall impose its will upon another as regarding necromancy, excepting within that House's jurisdiction.
Previously, necromancy was permitted within Freetown and the lands controlled by all Great Houses or no Great Houses. However, in a proclamation dated May 28, 608, the Council has illegalized Necromancy in these areas.
The use of necromancy within the lands of Houses Turkv'os, Em'raldus, and Am'tistus shall be defined as casting any spell which calls upon chaos, creating or controlling undead creatures (excepting the turning of such creatures), and casting the Death spell, and shall be punishable by death by the sword or the spell and the loss of all worldly possessions upon the first offense, and thrice death or Obliteration and loss of all worldly possessions upon the second offense.
The use of necromancy within the lands of Houses Akvar'us, Opalis, and Kris'alis and in Freetown shall be defined as casting any spell which calls upon chaos or creating, controlling, or aiding undead creatures (excepting the turning of such creatures). The Death spell shall not be considered necromancy within these lands as pertains the law. Using necromancy within these lands shall be punishable by Curse and loss of all worldly possessions upon the first offense and death by the sword or the spell and loss of all worldly possessions upon the second offense.
The use of necromancy within the lands of Houses Rub'eus, Ka'citus, and Di'mondus shall be defined as creating, controlling, or aiding undead creatures and shall not be punishable under law within these lands excepting where an individual uses necromancy to commit another act that has been defined as a criminal act, such as assault, thievery, or murder.