Blackwater Harbor

Far west of Shetno lies Blackwater, a port city on the delta of the Silt River, near the collapsed bridge.

Compared to the grimy port village in the east, this settlement is an extension of Keredet and thus has a military presence that enforces its laws. It is overseen by representatives of the Keredetti Templarate, primarily black-robed initiates and low-level grey robes, to cut their teeth upon, while nobles, from time to time, will descend from Keredet to pore over the newest available shipments.

Magick is not at all something seen with regularity outside of its use within the machinations of law enforcement and their personnel. The casual creation of food from dust or water spilling from a mage’s hands that is seen with some regularity in Shetno would be grounds for punishment within Blackwater.

Economically, the harbor town outside Keredet is far more advanced than little Shetno. Various mercantile houses have established dominance and sway within the markedly cleaner and more orderly streets.

Despite the far more comfortable environs, one might want to leave Blackwater for many reasons: the control and threat of the law, the necessity to yield to order, the threat of too much competition for a new enterprise… Or worse.

Below, you’ll find an outline of the laws as passed down from the Sorcerer King:

Laws of Blackwater Harbor:

  1. General Provisions:
    1.1. All citizens and residents of Blackwater Harbor are subject to the laws established by Sorcerer King Katpiar and enforced by the Templarate.
    1.2. Ignorance of the laws is not an acceptable excuse for violating them.
    1.3. The laws apply equally to all residents, including nobles, commoners, and foreigners, unless specified otherwise. Those with noble blood are offered some exceptions.
  2. Magick Use:
    2.1. The use of elemental magick is prohibited without registration and approval from the Templarate.
    2.2. Open magick use is strictly outlawed and punishable by severe consequences.
    2.3. Magick users found to be practicing without registration may face fines, imprisonment, or other penalties at the discretion of the Templarate.
    2.4 Sorcery is outlawed and is punishable by death.
  3. Criminal Offenses:
    3.1. Murder, theft, and other petty crimes are illegal and punishable by the Templarate.
    3.2. Punishments for criminal offenses may include fines, imprisonment, forced labor, or execution, depending on the severity of the crime.
    3.3. Accused individuals do not have the right to a fair trial before the Templarate to determine their guilt or innocence. It is up to the whim of the templar overseeing the punishment.
  4. Templar Authority and Responsibilities:
    4.1. Templars are responsible for enforcing the laws of Blackwater Harbor and maintaining order.
    4.2. While not considered nobility, Templars hold a unique position of authority and are accountable to the Sorcerer King and the Templarate hierarchy. Though not typically nobility, they are still called “Lord Templar” or “Lady Templar” when addressed by commoners by their position alone. Sometimes, a Templar may have come from a noble house and retained their House name and influence.
    4.3. It is not customary to bow to a templar unless you are directly being spoken to. Then, it is an act of submission and respect. Bowing is not a law towards templars though you may find yourself on the wrong side of a templar if you fail to show the proper respect earned to them.
  5. Nobility Exemptions and Limitations:
    5.1. Nobles are not automatically exempt from the laws of Blackwater Harbor but may be granted special privileges or exemptions at the discretion of the Sorcerer King or higher-ranking Templars. Things like Sorcerery or psionic abilities outside of what is normal still remain entirely illegal to the nobility.
    5.2. Nobles found to be manipulating or circumventing the laws for personal gain may be subject to penalties as determined by the Templarate or the Sorcerer King.
    5.3. Disputes between nobles and Templars are to be resolved through a fair and impartial process overseen by a higher-ranking Templar or the Sorcerer King.
  6. Trade and Commerce:
    6.1. All businesses operating within Blackwater Harbor must comply with local laws, regulations, and tax requirements.
    6.2. Trade and commerce are subject to inspection and regulation by the Templarate to ensure the safety and well-being of the community.
    6.3. Smuggling, black market activities, and other illicit trade practices are strictly prohibited and punishable by law. What is considered ‘contraband’ frequently changes at the Sorcerer King’s whim.
  7. Foreign Relations and Diplomacy:
    7.1. Visitors to Blackwater Harbor must adhere to the laws and respect local customs and traditions.
    7.2. Acts of aggression, espionage, or sabotage by foreign entities against Blackwater Harbor will be met with swift and decisive action by the Sorcerer King and the Templarate.