Contact

Questions? Want to participate in one of my events? Or just talk roleplaying? You can e-mail me at storyteller @postmodernanachronism.com.

Worthy Excursions

About

Postmodern Anachronism is primarily intended as a venue for my "make believe" creative output. Mostly, this means roleplaying games. You can read about the status of my various projects, and hopefully find something of use.

Setting

Houses of the Blooded Setting Overview

The Houses of the Blooded Setting

The best introduction you can get to the Houses of the Blooded setting is the Houses of the Blooded Preview, available for free from the Houses of the Blooded website(though most of the rules stuff won't apply to the LARP). But if you don't have the time or inclination to read it, here is the 60-second version cribbed from that very same pdf:

The ven language has only one word for both “love” and “revenge.” Just a slight change in pronunciation.

A game of romance. A game of revenge. A game of invisible wars and sorcerous blood. A game with no victors. Only casualties.

This is Houses of the Blooded: a roleplaying game in a violent world ruled by a magical race who call themselves “the ven.” The ven see all the world as an enemy and the inhabitants of the world as either weapons or tools. Their culture is highly ritualistic and obsessed with duality.

Six noble Houses play an elaborate, invisible game of deception and betrayal. Forbidden by law from declaring open war, their secret wars allow for more subtle weapons: seduction, espionage and assassination.

With this little book, you and your friends can tell stories of nobles engaged in these covert conflicts. You tell stories of adventure, exploration, romance, intrigue, loyalty and betrayal. All you need is this book, a handful of dice, some pencils and some friends. Get those together and we’ll get started.

Who were the Ven?

Before we go any further, a word or two about our subject matter.

The ven were an antediluvian race mentioned in works such as the Voynich Manuscript and Madame Blavatsky’s The Secret Doctrine. Their civilization thrived for a short period of time, but while it did, the ven were the hub of art and culture. At the same time, the amount of blood shed during the reign of the ven rivaled the most brutal cultures the world has ever seen.

Houses of the Blooded is not a historical game. I have no interest in re-creating historical ven culture. Instead, HotB is a literary game, invoking the plays, operas and pillow books that made the ven so famous among historical scholars.

(Analogy time. Instead of capturing a historic Greece, we capture mythic Greece. The active presence of Gods and Heroes walking among simple mortal men. That’s what we’re going for here.)

So, we assume all the ven mythology is true. They really were magical creations of a great and terrible race of “sorcerer-kings” who nearly destroyed the world. Their blood really was a potent weapon capable of powering magical rituals. And their world—the world they called “the Great Enemy”—really was filled with monsters too terrible to imagine.

This is the world of Houses of the Blooded. A world where a cunning mind is just as deadly as a poisoned dagger. Where the ven Senate was a hotbed of schemes, plots and treason. Where mystery cults worshipped sleeping ancestors and the outlawed sorcery of the Old Ones was practiced in every Great House in Shanri.

(Material from the Houses of the Blooded Preview PDF is Copyright John Wick, posted here without permission.)

Costuming for Houses of the Blooded

The Ven did not often portray themselves in their art, so we are to a great degree ignorant of how the Ven dressed. According to John Wick, we have some generic translations for the words the Ven used for many types of clothing - we know the Ven wore gloves, boots, dresses(as well as something resembling corsets), coats. We know they wore hats on occassion, wide-brimmed, but not really what they looked like. Given that vaccuum, I leave it up to you to decide how to costume the Ven. Medieval or Renaissance-seeming clothing would certainly work, as would the togas and tunic of the Ancient world. Even some Victorian stylings might well suit your image of the Ven. I'd simply ask you try to avoid too many trappings of the modern age - try to avoid t-shirts and jeans and switch them out for a button-up shirt and some slacks if you can, or at least put them under a cape or cloak if you can't.

What we do know is how the Ven regarded fashion - like everything else, Style was paramount. Like the ven themselves, ven fashion is extravagant. Exaggerated. Opulent. Magnifcent statements of Beauty and glamour. The precise details are not important, but feel free to go for as outlandish and over-the-top as you feel comfortable with. We're all about spectacle here.

A few specific words on things that have very specific meanings in Ven culture:

  • Weapons: The only weapon for the Blooded is a sword. Spears, axes and the like are tools, used by unblooded peasants. A Ven might use those to chop wood or hunt a deer, but never in actual combat. Daggers are an exception: they are a tool, but specifically a tool for murder - and Revenge. If you see one of the Blooded carrying a dagger, you'd best get out of his way.
  • The Color Red means "Get out of my way." It is the color of Revenge and Romance(they are the same word in the Ven language, meaning approximately "The sickness that can only be cured by the cause"). Other Ven might have accents of red or an occassional red accessory(indicating perhaps intent to seek Revenge, or that they are in a Romance), but if they are dressed predominantely in red they have adopted the mantle of Revenge. Revenge is a damn serious, character-defining thing, so please don't dress predominantely in red unless I've told you your character is in the midst of a Revenge.
  • The Color Black means "I am veiled by my shame". House guards dress in black and wear masks to conceal their identities, since they are often those who have shamed themselves and wish to hide who they are as they serve another. Plenty of Ven will use black as a base color(though the most fashionable will dress more brightly, of course), but a Ven who dresses predominantely or entirely in black doesn't exist socially. In short, it should not be worn as the main colour in a costume by PCs - Storytellers wear black because you are supposed to ignore us.
  • The other colors don't have associations nearly as strong, so you can feel free to wear them in your costume as you wish. If you're looking for some guidelines, here are the general meanins of the other colours: "Tears are not enough"(Grey), "Spring is in my veins"(Green), "I want to know"(Blue), "Entertain me"(Lavender), "I am ready(for Solace)"(White), "I am not playing the game"(Brown). Yellow is often thought to be the colour of madness - no Ven wears it, or if they do they call it gold instead. Gold and silver are the colours of the sun and stars, nobility and power, and are worn only by the Blooded(but every PC is one of the Blooded, so they are certainly fair game).

Romance

Romance

"Other people’s wives are like other people’s children. Fun to play with, fun to hold, fun to tickle and fun to tease. But as soon as they start crying, you can hand them back". — Count Kether , The Great and Tragic Life of Shara Yvarai

In the minds of the ven, “love” is a dangerous thing, making you act against your own best interests, against your family, against your friends. It is a kind of loyalty that your superiors cannot control.        

Remember: the word the ven use for “love” is the same word they use for “revenge.” Vrentae.

Dangerous obsession.

Like Revenge, Romance is deadly. It’s only asking for trouble. You know how things will go when you get involved in a Romance. The heat of passion makes you stupid. Makes you ill. You feel sick when your lover isn’t around and when she is around, you feel giddy. How can this be anything but dangerous?

Ven scholars denounce Romance for these reasons. Of course, that doesn’t stop Romance. In fact, making it forbidden just fans the flames.

(You may also be interested in the game mechanics for Romance, located here: Rules of Romance)

The Game of Love

In Shanri, every court views Romance differently. Approving of some, disapproving of others. A Romance is born out of impulse, lives through the energy of immediacy, and fades when the fires burn too low. Let’s take a look at
how a Romance is born, lives, and eventually dies.

Alta

It commences with a glance, a single look. If the glance lingers for more than a breath, something has happened. A chance for Romance.

Traditionally, it is the man’s role to initiate Romance, approaching with hints and signals. The woman, then, must either encourage his flirtations or discourage them, letting him know her intentions. In the time of this game, however, a few bold women take the initiative, sending out the signals to prospective lovers, disregarding both tradition and consequence. For the purposes of example, we shall use the less traditional approach, demonstrating there is no rule saying a woman cannot initiate a Romance.

All signs of Romance must be subtle, a gesture of respect to the institution of marriage. Those who do not show such respect, flaunting their affairs, show contempt for the institution, and thus, contempt for all married persons,
courting the possibility of Insult... and a duel.

Traditionally, if a woman accepted a man’s offer of Romance, she determined how far the affair would go and to what degree she tested her lover’s devotion. After all, she must know his affection is true, and not just some
randy brute looking for a roll between the sheets. However, the Game has escalated since then, becoming more of a competition. A double-edged sword. Both lovers set tasks for each other, seeking that most sublime reward: “alta.”

A rough translation comes to “thank you,” although it is more delicate, more respectful. Think of someone doing you a favor that you did not ask for. Think of the way you would say the words. That’s the context.

The degree of alta depends on the test, the lovers, and the court. For some courts, an appropriate reward is a piece of clothing, a lock of hair or even a kiss on the back of the hand.

How The Game is Played...

It begins with an insinuation, an innuendo, or a flirtatious gesture.  One Ven indicates their interest in the other.

If the target of their affections does not comment upon or return a gesture, then nothing occurs except for a little wounded pride.

If they return with something of their own, the initial contest begins.  A subtle battle of words or flirtatious gestures.  Eventually, one of the two fumbles, unable to come up with a witty retort or blushing and losing their composure.  The loser in this little battle has become the "Predator", the winner the "Prey" - they have won the right to be pursued while the loser must attempt to keep up.

The connotations of these words should help you understand the nature of a Ven Romance.

The Prey sets a Task for the Predator.  If the Predator succeeds,the Game continues, this time with roles reversed. Since she has proven her own worth, it’s time for him to prove his.

The Predator becomes the Prey.

Setting the first task also sets the pace of the Romance. Giving your Predator simple tasks means you have little regard for their skill. It could also mean you want to test their abilities before giving them a real task. Finally, it could also mean you want to build the tension of the Romance.

Connotations are important.

On the other hand, giving your lover a difficult task right out the gate means you either have a great deal of confidence in their ability or none at all.

Connotations are important.

Beginning tasks are usually simple favors. A woman may drop a fan, look at the prospective lover and ask him to retrieve it for her. Likewise, most men ask for a drink from the cask or ask for the lady to locate a misplaced glove.

Of course, experienced lovers may not waste time with such simple tasks...

A lover must take care when assigning a task. If her task is too simple, she’s implying she doesn’t have much confidence in her lover’s ability to perform. If the task is too difficult, she’s setting him up for failure, implying she isn’t interested in playing anymore.

A beginning task should be simple, but relative to the skill of the lover. If uncertain, keep the task to something that can be accomplished quickly.

As the affair continues, the tests become more demanding. This also tests the lovers in another way—putting them in situations requiring them to acknowledge each other in a public way.

Bad form.

Of course, you must be clever enough to do it without bringing attention to yourself.

Good form.

If a lover is successful in his task, he’s awarded alta. Alta depends on many factors, including the lovers involved, the court where the game takes place, and the degree of difficulty of the task. At the beginning of an affair, alta can be a small gift (“Oh, no. You can keep the handkerchief.”) or the right to use a kiss as a greeting. A kiss on the hand, of course. As the tasks become more difficult, the alta also becomes more rewarding. Each lover continues to trade challenges, the Romance becoming more serious with each test. Gifts become touches, touches become kisses, kisses become caresses. Most Romances end here, with both parties unwilling to take the next step. It’s a threshold that turns the Romance from a flirtatious game into a treasonous crime.

Ending an Affair

Sooner or later, a Romance must end. That’s the way of things. A Romance begins with the heat and intensity of spring; moves into the long, lazy warmth of summer; but then slides into the chilly days and nights of autumn; and finally succumbs to the bitter cold of winter. All Romances end in tears. No exception. While there are degrees of heart-break, no Romance ends well.

         
Not one.                                                 


The most honorable way to end an affair is to accomplish a task and not ask for alta. This informs your lover the affair has run its course and cannot continue. By refusing alta, you have accomplished her request and graciously bow out of gaining the fruits of your labor. The second honorable way of ending the affair is by not assigning a task. Once again, you feel the affair has gone far enough and any alta granted by a further task would be inappropriate for the Romance.     

              
Finally, you can end the affair poorly. There are many ways to do this, but here are two examples. First, there’s ending the affair by refusing to grant alta. This can earn the lover a the label "vazhna". A vazhna is one not to be trusted: an animal driven solely by desires. Of course, that title attracts as many lovers as it does drive them away. And the most abrupt (and rude) way to end the affair is a public display of scorn or choosing the favor of another over your lover’s favor. Not only does this end the affair and perhaps earn the title Vazhna , but it may bring bloodshed to your household.

                           
Most husbands or wives try to ignore a spouse’s Romance, but no one ever takes kindly to a lover who so shames their marriage by ending a Romance poorly. Such behavior is a fair and legal cause for a duel.

Heartbreak

When an affair ends, there are always two: the one who leaves and the one who is left behind.  The Ven have a word for heartbreak: padana - "hurt beyond healing".

The Ven being Ven, many believe that pain demands pain.  You will hurt the one who hurt you.  Yes, you will.  You will make him feel the pain you feel.  You will make him beg the way you want to beg.  Make him whisper your name and ask for your mercy.  Yes, you will.

Yes, you will.

Dangerous Liaisons

By the strictest definition, adultery is engaging in activity that could cause an illegitimate heir.  Until that line is crossed, all of this romantic talk is relatively harmless as far as most noble are concerned.

Most.

But once that line is crossed, it ceases being a Romance and becomes a Liaison.  The Romance has become a danger to the marriage.  Most Ven understand this and end a Romance before it gets that far.  Others, however, are so caught up in the passion of the affair, the lovers are willing to risk anything - even their lives - to continue to the passionate conclusion.

Of course, being discovered in a liaison is dangerous.  So dangerous, it could mean a duel of honor.  A duel to the Blood.  A duel to the death.  Participating in a Liaison is grounds for a claim of at least Injury from the spouses and possibly other family members of the lovers.

The Houses

The Houses

From the ruins of the old world came warlords of might and power. They united the ven under banners of war and cleared away the rubble and jungles of Shanri. Staking their claims, they built empires from the dust. Once they were ten. Now, they are six. All others are covered by the black veil of shame.

The Senate currently recognizes six unveiled Houses.

Blooded of the Bear 

Families: Burghe, Steiner, Rusu, Reinhold, Bowen

"Give me a man and I'll make him a Bear."

The House of the Bear holds lands far to the North, away from the reach of “civilized” hands. While no Blooded noble would ever say so to his face, the Blooded of the Bear are considered less refined than their southern neighbors. The House of the Bear know this, and could not care less.

Legends of the House founder—Jacob Burghe—are told all around Shanri. His Strength and courage are unquestioned, equaled only by his desire to be left alone. When the Betrayer Curse fell, Steiner took his family and followers North, far from the war they left behind. Some say he sought lands where he could teach his inheritors independence. Others say he wished to escape the inevitable politics that were sure to follow. But all agree on one motivation: he didn’t trust anyone he could not call kin.

The Burghe’s motives live on in his descendants. They are fiercely independent, strong, capable, and isolated in their tundra. Children are taught how to fend for themselves, shunning subtlety and politics for pure honesty.

Blooded of the Elk

Families: Steele, Thayl, Jasnine, Uvan, Ballan

"Nobility is not only in the Blood, but in the purpose."

One of the most powerful families in the land, the Thayl held the Imperial Throne for centuries. The last Thayl Emperor, however, was driven insane by his own ambition.
He was put down by the other Blooded families but not before he could impart a curse upon each one. His final curse shattered the land, sending all the families to the five corners of the world. Ever since then, the Blooded of the Elk have sought to restore their family’s name.

Regardless of their past, the Blooded of the Elk are still masters of the Subtle Game. They are the backbone of the courts, the power behind the thrones. Nearly every Great House has an Elk advisor, putting them in key positions all throughout the land.

Despite their unique position, many Laws restrict their Strength. These Laws, passed by the Senate, restrict how much land the Blooded of the Elk may hold and what sorceries they can practice. All of this ensures the family that almost destroyed the world will never have the opportunity to do so again.

 

Blooded of the Falcon

Families: Thorne, Askhen, Krev, Sinjin, Thali

"I am all that I own."

After the Betrayers Curse fell on the Houses, the Blooded spread across the face of the world looking for lands amidst the ruin. The lands were snatched up quickly, leaving little room for stragglers. One House, the Blooded of the Falcon, didn’t look to the land for a home, but looked within themselves.

For centuries, the Falcon had no homeland. Instead, they wandered the lands by both caravan and ship, maintaining their Bloodline through discipline and strict code. Mistrusting all other Houses, developing secret symbols, signs and rituals to identify true cousins from false ones.

But fifty years ago, the Falcon made a daring move. Striking from the forests and wild lands, they took lands as their own, carving out their own provinces, unveiling their
banner in the halls of the Senate. Because of their position, the Blooded of the Falcon are the noble house closest to the common folk. They Operate in the world of the unblooded, dealing with their issues, facing their troubles. Of all the houses, the peasantry trust the Falcon more than any other.

Blooded of the Fox

Families: Yvarai, Silja, Q’n, Eshu, Tammel

"Never Enough."

Their names are as elegant as silks and their poetry is like spice. The Blooded of the Fox take a special pride in Beauty, elegance and indulgence. They are the harvesters of culture and etiquette, masters of innuendo and double-meanings, speaking in elaborate codes that only the initiated may decipher.

The House of the Fox was founded by a man obsessed with excellence in all things. “If one is good, ten is better.” Their music is loud and full of passion. It was the Fox who brought the Courts of Romance to the Blooded Houses, introducing the concept of courtly love with stories, poems and songs, and they are the masters of Opera—the high alchemical art—filled with stories of doomed lovers and grand tragedies. They are also masters of sanjien, a martial art that binds the soul and Sword.

The House of the Fox views hedonism, ajurna, as the “art of pleasure.” Knowing one’s limits is the first step of this art: knowing when to stop the pleasure before pain begins. Excess causes pain, and the first lesson of ajurna is how to indulge in pleasure while avoiding the consequences of pain.

Blooded of the Serpent

Families: Mwrr, Jalan, Ovjen, Ru, Valar

"I carry Wisdom's price."

The House of Jalan was instrumental in Thayl’s downfall, freeing the other Houses from the mad emperor’s tyrannical rule. This historical fact has not been forgotten
by the other Houses, but it does not diminish the level of mistrust they hold for the Blooded of the Serpent.

Houses must deal with politics, intrigue, and sorcery. All of these things have one element in common: the element of secrecy. The Serpent is a symbol of dangerous Wisdom in ven mythology. He is the trickster spirit with poison that kills the weak and enlightens the strong. The Blooded of the Serpent are the only house who do not trace their lineage back to a man, but back to Serpent himself, the grand trickster, who fooled a mortal woman and begat his children through her (although some suggest it was she who fooled Serpent).

No other House knows more about Shanri than the Serpent. Her mysteries and secrets, her hidden ruins and strains of ork. Vast libraries document Serpent’s knowledge of the world, available only to those strong enough to carry the pain of Wisdom.

Blooded of the Wolf

Families: Adrente, Banin, Drew, Sheeda, Tal

"We are either tools or weapons."

The Blooded of the Wolf live in the central isles where mountains reach up from the waters. They are a small people, dark-haired and dark-eyed. They who revere memory can list their lineages by heart. They take pride in knowledge and scholarship, but are best known for another trait: in combat, they are completely mad.

The House of the Wolf see knowledge as a weapon - just like everything else in the world - that a ven must use to maintain his freedom.  They are fanatical scholars and truth-seekers.  In fact, one could say the Wolf are fanatical about everything - at least the things important to the Wolf.

The dichotomy between scholar and berserk is the defining trait of the Wolf.  The founder of the House, Tal Adrente, was a small man of great mirth and anger.  Easily riled, he carried no weapons.  "I'll just take his," he once said of a particularly rude opponent.  He did, and beat his enemy to death with his own Sword.


The Laws

The Seven Laws of the Blooded

 

The First Law:

The Law Binds All

No ven is above the Law. This is the First Law, reminding proud, vain ven that no matter what their cunning, plots or rank, no ven may claim immunity to the Laws Jonan Drax gave.

 

The Second Law:

No Ven May Commit Murder

Killing another ven is the most foul act a ven can commit. The Second Law deals with this. Remember, the ven don’t believe in souls. Murdering another is robbing that ven of Solace and whatever may follow. This is the greatest crime.

 

The Third Law:

What You Own is Yours

The ven tradition of ownership is pretty simple. If you own it, it is yours. Even if you just took it from another ven’s hands. If he did not want it, he wouldn’t have given it to you. This also creates a complication in issues of trust. “Hold this for me,” carries a whole new set of connotations now, doesn’t it?

 

The Fourth Law:

You Own Your Promises

The Fourth Law seems to be a follow-up on the Third. The ven are very careful about making a promise. Unlike our own culture, “being a fake” is a crime. If a ven does not say the words “I promise,” he is not bound by anything else he says.

 

The Fifth Law:

No Ven Will Practice Sorcery

The Fifth Law is the one the ven ignore. All of them. Well, nearly all. There are a few exceptions in the literature, but otherwise, nearly every ven breaks this Law.

 

The Sixth Law:

No Ven Will Make War

Again, as evidenced by what we know of ven history, the Fifth Law was something the ven did not truly respect. They voiced respect for the Law, but in practice, secret armies are everywhere. Most Dukes keep secret armies to raid the felds and farms of their enemies.

 

The Seventh Law:

Let the Punishment Fit the Crime

Finally, the Seventh Law, giving the ven a guide for setting punishment for those who break the other six. Like everything else in their lives, the punishment must be appropriate.

The Laws in practice...

The First Law: You All Are Bound by the Law
No ven is above the Law. Set clearly, right up front, making all ven equal citizens.

Well, not exactly.

Since the First Law was cast—and Drax fell into Solace—the Law refers to two different kinds of citizens, bound by very different Laws. The Blooded and the unblooded.

Traditions passed by the Senate since Drax’s passing make it very clear that these two castes are divided. The Blooded may wield weapons. The unblooded may not. The Blooded own land. The unblooded do not.

All are bound by the Law, but the Law is not equal for all.


So, for a list of the differences between Blooded and unblooded...

Ownership

 The Blooded own land. The unblooded do not. In fact, the Blooded own the people born on the land. They are property. Like your lamp or your rug. And like property, you may treat them as you wish. You can treat them well or you can treat them poorly. As the Blooded, it is your right to do so.

Good doggie. Want a biscuit?

Weapons

 Only the Blooded may hold a Sword. Spears and bows are tools to deal with orks. A peasant with a spear is a questionable offense. Some nobles allow the unblooded to own spears so they can protect themselves from orks. Others do not.

Bows is another matter. Again, a hunting tool. But the Blooded consider the bow to be the only noble tool. Less than a weapon, more than a tool. Again, up to you how your
peasants arm themselves. But no Swords. Never.

Crimes Against the Blooded

 If a member of the noble class commits a crime against another member of the noble class, a Jury of Peers (other Blooded) is called. Trial, decision, punishment. More on that later.


If one of the unblooded commits a crime against the Blooded, he is killed. You may, if you wish, demonstrate mercy. Please note, it is not one of the Virtues on your character sheet.

Crimes Against the unblooded

No such thing.

If you are not one of the Blooded, you are someone else’s property. That means if a noble slaps you around, your only recourse is to complain to your liege that one of the Blooded has abused his property. That’s you. His property. 

A Some property is valuable. A good horse, a Sword, a handsome cloak.

Some property is not valuable. You.

Make yourself valuable.

Now, a noble may bring complaint before a Jury that his property was abused. This is a valid complaint. A petty complaint, but valid nonetheless. The complaint is Insult.
You’ll find below how to deal with that.

The Second Law: You Will Not Commit Murder

Notice it doesn’t say anything about violence in general. Just murder.

While there are many Laws the ven seem to ignore (or find clever ways to clip), this one is almost always taken seriously. Murder is the most foul crime. Listed second. Robbing a ven of Solace. Remember, the ven do not believe in a soul. No afterlife. No eternal promise after death. Only the stirring sleep.

Committing murder is a high crime, but I’ve read various accounts of punishment. Most often, the punishment is death. But then again, I’ve found accounts where the punishment is banishment or a permanent crippling. Revenge. We’ll talk about that in a moment.

So, violence is pretty much okay. No harm, no foul. But there is an issue of damaging someone else’s possessions. Yeah, we’re going to talk about that next.


The Third Law: What You Own is Yours

We’ve already covered the fact that the ven own each other. At least, as far as the Law is concerned, everyone belongs to someone. Even a Baron is a vassal to some Duke somewhere. Injuring the Baron is an Insult to the Duke. Damaging his property. Remember that.

But the Third Law dictates what you own is yours. That means if you hold it, it belongs to you. A noble puts a glass down on the table. If someone picks up the glass and claims it as his own, and nobody disputes the claim, the glass is his.

Set down your wife and you just might lose her.

This is a tricky Law. Ven have to make a valid claim to own something, be it a cap or a Sword or a Barony. He has to demonstrate the thing belongs to him without any legitimate claims to the contrary. This often falls under the question: “Can you hold it?”


In order to prove his possession, a ven must prove he can keep his claim. In other words, if someone tries to take it from him and fails, he proves the item in question belongs to him. The ven who failed? She proves it does not belong to her.


People prove to be a different case under this Law. Everyone belongs to someone. Injuring a vassal throws an Insult at the owner. We’ll deal with Insult below.

The Fourth Law: You Own Every Promise

The Fourth Law handles promises. The ven are very careful what they Promise because such things are bound by Law. Punishable offenses.

Yes, in ven culture, “being a flake” is against the Law.

Ven do not make Promises they cannot keep. Saying “I Promise” binds you to keep that Promise. Ven typically create contracts recording the Promise. Not always bound by sorcery—the Law takes care of that—but ven contracts sealed with sorcerous Blood are all over the literature. Punished by the Senate and punished by sorcery.

Promises are rituals, sacred agreements. Violating a Promise throws an Insult at the system itself. The typical punishment is wearing the black for a year and a day. We’ll talk about that in a moment.

The Fifth Law: You Will Not Practice Sorcery

More evidence that prohibition just doesn’t work.

The Fifth Law clearly forbids the use of sorcery. And the ven are clearly ignoring it. Clearly. No question about it. How do they skirt the issue? By keeping it out of sight.

As far as the ven are concerned, as long as it looks like nobody’s using sorcery, then nobody’s using sorcery. As long as nobody does something that brings the issue up in
public, we don’t have to address it in public, and that means nobody is using sorcery.

Out of sight, out of mind.

Any blatant use of sorcery is a crime. For example, breaking a Blood contract burns the word “Traitor” on your forehead for a year and a day. Obviously, that ven is using sorcery. He may as well wear the black for a year and a day to help him hide his scar.

There’s also the presence of Blood Swords: sorcerous weapons that give Swordsmen unnatural advantages. The ven have a curious attitude toward these weapons. Since
everyone wears them, you may as well, too. After all, what’s that Serpent going to do? Call you on wearing a Blood Sword while his own Swordsman wears one?

Keep it out of public view and you’ll be fine. Make a spectacle of yourself and you’ll have a problem.

The Sixth Law: You Will Not Raise Armies for the Purpose of War

The Sixth Law not only forbids making war, but also the raising of armies. No armies. But the ven have found a way around this particular Law. After all, it doesn’t say anything at all about personal guard.

The Senate has decreed keeping a militia to protect yourself, your family, and your property is entirely appropriate. Because your people qualify as “property,” this means
you can hire and train ven to maintain the security of your lands. Not an army, but a personal guard.

Of course, ven nobles interpret this Law as loosely as possible, giving them as much advantage as they can hold. Secret armies are all the rage during this period of ven
history, and the making of secret wars between Houses are the stuff of opera. Wars never acknowledged outside the valley they are fought, never spoken of by the soldiers who fight them. Only in hidden journals are these stories recorded. Private feuds between great ven. Silent. Bloody. Forgotten.

If the Senate catches a noble with a secret army, the Senate declares his lands forfeit. “Fair Game.” Any who can claim them may do so. If any noble gets too powerful, his lands too vast, his eyes too greedy, the Senate have been known to declare Fair Game on his lands, just to knock him down to size.

Just to ensure no High King.

The Seventh Law: The Penalty Will Fit the Crime

For the ven, the Seventh Law is the most open to interpretation. Jonan Drax left behind no system of recompense or reprieve. Instead, he gave the ven a different kind of legal system. A system unconcerned with impartiality or fairness. A system that validated Revenge.


Because the Seventh Law deals almost exclusively with the Jury, let’s jump in to that subject right now.

(See the section on Revenge for more information on Juries and Revenge.  To make a long story short, most crimes aren't punished by some outside authority, but instead just by granting the aggrieved party a right to a Duel...  Of course, some crimes do silly things like offend every living noble, giving them all the right to a Duel, and in those cases it is pretty much a death sentence - unless you choose to wear the black for a period of time, forsaking your name and title until the stain on your name fades with time.  Of course, you can also wear the black instead of facing a particularly fearsome enemy in a Duel, too...)

 

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