Laws of Da'nuil Kalioth


Precepts of the City [With notes from Nuth-Kalioth's Laws of Da'nuil Kalioth, his commentary.]

1) All mages are welcome in Da'nuil Kalioth so long as they abide by the Seven Laws;
i) Harm not thy brother mages, no matter their beliefs.
ii) Seek ye always to advance the cause of magic.
iii) Cast not magic into disrepute.
iv) Harm not thy fellow citizens of the city.
v) Seek ye always to advance the cause of the city.
vi) Cast no magic upon the clerics of Mana.
vii) Bar no justiciar's path.

[An explanation: All seven laws are specifically applicable to the mages of Da'nuil Kalioth. The first may be negated by the Ruling Council, for purposes such as execution of renegades. The fourth law, protecting the citizens of the city, applies to all, but may be negated similarly by the Ruling Council. The sixth law, applies expressly to pure mages, however, it is not in power as regards cleric/mages of Mana, as well as any pure clerics, especially those who are actually clerics of Mana. The seventh law applies to everyone in the city and its environs, and is never limited, save within the inner precincts of the Temple of Magic. Explanations for the individual laws follow, and are based on precedent of the Courts of Magic.

i) Mages are not allowed to harm each other, directly or indirectly. Intent must be proven.
ii) Mages are not to destroy magical items, except where dire results are believed to occur and are foreseen if the item remains in existance. Most baneful items may be kept in the Vault of the Magister. [Ed. Note: Whatever Nuth-Kalioth is referring to here, by Vault of the Magister, is unknown. It may be some secret room whose location died with him.]
iii) Mages are not to cause events to happen that would provoke the kingdoms of the land to cast out and hunt mages down.
iv) No harm is to be dealt to the citizens of the city, no matter who they are. Note that this law does not specifically protect visitors or slaves.
v) The city of the arcane bears too much knowledge to lose. Even those who follow the paths of dark magic recognize this, and accept the cause of the city as their own.
vi) No magic is to be cast on the clerics of Mana, the neutral deity of magic. The only real exceptions to this are the clerics of Mana, the cleric/mages of Mana, and any clerics. Of course, the laws against harm are still in effect, so baneful magic is still prohibited.
vii) The justiciars have free movement, always. Do not get in their way. Also, this means that one does not lie to a justiciar, or prevent them from carrying out their duty in some way.]

2) Entering the City: Da'nuil Kalioth is not an easy city to gain entrance to. While someone is approaching the city through the enchanted forest that surrounds it, their nature will be divined. If they have protections against divination that the diviners cannot easily pierce, they will simply be turned away by the power of the forest. If they are found to be of arcane power, their case will go to the Lesser Ruling Council. Should they be found to not be of arcane power, their case will go to the Immigrant Council, which may choose to pass on the decision to the Lesser Ruling Council in some cases. The exception is with clerics. Clerics of Mana may always enter the city, without bar, unless under sanction by their order. Other clerics, however, are subject to this divination and debate. If the subject is found lacking, they will be turned away by the magic of the forest, causing them to simply wander, lost, and eventually find their way out again, without ever seeing Da'nuil Kalioth. If the subject is found worthy, they will pass through the forest without challenge, finding a path that leads them directly to the gate of Da'nuil Kalioth. There, they will be challenged and questioned by the gate guards, but that is mostly a formality, once they have been found worthy. Then, they will usually be issued a temporary visa, that allows them to stay for a period of time. Once this expires, they must either apply for a renewal, or apply for citizenship.

3) Aspirants to Citizenship of Da'nuil Kalioth may apply to the Immigrant Council. They both decide whether or not to grant entry to the city for the non-arcane, and whether to grant citizenship to any aspirant.
i) The Immigrant Council shall be formed of seven. Three of the arcane, three of the divine, and one of the common. And the common shall decide the vote.
ii) The Immigrant Council shall meet thrice a quarter-cycle. All applicants will be processed, no matter the length of meeting.
iii) The Council shall be elected by random ballot, from those of journeyman rating and above for the arcane, those of priest and above for the divine, and of any standing, for the common. The three of arcane must be one of each alignment, and the three of divine must be one of each aspect of Mana. The common may bond to any alignment or deity; it is no matter.


[Go back to the Books of Da'nuil Kalioth.]
[Go back to the Library Index.]