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Post by Jongluer on Oct 23, 2004 12:08:00 GMT -5
Barbaric lords and thier history...
The Confederation of Unaligned Principalities: Lord Snurd, and the many other barbarians overlords who fill his land, finally gained sovereignty for their land, 4 years ago at the Caladon Conference of 916 A. S. (after settlement, referring to the settlement of the north, this time measurement is only used in the northern human lands, corresponding dates: 1428 A. O. A. A., 6773 V. T., 48 years after the 412th Clan Conference, 112th year of the Civil War, and 24 R. S. P.). The unification of the Unaligned Principalities (well they were called tribes then), actually happened in 906 A. S., when Lord Snurd brought all of “his” people (the barbarians who originally inhabited the lands, in times of B.S. or before settlement) under his banner via his and his soldiers blades. 9 centuries ago, the barbarians who did not join with an Arthurian lord were forced into wild lands where monsters roamed, the barbarians did not go in further until they were sure that they wouldn’t be forced further in, eventually they routed most of the monsters and they have been spread across most of the world ever since. These tribes had their differences, and for most of the year there was unrest in the land of barbarians, and the lands around it, and only in the winter was their peace due to the difficulty of traveling through snow. As leaders formed in the tribes, many of them became small nations in their own right, but there was still more war and raiding in the land, and only till Lord Snurd (then Prince Snurd son of Lord Nor) came to the realization that the nations would kill each other or be destroyed by outlanders any time now, did the nation begin the road to peace and unity. Prince Snurd performed a coup in 903 A. S. since his father refused to unify the land through any means, it is said that the resulting blood bath still stains Lord Snurd’s palace. Over the next three years, Lord Snurd sent emissaries to all of the leaders of his people telling them to join him or die most believed that the Lord was full of himself (more so than a masochistic cannibal), though a few (those closest to his land, that heard of the blood bath at the palace) did join him out of fear, the resulting war went on all year round (even in the winter Lord Snurd attacked with unheard of ferocity), and it seemed as if every day, another lord fell, until finally Lord Snurd himself slay Orgam the Wizard-Lord (he feared and despised the leader) in the man’s bedchamber, where the wizard had made his last stand. With the country under his rule, Lord Snurd set out to make it a far better place, first he and the Princes that were left alive drew up a constitution, which created a Centralized Feudal Democracy (A/N: they are barbarians, they don’t understand how riddled with contradictions that is, besides it has worked for 14 years in their land…), the next thing Lord Snurd did was instate a national religion, the god he chose was one that his own brother prayed to and was actually the favored soul of, the great and mighty Fjord, Fjord according to legend was a man of massive proportion, barrel-chested broad shouldered and tall to begin with, he trained diligently and became muscle-bound, he has a deep hatred for the arcane (something Snurd shares, hence why he wants religion so there to be more divine magic and less arcane), Fjord became a god a long time ago when Wee Jas was looking for a statuesque lover, though this ended badly, Fjord is still a god, and is now widely prayed to by the people of the Confederation of Unaligned Principalities. After a constitution, and religion, Snurd created laws, most of them were common sense, no killing, stealing or other such things, but then he took his hatred of the arcane into the fore front, he outlawed arcane magic in his land, something looked down upon by other countries especially since he has been known to capture and torture arcane spell casters. After ten years of unity, other nations in the north became interested in the lack of killing coming out of the barbarian lands, and after a few messengers were sent to the land, the other leaders in the north finally learned of the unified land of barbarians and their desire to become a real nation. Not wishing to anger an entire nation of fury (and now divinely driven) wielding barbarians, a conference was held in Caladon where the subject was addressed (along with other things) and the nation was given its sovereignty and has since been left alone. As of late, the nation is beginning to worry about things such as the Mages Guild, and the nation of Scuro which in their eyes is not only dangerous because of their arcane tilt but because they are also a group of people who like to “spread” their ideals via force. Inn response to this fear, Lord Snurd has been building ties with Frall and mustering a larger military force just in case something happens.
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Post by Jongluer on Oct 23, 2004 13:15:16 GMT -5
For Valor, Chivalry and Honor!
Kingdom of Darn: Bordering lands of danger (barbaric, stealthy, and Psionic) and the Elven homeland lies, the theocratic land of Darn. The country came into being when the many followers of Lord Darn, stopped to admire a beautiful river. The beautiful river reflected the sunlight into a silver sheen, which reminded them of their patron Heironeous. Heironeous is the half-dragon son of Bahamut (and half-brother of Hextor), and was greatly worshipped in Arthuria before the Lord Darn who had tried the lead the country into theocratic greatness was exiled with the other lords and ladies. The lord and his followers (and those of Heironeous) saw the silver shining river (now called the River of Chivalry), took it as a sign from their god to stop here. They followed its many tributaries and used them and other rivers as the borders to their lands, in a decade the city of River Bend had been erected along with a massive temple to Heironeous. The land has followed Heironeous’ ideas to the letter, which is most likely why they have survived for so long. The leader of the country is always chosen by the clergy and military leaders and normally is a paladin in fact the current leader is a paladin. The country bears a strong military force that is centered at the River Bend Garrison there are many forts throughout the land, though they become sparse as one travels farther from the capital. The nation’s military force is bolstered by the knight order of the Shining Blades, they are people that have learned to empower their long swords with Heironeous’ strength, and they will defend the land and their god’s ideals till they die. In current times, the Kingdom of Darn is considered weak and idiotic, since they cling to ideals that have not been seen in the north since the first decade of Arthurian settlement there. A few nations (such as Frall, and Scuro), see the strategic placement of Darn (it borders with Vandalia, and a small strip of land leads to Arthuria itself) in a way to further their interests, and to finally stick it to Arthuria (9 century old grudges are very powerful). Darn is nearly constantly training and performing diplomatic actions so to avoid the fate of its destruction, the people who spearhead this are another knightly order who seek to protect the ideas of old Arthurian knights they are called Knight Protectors.
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Post by Jongluer on Oct 23, 2004 15:52:39 GMT -5
Services that one might find in a dark alley are found in legitimate shops in the nation of...
Fredonia: The ideas of freedom are taking a bit far in this confusing land, then again what could be expected from a land run by a thief. The land was not always in the state it is today, at first it was compromised of multiple other countries and lands, but that was 6 or 7 centuries ago, its large coastal area, which is riddled with swamps and coves was very attractive to pirates and smugglers, along with the fact it borders major waterways. The hills and forests also provide excellent hiding places for the man on the run, its transfer from feudal state to lawless land was inevitable. Over time, the multiple scofflaws in the area decided that there should be some sort of order, and protection from the righteous do-gooders of the world. With that idea, many of the crime syndicates, mercenary houses, and pirates formed a militia of sorts where people learned about crafty fighting techniques and tactics. This militia has been the unifying force throughout the nation and is what keeps the small traces of order they call themselves The Shadow Pack due to their unique style of fighting. The land is best known as a place to hire mercenaries, enforcers, and multiple “no questions asked” services. Multiple “evil” religions are practiced throughout the land, and provide the only healing services in the land (kind of ironic isn’t it). The majority of manual labor in the country is provided by slaves, prisoners, and indentured servants, if it weren’t for these poor people the nation would cease to function. Overall, Fredonia, land of cutthroats and cutpurses, is surprisingly prosperous (at least in their type of trade) and will most likely continue to be till existence ends.
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Post by Jongluer on Oct 23, 2004 16:22:58 GMT -5
The final human land to be detailed...
Frall: Named after its founder (the ancestor of its current leader), Frall has existed for 9 centuries, in relative peace. It began upon an island that sits in the center of the Bay of Prophecy (named such because both Frall and every Psionic member of his following saw it in their dreams as they traveled), what started as a few buildings eventually grew out into a sprawling city that covers the entire island, including crevasses that have been molded out of ocean side cliffs. The psionic powered nation spread out along the coast so it would have a more comfortable way to interact with the mainland, and of course to show its power. Frall’s powerful navies and armies are empowered by the nations well of psionic knowledge, plus the staggering amount of crystal and deep crystal found on the island upon which the nation was started. The most amazing part of his army are the spear-like self-propelled crystals that soar through the air raining down psionic energy before crashing in beautiful blasts of energy and shrapnel. Any visitor to the land will have the immediate feeling of being watched, especially if on the island of Dream World. Mainly it is only the coastal plains that deal with outlanders, or those who work in the ports of Dream World, otherwise most people never see those from outside their nation. Also, on top of its xenophobia the entire nation is watched over by The Mind Guard, a group whose job is to make sure no one goes poking their noses into that which they are not allowed. The Mind Guard does this through telepathic powers, and psionic strength, the psionicists found there are the cream of the crop, they are the strongest and they know it, most people fear them, as they should, since the members of The Mind Guard are sadistic and revel in capital punishment. The laws of Frall are very strict, and they are followed to the code or else, most of the time people are tried, convicted, sentenced, and have the sentence carried out before the person can be proven innocent (especially if they are an outlander). The leaders of Frall despise nearly every country, and only tolerate them till it comes time to eliminate them, though Frall has yet to do anything completely offensive in all of its 920 year history, they are supposedly plotting it constantly, and some believe they will do it soon.
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Post by Jongluer on Oct 27, 2004 17:10:28 GMT -5
Dwarf Clans, though most people think a Dwarf Clan is a tight knit family, they are wrong. A Dwarf Clan is in actuality just Dwarves from a particular region who might share a distant bloodline. Normally a Dwarf Clan has a common cultural trait that sets them aside from other Dwarves. Over the next few posts we will discuss a few specific dwarf clans.
Thun Clan: Keepers of Farn Kaldr, and devout followers of Thundrak, the Thun Clan is well known for their deep worship of Thundrak and his two children. The Thun Clan has been around for generations, and tey were the first to settle into a hold, their hold, which is extremely cold and bears ice throughout the entire year, was dubbed Farn Kaldr (Ancient Cold), and inside of it stands a massive temple and statue of Thundrak. Though the temple at the center of the city is impressive, Farn Kaldr holds a far deeper importance, since the land was originally the home to all of the Dwarves, every few decades, a Clan Conference is held, here the group discusses problems that have occurred both outside of their stone halls and between them. The last Dwarf Clan Conference was held two years ago, and here a few Clans made their first appearances (ever) in centuries, these three clans were the Naughtians (who hadn't been seen since their banishment over 10 clan conferences ago), the Novias (Clan Novia has never attended a clan conference till two years ago), and the third clan went by the name Clan Morgath, they didn't seem iterested in where they came from or why no one had ever heard of them, but their proof of strength (a full Vanguard of Morgath Clan Warriors gave their representitive entrance to the peaceful Conference chamber). Clan Thun also controls the largest pass between the Dwarf Hold Mountains (Nadrin Path), and have used it to monitor trading in their area. From their collection of posts they have been able to stop giant and goblinoid incursions over the centuries, not to mention become the second-most trading clan (first being the Dorak Clan) and collect a large amount of tariffs. Clan Thun, rules their lands based on Thundrak and co.'s teachings (meaning it is rare for women to get respect due to the excommunication of Lilinoma by her children and husbund), though most men will find the laws fair, anyone who can understand other perspectives will see the sexism. Overall, though overzealous in their religious beliefs, they are still (like Dwarves, when in mass), slow to make a first action (unless it is against hated enemies) and will only use force if provoked.
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Post by Jongluer on Oct 30, 2004 21:34:35 GMT -5
An Adamantine Battle Axe, and a good mug o' some strong dwarven ale!! All can be found at any Dorak Trading pavilion, hold, or their home hold of Dorakshana.
Dorak Clan: By far the friendliest, and most drinkinest Dwarves, the Dorak Clan hails from a hold a few miles south of Farn Kaldr. Blessed with artisans (mainly brewers and smiths), and a few smooth talkers (who soon became the merchants of the clan) the Dorak Clan quickly thrived in the world. Their fine goods and pass riddled region allowed for many trading oppurtunities, with passersby, and soon enough their hold was world renowned (when most people think of Dwarves, they get the picture of those of the Dorak Clan). With the amount of people who came to their hold, they eventually saw the profit of going outside of their hold, and to other towns, and cities. Dorak Dwarves are the major followers of Hanseath, though a few follow Hanseath's brother Moradin, and therefore their feast halls are second to none, and their hospitality knows no bounds. These fun-loving dwarves are of course not just what they seem... When met on the battlefield, a Dorak Dwarf has been called insane, and unyielding, the Dorak Clan have been called a two-sided sword. For all of their kindness, they are entirely ruthless and ferocious in any thing similar to battle, any large business dealing gone sour ends with bloodshed when dealing with the Dorak clan. Strong-willed, friendly, and ferocious all at once, Dorak Dwarves are often found outside of the mountains, and they will often treat outsiders as trusted brothers-at-arms (especiall if your a Dwarf)...
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Post by Avi on Oct 31, 2004 0:59:20 GMT -5
Nice. These dwarves look cool...
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Post by Jongluer on Nov 3, 2004 18:25:50 GMT -5
Fongarth Clan: A quick gesture of the hand, and a few unintelligeble words are commonly seen/heard among the Fongarth Clan. Where most dwarves follow a divine path to recieve their magic, a few have become wizards. This minority began years ago, when brother of Thundrak, Turek, came to the material plane and blessed a few "chosen ones" with the powers of the arcane. Though these epic origins are only spoken of in myths and legends, the product is still around even today. The Fongarth clan was of course based off of these select few, and eventually some sorcerers even sprang about, but that is not what it is important about the Fongarth Clan. For the long years before the clan conferences and times of peace between the dwarves, the clans were at war, the common enemy that often sparked these wars was the Fongarth Clan. Seen as weak becuase of their spellcasting, they were often attacked,sadly though their powerful wards, and their magically enhanced weaponry gave them quite the edge. For a long time, Clan Fongarth was seen as a thereat to the Dwarven way of life, then slowly as mages appeared throughout the world and the Mages Guild (a largely Elven group) tried to sell their wares to the other clans to "level the playing field", their was an outcry among the Dwarves. "Why buy from the snooty elves when perfectly good arcane power rests here in our home?" Many from the other clans cried to their leaders. So it was in this action, and the first full Clan aligned(minus Novia Clan of course) army set against the elves. Now with more than just the southern Dwarves against, and the arcane might of Clan Fongarth the Dwarves won the war. Seeing the strength of the aligned clans, the Clan Conferences were set and Clan Fongarth was accepted as "A true Dwarven Hold", For the past 20,000+ years Clan Fongarth has done their duty to provide arcane services to the Dwarven people, eliminating the need for the Mages Guild in that area (though they are allowed a house in Farn Kaldr for political reasons). So besides their major roll in Dwarven Unification, the Dwarves of the Fongarth Clan also bear the respectable duty of Arcane Services to all Dwarven Holds! (Note: this is done by anywhere from 1-3 representitives in each hold, based upon size, and at least one apprentice per representitive. The apprentice need not be of Fongarth lineage).
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Post by Jongluer on Nov 6, 2004 11:42:50 GMT -5
Darkness, the glitter of precious minerals, and the rythm of Dwarven Mines at work. Gordrey Clan: While not considered a major political force, Clan Gordrey's mines are the source of much of the metal used in Dwarven weapons, and armors. Located slightly southwest of Farn Kaldr, the six holds belonging to the Gordrey Clan seem to spew smoke from refineries at all times, day and night, and some claim you can hear their miners chip away at the ores within from along the mountainside though this is an over-exaggeration. The Clan's history is filled with encounters with the Under World, a place their warriors, historians, and priests claim is a place where all evil spawns and spurs forth into the world from. The first meeting was 15,000 years ago and then the people of Clan Gordrey were just simple miners not prepared for the un-honorable guerrilla combat of people like the Drow, or the mind tricks of Illithids. Of course, within a few decades, the Dwarves had a force trained in such tactics, which one the battlefield with other Dwarves, greatly disgusted their opponent, but in the Under World it proved greatly beneficial. Eventually, the Clan found a friend in the Under World, defenders of the light in a land so absent of it, this was the Duergar Clan, a group of Dwarves who had spent so many years in the Underdark thier skin was a deep grey, and they had honed the powers of the mind, possessed by Barbaric Dwarves and the Illithids. With this assistance the Gordrey Clan has been able to secure their mines from attack. The Duergar Clans have been an accepted clan for the past 9,000 years, though their holds are nearly unlocatable.
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Post by Avi on Nov 6, 2004 16:01:47 GMT -5
Can we say dungeon crawl?
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Post by Jongluer on Nov 6, 2004 19:14:42 GMT -5
Grey skin, Psionic, and dwellers of the Under World Duergar Clan: Though most Dwarven Historians will claim that the Duergar Clan had not associated with Dwarves up until a few millenia ago, but the Duergar have a far more epic history. The Duergar were originally barbarians on the surface like all dwarves, but they showed a strength for battle unseen among Dwarve of the time, plus they held a penchant for Lilinoma's favorite ability Psionic. Thundrak (who was still with Lilinoma at the time) called them forth and sent them into the Under World where his son Hanseath had found an evil brewing. From then forward the Duergar were to protect the world from these evils. Sadly the evil spread beneath the mountains and reached the rest of the world, though it was never able to decimate due to Duergar resistance. As the Duergar lived in the Under World they adapted to it (their grey skin is a perfect example), learning tactics, and crafts that could best fit their constant state of war. The Duergar learned how to craft massive metal walls and doors, and how to produce effective traps. In time, the Duergar met thier long lost cousins, the Dwarves. At first it was a tenous relationship each thinking the other was an enemy, but eventually they realized how close they really were, and banded together. Now, though for most Duergar life hasn't changed, others have become mercenaries of Dwarf Clans, and others have helped them build up their defenses. Also, Duergar have learned about Arcane Magic (something unseen in their culture as something for them to use) and its many uses, this has actually begun to turn the tide in the homefront. against the Drow at least.
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Post by Jongluer on Nov 7, 2004 1:28:24 GMT -5
With the 4 out of the 5 prominent Dwarf Clans mentioned (there are a great deal many more but those 5 are the largest and most influential), we shall move on to the three who only just appeared at the last clan conference, the first of which is the Naughtians, and needless to say they're not your average Dwarf Clan... Years ago Clan Naughtian lived in a southern hold that was just close enough to Elves for them to be in regular contact. After the many wars with the Elves, there a short time of peace in which the Elves and Dwarves of Clan Naughtian shared ideas. Eventually the dwarves chose the Elven god Corellon Larethian over their own deities. At first, most of the other Dwarf Clans so this as a short fad, but as time pressed on, the rest of the clans became fed up with the new religion, and exiled the Clan from the mountains, leaving the hold void of life. The Naughtians left and travelled for as long as their provisions allowed until they eventually came to the Mountains of Cteha within the Barrier Desert, settling in the foot hils rather than within a cave, the Naughtians built a suitable town with a large temple to Corellon Larethian. Sadly though, this changed when a walking holy man/merchant came spreading the word of the Human God Erythnul, who was great and powerful. The younger members wishing to turn away from the god who cuased their people hardship, the town slowly shifted to the god Erythnul. When a very small group finally realized the horrors of this new god's doctrines they spread the news, and being respected members of the community, they were believed especially when the others also researched the topic. The rest of the details on how or why it happened are sketchy to most, the only important thing is that the representive who arrived at the Clan Conference two years ago, was not the average dwarf, he strode in with the stately approach of an elf, but his skin was that of a lizard, as were his fangs and claws, and wierdest of all he still bore the body structure of a dwarf, the few clan warriors who did accompany him were armed only with longbow and fist (well claw), claiming to be of the ancient Naughtian Clan, they decided it was time that their exile should end, most clans having forgotten of the reason why the Naughtians were exiled let them in, though their hold was not given back to them since it would just not be in any state for living and renovation would be too costly, and so the dwarven colony of Naught was born in the Mountains of Cteha.
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Post by Jongluer on Nov 7, 2004 9:51:38 GMT -5
Novia Clan: Nestled in the high northern peaks that lay upon the rim of the Frost Fallen Sea, is the Novia Hold. The Novia Clan is a hardy group that has lived in a reclusive state for their entire history. For the most part they are self-sufficient and are the masters of Blue Ice (an ice that is only harvested in the high northern peaks that is as strong as steel, of course some also claim it is found in the glaciers of the Frost Fallen Sea). This ability has led to their arrogant attitude since it has allowed them to defeat every clan warrior who has approached their lands, and it has also made them a lot of money by selling just a handful of Blue Ice weapons and armor to other country. Two years ago they broke their reclusive state with the other Dwarves by entering a Clan Conference and taking a place near the leading clan tables. Their arrival has cuased much confusion and worry amongst the other dwarves, thier arrival might mean that the Dwarves have to unite to fight a large enemy, or it could mean that the Novia Clan just wishes to rule all the clans, either way it is not good...
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Post by Jongluer on Nov 7, 2004 9:52:11 GMT -5
(the fifth ruling dwarf clan)
Shadows of Past Glory... Clan Morgath: The newest of the clans is surprisingly far older than it seems. Their ancient ancestors the Midgard Dwarves, lived along the mountain sides long before they were told to go by Thundrak. There they were able to learn the secrets of mining, smithing, excavating, and other common dwarf crafts. Eventually they were able to dig into a natural cavern, once here they were able to find the Midgard Empire which only lasted for a few centuries. The Empire was never toppled though it was just at a long war with the goblinoids, only till recently were the goblinoids pushed out of the city. The sons and Daughters of the Midgard now call them selves the Morgath, which means in the Midgard Tongue Reborn. When they learned of the other Clans and the upcoming clan conference, they decided to make their first appearence. They were at first not allowed into the conference chamber up until their clan warriors showed up. Their mighty axes, and shimmmering mail gave them acces to the chambers and of course the floor. Not truly explaining who they were all they just took their place as a controlling clan and observed the entire conference process (something never seen in their Empire's short history). Now the people of the Midgard Hold and the Morgath Clan are striving to hone their skills to that of their ancestors, their continuing mantra of "For the Empire!" has proven to be beneficial to them over these first two years.
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Post by Jongluer on Nov 8, 2004 22:03:02 GMT -5
Since it is starting to become quite pressing since we'll need it for the next session, here is the much needed Caladonian Law post:
Crimes of Cladon:
Necromancy: The unwilling ressurection of the dead is a punishable offense. Murder or the threat, attempt, or conspiracy of murder: self-explanatory, though they do carry different degrees, obviously threat is not bad, nor is conspiracy, but Murder and Attempted Murder are very bad. (harsh punishment for the latter two) Subjagation and enslavement of people: Ownership of one person by another is a punishable offense. The Construction of an illegal magical/psionic item without a proper license (construct, wand, maenad, psicrown, potion, etc.) is a punishable offense. Dueling in unsanctioned dueling house or a street is a punishable offense. (Magical dueling is very dangerous and normally carries harsh punishment) Running of a brothel, or self-prostituiont, or prostitution of others, without a liscence is a punishable offense. Being owner of a brothel (and employing), a self-employed prositute, or one who prostitutes others (a.k.a. employs whores), and not having them checked for medical ailments every 2 weeks, is a punishable offense. (Harsh Punishment, also fallls under public harm) Selling contraband (drugs, slaves, etc.) is a punishable offense. (Harsh Punishment) Conjuration in unsanctioned area is a punishable offense. (harsh punishment, falls under public harm) Theft is a punishable offense. (punishment depends upon crime, depending on items stolen can be given Harsh Punisment). Vandalism is a punishable offense. (punishment depends upon crime) Vagrancy in a non-slum ward of the city is a punishable offense. Terrorism is a punishable offense. (harsh punishment, falls under public harm) Extortion is a punishable offense. Bribery is a punishable offense. Forgery is a punishable offense. Arsony is a punishable offense. Protection Racketting is a punishable offense. Smuggling is a punishable offense. Piracy is a punishable offense. Kidnapping is a punishable offense. Breaking and Entering is a punishable offense. Invasion of sewers without a liscence is a punishable offense.
Punishments within Cladon:
Time in jail: this is mainly for simple offenses not normally reserved for anything Harsh unless it is before the trial. Time in prison: depending on the time spent in prison anything from theft of some jewels to terrorism can be the cuase of staying in a prison, and the sentence here can vary greatly. Labor Camp: Harsh Punishment, time spent is determined by crime. Public Flogging/Whipping/Torture: Harsh Punishment, amount determined by Crime. Torture: Harsh Punishment, amount determine by Crime. Death Penalty: Harsh Punishment, reserved for mass murderers, and some terrorists. Public Death Penalty: Harsh Punishment, reserved for those who have cuased great public harm.
Trials in Caladon:
Trials are reserved for harsh punishments or if someone requests it.
In a trial there is a Judge, a Jury, and three advocates.
The Judge: A judge's job is to adjudicate betweenthe advocates, and make clairfications for the jury. Once the jury has decided on whether or not the person is guilty or innocent, the judge determines the sentence based on crime. The Jury: The jury of 11 people is to determine the innocence of the person on trial, and to determine whether harsh punishment is warranted in some cases. The Plaintiff: The victim of the crime, normally this adovcate tries to prove the defendant guilty. The Defendant: The perpatrator, this advocate tries to prove the Defendant innocent. The Mediator: A third advocate, represents an unbiased person who has studied the situation and is able to make a ruling, their job is to clarify a situation, and try to determine who is truly at fault.
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