ABOUT THE LAWS
As natural citizens of Launtrel, every character will have known or made aware of the general, inherent laws of Launtrel as a Feywild realm. They may chose to follow them to the letter, bend them, or not follow them at all. In some pockets of culture, these laws are nothing but a myth or a legend while in others, they are a religious text.
THE LAWS OF THE FEYWILD
- The realm is alive. Respect the natural world and do not take more than you need. Launtrel is a realm of abundance, but it can also be fickle and cruel.
- Every action has an equal or greater reaction. Both good and evil actions are remembered by the realm. An action will always be repaid; be it now or be it in the future. Balance is a necessity.
- The Arch-Fey control the borders to their region. Each region is controlled by their respective Arch-Fey. They can decide to lift or close their borders at any time, and may also choose individuals who may pass specifically.
- Beware of the wilderness at night. Dark things are always looming behind every tree. If you must, travel in a group of at least three for your best chance at survival.
- The Rule of Three. Launtrel herself favors balance and three is the most stable of numbers.
- Be wary of breaking a deal. Especially when making one with an Arch-Fey. They will always remember, and always expect it to be carried out.
- Be careful of what you do and say. Magic is unpredictable and can have unintended consequences. Use it with caution. Words can be taken as literal.
- Generally, Launtrel is stable. Until she's not. Time and distance can be fluid in Launtrel. Do not solely rely on your familiar notions of space and time; you may find yourself somewhere unplanned.
- Don't trust appearances. Not everything is what it seems to be.
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