Con Games 2007

Lounge Larp.
Hen(tai)Toon.
The Pirate Larp.
“It’s just a con game.”
Drunk Illuminatay.
“I know it isn’t on the schedule; but
 ~ can you run another Houses demo?”
The Lap Game.
“Next time, leave me a towel.”
Magician’s Vow tested.
“Could you run 7th Sea?”
“Too hot in the hot tub!”
Another Play Dirty/HotB Chapter: Foreshadowing.
Sadly, no Dune.
“Can you sign this for me?”
“I know it isn’t on the schedule; but
 ~ can you run another Houses demo?”
“Could you run L5R?”
“Whenever anyone mentions (Houses), point to Nola.”
Jared’s Three Rules.
“When can I buy Houses of the Blooded?”
Transhumanism: The RPG
“Where’s Play Dirty?”
Vampire LARP: Avoided
Evidence that I do not give off the stalker vibe.
A scene from the Houses of the Blooded novel.
“Where’s Wilderness of Mirrors?”
“Why yes, I am looking for more playtesters.”
RPGA Lifer #7: “This is the coolest game ever.”
One snort of Damn Good Whiskey.
Discordian Double Agents.

___

Wow. Whutta con.

Greek Meme

Your Score: Daedalus

66% Extroversion, 100% Intuition, 27% Emotiveness, 66% Perceptiveness

You are most like Daedalus. You are extremely clever and inventive, but your methods can be very unorthodox. When faced with a setback, you’re more likely to try to defeat it with sheer determination, rather than finesse. You’re argumentative, but don’t tend to take debate personally (actually, it’s fun for you, and most people don’t understand that). Regardless, you are a wellspring of mechanical ingenuity, and would make a fantastic engineer or inventor.

You can be extremely loyal in relationships and freindships, and you’re extremely professional. You’re also pretty grumpy.

Famous people like you: Thomas Edison, James A. Garfield, Walt Disney, Benjamin Franklin
Steer Clear of: Hermes, Apollo, Icarus, Aphrodite
Seek out: Atlas, The Oracle, Prometheus

Link: The Greek Mythology Personality Test written by Aleph_Nine on OkCupid Free Online Dating, home of the The Dating Persona Test

Grand and Accepted Masters of Esoteric Rites and Secrets

  1. We believe Imagination is a vital and necessary ability of the human mind to communicate with Ideas.
  2. We believe in the blissful and sublime moment of Communication with the Invisible World, the World of Ideas, the World of Imagination.
  3. We believe Communication with Ideas gives us richer, fuller lives.
  4. We believe Communication with Ideas is possible through the use of Concecrated Tools, Holy Days, Sacred Texts, and Cooperative Ritual.
  5. And we believe all must find their own Path to Communication.

Houses of the Blooded: The Soundtrack

Whenever I write, I pick a soundtrack. I play it between writing. I try not to listen to music when I write. My love of music is too great. I get distracted and can’t focus. So, when I take my ten minute break between thousands of words, I hit “Play” on my iTunes and let ’em rip.

For Houses, I have a particular set of music going through my mind. Queen, Meat Loaf, Evenescence… and, of course, Mozart.

Ah, the unrepentant rogue.

Houses of the Blooded News

First big news thing. Houses will not be at GenCon.

I’m not done yet and if I wanted Houses to be at GenCon, I should have been done a month ago.

This also means I won’t be at GenCon. Frankly, I have too much repair work to do on my life to get up and leave it right now. Debt and illness, as a tag team, will not let me tag in.

Now, this is a Good Thing in a lot of ways. Yes, I’ll miss seeing many people I enjoy and a few that I love dearly. But we’ll all be patient. Patience is my Virtue now, the Virtue I must exercise. (I have Spider’s Patience.) Getting myself healthy and wealthy again are my primary goals.

Second big news thing.

I’ve been doing a lot of research on pre-Atlantean cultures for more than a decade now. My current obsession–the ven–are one of the most obscure. I’d like some help with the research materials, and frankly, I don’t have enough time, money or energy to do all the work myself. Therefore, I’m going to open up the field to other researchers so we can get all the information on the ven in one place. To do that, I’ll be opening up Houses of the Blooded as a creative commons project. For those who don’t know what I’m talking about, I’ll explain.

The game mechanic itself will be released under a Share-Alike Attribution License. This means anyone can use the mechanic for any reason just as long as they credit where the original mechanic came from.

The ven and their world will be released under a slightly different version of the Non-Commercial License. Anyone can publish their own research for the game as long as they don’t sell it. I’ll also be approving research done by other folks as “official,” and ask their permission to publish it–with suitable compensation.

There is so much to be known about the ven and I can only do so much. So, like H.P. Lovecraft did with his own research into the Cthulhu Mythos, I might as well let others play in the same sandbox.

Those are the two big announcements. Maybe I’ll hold some kind of “Aw Shit, I Can’t Go To Gen-Con Party.”

Hey… that sounds like a pretty damn good idea.

Houses of the Blooded: From the Player Chapter

Devils and Details
Gamers seem obsessed with details. They ask a general question, you give a general answer. They ask a more specific question, you give a more specific answer. Then, their questions start getting really small. Like fit in your pocket small. Here’s an example.

Question: The ven seem to have very particular rules on matters of emotion. Why is that?

Answer: Because the ven know themselves. They know they’re emotional creatures, so they come up with rules to guard against those emotions.

Follow-Up Question: If there are all these rules, and they have so many obvious loopholes, why don’t the rules get broken all the time?

Answer: They do get broken all the time. That’s the point. Rules are broken which leads to consequenes which leads to good story.

Follow-follow-up Question: Is the cultural assumption that they’ll get away with it, like a speed limit, or is it more of a personal thing?

Answer: GAAHHHHHH!!! WHY DOES ANYBODY DO ANYTHING!!!??!?!?!?!?

Don’t get caught up in the details. After all, wagers allow you to invent the details, remember?

Like I said above, there are a lot of ways to abuse the rules in just about any roleplaying game. This one is no exception. The difference is, I didn’t spend a whole lot of time coming up with new rules to cover my ass.

See, I don’t believe “good game design” is about fixing holes. Instead, good game design focuses on making the game fun to play, making sure every element of the game gives the players another tool.

Why do you think the Law is so vague? The rules for Revenge? The economy just doesn’t work?

Huge gaping holes. Ven culture is full of them. Questions that aren’t easy to answer. Nor should they be easy to answer. No clean cut yes or no. No clean cut right or wrong. No clean cut good or evil.

Our own culture is a great example. Take nearly any important issue in modern society. Show me the clear cut answer. Abortion. Immigration law. Taxes. Economy. The death penalty. Gay marriage. Okay, that one’s pretty straight-forward, it’s just that the people on the other side of the debate are ignorant and don’t understand the real issues.

See how easy that is? How easy it is to make the issue simple and one-sided. But, frankly, it isn’t. It isn’t simple, clean-cut, or easy. It’s hard. Messy. Ugly. And people are willing to fight for it. Each side convinced they are the Good Guys and those who oppose them are the True Heart of Evil.

* * *

Now, excuse me for a moment. I have to take what appears to be a tangential break, but in the end, this will all come back together. I promise.
I have a lot of historical recreationist friends. You know, the ones who study the Civil War or the Rennaisance or Ancient Rome and write huge papers on the subject, create authentic costumes, build elaborate structures. All that kind of stuff. It’s impressive. Their knowledge is extensive and they’re a lot of fun to talk to.

But don’t ever watch Rome with them. All they do is complain about how everything is wrong. Same thing with Dune fans. Watching the movie or the mini-series. All they do is complain how everything is wrong.

And in some cases, my friends are right. Inaccuracies, anachronisms. These things happen for a lot of reasons. But sometimes, they happen because my friends and the person doing the research on the show rely on different authorities.

I hear that capes are wrong. Well, maybe there were different styles of cape. After all, there are different cuts of t-shirts, right? There isn’t just one single style of blue jeans or slacks or even khaki pants. Why should there be only one style of toga? Sure, we’ve only found one style or toga—or perhaps even two—but that doesn’t mean there was only one style of toga in all of Ancient Rome. Right?

* * *

The point of that little sidewinder diatribe is this. We know next to nothing about the ven. We have no maps, no illustrations, very few written documents. What I’ve cobbled together here is only a smidgeon of what we do know. There’s still more to be discovered. Universities have documents that have yet to be translated. (Like I’ll ever get my hands on those.) And, honestly, I’ve made some stuff up.

I know, I know. It’s an incredible confession, but it’s true. I’ve made some stuff up. Now, before you ask, no, I’m not telling. Besides, unless you’re a scholar, you won’t know the difference between the facts, theories and the fiction.

I guess what I’m trying to say here is that there really is no canon. No real authority. This is a game, a game of make believe. So, make believe. Add details.

I have my own ideas about the ven, but they really shouldn’t influence you anymore than you want. How do the ven react to a situation? How does anybody react to a situation? As each of us would, in our own way.

The ven are not carbon copies of each other. Each is an individual. Everyone responds as they would, given the circumstances, their own personality, their own experiences.

Make believe. Make the world. Make the ven.

Narrative Control
In most games, narrative control ends at the tip of your own character’s nose. You don’t have any authority, you don’t have any narrative control, beyond your own character. Each player has narrative control over his own character and the GM has authority over the rest of the world.

In Houses, that’s not true. Every player has a degree of narrative control, a certain amount of authorial authority. In other words, everybody gets a moment as game master.

If an NPC asks you a question about your background, you have the authority to say just about anything you want. Anything you say creates background for your character, but also creates facts about Shanri. If you talk about a dog you had as a child, that dog exist—and may still exist. If you talk about your father, any detail you say exercises narrative control. Talk about your uncle, your mother’s castle, your older brother’s assassination. You’ve become the GM. You’ve become the author of the world.

Usually, in most roleplaying games, your degree of control ends there. You can’t say anything true about another character because each player has final authority over his own character. In this game, that isn’t necessarily true.

In this game, if you want final authorial control over your own character, you have to spend points. You have to be open to the idea that other people’s ideas about your own character may be just as valid as your own. Now, you have to trust me on this. I find that pretty difficult to swallow myself. I’m a control addict. Clinging to the concept that I’m the only person who gets to say what’s what about my own character. But, when I thought about it from a different perspective, things began to change.

I asked myself, “What if my character was just an NPC? Would I feel the same way?” I had to think about that a lot. I had to think about the way I treated my own NPCs.

NPCs are a staple of my own gaming style. NPCs are how I get players to care about a story. Players love my NPCs and hate my NPCs. But nobody cares about a game because the ranged attack mechanic is cool. They care about a game because they care about their characters and the best way to get players to care about their characters is to give them other characters to interact with.

I know, this sounds like it belongs in the GM section, and it does to a certain degree, but in this game—in this game—I’m trusting you, the players, to be the GM for a little while. Even if it’s just for a moment. And I’m also advocating the concept that every player is the GM to a certain degree. And that means every character in the game—even player characters—are NPCs. You have narrative control. And you have to be willing to use it. You also have to be willing to use it responsibly.

Before the game begins, the players should get together and talk about how much authorial control they want. Should wagers be able to affect PCs? To what degree? Find a comfort zone, a place where all the players are willing to say “Yes.” If you don’t feel comfortable with what’s being said, be sure to say so. I’m assuming you’re playing with your friends. You shouldn’t feel awkward about speaking up and saying, “You know, I don’t think I’ll have fun with that.”

But this little philosophy—that all characters are NPCs and free to edit—can be very challenging at first. It’s not the most conventional way of handling narrative control, but give it a try. Start small and get more daring as you go. If it doesn’t work out for you, change how much authority players get with wagers. There is no rule that says you can’t. In fact, this whole section is a rule that says you can.

PS: When I said players really love and hate my NPCs, I wasn’t exaggerating. In fact, one particular NPC is so hated by the LA group I used to play in, my buddy Rob Telmar wanted to fire him into the Sun. Unfortunately, Rob never got that chance. So, to make up for it, that particular NPC makes a cameo appearance in this game, just so Rob can get another shot at shooting him into the Sun.
Have fun Rob.

Con Games!

I’m a Special Guest at CON GAMES in Mesa, AZ. June 14-17.

I’ll be running Houses of the Blooded games all weekend — and a “top secret” game as well.

(E-mail me for the password. Slots fill up fast.)

I’ll also be running a game design workshop similar to the one Jared runs every year at GenCon. Show up with an idea, leave with a game.

And, I’m one of the co-GMs for “The Pirate Larp.” You’ll want to check this puppy out.

You can find out more about ConGames (my favorite convention name evar) here.

First Houses Game.
Thursday, 2:00 PM

Second Houses Game.
Friday, 2:00 PM

Third Houses Game.
Sunday, 2:00 PM

GDW, Part 1: Development and Design.
Friday, 11:00 AM

GDW, Part 2: Publishing and Production.
Saturday, 9:00 AM

The Pirate Larp
Saturday, 2:00 PM

Houses of the Blooded: The Law

When it comes to justice, nobles don’t get a free ride. Yes, they are the most influential class in society. Yes, they are the wealthiest. Yes, they own armies, capable of destroying entire villages and cities. Um, wait. No. No armies. (We’re getting to it.) Nobles also have an obligation to those who serve them, and that is maintaining the peace and enacting justice.

Nobles are responsible for maintaining serenity in the lands they rule. How that is enacted is entirely up to the noble. Some do so with strict laws, others with sympathetic justice. More than a few care little for equity, squashing the populace in the name of pacification. Most nobles assign the duty of keeping the peace to roadmen, sheriffs, and constables, all of whom report to the noble, held directly responsible for meting justice.

Bureaucracy
Let’s pause a moment and talk about how ven law differs from our own. First, the ven do not have a word for “law.” The closest word the ven have is pallentarro, which best translates as “bureaucracy.” It literally means “the proper way.”

Ven law is a long list of decisions agreed upon by the Senate. The Senate is made up of nobles. No commoners. Just nobles. The legal code is a series of “decisions,” each one giving a proper punishment for a crime. Let’s look at one as an example.

(The translation is difficult here. Ven language has about a dozen different connotations for a single word. I’m going to do my best.)
If the unblooded shall steal from the blooded, this High Crime shall be punished as the Authority sees fit.

So, what we’ve got here is a decision on theft. Notice the language.

The decision specifically says “unblooded shall steal from the blooded.” In ven law, if a decision doesn’t say something, it doesn’t say it. I know that sounds redundant, but it’s an important idea. The little things matter.

This decision deals specifically with the unblooded stealing from the blooded. It says nothing about the blooded stealing from the blooded, so it doesn’t apply to that situation.

Also, note how it says “as the Authority sees fit.” That means the person with the highest authority decides how the matter is resolved. That person may be the blooded in question, or it may not. “The Authority” refers to the highest authority present. So, if a servant tries stealing a spoon from one of the blooded at a party, the highest authority in the room decides the punishment.

Ven law is tricky this way. Some decisions say “the Victim.” Some decisions say “the Authority.” The little things matter.

LOW CRIMES, HIGH CRIMES
Ven law is broken into low crimes and high crimes. As might be expected, low crimes are those committed against the unblooded, while high crimes are those committed against a noble’s kith and kin. Thus, stealing a peasant’s cow is a low crime, punishable with a lash of the whip or perhaps a small fine. On the other hand, a servant stealing a spoon (like I mentioned above) from one a noble is a high crime, punishable by dismemberment, disfigurement, or death.

A noble’s roadmen are directly responsible for maintaining justice in his lands. Roadmen protect the people from dangers (monsters, brigands, etc.), but they also investigate crime. The noble seldom (if ever) concerns himself with low crimes; the local sheriff and his constables handle such matters. In the matter of high crimes, the noble’s personal guard are dispatched to investigate the matter and bring the criminal to justice.

Of course, each noble looks at low and high crime differently. For some of the blooded, a crime against one of his peasants is a crime against his own person. Each noble has to make up his own mind how to treat crime.

Inconsistency is the seed of dissent.

JUSTICE FOR THE UNBLOODED
For the unblooded, there is no right to remain silent, no right to legal counsel, no jury of peers. Nobles give roadmen the right to mete justice as they sees fit. A roadman’s decision is usually swift and final. The accused can beg for the right to plead his case, explain the evidence against him, but he has no right to such treatment. A fair roadman will grant a hearing, but he is not expected to do so. Nor is he likely to be punished if he does not.

If the accused is a noble or a roadman, the matter must be turned over to the lord of the land, who then makes a decision. Judging another noble is always a politically charged situation, one that can bring war if it is handled without care.

JUSTICE FOR THE BLOODED
One of the blooded accused of a crime may call for a jury. Matters of law are brought before the Senate. The Senate votes whether or not to hear the matter, then elects three judges to hear the case. Both sides make their arguments. At this time in ven history, evidence and testimony are not well-tested ideas. Procedure? Nonsense. Make an impassioned plea. More likely than not, if the issue is murky, the side that protests loudest and most convincingly will carry the day. But sometimes, just sometimes, testimony and evidence can make a difference.

FUTALI: RANSOM
An old tradition from the dark days. Before the Senate, before the Houses. Ransom. Holding a noble for a price. Futali.
If a noble is found guilty of crimes, he can be held ransom until the price is paid. His home court can decide to pay the ransom in exchange for his life or refuse to pay it, granting the holding noble the right to do as he likes to his captive.

If a noble is captured, he falls under the same laws as those who lose control of their possessions. If you don’t have the strength to protect yourself, you don’t deserve protection.

Futali is the polite way of asking, “Do you want this back?” Refusing to pay is the polite way of saying, “No.”

TAXATION
Nobles reserve the right of land ownership and the right to tax the land they own. The fisherman catches ten fish, the lord gets eight. The farmer grows one hundred bushels of corn, the lord gets eight. The blacksmith makes ten swords, the lord gets all of them.

Some nobles even take more than that, although doing so runs the risk of angering the merchant class. While merchant have little military strength, they do prove to be powerful spies for enemy lords…

A noble owns land, and thus, anything produced by the lord’s land rightfully belongs to the lord. A farmer’s crops can be taxed, as can a fisherman’s take. While hunting is generally reserved for the noble and his retinue, any product produced by wild animals is also taxed. Any derivative products can be taxed, such as beer (from wheat and barley) and clothing (from cotton and wool). The iron forged by the blacksmith came from the lord’s land, as did the trees pulped to make paper for the printer’s presses.

Nobles entrust the collection of taxes to their sheriffs. Each sheriff is responsible for collecting and transporting the taxes of his shire. The opportunity for corruption is always present for a sheriff, a fact nobles know too well. Nobles usually assign a sheriff a large staff to collect and protect the noble’s taxes… and to keep an eye on the sheriff.

THE RIGHT TO BEAR ARMS
Nobles (and roadmen) have the right to bear arms, which holds a double meaning. Not only does it mean the noble has the right to carry a martial weapon and wear armor, but it also means he has the right to his own coat of arms. Any non-noble bearing anything more than a simple weapon takes his life in his own hands; most nobles do not take lightly those who walk into their lands wielding martial weapons and wearing armor; they see such actions as defying the noble’s rights (and the rights of his roadmen). Mercenaries wandering the countryside, hunting orks and robbing the corpses, looting the ruins of the sorcerer-kings… some may call these sell-swords “adventurers.”

Nobles call them “bandits.”

And by “bandit,” I mean “soon to marry the ropemaker’s daughter.”

The punishment for carrying martial weapons without a nod from the land’s noble can be as simple as confiscation of the weapon or as serious as hanging, crucifixion or evisceration, depending on the noble’s attitude toward taxing adventurers (re: possible roadmen).

FRAUD
The ven have a peculiar notion about fraud. It can be summed up in a single sentence.

“If you got beat, don’t whine about it.”

What we would call “confidence crime” is what the ven might have called “gulling the sucker.” If someone is foolish enough to fall for it, they deserve what they get. Crying about being a pigeon—I mean, informing others that you were a victim of a confidence scam—only furthers your own shame.

You got beat. Live with it.

One man spends his days asking others for justice. The other plots revenge. Who is the wiser?

THIEVERY
Another matter of perspective. If you can’t keep it, it isn’t yours. Of course, this law only applies to the blooded. If an unblooded picks a noble’s pocket, he loses a hand. If he’s lucky.

MURDER
Let’s talk about the big one.

As far as the law is concerned, the unblooded are not entirely citizens. They are still ven, but they are not blooded. Ven law has a tendency to be murky in most areas, but in this one, it is quite clear. Murder is a crime among the blooded. Only the blooded may murder the blooded. As far as the unblooded go, they can murder each other all day long. It is a courtesy that the blooded take notice and perhaps act to make justice.

Remember: crying about it is no way to win friends. Even if you’re one of the unblooded.

Unblooded to the Blooded: He killed my wife!

Blooded to the Unblooded: What are you going to do about it?

PERSONAL GUARD
Okay, let’s talk about the biggest and baddest law. After the Betrayer War, the Senate passed one of its most powerful decisions.
It is the decision of this Senate that no blooded may gather an army.

That’s it. No army.

On the other hand, the following decision was not as powerful, but perhaps more interesting.

It is the decision of this Senate that every noble is allowed a retinue of personal guard to protect his person.

That following decision made all the difference. Nobles made arguments in the Senate that their lands were, in fact, part of their person. By extension. An offense against my people is an offense against me. A noble does have an obligation to protect his people. Should he not also have the ability to protect those people?

Soon, every noble had a “personal guard” large enough to protect his lands. Not an army. A personal guard.

And so, seeing a loophole in the law, the ven danced around its primary intention. Which leads me to one final point about ven law.

LOOPHOLES
Now, I have found three entries in the Senate records where lords were brought to task for violating the first rule by exploiting the second. On one occasion, it seems Duke Chyvn’s enemies in the Senate used the loophole to force him to reduce his armies just before they sent their own to demolish him and cut up his land. On a second, Countess Upala’s army had marched almost half-way across Shanri, destroying the smaller baronies as she went. The barons united in a vote and declared the size of her personal guard violated the army decision. She was forced to disband her personal guard down to reasonable size, giving her enemies enough time to rally and cut her down from a countess to a baroness.

Ven law is full of loopholes. I’ve included what remains of the Senate decisions list in this book. Where I could, I filled in missing spaces or used other scholars’ ideas on what might have been there based on readings of ven works. Read it carefully. Study it. Find them. The loopholes. And exploit them as the ven did.

Don’t be ashamed. The ven won’t be disappointed.

Important Assumptions
Some things you may know about our own legal system, important assumptions we live with every day, that ven law does not recognize.
No habeas corpus. “Produce the body.” The ven justice system can arrest anyone at any time for any reason and keep that person in custody for any amount of time. The prisoner does not have the right to see anyone, including a lawyer. Of course, the ven don’t have lawyers. See the next assumption.

No lawyers. The ven see understanding the Law as a vital part of being a citizen. If you don’t know the law, you aren’t being a good citizen and you deserve all the punishment you can get.

Right to privacy
Ven law does not recognize privacy as an inalienable right. Or even an alienable right. Or any kind of right at all, for that matter. Privacy is polite, it is not a law.

Freedom of Speech
No such thing. Suppression of information is common.

Freedom of Religion
No such thing. A lord is free to ban the reverence of any suaven. The only justice he may face is the wrath of the suaven in question.

Freedom of the Press
No such thing. See “freedom of speech,” above.

Innocent Until Proven Guilty
This may be the most difficult concept of ven law to understand. The ven do not assume innocence. Of course, the ven also don’t assume guilt. The ven assume nothing. In matters of legal dispute, the burden of proof rests on both parties. Whomever presents the best case wins the argument.

This is the ideal. Now, we all know in our own culture, our own ideal—innocent until proven guilty—is just that. It is an ideal. Do we always accomplish it? Of course not. But it’s our standard. It’s what we hope to achieve. The same can be said of the ven.

Right to Trial
Any ven citizen—that means the Blooded—has a right to trial. Note the lack of the word “speedy.” A criminal can be held without bail, but he cannot be held without trial. When that trial happens is up to the lord holding him.

This is where bribery comes into play. Otherwise known as ransom. Otherwise known as futali.

The Code of Law
Unfortunately, we do not have the complete ven code of law. We do, however, have some very good fragments giving us a good idea what it looked like. Not having the entire code is a good thing, though. It means the players can add to the law as they go along. You can find out how to do that later in this book. But, for now, here’s what we got, straight from the documents to you.

For the purpose and greater good of all ven, this Great Work has been undertaken. For those who follow its dictates, may they prosper. For those who do not, may they suffer their impertinence.

Established in this Year of the Founding, we hereby and forthwith put to page our names, validating this document, binding ourselves and our vassals to its Truth and Beauty.

May the righteousness of this document reach as far as ideas may reach. May it destroy wickedness, protect the strong from the weak, enlighten the land, and further the well-being of us all.

1.    All blooded are equal before the Law, regardless of rank or title.

2.    If a ven bring an accusation, and the accusation prove false, the accuser shall suffer the penalty for the crime.

3.    If a judge try a case, reach a decision, and present his judgment in writing; if later error shall appear in his decision, and it be through his
own fault, then he shall pay twelve times the fine set by him in the case, and he shall be publicly removed from the judge’s bench, and never again shall he sit there to render judgment.

4.    If any one steal the property of a temple or of the Senate, he shall be put to death.

5.    If any one buy from another without witnesses or a contract, he is considered a thief and shall be put to death.

6.    Or the son or wife of another.

7.    If any one steal cattle or sheep, or an ass, or a pig or a goat, if it belong to a suaven, the thief shall die.

8.    If any dispute of ownership should come before the Senate, those in dispute shall bring forward witnesses to testify on their behalf on the claim. Punishment for false testimony before the Senate is death.

9.    If a servant of one man be found in the house of another without permission of his owner, the servant shall be put to death.

10.    If any one receive into his house a runaway male or female servant, and does not bring it out at the public proclamation, the master of the house shall be put to death.

11.    If any man should trade cattle or sheep and find the sheep to be rotten, he shall have twice the trade from the man who traded to him.

12.    If the lord of a land should die, he who may control the land may claim it.

13.    Unlawful murder among the blooded shall be tried by the Senate.

14.    He who is found guilty of unlawful murder shall die.

15.    Planting crops in a neighbor’s field without the neighbor’s permission gives no right to harvest.

16.    The ven who seeds the field has the right to harvest the field.

17.    If any one owe a debt for a loan, and a storm prostrates the grain, or the harvest fail, or the grain does not grow for lack of water; in that year he need not give his creditor any grain, he washes his contract in water and pays no rent for this year.

18.    If a ven be too lazy to keep his dam in proper condition, and does not so keep it; if then the dam break and all the fields be flooded, then shall he in whose dam the break occurred be sold for money, and the money shall replace the corn which he has caused to be ruined.

19.    A ven shall study the suaven and learn their lessons.

20.    All children shall be sent to tutors.

21.    A husband who finds his wife in another man’s bed has right to Revenge.

22.    A wife who finds her husband in another woman’s bed has right to Revenge.

23.    It is better that men and women should remain single till death rather than marry unsuitables.

24.    These are the legal forms of sexual congress.

25.    This is ada: mutual consent of both the bride and groom

26.    This is eda: gift of a Blooded daughter to a priest of a great suaven

27.    This is paja: mutual consent of families for the purpose of a child

28.    usha: marriage upon bribing of the bride and groom

29.    These are the illegal forms of sexual congress.

30.    dava: intercourse of maiden and her lover out of sexual desire

31.    shasa: forceful abduction of bride

32.    sacha: where bride is intoxicated, sleeping, mentally disordered, in the order of piety of the marriage.

33.    If the husband does not please his wife, she being unhappy, the whole family is unhappy and miserable; but if the wife be quite contended with her husband, the whole family enjoys felicity.

34.    Let women be always propitiated (worshipped) by their fathers and brothers, by their husbands and the brothers of their husbands, in other words, they should speak sweetly to them and provide them with good food, nice clothes and ornaments, and thereby keep them happy. Those who seek great prosperity and happiness should never inflict pain on women.

35.    Fate and Chance decreed a ven’s station. Let him be happy with it.

36.    Only the Blooded may change a ven’s Fate.

37.    Lawful murder must be approved by the Senate.

38.    Blood contracts may be used to enforce the most important matters where the consequences are dire, when no other alternative is possible.

39.    Because no ven may enter a duel without equal advantage, the Blooded may use a blood sword if his opponent is guilty of the same crime.

40.    Sorcerous ritual is forbidden

41.    A thief will be punished by removing the offending hand.

42.    An Unblooded who insults a Blooded with gross invective, shall have his tongue cut out; for he is of low origin.

43.    Anything belonging to the Unblooded belongs to the Blooded.

44.    An Unblooded who lies to a Blooded shall have hot oil poured down his throat.

45.    If conspirators meet in the house of a tavern-keeper, and these conspirators are not captured and delivered to the court, the tavern-keeper shall be put to death.

46.    No ven shall make a verbal contract without witnesses.

47.    No ven shall make a written contract without witnesses.

48.    Matters of small note may be contracted without witnesses.

49.    Matters of small note may not be disputed if unfulfilled.

50.    Every farmer shall keep one oxen, one bushel of corn any seed and the tools he needs to perform his duty.

51.    In matters of dispute regarding possession, he who owns the item is the owner unless proven otherwise.

52.    If any ven break a contract, the punishment shall be decided by the offended party.

53.    Any service agreed upon unprovided shall constitute a broken contract.

54.    If a ven should so offend a suaven, be it through disgrace of the shrine or temple or any other thing, he shall be put to death.

55.    Judgment of any crime may be decided less if the punishment be called for death, as determined by the judge of the matter.

56.    Willful violation of the laws of Revenge shall be punished by death.

57.    Unknowing violation of the laws of Revenge shall be punished as the Authority sees fit.

58.    Unfit offering shall be punished by stoning and decapitation.

59.    If peace be offered between offending parties and another seeks to break that peace, he shall be put to death.

60.    Assault upon a merchant and his goods shall be punished by death.

Questions?

Irreducible Complexity Takes Another Kick in the Junk

Now that evolution has become an issue in the presidential campaign (in the May 3 debate among Republican presidential hopefuls, when moderator Chris Matthews asked if any candidates did not “believe in” evolution, three hands—Tom Tancredo’s, Sam Brownback’s and Mike Huckabee’s—shot up), it is always amusing when biologists put another brick in the solid wall that is evolution. The latest comes from a study in which researchers discovered clues to the evolutionary origins of the nervous system.

Read more here.

Meanwhile…