Large Weapons within City Limits


Advice


I'm about to start running Curse of the Crimson Throne and one of my players has given me a character sheet that has both a scythe and a earthbreaker on it. Much of the game is going to be set inside of the very lawful city of Korvosa, and I'm not sure how to handle the player running around with two large, bulky and deadly weapons on his back in a populated city? He is also playing a demon-spawn tiefling, so he is not exactly going to be welcomed. How should I handle this?


Is carrying weapons actually against the law there?

Just have a couple of town guards constantly and obviously following him around and keeping an eye on him. If he behaves himself, no worries. If he doesn't, well, defecation will impact the oscillating air-circulation facilitator.


If he stops in a tavern, clothing store, or some other establishment not directly related to adventuring gear, have the clerk throw him out because he's scaring the guests, or at least ask him to hand his weapons over to the clerk/barkeep until he's done there.

Unless people carrying weapons or wearing armor is rare, little more than that is probably necessary.


Zhayne wrote:

Is carrying weapons actually against the law there?

Just have a couple of town guards constantly and obviously following him around and keeping an eye on him. If he behaves himself, no worries. If he doesn't, well, defecation will impact the oscillating air-circulation facilitator.

Zhayne has the best idea, I believe. Also, something to consider with the weapons, race notwithstanding, would there be the same issue with someone waltzing around with a greatsword, battleaxe, etc? If so, then perhaps you should suggest to the player they may want to leave behind the big weapons for something a little more... discrete? If a longsword is more socially acceptable to be carrying around, then perhaps that may be more appropriate when moving around the city.


I am not entirely familiar with the scenario. Could you give some barebones details? (minimal spoilers, of course)

Are the players associated with some well known institution? I mean, if it is someone in the uniform for the local mercenaries' guild, then it would be both expected for them to carry weapons, and they would be allowed to do so because of their recognizable connection (basically, the guild would catch flack if one of its members caused trouble, and it might turn them over if it is serious enough)

It would also work out if they bore some symbol associating them with a powerful merchant group, a noble house, or some government institution.

....Or join the beekeeper's guild. They historically get to have powerful crossbows, and I doubt people would ask too many questions about armor or heavy weapons. Because..... BEARS. Need I say more?

EDIT-and yes, there were often some forms of weapon control within Faelyn. Swords were often accepted to varying degrees (shorter the better, usually), due to their role as civilian self defense.

But polearms and ranged weapons would face some degree of regulations due to the fact that they are weapons more readily associated with the battlefield. Controlling the number of such weapons is important for preventing armed rebellions and coups. Similar restrictions be be placed on shields and heavy armor. Overall, anything that provided real range, reach, or protection might see some scrutiny.


The city can be read up on here. http://pathfinderwiki.com/wiki/Korvosa

But a sort of quick breakdown, it's Chelish territory that broke away with a decided lawful, if not lawful evil, bent. They have a local order of Hellknights (a group that is of the view that law > everything else, that tends to regularly fall on the lawful evil side). The city has a state sanctioned thieves guild, but regular problems with separate crime. 90% of the population is human, with much of the economy being trade based.


Alrighty roo. I've DMd CotCT three times now, and I have a couple things for you:

1) Korvosa has no issues with big weapons. Their guard keeps the peace, but the Hellknight and Sable Company presence means they aren't too worried. They're actually more concerned with people living in the wrong area or not paying vice taxes (which they have!). Hellknights would actually be more concerned with the fact that it's an earthbreaker (a Shoanti weapon: Order of the Nail is basically sworn to kicking Shoanti butt) than they would be with the fact that you can break skulls with it.

2) Korvosa has a huge temple to Asmodeus. As a former Chelaxian satellite state they're 100% comfortable with tieflings and evil practices. The Academae (their biggest wizard college) actually summons devils as the conjuration school's final exam.

TL;DR:No issues. The populace has every confidence that their exceptionally able protectors--including dudes on hippogriffs and guys who literally fight devils just to work there--can handle a ruffian with a big hammer.


Korvosa would have no more issues with a party of adventurers wandering around in heavy armor and carrying big weapons than Austin, TX, would have with people wandering around wearing (visible) bulletproof vests and carrying AK-47's.


Puna'chong wrote:


2) Korvosa has a huge temple to Asmodeus. As a former Chelaxian satellite state they're 100% comfortable with tieflings and evil practices. The Academae (their biggest wizard college) actually summons devils as the conjuration school's final exam.

The problem though is he is a demon-spawn tiefling specifically. Not the generalist standard type, but specifically demon-spawn, something I assume the hellknights and Chelaxians would have more problems with.


Well, no need to bring up the touchy stuff there @pachristian, but yes. They also deal with Varisians a lot, and Korvosa is the capitol of what amounts to Golarion's adventurer's paradise, so having vagrants with weapons and armor that look well-used would be no issue. What would be more likely to happen is the party getting hassled by people trying to sell them stuff because they look like they're ready to head out to the Cinderlands or into the hinterlands to fight goblins or whatever.

Edit: Even as a demon-spawn they won't really get involved with his lineage unless he's actively trying to deal with the temple or whatever. They ARE Lawful Netural, so the powers-that-be would really just be more concerned with the chaotic part than with someone being pitborn. Hellknights really only care if you're causing problems, otherwise they just ignore you. They've got better things to do than lay the smack on a guy because his great-grandaddy was from the Abyss, and Asmodeus isn't particularly well-liked in Korvosa, more like tolerated by the general populace. They really just want to go about their daily lives without being disturbed, but being Lawful Neutral the society won't actively pursue you until you break the rules.


That said, feel free to flavor Korvosa however you want. You'll find in the campaign...

Spoiler:
...that the PCs are actually sought out in the course of their exploits precisely because they seem capable and deadly. Playing that up makes them feel good about how extraordinary their abilities are and how the city needs heroes; no regular person can save the city. This'll also draw the ire of the Queen (because they're screwing up her various plans) and the love of the populace (because the party is single-handedly resolving riots and plagues!).

You could have people note the player's large weapons. They could be kicked out of an inn or other establishment because "Ooooooh no! No adventurers here! Last time we let your kind in we had to buy three new tables and fix a hole in the wall the size of a horse!" And for a tiefling you can make people particularly nervous or agitated around him. Just because they tolerate the legacy of devil-worship doesn't mean they like it, and every shopkeep or guardsman could be itching to make an example of the jerk who has demon blood and represents (to the ignorant) the fall of what was once a mighty and vast empire.

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