Robert Brambley
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Due to so many others offering help, their ideas for the noble council, and info relating to certain inns, I felt compelled to share the laws of the city that I have organized for my campaign. This is a post that I made on my message board dedicated to my campaign for my players to read:
Cauldron is typically lawful-neutral to lawful-good in its demeanor. As such, there are many laws and bureaucratic premises rampant in the city. Most of the laws in Cauldron follow normal ideals that are typically found in any lawful or civilized area to be considered illegal for obvious reasons, and are just as illegal in Cauldron. Most of these laws simply go without saying. These normal and common sense laws prohibit such activity as: murder, rape, burglary, kidnapping, vandalism, extortion, blackmail, and thievery are all illegal (among others). Many of these offenses carry severe punishment, up to and including death by hanging or drowning.
This article is to present many of the laws specific to Cauldron that are more than likely to affect player-characters, and are laws not necessarily common to all areas of civilization. It is important to remember that most of the laws are more than likely to have been initiated, established, and enacted by the nobles who rule the council; thus the laws in place seem to benefit them the most. This is a list of laws that I can think of at this time. More may be added as they are discovered or considered important to note.
1) It is illegal to wear anything heavier than “Light” armor in the city. It is also illegal to carry a shield other than a buckler. Some establishments do not even allow these.
There are a number of exceptions to this prohibition: City officials, hired licensed private guards, chartered representatives of the city with proper documentation from the city.
2) All weapons must be peace-strung. This is a strap that goes over the weapon making it more difficult to withdraw a weapon from its scabbard/sheath. If a particular weapon does not fit into a scabbard/sheath, then it must be kept in a backpack or other carrying sack that is sealable. Bows and crossbows must be unstrung. (Either of these options requires a full-round action provoking attacks of opportunity to draw).
Again, a number of exceptions exist as listed above.
Breaking these laws carry punishment of fines, and confiscation of illegally used items.
Magic
1) It is illegal to use any magic in the city that causes physical damage in an area effect. This is to prevent damage to property.
2) It is illegal to use any magic that either alters or divines the mind/thoughts of another. This includes Charms, Suggestions, Dominate, Detect Evil, etc).
Exception: it is acceptable for official church representatives to do so when in the sanctity of thier own church and when doing so for official church business to protect their cause. Furthermore, it is acceptable to cast divination as to ones actions if the target gives their permission to have it done.
Breaking these laws carry punishment of fines to repay any property damages up to five times the value, and possible banishment from the city.
Registration
1) All purveyors of magic must register with the college while inside the city.
2) All persons wishing to craft magical items must register with the college.
3) All persons wishing to craft weapons, armor, or ale must be authorized by the dwarven king.
4) All persons wishing to craft for the purpose of profit, must be licensed by the city.
5) Items brought to the city for sale must be purchased by someone with a licensed business; to avoid taxation on the items being carried and sold. The licensed businesses already pay taxes to the city, and thus the items are taxed via that system.
6) Becoming a permanent resident by purchasing property must be approved by the city.
7) Establishing or owning any sort of business requires a license from the city.
Breaking these rules carry fines, the confiscation of illegal items, and possible banishment from the city.
Station
1) It is illegal to strike or otherwise cause physical harm to a noble. Likewise, making accusations against them that can slander their name without ample evidence is highly punishable.
Breaking this law usually results in public display of physical punishment – usually being whipped by a member of that family.
Religion
1) Breaking any laws or causing any turmoil illegally that results in the one of the churches as the victim, you will suffer punishment dictated by the victimized church which could include a penaly of death.
2) Worship of demons or devils is strictly forbidden within the walls of Cauldron. Anyone caught doing so or being part of such a cult will be immediately banished from the city. Any crimes committed in the name so such worship will escalate the punishment to execution.
| hogarth |
Interesting... My personal take on Cauldron's justice system was much more "Judge Roy Bean" frontier-style. My players got the idea that the city was a darker place; you can hardly blame them when the first thing they encounter is a helpless cleric getting beaten up by off-duty city guards!
Here's what I told my players about the law:
"In case you're interested, here's the general idea of how the Cauldron legal system works:
-The subject is arrested, either by the town guard or by a posse of concerned citizens.
-After the subject has been apprehended, he is generally kept in a cell in the barracks of the town guard. A rich suspect may be allowed to return home pending trial if he posts bail/ransom with a city magistrate. A monstrous suspect ( e.g. any non-PC, non-humanoid race) enjoys few rights; the more monstrous the lawbreaker, the more likely that they may just get summarily executed before trial.
-The suspect is interrogated. This generally involves a beating (for poor suspects) or a respectful chat (for the rich and powerful).
-If the suspect confesses (either by signing a confession or confessing in front of a magistrate), a magistrate sentences the guilty party to the appropriate punishment (showing leniency as he sees fit). Appropriate punishments include serving time in the stocks, amercing a fine, and flogging for minor crimes and ear/nose-cropping, branding, maiming, exile or death by hanging for more major crimes.
-If the suspect doesn't confess, a trial is held. For minor crimes, a single magistrate presides; the magistrate questions all witnesses and the defendant and has fairly broad jurisdiction over what evidence he is willing to entertain. For major trials, a full panel of four magistrates plus the Lord Mayor presides; questioning is done by an Inquisitor from one of the major churches (almost always a cleric of Wee Jas or St. Cuthbert, and almost never a cleric of Kord) who uses Zone of Truth and/or Discern Lies to question the defendant and other important witnesses. Rich defendants often hire a barrister to act as an advocate on their behalf before the court.
-If the defendant is found guilty, punishment is carried out, generally in the town square for the edification of the good citizens of Cauldron. On occasion, the hanged bodies of notorious malefactors are suspended in cages outside the town gates, but this isn't especially common.
So, for example, the thugs who accosted Ruphus yesterday will probably be tortured for a bit (a beating; nothing fancy) and then sent before a single magistrate to face trial for assault. The first one to confess might get flogged or maimed in some way, and the others might be sentenced to hang (unless they can come up with a good excuse, or maybe a big, fat, juicy bribe)."
| Chalkboard Sonata |
I'm running SCAP using the Crime and Punishment document from RPGenius. However, I'll give the impression to the PCs that law in Cauldron takes the kind of Stern Father approach. It's better to punish for a possible transgression as to prevent such actions from happening in the future. Money and extent of time living in Cauldron will afford greater leniency when it comes to the law.