THE LAWS OF THE LANDS (IC)

In-Character News, Laws, Announcements, Rumors, and Stories Relating to the Sword Coast

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DM Novus
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Joined: Mon Oct 29, 2012 7:54 pm

THE LAWS OF THE LANDS (IC)

Unread post by DM Novus »

On the day of the 29th Day of Hammer in the year of 1355 to be precise, the City Watch of Baldur's Gate travelled to the various gates of the City, accompanied by Flaming Fist Captains, to oversee the posting of Laws decreed by the Council of Four, otherwise known as the Dukes of Baldur's Gate. Bold and easily read script replaces any previous documentation, with large banners posted at every avenue in which to enter the Lands that the Dukes of Baldur's Gate have claimed...and are occupied by the mercenary company of the Flaming Fist.

The Rules read as the following:


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Let it be known throughout the lands surrounding the city of Baldur's Gate, that the Council of Four, the Grand Dukes of Baldur's Gate, list the Laws and Crimes that govern both Citizen and Visitor to the namesake of the renown Balduran, seafaring explorer and protector of this harbor. Herewith, the Gate will retain its tolerance and focus on fair trade and merchant activities, so that it remains a safe settlement for all that abide by Rules listed.

Justice in Baldur's Gate — City and Environs
The Council of Four herewith decrees that the City Watch and the Flaming Fist are deputized representatives of the Law of the Duchal Court, thus able to arrest, seize, apprehend and detain any person or persons that violate the will of the Council of Four. Shall a crime be committed outside the eye or ear of the City Watch or Flaming Fist, and should ample evidence be presented, it is hereby granted that authorities may seek out and capture those that violate the Peace and Prosperity initiated by Balduran himself.

- Violence, involving harm to persons, murder, and all-but-Lawful Dueling, will result in imprisonment and possible banishment from the Lands residing under Duchal Law (as has been decreed). Violence in self-defense will be judged by the appropriate authority. Violence against the Grand Dukes, Officers of the Court and the City Watch and Flaming Fist, shall be punishable up to death.

-Impersonation of any Dukes, City Officials, or members of the Flaming Fist, or the forging of false identity, will result in a penalty befitting the severity of the crime - from hefty fines to the beheading of the individual in question.

- Withheld Identity, often in the case of masked or full-helmeted individuals, must present their full appearance to any and all City Watch or Flaming Fist officers when requested. Failure to do so shall result in imprisonment or banishment from the Gate.

-Bribing any public official, member of the City Watch, or member of the Flaming Fist, will result in jailing or public punishment.

-Disorderly Conduct, including disobedience, brandishing a weapon, disruption of official business, harmful spell casting, and summoning creatures, will result in fines or jail time depending on the severity, as determined by a Captain of the Flaming Fist.

-Vagrancy including loitering, sleeping in the streets, and begging, will result in immediate escort to the slums of the Wide, and possibly a fine.

-Treason, against and while in service to the Council of Four, also involving espionage or sabotage of Citizens of Baldur's Gate, is punishable up to a sentence of death.

-Sedition against the Dukes, and any foreign ambassadors or lords, will result in incarceration and punishment fitting the crime.

-Illegal Distribution such as slave trading, smuggling, and the selling of banned drugs, arms, and contraband, will result in heavy fines, or banishment from the limits of the city.

-Theft & Vandalism will result in fines, with further punishment of the loss of fingers, in cases of repeated offense.

-Damage to Property, including registered personal property, livestock, dwellings and objects determined as owned by any said individual, will result in incarceration and possibly further punishment.

- Spell casting — forms of arcane or divine usage of magic that result in physical harm or manipulation of the other, are forbidden.

- Summons of Elemental or Companion in nature are forbidden, and such action will result in punishment fitting the crime. Summons of all other means, such be it undead or planar in nature, shall result in banishment or death of the summoner, as determined by judicial ruling.

- Creating undead, and those Arts that are known as Blood Magic are strictly forbidden on Duchal lands, punishable by banishment or death, as determined by judicial ruling. Creation of items or trade of such magic in any form is equally punishable. Any citizens of Baldur's Gate that are found to be aiding and abetting with the dark practices with such sinister dark arts users on Duchal Lands, unless officially sanctioned to do so by the Grand Dukes of Baldur's Gate, are committing treason, punishable up to a sentence of death. The consorting provision of this law only applies to individual beings, not organizations or polities. The definition of consorting will be up to the discretion of Baldurian magistrates of the law on a case by case basis. The consorting provision of this law is only for offenses that took place on or after the 29th day of Hammer, 1355 DR.

- Those who hold pacts with or agreements with fiends including those who practice eldritch magic deriving from fiends are considered enemies of Baldur's Gate and are strictly forbidden on Duchal lands, punishable by banishment or death, as determined by judicial ruling, unless they have received official sanction from the Grand Dukes. Any citizens of Baldur's Gate that are found to be aiding and abetting with the dark practices of such sinister dark arts users on Duchal Lands, unless officially sanctioned to do so by the Grand Dukes of Baldur's Gate, are committing treason, punishable up to a sentence of death. The consorting provision of this law only applies to individual beings, not organizations or polities. The definition of consorting will be up to the discretion of Baldurian magistrates of the law on a case by case basis. The consorting provision of this law is only for offenses that took place on or after the 29th day of Hammer, 1355 DR.

- All practitioners of eldritch magic must register at the Duchal Palace upon the same day of their arrival in Baldur's Gate, stating honestly their name, place of residence and, if known, the nature of their magic. Any who lie during this registration will be punished by a fine or banishment, or more severely if the nature of their magic is fiendish.

- Public Preaching of Dogma, Rituals or Public Display of Symbols of the following Gods is severely punishable by up to banishment or death, as determined by judicial ruling: Loviatar, Malar, Shar and Talos. Judicial ruling resulting in execution will be public and final (OOC: a perma-strike against convicted PC).

- Harming of Cats is punishable by imprisonment, public service, or transmutation to feline form for a predetermined time or until the lesson is learned, as decreed by judicial ruling.

- The Orcs, the Drow Elves and the Fiends, wicked and evil by nature, are hereby banned from Duchal lands. Any citizens of Baldur's Gate that are found to be aiding and abetting the presence of such creatures upon Duchal lands, unless officially sanctioned to do so by the Grand Dukes of Baldur's Gate, are committing treason, punishable by any punishment as the circumstances allow, up to and including a sentence of death. The consorting provision of this law only applies to individual beings, and their actions will not be taken as being the acts of any organizations or polities they are part of. The definition of consorting will be up to the discretion of Baldurian magistrates of the law on a case by case basis. The consorting provision of this law is only for offenses that took place on or after the 29th day of Hammer, 1355 DR. The consorting provision may be revised in the near future depending on issues with implementation and political status.

The Council of Four honors requests for judicial proceedings, should Citizen or Visitor find an unfair complaint or crime brought against them. The accused will represent themselves or appoint a single representative, to appear in front of a Magistrate. Failure to convincingly represent oneself in front of a Magistrate does not equal a retrial or excuse from the Offense.

All punishments deemed appropriate by the Grand Dukes or their deputized representatives, shall be swift and final.

///OOC-Notes:
  • - These Laws are in effect for the Baldur's Gate city and its environs. For clarity, the relevant maps are:
    - the three Baldur’s Gate city maps, and interiors.
    - Baldur’s Gate Farmlands East and North, and South - Wyrm’s Crossing, and any interiors connected to these.
    - Baldur's Gate Graveyard and any interiors connected to this.
    - Ulgoth’s Beard - Along the Chionthar, Ulgoth’s Beard and its interiors.
    - East of Wyrm’s Crossing and any interiors connected to this.

    - Punishments for Official Crimes may only be given to Player Characters by Dungeon Masters (DMs).

    - The Punishment of Death, from a crime that warrants such a decision, is a Perma-strike against the guilty Character. 3 Perma-strikes equal permanent death of a PC.

    - Crimes will most likely result in punishment. Do not Role-play committing crimes unless you are willing to Role-play punishments.

    - By committing a crime and being seen by authorities or running away from crime either assumed or actually committed, a PC autoconsents to the crimes(s). This means no Trial, only punishment fitting the crime, as determined by a DM.

    - If you are caught and brought to the Authorities, then Role-play the consequences of your actions.

    - Jail is not permanent only temporary, as well as whatever fate happens (unless resulting in a perma-strike against your Player Character).

    - DMs may increase or decrease the severity of any crime(s) at any time based on the IC circumstances.

    - Multiple crimes and repeat offending may result in heavier punishments, and/or a Perma-strike against the Player Character.

    - At this time, Gray Orc PCs may enter and fulfill Quests in Baldur's Gate, as long as they have AFK toggled on the PC and do not engage in Role-play (temp ruling).///

Citizenship in Baldur's Gate
Any lawfully residing being that has an owned residence in the city or its Environs, and that is not a declared subject, citizen, or dignitary of a foreign polity is considered to allowed to become be a citizen of Baldur's Gate, with the fully associated rights, privileges, and responsibilities of Baldurian citizenship, including the right to vote in Duchal elections. Anyone who is part of an organization with an owned residence in the city or its Environs may choose to become a citizen. Anyone who has sworn fealty to Baldur's Gate is deemed to be a citizen.

// OOC note: An NPC will be going in game in the Duchal Palace to allow the purchase of citizenship documents and the swearing of fealty. Citizenship will bring greater standing with Baldurian NPCs


Justice in Lands Under the Influence of Baldur's Gate — Outside of the City and Environs
The Flaming Fist Mercenary Company announces on the 29th Hammer 1355 DR that, in light of the danger posed to the city by Dragonspear Castle and its fiendish denizens, the Flaming Fist is moving to a war footing and is limiting its patrols to Baldur’s Gate and its environs. From now on, Baldur’s Gate’s jurisdiction will be applied within the city, in the surrounding farmlands as far south as the far end of the Wyrm’s Crossing bridge, east along the Chionthar as far as the waterfall and north as far as the edge of the Farmlands.

Within these regions, violations of Baldurian law will be prosecuted if the alleged perpetrators are turned into the Flaming Fist Mercenary Company Headquarters in Baldur's Gate by willing adventurers and as long as at least three credible eyewitnesses - one of which must be a citizen - can speak for the truth of the accusations made. These laws are effective immediately.

Addendum 13 Flamerule 1355: Military jurisdiction is now in effect on the frontline against the Devils and the laws of Baldur's Gate apply in the vicinity of any Flaming Fist fortifications. The relevant commanding officer of the Flaming Fist will enforce said law. The offences of Violence, Spellcasting and Summoning cannot be committed during an enemy attack if directed against the enemy.
Due to the completion of military movements and actions in the northern realms, the above amendment has been rescinded.

(((OOC The Winding Way Frontline map is no longer under Flaming Fist Jurisdiction.)))


Eldritch Magic Registration
This is aimed at the Warlock class. An NPC will be soon in place for PCs to purchase a registration document to become a "Registered Warlock". It is assumed your character answers truthfully to the official. If your character would not, please contact the DM team so that we can RP out the attempted deception appropriately.


///Credit to DM Golem, LeslieMs and the DM Team.
///DM Dialectic. General Zhentarim ban removed 1/24/2017 after the Baldur's Gate-Zhentarim Treaty:
viewtopic.php?p=708685#p708685
///DM Dialectic. Updated for enforcement of Baldurian law in areas outside of Baldur's Gate, Baldurian definition of citizenship, and "consorting" law provisions related to banned magic use users and banned monstrous races IC. 1/20/2018
///DM Soulcatcher. Updated for Drow bounties explicitly as opposed to just implicit law 1/23/2018.
///DM Dialectic. Updated for enforcement of Baldurian law. 3/18/2018
///DM Golem & DM Team. Updated to restrict the scope of jurisdiction, warlock and consorting provisions 01/29/2019
///DM Golem. Added Winding Way Fort map to scope of jurisdiction

FRIENDLY ARM INN AND ENVIRONS

Proclamation of the Friendly Arm Inn

By Bentley & Gellana Mirrorshade - consorted by the clergy of Garl Glittergold

Tramp, traveller and peddler. We welcome you within the walls of the Friendly Arm and its inn. The keep is regimented by a cadre of able guardsmen, tasked with upholding the soon-to-be mentioned laws of the keep. They are here both to assist and protect you while visiting, and to keep lawbreakers at bay.

The Friendly Arm Inn offers a safe haven along the dangerous Trade Way. The road itself enjoys the occassional Flaming Fist patrol from up Baldur's way. But that alone does little to make roadside campsites safe places of respite. Therefor we, as hosts, urge you to find shelter within our guarded walls. What occurs outside our walls does not concern us, lest they are the fruits of an open assault upon our keep. We are a business, however, and so will not allow brawling right before our gates which could harm paying customers. ((OOC: This means PVP at or before the FAI gate should be DM supervised as Bentley's guards will intervene to protect his business))

The laws of the keep are simple, efficient and subject to common sense:
-One may not perform acts of skullduglery, theft or similar knavish deeds.
-One must tie one's thumb to her belt if one finds herself to be of the arcane profession, be she a hedgewizard, archmage or similar.
-One may not perform acts of brutish force. Drunken rowdies, unsanctioned acts of pugilism and ne'er-do-wells will be warded or evicted from the premises.
-All arms must be sheathed or put away in such a manner that they do not immediatly threathen others.
-Profane speech heralding the next coming of the Lord of Murder is also not-done.
-Facial features may not be hidden behind a scarf, mask or face-shield while within our walls.
-Never may one enforce the laws of the keep without the involvement of the Friendly Arm's guardsmen.

Those who dare break these well-established rules shall be subject to punishment in the following forms:
-A fine of five-hundred gold coins.
-Eviction from the premises, followed by a day-and-night ban from the keep.
-Banishment from the Friendly Arm Inn.

If the keep's guards find themselves opposed or threatened by the law-breaker, they are free to use their pike-and-arms to bring down the culprit offender.

We wish you an enjoyable stay and hope that you will respect the house's laws.

Welcome to the Friendly Arm Inn!

///Credit to DM Xzar for the Proclamation.

Edited 22 January 2015///
The most important post you will ever read:

THE LAWS OF THE LANDS (IC)
DM Novus
Posts: 2318
Joined: Mon Oct 29, 2012 7:54 pm

Re: THE LAWS OF THE LANDS (IC)

Unread post by DM Novus »

The Laws of Candlekeep
[These laws are carved into a wooden sign prominently placed near the gatehouse of Candlekeep.]

  1. Within the walls of Candlekeep, those who destroy knowledge, with ink, fire, or sword, are themselves destroyed.
  2. Visitors are to announce their name and reason for coming to Candlekeep upon entry. All who enter our walls must sheathe their weapon and dismiss any summoned creatures.
  3. No violence is allowed within these walls. Anyone seeking to bring harm on the Keep or within our walls will be removed from our grounds.
  4. Harassment of those who call Candlekeep home will not be tolerated.
  5. Any party or persons deemed a possible threat to the keep may be required to have escort around the grounds.
  6. Visitors are allowed to stay for up to a tenday within our walls.

The Most Radiant Kelddath Ormlyr has convened a Governing Council for the newly independent Beregost. As its first action, the Council has announced a new set of laws for the town. These laws will apply to all denizens of the town as well as any travelers passing through. Justice will be delivered by those deputized by the Council to keep the peace - currently the militia of Beregost and the Templars of the Song of the Morning temple.

The list of laws and punishable crimes below has been published on bulletin boards across the town:






Laws Ordained by the Council of Beregost

1. Disruption of Peace - Disruption of life for a citizen of Beregost will result in fines, a minimum tenday imprisonment, or confiscation of items. The offenses defined as disruption of peace include but are not limited to:
  • Public intoxication
  • Brandishing weapons
  • Rowdy and/or immoral behavior
2. Withholding Identity - Expulsion from Beregost and possible fine will occur for any person(s) that:
  • Refuse to give their full name upon demand by any member of local militia that patrol Beregost and its environs
  • Refuse to show their face at all times while within town limits
3. Violence - Behavior ruled as violent will result in fines, monetary compensation for healing, prison time, and possible execution. Violent actions include but are not limited to:
  • Assault in any form other than self-defense or defense of Beregost
  • Murder
  • Trespass by any banished race
  • Trespass by any person that has been exiled
4. Undermining the Sovereignty of Beregost - Acts against Beregost are punishable crimes. Punishments will vary depending on the severity of the offense. For the most serious cases, exile and death are possible. Acts may include but are not limited to:
  • Bribery or impersonation of officials
  • Disruption and/or incitement against the government
  • Passing/selling of information with nefarious intent
  • Plots to overthrow or destabilize the government
  • Sabotage which compromises the defense of Beregost

5. Illicit Trade - Trade and sale of slaves is an illegal practice, punishable by imprisonment. However, license may be obtained from the Council of Beregost to deal in the trade of substances, including but not limited to alcohol and pipeweed. Neglecting to obtain the necessary permit may incur a fine, temporary ban from Beregost, imprisonment, or possible exile. Such trade may include:
  • Distribution and sale of substances intended for recreational use
  • Peddling poisons or other toxic elements that might be used to harm others
6. Theft & Trespassing - Criminal theft and trespassing are strictly forbidden. Punishment ranging from fines, imprisonment, mandatory service on behalf of Beregost, or loss of a finger to be regrown once one's debt to society is repaid is possible in the event of the following infractions:
  • Breaking and entering into private property
  • Burglary
  • Fencing
  • Pickpocketing
  • Robbery
  • Shoplifting
7. Vagrancy - Vagrancy may result in immediate escort from Beregost or mandatory service on behalf of the township. This includes but is not limited to:
  • Begging
  • Homelessness
  • Loitering
8. Property Damage - Destructive behavior will result in imprisonment and paying for damages. If payment cannot be made, service to the town will be mandated. This includes:
  • Defacement of registered official property
  • Destruction of dwellings
  • Destruction of livestock
  • Destruction of personal belongings
9. Harmful Magic - Casting spells that are harmful in body or mind is forbidden, unless in defense of Beregost. Such magic and the following practices are illegal and punishable by fine, exile or up to death:
  • Practicing blood magic.
  • Practicing eldritch magic.
  • Practicing necromancy that results in desecration of the dead or the creation of undead.
  • Summoned, called, or companion creatures.
10. Monstrous & Evil Races - Any such beings will be assumed hostile and killed if found within Beregost. Mercy will only be granted if a such a creature surrenders to the religious authority of the Song of Morning for questioning. Amnian citizens of orcish bloodline may petition to be granted special permission by the Beregost Council. Banned races include:
  • Drow
  • Full-blooded Orcs
  • Goblinoids
  • Xvarts
11. Proselytizing Vile Faiths - Preaching the word of the Dark Gods, openly wearing their holy symbols, and the private worship of them is strictly forbidden and is punishable by imprisonment, exile, or death unless the worshiper surrenders themselves to the local authorities. These faiths include:
  • Bane
  • Bhaal
  • Shar
  • Talos



[[ OOC Notes:
  • Laws are in effect for the Beregost map.
  • Punishments for crimes may only be given to Player Characters by Dungeon Masters.
  • Execution that results from crime is a perma-strike against the guilty character. (Three perma-strikes results in a character's permanent death).
  • Do not roleplay criminal activity unless you are willing to accept the consequences as crimes will most likely result in punishment.
  • By committing a crime in front of witnesses or fleeing from a crime scene, you auto consent to the crime. This equates to no trial and punishment as seen fit by Dungeon Master(s).
  • You are expected to roleplay the consequences of your actions if brought to the authorities.
  • Aside from perma-strikes, consequences are only temporary and will not render a character unplayable in the long term.
  • Dungeon Masters may increase or decrease the severity of consequences at their discretion.
  • Multiple infractions and repeat offenses may result in heavier punishments or perma-strike. ]]

Laws of Gullykin


By order of Mayor Nevil "Wyvernrider" Mellowstep, all visitors to the Marchdom of Gullykin are to follow the principles set out below.

Do no harm: Acts of violence against residents or fellow visitors may result in expulsion, banishment, or execution, depending upon the severity of the harm done.

Respect the community: Brandishing weapons, disruptive behavior, and the vandalization of public or private property will result in fines suitable for undoing the inconsiderate behavior's damage and inconvenience. The Mayor's office politely reminds all guests to dismiss elemental and outsider-based companions when entering our community.

Moral Behaviour: All Visitors, regardless of race are expected to uphold the basic standards of civilized folk. The practice of magics most foul as animating the dead, blood sacrifice, and ensorcelling of facilities is strictly prohibited within the Marchdom. Those in service to the Red Wizards of Thay, Zhentariam, Amn, and all other slavers are unwelcome within our borders

Doron Amar

1) Slander of the Seldarine is prohibited, and will result in Banishment from our lands.

2) All forms of Violence are Prohibited

3) The slandering of Doron Amar’s Allies will be considered an attack on our people.

4) Demons/Devils, Undead and Drow, Fullblood Orcs, Red Wizards and their companion Knights and servants, will be killed on sight unless expressly authorized by a member of the Council.

5) Theft or damaging of another’s property is Prohibited.

6) Spying on Doron Amar will be considered an act of war.

7) Aiding our Foes will be considered a form of attack on Doron Amar, and will be acted on accordingly.

8) No one in the service of an evil deity will be knowingly allowed within our borders.

9) Known criminals will be detained and handed over to the proper authorities.

10) Concealment of ones identity is Prohibited and may result in expulsion from our lands.

11) Poaching or Hunting without a permit is a criminal offense.

12) While within our borders, you have agreed to abide by the decisions of the Council, our guards and rangers, and presiding authority. If you do anything that can be construed as 'against our laws and/or harmful to our people' you will be detained and prosecuted to the full extent of the laws herein. Laws are subject to being dealt with in the manner decided on by the presiding authority.
Last edited by DM Arrakeen on Mon Nov 20, 2017 6:48 am, edited 1 time in total.
The most important post you will ever read:

THE LAWS OF THE LANDS (IC)
DM Novus
Posts: 2318
Joined: Mon Oct 29, 2012 7:54 pm

Re: THE LAWS OF THE LANDS (IC)

Unread post by DM Novus »

On the 15th day of Nightal in the year of 1354 to be exact, the military garrison of Nashkel, overseen by a magistrate from Athkatla, sees to the posting of ordinances decreed by Mayor Berrun Ghatskill and ratified by the Council of Six of Athkatla for Nashkel and the new Border Region. As bystanders are ordered to "stand aside, citizen," bold and easily read script replaces any previous documentation and verbal decrees, with large posters tacked at every approach in which to enter the lands that the glorious nation of Amn has claimed, which are occupied by the Amnian military or local Amnian militia and law enforcement.


The laws read as the following:





The Ordinances of Nashkel and the Border Regions

The following ordinances are those enrolled by Berrun Ghatskill and enforced by the Amnian military garrison of Nashkel, and the local militia and law enforcement.

1. Breaches of the Peace - Though actions in self-defense will be judged by the appropriate authority, all other behavior which may disrupt daily life and commerce within Nashkel itself will result in fines, banishment, or jail time depending on the severity, as determined by the Mayor. In some cases, a death penalty may be employed. Breaches of the Peace include but are not limited to:
  • Unlawful gathering
  • Disruption to commerce and trade
  • Disobedience
  • Brandishing a weapon
  • Visible arcane magical wards
  • Disruption of an official business
  • Religious strife
  • Violence
  • Assault with magic

2. Impersonation - Impersonation will result in a penalty befitting the severity of the crime, from hefty fines to the beheading of the individual in question.‏ This includes, but is not limited to:
  • Impersonating a member of the Council of Six
  • Impersonating Amnian officials, military, or law enforcement
  • Impersonating foreign dignitaries
  • Forging of false identity

3. Withheld Identity - Individuals must present their full appearance to any and all Amnian officials, soldiers, militia, or law enforcement when requested. The Amnian authorities in Nashkel will always ask to see the full appearance of individuals upon the individuals entering the town. Failure to do so shall result in imprisonment or banishment from Nashkel.‏


4. Treason - Treason against and while in service to the Council of Six is punishable up to a sentence of death. This includes but is not limited to:
  • Espionage against Amn
  • Sabotage of Amn
  • Revealing the identity of a member of the Council of Six

5. Sedition - Incitement against the Council of Six, their servants, and their agents will result in incarceration and punishment fitting the crime.‏


6. Smuggling - The smuggling of goods proclaimed to be prohibited by the Council of Six will result in heavy fines or banishment from the limits of the city.


7. Slavery - Slavery, though a rare and outdated practice, will nevertheless be penalized by fine or imprisonment, depending on the severity of the offense. While foreign slaves brought legally into Amn are permitted and respected as property, the following is considered illegal in Amn:
  • The act of enslaving someone within Amnian territory.
  • Holding an Amnian citizen as a slave.
  • Smuggling slaves.

8. Financial Crime - Crimes financial in nature will result in imprisonment, with further punishment of the loss of fingers or even death in cases of repeated or severe offenses. All cases will be met with public shaming and include but are not limited to:
  • Theft
  • Embezzlement
  • Tax Fraud
  • Forgery of Coin

9. Property Damage - Any act of vandalism will result in imprisonment with further punishment of the loss of fingers or even death in cases of repeated or severe offenses. These acts include but are not limited to:
  • Damage to registered personal property, livestock, dwellings, and objects determined as owned by any said individual
  • Defacement

10. Public Blasphemy - Public blasphemy against any of the gods will be met with a fine.


11. Unsanctioned Use of Magical Energy - All practitioners of Arcane magic must register themselves and obtain a license from the Amnian Inquisition. All licensed practitioners must make an oath of fealty to the adamantine nation of Amn and must submit to examinations and inquiries as required. Licensed practitioners of the arcane must obey any and all commands from the Inquisition.

Foreign practitioners of arcane magic must submit their itinerary to the Inquisition and will at all times be in the company of an Inquisitor while in Amn.

For the avoidance of doubt, a license is not required for the use of magical items, or divine magic deriving from the gods or related religious rituals.

Unlicensed arcane casting is strictly prohibited, with punishment ranging between fines, imprisonment, exile or death depending on severity. The following are forbidden, even by those who hold the license:
  • Summons and familiars
  • Arcane necromancy
  • Eldritch magic
  • Fiendish magic
  • Blood Magic

12. Races hostile, violent, wicked, and evil by nature - Races that meet this criterion are hereby banned from Nashkel without special dispensation from the Council of Six and are to be hunted in the Border Regions, with the exception of Orcbloods who are citizens of Amn; harm to them will be treated as harm to any other citizen.


Let it be known throughout the lands surrounding the Amnian town of Nashkel, that the esteemed Council of Six, in the Council House in Athkatla, has authorized Mayor Berrun Ghatskill to enact and enforce the above local ordinances, subject to the restrictions detailed thereof. These ordinances govern both citizen and visitor of Amn.

The esteemed Council of Six reserves the right to itself, and its deputized servants or agents, to administer the Council's edicts directly in case of emergency or threats to security. The Council of Six and its deputized servants or agents reserve the right to arrest, seize, apprehend and detain any person or persons that violate Council edicts and the will of the Council of Six. Failure to respect Council edicts will be met with any penalty as seen fit by the presiding Magistrate.

The Council of Six honors petitions for the judicial process, should a citizen or visitor find an unfair complaint or crime alleged against them they may submit a request for magisterial review. Should the petition be successful the accused will represent themselves or appoint a single representative, to appear in front of an Amnian magistrate. Failure to convincingly represent oneself in front of a magistrate does not equal a retrial or excuse from the offense.

All punishments deemed appropriate by the Council of Six or the Amnian authorities deputized by them, shall be final and swift.

For the Glory of Amn!







[[ OOC-Notes:
  • These laws are in effect for Nashkel and its environs, or maps with Amnian military, militia, or law enforcement present.
  • Council of Six edicts may also apply to Amnian territory as a whole as and when they are made. This constitutes the Trade Way South of Beregost, the Xvart village, the Nashkel mines, and the Cloudpeaks. It does NOT include Uldoon Trail.
  • Punishments for crimes may only be given to Player Characters by Dungeon Masters.
  • Execution that results from crime is a perma-strike against the guilty character. (Three perma-strikes results in a character's permanent death).
  • Do not roleplay criminal activity unless you are willing to accept the consequences as crimes will most likely result in punishment.
  • By committing a crime in front of witnesses or fleeing from a crime scene, you auto consent to the crime. This equates to no trial and punishment as seen fit by Dungeon Master(s).
  • You are expected to roleplay the consequences of your actions if brought to the authorities.
  • Aside from perma-strikes, consequences are only temporary and will not render a character unplayable in the long term.
  • Dungeon Masters may increase or decrease the severity of consequences at their discretion.
  • Multiple infractions and repeat offenses may result in heavier punishments or perma-strike. ]]



///Credit to DM Golem, ADM Warden & The DM Team - 04/15/2019 Changes to reflect the IC state of affairs.
The most important post you will ever read:

THE LAWS OF THE LANDS (IC)
DM Novus
Posts: 2318
Joined: Mon Oct 29, 2012 7:54 pm

Re: THE LAWS OF THE LANDS (IC)

Unread post by DM Novus »

Laws of the Lawless in Soubar

Residents of Soubar generally will not care if combat between beings takes place in the settlement and does not include area affecting magics or attacks that would harm the NPCs themselves. Fighting is also not permitted inside the only establishment in Soubar, the Winding Way Inn, and Mags has made it abundantly clear that anyone who breaks the peace will be forcibly removed and in some cases, banned from entry.

((As long as pvp takes place between PCs only and without area affecting magics or attacks, you do not need to get DM permission to have pvp take place in Soubar as long as standard server pvp rules are otherwise followed.))

Darkhold
In the Far Hills, near the Sunset Mountains of the Western Heartlands and the edge of the Sword Coast region, there looms a castle of immense proportions, rising from a bare rocky spur on the side of the mountain named the Gray Watcher. Its walls are streaked red by the rusting bars upon the windows; its chimneys spew forth a smoke of blackest night. Darkhold, or Castle Darkhold, publicly serves to protect the Far Hills, harbor trade caravans in need of re-supply, and facilitate diplomatic relations between the Inner Sea and the Sword Coast. It is claimed and occupied by the Zhentarim organization.

The entrance to Darkhold remains open—yet fully guarded—to caravans, merchants and traders that would seek business with the Zhentarim, allowing those with reason, enter to the outer courtyard, under strict rule as "guests" of the Zhentarim.

The entire garrison of more than eight-hundred guards that protects Darkhold, is commanded by the one known only as the Pereghost, a warrior of unquestionable skill—his skull-faced helm is as well known throughout the Heartlands as the sigils of Elminister or Khelbhen Arunsun. The Pereghost upholds the following rules in a known harsh, iron-fisted manner:


Justice
The law of Darkhold is set by the decree of a Council of Lords, enforced by the military, and sentence is passed upon offenders by the Pereghost, or one of his lord magistrates. In the day-to-day life of Darkhold, the garrison enforces the Castles laws; however, order is maintained through the cooperative efforts of the Pereghost and the reigning Lords. The law of the Castle is strictly enforced...many offenders rarely escape its grasp. Infractions and their penalties are:

All who cannot confirm their identity as an agent of the Zhentarim must remove any articles of clothing that conceal their identity (Such as masks or cowls.) or be removed from the grounds.

Destruction of Property or Impersonating a Zhentilar : 2,000-gp fine and 100 lashes, or one year’s enlistment in the Zhentilar.

Violation of Curfew or Public Violence: 2,000-gp fine and interrogation for intent, or three years’ service in the Zhentilar.

Embezzlement or Tax Fraud: Forfeit of 50% of offender’s wealth and 20 lashes, or three years’ service in the Zhentilar.

Assault or Petty Theft
: 3,000-gp fine or one years’ enlistment in the Zhentilar. Men who beat helpless women or children are sentenced to hard labor for a minimum of one year.

Arson or Grand Theft: 10,000-gp fine and 8 years’ service in the Zhentilar.

Murder or Treason: Death by the hand of the Pereghost.

Known Harper/Wearing openly, regalia or pins denoting being a Harper: Banishment from the city or potential Death by the hand of Pereghost.

///OOC-notes:

The Lore on BGTSCC differs the canon Lore of the Forgotten Realms, in many circumstances, with Darkhold, the Pereghost and the lack of Sememmon currently ruling it being one such difference. ///


Zhentarim Law Now Enforced in the Vale Around Corm Orp and Public Dissent Against Zhentarim Banned in Corm Orp
Unchallenged seriously for five years since 1351 DR, ever greater Zhentarim patrols of Darkhold around Corm Orp continue to enforce the laws of the Zhentarim around the general vale regional area surrounding Corm Orp, but not within or immediately next to the settlement or upon its associated rural residences. However, over time, the local population of Corm Orp has had its open opposition to the Zhentarim largely quelled, with the stability the Zhentarim provided during both the undead and devil wars of recent past and with the town for years now relying heavily on the Zhentarim's purchasing of food for its local soldiers and of other goods when passing through Corm Orp on R&R. Those more openly inclined to resist the Zhentarim have since left the settlement, some settling in Elturel, some in Berdusk, and some in Baldur's Gate. Given these developments, the leaders of Corm Orp quietly acquiesced to a deal whereby the foreign policy of Corm Orp is wholy controlled by the Zhentarim, while Corm Orp maintains local domestic rule, with one major exception... There will be no public dissent or rabble rousing against the Zhentarim going forward by anyone in Corm Orp or its environs. This new law goes into effect on the 6th of the fourth month of 1356 DR, under pain of fine and banishment. The settlement seems to be a lost cause for any attempting to thwart the Zhentarim in Corm Orp. It seems those opposing the Zhentarim would best look elsewhere for possible victories against The Black Network.

///OOC-notes:

Zhentarim law applies only to the ascent/descent map around the Darkhold fortress entrance and to areas outside of Corm Orp on the Corm Orp map in game, but not in Corm Orp or to its rural Environs and residences. Additionally though now, Corm Orp will be enforcing a no public dissent or rabble rousing against the Zhentarim law, as of April 6, 2020 OOC.///


///DM Dialectic. Updated for enforcement of Zhentarim laws in areas explained above outside of Darkhold. 1/20/2018
///DM Dialectic. Updated for enforcement of Zhentarim laws in areas explained above outside of Darkhold and within Corm Orp. 4/5/2020
///DM SummerBreeze. Updated for enforcement of Zhentarim Laws in regards to known harpers, harper regalia, as well as mask policy. 8/10/2021
///Admin Rhifox. Removed rule forbidding Zhentarim PCs from enforcing Zhentarim laws in Darkhold's courtyard. 12/23/2021


Visiting Uruk Lurra of the Black Orcs
In approaching the Black Orc settlement, Uruk Lurra, in the Western Heartlands well east of the Northern Trade Way, you would be confronted by grunting Black Orc guards that angrily speak at you in broken common upon you approaching the gates of the Orc settlement.
You approach the great Black Orc place of Uruk Lurra, ruled by the legendary Chieftan Grimnail, Chosen of The One-Eyed God Gruumsh:

-No allowed here except Gruumsh's favored children, the proud and fierce races of Orcish blood. Weak races only come in if orcs bring them and if they cause no trouble. No surface elf with ugly pointy ear or fat ugly dwarves! If you not be Orc and not brought it by Orc as guest or war captive, go away or we kill you and feed you to the wargs!

-No stupid and weak Orc allowed either! Only Orc who respect One-Eyed God allowed! Even if worshiping other god must respect One-Eyed God.

-Show great respect for the rock and crater from sky next to Uruk Lurra, do not insult it, it is gift from Gruumsh himself to rally his favored.

-Show high praise to the clan Shaman Torla, Soothsayer Idgeewidge'Uk, and Blacksmith Barraka'Do, for their crafts and strength are of legend only second to Chief Grimnail. Nothing need be said for how you must act to the chief!

-If you come, only the soothsayer and shaman of tribe and shamans of One-Eyed God and orc gods can use magic. Orc no like magics that remind me of stinky pointy ear elves and their silly sorcerers! No magic not of gods! If you not Orc, you better not using any magics at all or you be warg food!

-No question the authority of or anything the chief, shaman, or soothsayer say or you lose head, or worse!

-Proud Orc you come in with arms and armor. Orcs strong, fight in contest of strength if both Orc agree but only with Orc strength not magic of gods. No cause trouble beyond a duel or chief may stick his stick in you for acting like pink skin dummy or pointy eared elf pile of warg dung! If weak no Orc want fight Orc then Orc just laugh in face! But if Orc want fight weak no Orc then no Orc must fight or run out of Uruk Lurra.

-No masks! Need to make sure you not sneaky weak pink skins!
The guards then motion you to come forward or buzz off depending on your identification as Orc-blood or otherwise. If visibly not Orc after removing your mask or if you refuse to remove your mask, the guards tell you to get lost or they will slay you on the spot, again mentioning feeding you to wargs. The only way they give permission to enter upon seeing you are visibly of non-Orc-blood and not an elf, half-elf, or dwarf is if an Orc-blood is inviting you in as a guest or brings you in as a captive. If visibly an elf, half-elf, or dwarf, the guards would only allow you to enter if you are a captive to an Orc-blood.

//OOC-Notes:

-Only Orc-blood PCs, meaning Gray Orc, Half-Orc, and UD Orc, that follow Gruumsh or show respect to him (including those who follow other members of the orcish pantheon), are allowed in unhindered. Orc-blood PCs as such can invite in non-Orc PC guests with them if these non-Orc PC guests have business in the settlement, but these guests must be on the best and most respectful behavior toward Orcs IC or they could end up in a lot of trouble IC. PC Elves, Half-Elves, and Dwarves cannot ever safely enter the settlement as a guest unless a captive to a PC Orc-blood, but PC Drow are allowed to be guests of a PC Orc-blood.

-Only consensual non-magical violence and dueling between consenting Orc-blood PCs is allowed in the settlement. Orcs may challenge non-Orcs to duels, and the non-Orc must either accept or leave the settlement. To refuse the challenge but not leave the settlement immediately will be considered metagaming and risks a permastrike. Non-orcs, if they challenge Orcs, can expect to be ignored. Any non-Orc-blood PCs being violent in the settlement risk a strong and negative IC reaction from NPCs, including if they try and challenge an Orc to fight. Goading Orcs in this settlement is asking for trouble with NPCs and we ask players to respect the perilous situation any non-Orc PC finds itself when in Uruk Lurra, even as a guest, as the NPC's will without fail take the side of any Orcish PC over a non-Orc. We will be handing out permastrikes to those who treat the NPC orcs with contempt as it is a form of metagaming.

-Only Orc-blood worshippers of the orcish pantheon can use divine magic. Arcane magic is banned. The Orcs of this settlement tend to be wary of magic, especially arcane magic, so the most common magics cast in the settlement would be magics that just support melee fighting Orcs. Although arcane casters might be able to earn the right to cast arcane magic through RP, mainly by demonstrating long term residence in Uruk Lurra. If you do have permission IC to cast magic in the settlement, please don't abuse it by metagaming NPCs and casting all sorts of out of this world spells on a regular basis: summoning balors, wails of the banshee, etc. that would have a likely negative reaction of Orc residents of the settlement. As a reminder in this bullet point: magical dueling in the settlement or crater area is not allowed. Orcs would tolerate non-excessive uses of blood magic and necromancy and other evil magics.

-Violations of settlement rules IC could result in IC execution and a permastrike or other punishments seen fit by the chief of the settlement.

-Black Orc NPCs will not look kindly upon insulting or plotting against Black Orc NPC leaders in the settlement.

-Otherwise, as long as it does not break the server rules and would not upset the NPC Black Orcs present or implicitly present, pretty much anything goes.

-For when DMs are not present in game for IC rule violations in the settlement, screenshots sent to the DM team will be required as adequate evidence to enforce any permastrikes as IC punishment.

((Credit to DM Dialectic Word-Spewer))
The most important post you will ever read:

THE LAWS OF THE LANDS (IC)
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DM Golem
Posts: 8850
Joined: Mon Apr 07, 2014 6:00 pm

Re: THE LAWS OF THE LANDS (IC)

Unread post by DM Golem »

DM Golem wrote: Sat Jul 13, 2019 8:32 am Added the following to the laws of the land for Baldur's Gate:

Addendum 13 Flamerule 1355: Military jurisdiction is now in effect on the frontline against the Devils and the laws of Baldur's Gate apply in the vicinity of any Flaming Fist fortifications.

(((OOC The Winding Way Frontline map is now under Flaming Fist Jurisdiction. It will also apply in any DM events taking place at other, off map forts)))
DM Soulcatcher wrote: Wed Nov 02, 2022 6:38 pm ((Baldur's Gate: Removed the Dead Three from the list of banned deities. Because they're dead. Also, removed the note about all spellcasting being banned as the Time of Troubles has ended and the law has been retracted.
May 2023 - DM Winter: Rearranged the laws, updated formatting, added Laws of Gullykin, cleaned up posts.
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