Monday, November 14, 2022

Johnny Law and Skara Brae

Every civilized place has laws that hold it together.  Sometimes it is through custom, tradition, or taboo, rather than legislation (or fiat), but these rules exist, and woe be to whomever violates them.  

Even today, ignorance of the law is not a valid defense.  In DnD-land, punishments might be quite extreme.

Now, it is possible to make a list of common laws that most places - both real and imagined - create: no murder, no rape, no arson, etc.  I would argue that these laws should exist, but don't need catalogued, because they can be easily improvised.  It's the stuff that fantasy gaming brings with it that need specific laws called out.

Spell-casting.  Monsters.  Magic items.  Non-human races (presuming your game is humanocentric - I know mine is).  Competing and allied religions that can do things.  Violence as a solution.  THESE are the things that differentiate fantasy cities from real world cities.  Frankly, most players should suspect such things, and some will actively go looking for them.

So it becomes a question of what are the important laws that will catch players' attention, and perhaps turn into a session or three getting around or dealing with the repercussions of?

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The Code of Hammurabi, inscribed on a 7.5 foot tall basalt stele, a fine way to display laws to the (il)literate populace, presuming they know the specific language.


Many folks gaming today presume that laws and courts and such seen today are common in their fantasy games.  Horsefeathers! I'd think kangaroo courts, mob justice, and presumed guilty until proven innocent would be more likely.

Cribbing laws and rules and ideas from history is a time-honored DMing tradition, and the Code of Hammurabi is definitely worth looting. Another example that plays nice with the typical DnD games set in pseudo-Europe, is wergild, because it deters murder-hoboes by hitting them in the pocketbook.  The Yassa of Ghengis Khan or the Edicts of Ashoka provide additional models to make use of.

Consulting the power of the internet is an option.  This thread from enworld is worth looting, and the subreddit r/DMAcademy has a great discussion on Laws of the Fantasy Lands, to include many laws and questions to consider adding to your world.  

The blog Sword of Mass Destruction makes some solid points about law enforcement in a fantasy world, adds questions worth asking yourself, and this quote:

Basically, from a gameplay perspective I think good law punishment would be something that attacks the character sheet. Remove a limb. Limit their health. Cripple their inventory. Ban them from buying at shops in that city ever again. Cut out their tongue. Cripple their ability to play the game. 

Interestingly, SMD's observation ties in well with several of Hammurabi's punishments - lots of death and injury for those causing it.

Some real-world taboos will also exist, but have their own DnD twist, courtesy of Blog of Holding.  Speaking of which, if a town is ruled by some sort of theocracy, then religious taboos become law.  Taboos like these from d4 Caltrops.

It's the laws and social mores that PCs are bound to run afoul of that are worth writing down and watching for.  Especially if any of these suggestions from the Dungeon Dozen are followed: Who's the Law in this Town?

All of this is because, as question 12 on this excellent campaign questions list from Jeff's Gameblog points out, players may ask where there are 'notable hassles from Johnny Law.'

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Examples of such rules and laws can be found in several gaming products.  The best might be Atlas Games' Crime and Punishment.

My favorite citybook is Hollowfaust, a city ruled by Necromancers.  As might be imagined, there are interesting laws regarding funeral rites (and rights) in that city. 

Another option to look at is Irilian, from early White Dwarf magazines, but compiled for easy use by Kellri. Note that readers wanting to publish their personal fantasy city could use this document as a template.

Another example comes from Runequest's Pavis/The Big Rubble, which contains this short list of rules that PCs are likely to run afoul of.  Especially items 2, 4, and 5.

If you have the resources to acquire them, here is a partial list of city books to loot for ideas.

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Skara Brae is no different than many other fantasy campaign cities, and it has its share of laws and common courtesies that players won't consider, which means neither will the PCs, which means several episodes across sessions as these laws and customs are encountered.

Some Laws (notable hassles from Johnny Law)

Humans, Dwarves, Halflings, Gnomes, and Elves can walk the streets of Skara Brae freely.  All other races must have a keeper; Goblinoids must be collared, chained, and with owner in the city - those found loose will be killed.

Tieflings, warlocks, and sorcerers are to be executed with extreme prejudice.  Those harboring or defending such beings are considered tainted and suitable for execution as well.

Mages must be licensed by the Mages' Guild; unlicensed casting results in fines, servitude, death, and worse.  Such licenses make great real life props.

If the general call is sounded, all beings within the city are expected to help defend the city.

The colors Red and Purple are reserved for specific people; punished by loss of colored clothing and fines.

Adventuring companies must be registered; those found adventuring without license and registration will be fined and lose recovered items, if not more.  Such registrations make great real life props.

Loosing monsters or bringing other notable trouble down on the city will see surviving troublemakers heavily fined, cursed, and exiled.  

Armor and weapons of war are not allowed to be worn/carried on the city streets unless headed home or out of the city.  Special licenses can be had for a suitable donation.  

Violence against members of the Skara Brae government or those in employ of the Skara Brae City Council will be met with crucifixion.

No one can kill a cat.

Some Customs and Traditions (and Superstitions)

Religious parades have the right of way.

If someone asks for a drink, give it to them; refusing it is an insult.

If you are offered food or drink, consume it; refusing it is an insult.  

Betting on anything is commonplace; refusing to bet is the mark of a social fool.

Cats have a place of honor at all tables.  

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Several implications can be seen in these laws and customs.

These laws imply a Mages' Guild of some sort, and reasons why such laws and customs exist, as well as a place for public crucifixtions.  In addition, a bureaucracy capable of taxes, registrations, and the like exists, and a constabulary capable of enforcing the law.

Note that the stuff about cats comes directly from the Lovecraft story, The Cats of Ulthar. I imagine that Wemics, Tabaxi, and other cat people would confuse the hell out of the local law.

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Of course, breaking these rules has consequences:

Fines.  Weregild.  Ostracism or Shunning. Exile.  Public Shaming.  Indentured servitude.  Slavery.  Branding.  Maiming. Tongue Cut Out. Blinding.  Crucifixion. Gallows. Stocks.  Imprisonment.  Oubliette.  Excommunication from one or several faiths (maybe this means that beneficial spells from clerics of those faiths no longer work on the Excommunicated being), Death (probably in a cruel and public fashion).  If specific ideas of punishment are needed, just browse history - humanity has quite an ability to be terrible to one another.  Just ask Giles Corey.

The Massachusetts Historical Society has a gruesome description of what happened next.

Giles was asked to strip naked and lay down, face-up, on the ground. A wooden board was then placed on top of him, and on top of the board, one by one, Sheriff George Corwin placed large rocks. After two days of this torture, through which Giles had remained silent, never crying out, he was asked to plead. Giles did not want his property to be taken, so he never plead either way. On the third day 19 September 1692 he died from being pressed to death.

His last words were, “more weight.” Corey’s death by pressing ultimately helped change the way the Salem Witch Trials were viewed by locals.

'More weight' is how a classy gent tells a town to go fuck itself.  

Exile is worse than it sounds in a points of light campaign world, which Skara Brae is.  Those not able to survive to the next city or other point of light tend to die horribly.  Note that being exiled from a place typically carries with it an 'if seen in this area again, people can make you dead, no questions asked.'  

In addition to traditional means of punishment, DnD allows the government to use magic, as well.  I suspect that there is a controlled market for drugs/potions that temporarily reduce stats to ensure that saves are failed and spells take effect.  (I also expect such potions to command top dollar on the black market).

FeeblemindEnfeeblementGeasCurse (so much more potential than the basic spell).  PolymorphPetrifyShrink.   Imprisonment.  Exile - but to another plane!  

Being cast into the Astral Plane or through a portal to an untamed land might be an extreme punishment, but wow, does it send a message to the populace while setting the PCs up for a new adventure! 

Given that there are PCs on the receiving end of these spells, I am leaning towards Geas and various Curses to keep PCs active and players engaged - something that instant death somewhat detracts from.  Note that in 5e, both Geas and Curse seem far weaker than I recall, so I'll use proper a Geas and proper Curses that actually matter at the table.

And by proper Geas and Curse, I mean, cannot be removed with simple Remove Curse spells or other use of the character sheet.

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Some bonus curses to consider.


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