CRT & Setting Update

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WizO_Siani

Guest
Hiya gang.

Right, it's that time again. I've some new material for the setting (finally) and of course the usual reiteration of Tavern facts and trivia.

First off, those of you who fancy a nautical aspect to your characters are in luck. No longer will anyone need to explain being far from the water. The reason is the Selintan River, which as most of you should recall, runs right past the Clearing, Garden, and West Wing (!) of the Tavern proper. Let me explain.
The Selintan River is a very broad river, that is to say, wide. It is also deep-channeled, most especially in the middle regions. Shipping can and does navigate all the way from Woolly Bay to Greyhawk City itself, and shallow draft vessels can make it all the way to the Nyr Dyv. For those of you who prefer officialdom, you can find the relevant info on page 152 of the Living Greyhawk Gazetteer under the Rivers section. The upshot is that deep-draft vessels can get to Greyhawk, which means they can also dock at Ford Keep. By deep-draft we mean the galleon type vessels, schooners, sloops, etc. Vessels such as cogs and galleys can go the length of the river.
Docks line the riverside in Ford Keep and ships come and go 24/7. The Rhennee (barge-folk) use the river extensively, so gypsy characters are easily accomodated.
Now, as to the name of the town itself; Ford Keep. It is a misnomer. The 'ford' is actually a ferry. At this place where the West Road comes in from Dyvers the banks of the river are low and gently sloped, making it easy to get wagons and carts off and on ferries. The river could be 'forded' in the usual manner, since the current isn't too bad here, but one is then tasked with swimming the deep channels and dodging the river traffic.
Anyone who fancies themselves merchants now has access not only to the usual caravans along the River Road, but also the shipping on the river itself. Passage may be bought in the Tavern for transport by river or coach.

The Tavern also has stables guys, and a smithy along with a coaching barn. You can use that for some flavor text or character background if you like. Siani at times allows people to do odd jobs in return for food, drink, or lodging. The same could be done for transport.

Now, to reiterate some things;
The Tavern is *not* on Juxta any longer. It is on Oerth in the town of Ford Keep.

There are no rafters in the Tavern for people to sit on; it is a multilevel building not a barn. The ceiling beams support the floor above; they cannot be climbed on.

The Tavern is *not* a place of Law & Order in the same way as Juxta. The Tavern is a wilder, harder place. Siani is Chaotic Neutral and a former corsair, amongst other things. While disrupting the room with fights and such is still a CoC offense, there is no sign saying 'No Fighting' in the place. Fights may not be spotted at once by the Staff or a specific altercation may have some general entertainment value. In any case, fights will be tolerated only so long as they move to the Clearing in reasonable time, or their entertainment value is exhausted (see disruption), or the Staff and customers have had enough. While fighting per se isn't reacted to as quickly as on Juxta that does not mean brawls are allowed either.
Daggers can be tossed at the walls, or preferably the target boards, and there are dart boards as well. Baring steel in the Tavern is not an offense of any sort!!!

IC laws are undefined on purpose. Generally speaking one will be tossed in the river, given the bums rush by BG, or jeered into behaving. Siani has three general rules' "No blood on the floors, no damage to my House, and Staff only behind the bar." Broken down it means fights move to the Clearing in reasonable time, shattering tables or chairs or what have you will get you into deep water, and being found behind the bar if you are not Tavern staff will get you tossed in the River and possibly fined, since we just *know* people back there who don't belong aren't up to any good. Fines are levied by the Staff on duty and can be any amount they want to charge. No fixed fines like Juxta has.
Guys, the Tavern is not some modern lounge where any trouble is quashed immediately. It's a rough place, often full of hard cases of varying sorts. It has portals to nearly everywhere and all sorts of folk pass through. Siani doesn't care one whit if you all want to kill one another, just don't wreck the place doing it.

The Clearing is for combat only. Read the description at the top of the text box and in the bannerhead. A little build up is okay, but long, drawn out dramas without fighting are going to get you a comment from a host. Dramas should be played out in the Tavern or Garden.

Right then, aside from that, I am working on new maps for the place, even one showing individual buildings and so on. Those of you whose characters live in the settlement or have a business there and want it on the maps, let me know.

See ya at the Tavern!

Siani
 

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T

Thogroar

Guest
People behind the bar up to no good, you say? Really, Quadrone was only trying to organize your wines by the third letter of the middle name of the mother of the first person to die in the fith battle conducted in the year the wine was pressed! ;)
 

W

WizO_Siani

Guest
*Howls* "Tha' be jus' me point, ye lubberly swab!"

*chuckles* "Aye, and a fine mess twould 'ave made f'r me too.";) ;)
 

N

Niyarak

Guest
Is there room for people to magic in their sofas or couches? Because I still see this a lot. And are there "booths" or just tables and chairs along the wall?

*grins* And what's the ETR of those maps? :angel: :smirk:
 

W

WizO_Siani

Guest
Good questions, thank you.

The answers are that there are no couches or sofas thank you. However, a few divans are spotted about; armless, backless furniture, generally associated with the Roman Empire more than anything else. The Tavern is very magical in many ways, but it isn't a Tavern of Holding. It would be nice if people used the furniture that is present in the setting instead of trying to turn it into a modern living room/lounge, but there's not much I can do there aside from ask nicely.

The booths are what they seem to be; semi-private bench seat booths along some of the walls. Tables and chairs are scattered about the open floorspace.

To head off some obvious observations, the Tavern has undergone extensive and recent rennovations. As a result the map is a bit off from it's actual appearance. I am working on new ones, to include exterior views and I hope a 3d pic of the town itself.

Siani
 

W

WizO_Pounamu

Guest
:bump:

(or is that *HAUL!*?)

:angel:

-
pouicon.txt
Pounamu
 

W

WizO_Siani

Guest
Criminal Code of Greyhawk

Hiya gang. Herein I am including the Criminal Code of Greyhawk. This code applies not only to the city itself, but to its Domain as well.

Before anyone panics, this is being put up here for your enjoyment and information. If you lawful types, patron or host, want to play off of these, fine. If not, that is fine too. Keep in mind that all patrons are entitled to the Freedom of Destiny Act. Some of these cannot, of course, be implemented at all.

Major offenses in Greyhawk are tried by a Judge of Greyhawk, one of eight such judges selected by the Directors. Three Judges might sit in judgement of a major crime, but two of them may be objected to and substituted. Once. Convictions may be appealed (once) if the judge permits, which always occurs with a capital crime. The appeal is heard by three Judges, often including the Lord Mayor, Nerof Gasgal.

Minor crimes are tried by magistrates from the Guild of Lawyers, or Inquisitors. One magistrate of Inquisitor to a case. Appeals are very rare and available only from the Lord Mayor of the city. Punishments range from Hard Labor for two weeks to two years, with fines of 1-20% if the convicted persons' worth up to 1,000 gold orbs.

Victims must be "people", which are considered to be humans and demihumans of all sorts. Monsters such as Mind Flayers, Dopplegangers, or Lizard Men are not considered people. Humanoids have very limited civil rights in Greyhawk, the limits of which depend on each judge. Manufactured creatures such as golems and minor undead are always considered property.

This is divided into three sections; Major Crimes, Minor Crimes, and Sentences. Each crime will have the number of the sentences appropriate to it in parentheses. Here we go.

Major Crimes
Arson (1,5-7)
Assault, grievous (3,6-11)
Banned religious worship (1,2,4,9)
Blackmail (1-2,4-10)
Bribery of Official (5-11)
Burglary (3,7-11)
Burglary of/damage to property (3,6-11)
Counterfeiting Greyhawk Coinage (3,5-9)
Embezzling (2, 4-10)
Fraud, including lying to the Watch (2,4-10)
Genocide (1)
Impersonation of Offficals (7-11)
Importation of dangerous creatures or controlled items (2,9)
Incitement to Riot (2,6-9)
Magical interference with the integrity of a person (2,3)
Manslaughter (2,5-8)
Mass murder (1)
Murder (1,4)
Perjury (6-10)
Possession of an unlicensed monster (10)
Rioting and affray (2,7-11)
Robbery (3,7-11)
Sedition (1-5)
Slavery or procurement of slaves (1-4)
Tax Evasion of 50+ orbs (10-11)
Tomb Robbing (2,6-11)
Treason (1)
Vandalism (8-11)

Sentences for Major Crimes
1) Death
2) Permanent Exile and banishment
3) Mutilation
4) Hard labor for life
5) Hard labor 11-21 years. (longer for demihumans)
6) Hard labor 7-12 years
7) Hard labor 5-8 years
8) Hard labor 1-4 years
9) Enormous fine 90-95% victims' true worth
10) Heavy fine 60-80% victims' true worth
11 Standard fine 25-40% victims true worth

Minor Crimes
Assault, minor (no broken bones)
Blasphemy against a priest
Blasphemy against/desecration of a temple
Dangerous conveyance of a vehicle in a public place
Dangerous navigation along river front (unauthorized landing too)
Disturbance of the Peace (excessive noise, light, smell)
Public drunkeness and disorderly conduct
Offenses against public property
Use of an unlicensed weapon
Receiving, possessing, or fencing stolen property
Slander or libel
Smuggling (avoiding taxes)
Tax evasion 50 orbs or less
Trespass, violation of privacy, and unlawful entry
Unlawful hindrance of business
Use of magic in a public place without due cause.

Enjoy it gang. Some of it has been modified and I have left out the legal weapons and controlled magic bits for another time.

Siani
 

Nugan

First Post
Re: Criminal Code of Greyhawk

WizO Siani said:

Victims must be "people", which are considered to be humans and demihumans of all sorts. Monsters such as Mind Flayers, Dopplegangers, or Lizard Men are not considered people. Humanoids have very limited civil rights in Greyhawk, the limits of which depend on each judge. Manufactured creatures such as golems and minor undead are always considered property.

What about goblins, orcs, and (especally) kobolds? Would the "savage" humanoids be considered "people" or monsters under the law?
 

W

WizO_Siani

Guest
Victims must be "people", which are considered to be humans and demihumans of all sorts.

Nope, not srictly speaking. However, this can vary widely depending on the offense in question and the individual magistrate sitting the case. In any case, humanoids like the flind Drekath have less to worry about since they are known by people who would speak for them in the event of trouble. One of the nice things about Paladins; people tend to trust them, even in Greyhawk.

Siani
 

J

Jardel_Karabella

Guest
Re: Criminal Code of Greyhawk

WizO Siani said:
Hiya gang. Herein I am including the Criminal Code of Greyhawk.
...
This is divided into three sections; Major Crimes, Minor Crimes, and Sentences. Each crime will have the number of the sentences appropriate to it in parentheses. Here we go.
...
Genocide (1)
...

:uh-huh:

Is anyone else bothered that this one is apparently a common enough occurance that they have an entry for it in the Criminal Code?

:rofl:

I'll be going now...
 

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