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A question about Magic and Law enforcement interacting
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<blockquote data-quote="Mordane76" data-source="post: 2954730" data-attributes="member: 7172"><p>I have to be careful how much I say here, because I know at least one of my players reads ENWorld... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In my campaign, there is an overarching world organization left over from an empire that fell millenia ago called the Tribunal of Arcane Law. It is an accepted part of the remaining human kingdoms for the adjudication of arcane spellcasters, but only one of the human kingdoms is an (evil) magocratic society (the case in question does <strong>not</strong> take place in that kingdom).</p><p></p><p>Magic as a whole is accepted as a part of life, but most people are leery of magic because of its role in the fall of the empire millenia ago (big bad magical cataclysm like stuff from a war, ancillary to the matter at hand). The Tribunal knows that people accept them mostly out of fear, so it puts reins on spellcasters to try and keep a good image for mages everywhere. In this sort of atmosphere, the rule of law is first, with magic being used to support it if necessary... except maybe in the evil magocratic kingdom on the eastern seaboard, but that's another story entirely.</p><p></p><p>The primary religion in my campaign is a duality - Creator versus Destroyer. There are a number of Usurper gods gaining steam in the past thousand years or so, and they are generally accepted throughout most of my campaign world, but religion does not hold any major political clout in any kingdom, human or humanoid.</p><p></p><p></p><p>Primary, I want to maintain a separation between the magic and the rule of law so that mundanes can keep control... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mordane76, post: 2954730, member: 7172"] I have to be careful how much I say here, because I know at least one of my players reads ENWorld... :) In my campaign, there is an overarching world organization left over from an empire that fell millenia ago called the Tribunal of Arcane Law. It is an accepted part of the remaining human kingdoms for the adjudication of arcane spellcasters, but only one of the human kingdoms is an (evil) magocratic society (the case in question does [b]not[/b] take place in that kingdom). Magic as a whole is accepted as a part of life, but most people are leery of magic because of its role in the fall of the empire millenia ago (big bad magical cataclysm like stuff from a war, ancillary to the matter at hand). The Tribunal knows that people accept them mostly out of fear, so it puts reins on spellcasters to try and keep a good image for mages everywhere. In this sort of atmosphere, the rule of law is first, with magic being used to support it if necessary... except maybe in the evil magocratic kingdom on the eastern seaboard, but that's another story entirely. The primary religion in my campaign is a duality - Creator versus Destroyer. There are a number of Usurper gods gaining steam in the past thousand years or so, and they are generally accepted throughout most of my campaign world, but religion does not hold any major political clout in any kingdom, human or humanoid. Primary, I want to maintain a separation between the magic and the rule of law so that mundanes can keep control... :) [/QUOTE]
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