Comments on an an interesting court setup

bill2825

First Post
So I have an interesting situation within my campaign and I thought I would toss it up on the board for comments. As some background, the campaign is a Plot centric Epic campaign with characters starting at first level. The campaign has been played regularly for nearly 2 full years. The party is currently at levels 9a nd 10, with the party makeup is as follows:

Paladin of Heironeous
Ranger
Barbarian (Barbarian/Ranger/Forsaker)
Rogue
Psion (Telepath)
Mystic Thurge (Father is part of the Free Trade Guild)

Psionics are restricted to only 1 PC race, which is very human like (Tellaire from Dragon Magazine), and also operates under strict “Psionics is Different” rules. The Tellaire tend to hide themselves, so even the party is not completely aware that what the Psion does is 1. his doing, and 2. psionics. He is a very social character, with high bluff, diplomacy, sense motive, etc.

So, said Psion, after a night of carousing in the current city they have entered (fairly new city to the party), sneaks off to bed down a merchant daughter. He awakes the next morning to find that the Merchants Daughter is dead, gutted from neck to stomach, and he is covered in blood. He is implicated and arrested for murder.

Now, the court in this city is very interesting. The city is run, almost exclusively, by guilds, and as such the court is a Court of Guilds. This court (detailed below) has representatives from specific guilds who fill seats on the court. The Guild Court representative gets a certain number of votes (demonstrated by points) based on if they are a major or minor guild. This court truly cares nothing about “Justice”, but is governed more by benefit to the guild. Basically, the merchant whose daughter died lobbied his guild to bring charges against the Psion, and because his lobby was accepted, the guild has brought the charges and also provides a prosecutor.

Another interesting point is that the Prosecutor, in very limited fashion, the prosecutor is allowed to make certain contractual arrangements on behalf of his guild. In this situation, the prosecutor has opened a contract that stipulates that as long as the defendant was found guilty the judgment will be a “Final test of Innocence” Duel with the Duelists Guild.

The defense has also made arrangements for a spectacular fireworks show at his private estate by the Illuminators should his defendant be found innocent.

This has nothing to do with Justice or Innocence (unless a specific guild is interested in that), and more to do with gain to the court by a finding of guilt or innocence. Also, there are certain voting correlations that both the prosecution and defense know about. These are noted below along with the points each guild is worth in a vote.

Basically, when defense or prosecution says something favorable to a guild, that guild moves 1 point. (moves positive for defense and negative for prosecution). If they say something VERY favorable, then its 2 points. The same goes for using negatives to sway the guild away from your stance. The Prosecutor and Defense offer opening remarks, then each takes turns for 3 rounds of arguments, then offer closing remarks. Prosecutor goes first in each of these 5 phases. At the end, the guild votes their points for whichever side they favor.

If your still with me after that long background, I am wondering what types of arguments the community would use on either side (prosecutor or defense) to sway the rest of the court to their side.

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Major Guilds
1. Wayfarers Guild (3)
This guild is a very powerful guild in the city, achieving prominence and power by fortuitous anticipation of new trends, business opportunities, and virtually prophetic adaptation to business. They control magic travel primarily, with strategic investment into several other areas. The wayfarers never vote aligned with any other guilds and typically abstain from voting.

Aligned neutral between defense and prosecution (0)

2. Guild of the Divine Orders (3)
Everything in Maere is governed by some sort of guild, including the coalition of all churches in the city. The Guild of Divine Orders represents the major churches in the city (Heironeous (Justice and Honor aspect), Hextor (Tyrany and War aspect), Moradin (Dwarves and Forge Aspect), Olidammara (Trickery, Revelry, Luck aspect), Pelor (Sun aspect), Vecna(Knowledge aspect). Currently the presiding church in this guild is Vecna, with clerics of the other churches advising.

Aligned Neutral between defense and prosecution (0)
This guild will vote directly opposite the Arcanists Guild

3. Arcanists (3)
The Arcanists are a guild of Mages who hoarde obscure knowledge and study the art of magic (wizardry). There are some bards in their ranks, although they are mostly wizards and others who support the wizards. The Arcanists hold sway as a major guild because they maintain the enchantments that keep the city floating above the Lake Waters and also patrol the Cloud Checks, monitoring incoming air travel to the city.

Aligned Neutral between defense and prosecution (0)
This guild will vote directly opposite the Guild of the Divine Orders

4. Duelists (3)
The only people in Maere who are socially accepted to bear arms larger than tiny sized are the Duelists. This guild is based entirely around Dueling for honor, which equates through their arena to entertainment for the city. They are boisterous and have a strict set of guidelines that encourages duelists to challenge each other and anyone who might appear to provide an adequate challenge. Duelists tend to find anyone at fault as long as the guilty are provided a final test of innocence in a sanctioned death duel in the arena.

Aligned for the prosecution against the defense (-4)
They vote independently in increments of 2

5. Fishers (3)
Maere is a floating city over a massive lake. The primary food within the city is fish, and because of this the Fishers are a very powerful and lucrative guild, controlling the primary food source.

Aligned against defense and for prosecution because of voting practices (-2)
This guild votes with the coalition of Merchants at half their vote (1 for 2)

6. Coalition of Merchants (3)
The Coalition of Merchants represents numerous merchant houses and capabilities within the city of Maere and the shore communities. This guild, on behalf of the Small Merchants arm of the guild, is bringing the charge against the party member.

Aligned Against defense and for prosecution because they are prosecuting (-4)
This guild will vote against the Free Trade Guild, against the combined Handlers, Strongarms, and Fingers at a 1 for 3 rate, with the clock makers at a 1 for 4 rate, and with the Wayfarers Guild at a 1 for 2 rate.

7. Maere Defense Guild (3)
The Maere Defense Guild is an organization of militias and other organizations that support the defense of Maere. They tend to abstain from voted unless it regards the direct defense of the city or shore communities.

Aligned Neutral between defense and prosecution (0)

Minor Guilds

1. Illuminators Guild (2)
The Illuminators create fireworks, and maintain a monopoly on the knowledge and recipe for Black Powder. They have influence because of the elite Musketeer force that serves the Govenor of Maere. They have a long-standing conflict with the Clock Makers.

Aligned for the defense against the prosecution due to bribes by the defense (+1)
Will vote against the Clock Makers Guild. Will vote against the Strongarms. Will vote 1 for 2 against Nerul’s Kiss. Will vote 1 for 2 with Maere Defense Guild.

2. Clock Makers Guild (2)
The Clock Makers Guild governs all clock makers and gadgetry craftsmen within the city. They have a long-standing conflict with the Illuminators and the Handlers.

Aligned for the prosecution against the defense (-1)
Will vote against the Illuminators and Handlers.

3. Handlers (2)
Thieves guild specializing in smuggling, fencing stolen items, forging, and black market goods. The Handlers bought their way onto the court to protect their own members from prosecution.

Aligned neutral between prosecution and defense (0)

4. Strongarms (2)
Thieves guild specializing in extortion, blackmail, and information brokerage. The Strongarms manipulated their way onto the court through their own specialties.

Aligned against the defense with the prosecution because they have no information about the motives for the killing (-1)

5. Fingers (2)
Thieves guild specializing in picks pocketing, cat burglary, muggings, and general theft. They manipulated a position on the court to protect their own members.

Aligned neutral between prosecution and defense (0)

6. Neruls’ Kiss (2)
One of two rumored assassins’ guilds within the city, and purportedly sponsored by the Church of Nerul, God of Death. This guild serves as caretakers for the dead within the city, and claim that they do not perform any assassination work within the city.

Aligned with the prosecution against the defense for unknown motivation (-1)

7. Free Trade Guild (2)
The Free Trade Guild represents those merchants and traders who actively resist absorption into the Coalition of Merchants. This is a generally poor guild who actively vote against the Coalition.

Aligned with the defense against the prosecution (+4)
Will actively vote against the Coalition
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Sounds like a really cool court you've set up here and I'd like to help, but I need you to explain a few things to me. Is the primary objective of the defence to illustrate how finding this pc innocent would benifit a guild (thus gaining thier support). Is out and out bribary imposible? For example, could the defence allude to the fact that the psion has some obscure powers and promise a day of studing him to the Arcanists guild? Or is that not acceptable?

If they are going to prove the worth of the pc to other guilds, I'll also need to know a bit more about his character.

I could be way off base on this, hope I can help you out!

T from Three Haligonians

PS: is there any such thing as burden of proof in this system?
 

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