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Dominus Magisterium--Law and Order in The D&D Campaign
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<blockquote data-quote="Kichwas" data-source="post: 189352" data-attributes="member: 891"><p>This would vary by region.</p><p></p><p>In Fahla in the Eastern Kingdoms law and order goes about as far as the local lord can get in a day's ride. The continent has been plagued by constant petty warfare and banditry which has kept trade and law to a minimum.</p><p></p><p>In the Western Kingdoms in places such as Lomyr you have a highly complex legal system. Complex enough to make being a Solicitor/Lawyer an established profession (largely fielded by Kobolds...). But this region is also plagued by 'organized crime'; given many of it's urban zones a 1930's Chicago like atmosphere.</p><p></p><p>Go north into the Hobgoblin/Human nations of the Plateau and "there is no crime". Anybody who says otherwise disapears. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> The state rules with an iron fist over all aspects of life. A land where the '3rd reich' not only came to power, but lasted 3 millenia.</p><p></p><p></p><p>Spin out into other continents and the variety just grows.</p><p>Merchants who trade over the sea ply a dangerous living dealing with vastly different legal systems in the ports they enter as well as piracy on the seas. No merchant would dare set sail with not only a compliment of skilled mercenaries, but a trained Solicitor able to navigate the customs of all intended ports.</p><p></p><p></p><p>As for police, my games in the setting most likely focus in Lomyr and within that land the only people who can be armed and armored within an urban zone are the Guard. Not even soilders of the empire may enter anything larger than a hamlet armed and armored. Nobles can be armed, but not armored. Anyone else is restricted to weapons that have practical use like daggers and staves.</p><p></p><p>The guard uses a variety of races and skill types to complete it's duties and even if the first batch you find are just simple patrolmen if you're in a city it's likely you'll end up facing a fairly high level group of specialists by the end of your rampage.</p><p></p><p>Which is just one more reason why the thieves have become so organized. The best weapon against guard is not sharp, but small, round, metalic, and with a slight gleam of precious metal...</p></blockquote><p></p>
[QUOTE="Kichwas, post: 189352, member: 891"] This would vary by region. In Fahla in the Eastern Kingdoms law and order goes about as far as the local lord can get in a day's ride. The continent has been plagued by constant petty warfare and banditry which has kept trade and law to a minimum. In the Western Kingdoms in places such as Lomyr you have a highly complex legal system. Complex enough to make being a Solicitor/Lawyer an established profession (largely fielded by Kobolds...). But this region is also plagued by 'organized crime'; given many of it's urban zones a 1930's Chicago like atmosphere. Go north into the Hobgoblin/Human nations of the Plateau and "there is no crime". Anybody who says otherwise disapears. :D The state rules with an iron fist over all aspects of life. A land where the '3rd reich' not only came to power, but lasted 3 millenia. Spin out into other continents and the variety just grows. Merchants who trade over the sea ply a dangerous living dealing with vastly different legal systems in the ports they enter as well as piracy on the seas. No merchant would dare set sail with not only a compliment of skilled mercenaries, but a trained Solicitor able to navigate the customs of all intended ports. As for police, my games in the setting most likely focus in Lomyr and within that land the only people who can be armed and armored within an urban zone are the Guard. Not even soilders of the empire may enter anything larger than a hamlet armed and armored. Nobles can be armed, but not armored. Anyone else is restricted to weapons that have practical use like daggers and staves. The guard uses a variety of races and skill types to complete it's duties and even if the first batch you find are just simple patrolmen if you're in a city it's likely you'll end up facing a fairly high level group of specialists by the end of your rampage. Which is just one more reason why the thieves have become so organized. The best weapon against guard is not sharp, but small, round, metalic, and with a slight gleam of precious metal... [/QUOTE]
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