Laws

This king is an idiot. You do not anger fellows powerful enough to teleport into your bedchamber, kill you without a sound and disappear just as quickly. Unless, of course, he has some means to counter this threat. He does, yes?
 

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Who has the power to teleport anywhere? That type of great magic is strictly regulated by those few who know how to do that. This is my home brew world and there are a few major differences from the typical worlds.

In T&B you'll find a little prestige class/orginization that is great at Teleporting. I expanding on the idea, so only those in the orginization are able to perform teleport spells.

Also, there are ways to block teleports and scying. He has them permanently on his whole castle. The crown controls the Mage Guild so the greatest of magic he has access to.

Besides, even in normal worlds the Kings and other powerful folk don't worry about people teleporting in to commit assassinations. And it's not like there aren't other rulers on other worls who make people mad. I think the comment was not thought out at all.
 

Uhm.

In medieval cities, carrying of weapons was not allowed at all for non guards or non nobles. As for the fines and so ... there was a nice thread from Buttercup some time ago... for bureaucraziness read this:

Buttercups citythread

Sorry, not the thread I was looking for... At least I think there was another one.

It was something like this: You need permits for everything. Not only weapons, but for carts, entries into different city quarters, permits to cross a bridge, permits to deal with wares, permits for getting permits. :D

Example: You wanna enter a city. Cityguards stop the group and want to see the permits for weapons, trade, permits to be a magicuser... permit to be a priest and so on. They got nothing. So they have to queue on a little hut next to the door with some corrupt and lazy guardsmen. To lead their horses into the city, they need permits from the veterinary, to get those, they need permits to enter the city to get that doctor and to get permits to enter the city they need permits for the weapons and so on. Simply make them get permits that they cannot get since they ain't got the permits they need to get the permits... You get the idea?
 
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I'm a fan of the "No necromantic magic is allowed to be studied or cast" law. Usually institued by the uneducated lawmakers of the land who deem all necromancy as "evil". This will hinder your players in a few ways, there are quite a few useful spells that fall under the "necromatic" category. This doesn't mean that your Wizard can't cast "Disrupt Undead" anymore or even have it in his spell book. It just means it would be unwise to cast such magic in front of the Guards or other authority figures. Also, imagine the surprised look on your player's face (assuming you have one playing a Wizard) when the Guards confiscate his spell book for the mandatory and completely random "spell book inspections" =)
 

Couple more ideas that just popped in my head...

Require Monks to "register their hands as deadly weapons" with the local magistrate. Failure to do so would be a fine or prison sentence and they would be "forced" to register, assuming they are found out and caught.

Require Psychics and Sorcerer's to register that they are "psychic" or "innate casters". Perhaps Psychic powers and Sorcerer magic is deemed unpredictable and the local authority wants to keep tabs on who can cast/manifest these strange magics/magics. Maybe even go as far as to have them marked with a permanent tatto that denotes if they are psychic or sorcerer and at what "power levels" they are? Failure to do so would be the same as the Monk above.

Just some more ideas =)
 

I like the No necromantic spells and the Random Spellbook searches. That's a fight waiting to happen right there. There will need to be Wizards stationed with the gaurds to perform a simple Read Magic. But that's easy enough to do.

Psionics are an unknown in my world. They few times it has surfaced most people thought it was a form of magic. And I'm still not sure how to handle Monks. I just haven't come up with something that fits into the world without drastically redefining who they are.
 

Monks don't fit my world either. I had a Player desperate to play one, so I decided that thirty years earlier a strange ship had been found drifting off the coast. On board were a dozen or so almost dead humans. They were rescued and revived, but were left (so they insist) almost without memories of where they came from. However, they all had some unique abilities. They were the monks. They settled down as a group in one place and have been there ever since. Any monk in my world lives in that one place. All monk PCs must come from there. And when this campaign ends that village/monastery is going to fade away into nothing. And then monks will not exist again.

Hokey, but it works.

Gilladian
 

Gilladian said:
Monks don't fit my world either. I had a Player desperate to play one, so I decided that thirty years earlier a strange ship had been found drifting off the coast. On board were a dozen or so almost dead humans. They were rescued and revived, but were left (so they insist) almost without memories of where they came from. However, they all had some unique abilities. They were the monks. They settled down as a group in one place and have been there ever since. Any monk in my world lives in that one place. All monk PCs must come from there. And when this campaign ends that village/monastery is going to fade away into nothing. And then monks will not exist again.

Hokey, but it works.

Gilladian

It's simple and a little cliched, but as long as it works, that's all that matters.
 

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