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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8575755" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 95: May 1994</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>The Living City: In issue 83, Zeb Cook talked about the somewhat corrupt system of law enforcement in Raven's Bluff. Here, he follows up logically on that with another unusually long and significant article talking about their prison system, once again showing the extra leeway he has as a member of staff rather than just a freelancer. As with that, he draws liberally on both the current prison system and the even worse ones that preceded it in the Victorian era as inspiration to make them grotty unfair places you really don't want to get stuck in unless you have enough money to afford the good prisons, in which case you can live in comfort and probably manage a criminal empire from the inside to maintain your cash flow. If you're a known spellcaster, things get even worse, as you're sent to a place where the guards make sure you never get a full 8 hours sleep again, which will probably kill you from sheer fatigue and inability to heal any wounds you incur either within a few years. If you're a powerful enough supernatural being that even that seems too risky, or you make politically powerful enemies, they'll throw you into a massive lead vault coated with anti-magic shell on a small island nearby called Ill-Water and leave you to your own devices, which will probably involve becoming lunch for the long-term inmates unless you're similarly paranoid and ruthless. If anyone's ever managed to escape from there they're also smart enough to not come back to Raven's Bluff and try to get revenge. So this is a reminder that the law are not the good guys around here and the summary executions adventurers normally deal in are a mercy by comparison. Respect their power, but don't trust them, because they'll throw you in jail on trumped up charges and let rich, influential bad guys off on technicalities. Just like the real world then. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> No wonder the place needs heroes.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8575755, member: 27780"] [b][u]Polyhedron Issue 95: May 1994[/u][/b] part 2/5 The Living City: In issue 83, Zeb Cook talked about the somewhat corrupt system of law enforcement in Raven's Bluff. Here, he follows up logically on that with another unusually long and significant article talking about their prison system, once again showing the extra leeway he has as a member of staff rather than just a freelancer. As with that, he draws liberally on both the current prison system and the even worse ones that preceded it in the Victorian era as inspiration to make them grotty unfair places you really don't want to get stuck in unless you have enough money to afford the good prisons, in which case you can live in comfort and probably manage a criminal empire from the inside to maintain your cash flow. If you're a known spellcaster, things get even worse, as you're sent to a place where the guards make sure you never get a full 8 hours sleep again, which will probably kill you from sheer fatigue and inability to heal any wounds you incur either within a few years. If you're a powerful enough supernatural being that even that seems too risky, or you make politically powerful enemies, they'll throw you into a massive lead vault coated with anti-magic shell on a small island nearby called Ill-Water and leave you to your own devices, which will probably involve becoming lunch for the long-term inmates unless you're similarly paranoid and ruthless. If anyone's ever managed to escape from there they're also smart enough to not come back to Raven's Bluff and try to get revenge. So this is a reminder that the law are not the good guys around here and the summary executions adventurers normally deal in are a mercy by comparison. Respect their power, but don't trust them, because they'll throw you in jail on trumped up charges and let rich, influential bad guys off on technicalities. Just like the real world then. :p No wonder the place needs heroes. [/QUOTE]
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