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<blockquote data-quote="Silveras" data-source="post: 1233257" data-attributes="member: 6271"><p>The modern concept of human rights and civil rights is just that -- very modern. Post 17th-century, stemming from the secular humanist views of the enlightenment, dignity of man, and Locke's Social Compact. As such, they are much out of place in a Medieval-esque world. </p><p></p><p>That being said, there is also room to argue that the pursuit of wizardry is an academic model (the use of the school specialists as educational disciplines) that would tend to promote the growth of some of these ideas faster than in the real world. Likewise, greater literacy would promote the faster spread of ideas and the recording of principles. </p><p></p><p>Fundamental to some of this is the question: How active are the deities in your world ? </p><p></p><p>IF they are very active, they will have much power. Much power means that strong dogmas will slow the growth of secular ideas -- deities whose sphere includes Rulership, for example, may promote the notion if divine right of Kings and the special qualities of royal bloodlines. With such religious pressures, the value of the "common man" and his inherent rights is very much downgraded. </p><p></p><p>Also, if there is a strong "mystical"/"divine vs. infernal" spin to your world, there may be strong belief in the doctrine that humanoids are "born evil", can't change, and thus can't be allowed to run free in good lands. They will turn to crime; they can't help themselves. If, on the other hand, your world espouses a more "free will" type of theme, cities would often have Orc or Goblin neighborhoods that would be treated like "the bad part of town" in many cities today. </p><p></p><p>I tend to run a campaign with strong good-vs-evil themes and archetypes. The races *are* mystically good or evil, inherently. Humans have free will, and are the only race that can really change their "allegiance" easily. However, with strong inducement, good can be corrupted and evil redeemed; it is just VERY difficult. </p><p></p><p>There are no documented rights in my world. I *do* make some laws governing the use of magic, however. Use of charms is prohibited in most Lawful lands, except by the authorities. The use of magic is considered an armed attack under most circumstances. </p><p></p><p>Incident: I once had a PC cast "know alignment" from his tavern table while checking out the band of PCs he was to join. They noticed. That PC was asked to take a walk, and the player had to make a new character.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1233257, member: 6271"] The modern concept of human rights and civil rights is just that -- very modern. Post 17th-century, stemming from the secular humanist views of the enlightenment, dignity of man, and Locke's Social Compact. As such, they are much out of place in a Medieval-esque world. That being said, there is also room to argue that the pursuit of wizardry is an academic model (the use of the school specialists as educational disciplines) that would tend to promote the growth of some of these ideas faster than in the real world. Likewise, greater literacy would promote the faster spread of ideas and the recording of principles. Fundamental to some of this is the question: How active are the deities in your world ? IF they are very active, they will have much power. Much power means that strong dogmas will slow the growth of secular ideas -- deities whose sphere includes Rulership, for example, may promote the notion if divine right of Kings and the special qualities of royal bloodlines. With such religious pressures, the value of the "common man" and his inherent rights is very much downgraded. Also, if there is a strong "mystical"/"divine vs. infernal" spin to your world, there may be strong belief in the doctrine that humanoids are "born evil", can't change, and thus can't be allowed to run free in good lands. They will turn to crime; they can't help themselves. If, on the other hand, your world espouses a more "free will" type of theme, cities would often have Orc or Goblin neighborhoods that would be treated like "the bad part of town" in many cities today. I tend to run a campaign with strong good-vs-evil themes and archetypes. The races *are* mystically good or evil, inherently. Humans have free will, and are the only race that can really change their "allegiance" easily. However, with strong inducement, good can be corrupted and evil redeemed; it is just VERY difficult. There are no documented rights in my world. I *do* make some laws governing the use of magic, however. Use of charms is prohibited in most Lawful lands, except by the authorities. The use of magic is considered an armed attack under most circumstances. Incident: I once had a PC cast "know alignment" from his tavern table while checking out the band of PCs he was to join. They noticed. That PC was asked to take a walk, and the player had to make a new character. [/QUOTE]
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