RPG Evolution: Guilty?

Before a criminal's guilt can be determined, your fantasy society has to care about justice first.

Before a criminal's guilt can be determined, your fantasy society has to care about justice first.

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Picture courtesy of Pixabay.

Hue-and-Cry​

Early policing and justice systems relied on the hue-and-cry, a process by which bystanders are summoned to assist in the apprehension of a criminal who has been witnessed in the act of committing a crime. There are some obvious issues with this method, most specifically that if there are no witnesses a hue-and-cry cannot be raised, and much of the testimony against the criminal relies on the reputation of those raising the hue-and-cry in the first place.

Assuming the accused was apprehended, early medieval societies used a blend of trial by ideal and compurgation to determine their innocence. Both were vulnerable to abuse and manipulation by outside forces. Trial by ideal was usually used when a crime was accused on the basis of specific facts, while compurgation was used when an accusation was precipitated by public outcry.

Trial by Ordeal​

Early medieval societies used trial by ordeal, a religious practice in which guilt or innocence is determined by a painful and usually dangerous experience. This could be by combat, taking place between the two parties in dispute. Sometimes, champions were designated to fight on their behalf. Whoever lost was considered liable or guilty.

Trial by fire, a form of torture, required the accused to walk nine feet over red-hot plowshares or holding a burning iron. The wound would then be bandaged and re-examined three days later. If the wound was festering, the accused was guilty.

Trial by water required the accused to reach into a boiling pot of water to retrieve a stone, with the depth of the boiling water determined by the severity of the crime. Like the trial by fire, the nature of the wound would determine the accused's innocence or guilt. There was also dunking in cold water, often against supposed witches, in which the guilty was dunked in water and, if they sank, were considered innocent.

If the victim was dead, there was even cruentation, in which the accused would be required to put their hands on the dead body and, if it bled or moved, was considered evidence of guilt.

There are flaws in this system, the most obvious being that innocence is being determined by a divine force. Depending on the campaign, this might rely on the character's relationship with his patron deity, or it might be circumventable by magic.

For player characters, ordeals pose an interesting opportunity. In combat, most PCs have resources at their disposal that common villagers might not (although a champion appointed by a powerful noble could pose a challenge). Trials by fire and water can both be circumvented with spells; the assumption is that divine punishment determines guilt, so it's up to the DM to determine if this has any basis. A cleric attempting to heal someone who is guilty might find their spells don't work.

Compurgation​

Compurgation, also known as trial by oath, was a defense an accused could use to take an oath of innocence along with 12 of their friends and allies. The idea being that a person of good character wouldn't lie about committing a crime. It was not, notably, about whether or not the 12 knew if the person was guilty.

Compurgation was sometimes used by influential people to get around trials by ordeal. It was also a means of ensuring those of higher influence could easily avoid criminal charges, by relying on their reputation. The dispossessed, mentally ill, and underclass might not be able to muster the resources available to someone of higher rank. Additionally, compurgation made it possible to accuse someone of being a changeling or a witch; those who couldn't defend themselves would be susceptible to trial by ordeal instead.

Compurgation is trickier for PCs to circumvent, but with the right application of charm spells it can be overcome. Conversely, doppelgangers and shapeshifters can wreak havoc with compurgation, as a person's reputation trades on consistency and the accused could theoretically kill with impunity with enough allies willing to attest to their innocence. Unpleasant and unpopular PCs might find themselves surprisingly vulnerable to compurgation.

Just the Facts, Ma'am​

Early societies didn't rely on facts so much as divine intervention (trial by ordeal), personal skill (trial by combat), and a good reputation (compurgation). PCs who decide to break the law might be surprised to learn that facts matter less than their relationship with their deity and their neighbors.

Your Turn: What sort of justice systems do you apply to your fantasy societies?
 

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Michael Tresca

Michael Tresca

Misthiocracy

First Post
Allegedly, trial by water actually sorta kinda worked. The accused would be told that the water was boiling hot, but actually it would just be lukewarm. If the accused plunged their hands into the water without hesitation it meant that they trusted God would protect them because they were innocent. If they refused to plunge their hands into the water willingly it meant they were guilty and they knew God would not protect them (or they didn't believe in God in the first place, or they were cowards, or they were understandably freaked out by the thought of plunging their hands into boiling water, etc.).

Again, allegedly. I wasn't there to witness the process so, you know...
 

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Tony Vargas

Legend
It's interesting to think about how people were apparently willing to trust to magical divine justice in a world entirely without magic.
It seems awfully reasonable for people to blindly accept the afore-mentioned Zone of Truth or other magical ways of solving crimes, in a world where magic can vaporize you.
 

talien

Community Supporter
It's interesting to think about how people were apparently willing to trust to magical divine justice in a world entirely without magic.
It seems awfully reasonable for people to blindly accept the afore-mentioned Zone of Truth or other magical ways of solving crimes, in a world where magic can vaporize you.
Yeah that's my point. If you assume in a medieval world belief = magic, then that means trial by ordeal works just like any other D&D magic. So in other words, it really does work (which is a horrible way to figure out if someone is innocent).

Conversely, if there's a belief that maybe the system is fallible, magic can be fallible too. Most arguments against ordeals weren't that they were somehow not working correctly, but that "one shouldn't test the divine" -- that is, it's offensive to have a deity involved in petty discussions of whether one farmer stole a pig from another.
 


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