In Precarious, a dwarf tries to smuggle a portable hole filled with treasures pillaged from Xen’drik past the guards of the Watch. In Clifftop, a patrol of guards calls on two dueling barbarians to throw down their weapons and surrender; the fierce warriors just snarl and fly at each other once more. In the court of Upper Central, a magistrate orders the Eye of Aureon to blind the prisoner in preparation for his sentence of perpetual darkness. The law is everywhere in Sharn. The question is whether adventurers oppose the forces of justice, or fight at their side.
Using the Law
It’s a simple matter to ignore the law, aside from saying that the Watch shows up if adventurers begin to murder people in the street. But the use of law can add a great deal to a Sharn campaign, if the DM wants to go to a little extra effort. Crime, corruption, the black market—all of these things are meaningless if there is no force of law to define them. The threat of the law can force adventurers to rethink rash actions, such as combat on the streets in broad daylight. But there are a number of questions a DM should answer before bringing the law into play.
IS IT FUN?
Before bringing in the law, the DM should think about the situation. Could this happen in an exciting movie? A good book? Will the players have fun?
Or is it simply going to slow things down, spoil the planned adventure, or otherwise ruin the fun for everyone involved?
As long as the situation makes a good story, it’s worth doing. In a battle with the Aurum, dealing with corrupt guards and magistrates may be a central part of the story. Otherwise, the DM may want to give the party a break, describing how they manage to slip away just as the Watch arrives to investigate. There are times when it may be worth dropping the full force of the law on the party, even if it’s not going to be fun for anyone. Ideally, the party should police themselves—taking into account the fact that the Sharn Watch exists, and considering the laws of the land. If they completely ignore the law and take no precautions, it may be worth it to have the Watch or the Redcloaks slap some sense into them. Having a +2 flaming longsword confiscated may be just what it takes to bring an out of control adventurer back to his senses. But having ever adventure end with a trip to court won’t be much fun for anyone—except the barristers, of course.
WHY BOTHER WITH HEROES?
If the DM is constantly bringing the law into play during city adventures, a problem comes up: Why does the city need heroes? Why isn’t the Sharn Watch taking care of all the problems facing the city? This reflects back on the party as well—if the forces of the law are so sharp that they can catch the rogue adventurer every time he picks a pocket, why can’t they help him when his purse gets cut? Here are a few options to work with.
Absence Makes the Heart Grow Fonder. Sharn is a very large city, and there’re only so many guards to go around. And those guards have routes to patrol and duties to perform; they can’t simply drop whatever they are doing to investigate a vague rumor. With relatively few guards on the streets, the adventurers (or their enemies) just need to be careful to time potentially illegal acts to occur between patrols.
The Bad Side of Town. There are places in Sharn where the Watch won’t go. The Cogs. Fallen. Hostelhome. If an adventure takes the party down into the Depths, the Watch won’t be there—for better or for worse. To a lesser degree, this is true of any of the lower wards. There may be guards in Lower Menthis, but not as many as there are in Upper Menthis— and a Watch officer who leaps to the defense of a noblewoman might look away when someone beats a flea-bitten goblin in the street.
Love of Money. Sharn is rife with corruption. The captains of the Sharn Watch are largely on the payroll of the Boromar Clan, and half of the members of the Watch have done muscle work for the Boromars. Guards who are on the take look the other way or wander off when something bad happens. This is a case where the guards can do favors for the villains that they won’t do for the adventurers. Just because a guard takes gold from the Boromars doesn’t mean that he’ll turn on them for a platinum piece. The Boromars have reputation and history, and the guard knows that 1 gp a month adds up over the years. Money’s no good to a dead man, and as far as the Watch is concerned, that’s what you become if you cross the Boromars.
Jurisdiction, Trust, and Courage. If an adventurer with no history in Sharn comes in and says “There’s a mind flayer in the Cogs!” he probably receives one or more of the following responses:
“Sure there is. Lay off the mead, pal.”
“Good for him. Maybe he’ll eat a few of those goblins stinking the place up.”
“I don’t have the soldiers to spare, and even if I did, that’s a job for the King’s Citadel.”
Few guards are going to go out of their way to challenge powerful monsters. One reason that the Watch has generally left Daask alone is that most guards are terrified by the thought of fighting a medusa or a troll. Even if the guard captain believes she can defeat the creature, she’ll need to balance the damage it’s causing with the number of guards she’ll lose in the battle. One member of the Watch counts for a lot of Cog goblins, at least to the captain’s mind!
Power. When it gets down to it, the Watch has numbers, but they lack skill. Most guards are 1st or 2nd-level warriors. By the time the adventurers reach 4th level, they are remarkable individuals who can take on enemies who would defeat an entire platoon of guards. While the guards have access to the Redcloak Battalion, this is supposed to be a true weapon of last resort, and a commander who calls them into service will be humiliated and potentially chastised. Likewise, most commanders are loathe to bring the King’s Citadel into their investigations. As a result, most of the Watch commanders look for a few talented independent operators who can quietly solve problems and get things done—basically, a party of capable adventurers.
WHO IS PROTECTED?
Breland adheres to the Galifar Code of Justice. Currently, the protection of the law is extended to all citizens of the 12 nations recognized by the Treaty of Thronehold and all members of the dragonmarked houses. This notably excludes Droaam and the Shadow Marches, although Marchers or Droaamites in the employ of House Tharashk are protected. As a result, creatures from Droaam are not protected by the law unless they are working for House Tharashk. All beings are expected to abide by the laws of the city, so while there is technically no legal penalty for killing a Droaamite gnoll, the gnoll is held accountable if he murders a Brelish citizen.
Undead are also excluded from the protection of the law, regardless of whether or not they are intelligent. Once a creature has died, he no longer has any status in the eyes of the law.
The warforged are protected due to rights granted them by the Treaty of Thronehold, but getting the representatives of the law to always enforce this protection is tricky.
Breaking the Law
As a civilized city bound to the basic tenets of the Brelish law and the Galifar Code of Justice, Sharn has a fairly typical set of laws. While many crimes are obvious, a character can always make a DC 10 Knowledge (local) check to establish the legal status of a specific action.
Common crimes are described below. The DM should use these as guidelines if he wishes to expand the list.
CRIMES OF AGGRESSION
Some of the most serious crimes under the law are those actions that bring direct, physical harm to another person.
Assault and Battery: The consequences of unarmed brawling depend on class. In lower class districts, the law completely ignores brawling. An innkeeper may throw a rowdy barbarian out of the inn, but the guards simply don’t have time to follow up on every bar fight. In a middle-class neighborhood, the consequences depend on who is involved in the fight.
If two laborers get into a fight, the guards don’t care—but if a seedy adventurer punches a respectable barrister, that’s another story. Officers of the Watch break up any fight involving respectable citizens. This is a minor offense that can be handled by a sergeant of the Watch. A mark is made on the identification papers of the guilty party. He is fined 5 sp for each assault charge shown on his papers. Finally he is escorted out of the district and ordered to stay away for at least one day. If the character doesn’t have gold or identification papers, he is taken to the local garrison and assigned to labor detail. Generally guards do not investigate any sort of assault that they did not personally observe.
An upper-class district follows the same guidelines as middle-class. There are more guards on the streets of an upper-class neighborhood, so a brawl is more likely to be spotted and stopped.
Armed Assault: Once people start inflicting lethal damage on one another, a brawl becomes more serious. Guards rarely investigate armed assault in lower-class areas, provided that both parties survived (if not, it’s murder). But they certainly do break up fights that they observe and fine the aggressors. The fine increases to 10 gp per offense, and a character with three or more marks on his record may be sent to the garrison and held for trial. It is also common policy to confiscate the weapon of the aggressor, which could be a far more serious loss to a high-level adventurer.
Assaulting an Officer: Attacking an agent of the law is always a bad idea, and anyone captured after such a battle is held for trial.
Murder: Murder—the theft of life—is a serious offense. A murderer who is taken by the Watch is held for trial, and execution is certainly a possible punishment. However, this assumes that anyone reports the crime, and that the guards consider it worth the time to investigate. Self-defense is a strong mitigating factor; if the party is attacked by a group of Daask gnolls and kills them, the Watch won’t try to track them down and hold them accountable. Likewise, the identity of the victim plays a major role in determining punishment. The murder of a city councilor likely results in execution; the death of a goblin gambler probably never reaches court.
Dueling: There is a long tradition of dueling in Khorvaire, especially in Karrnath and Thrane. In adventurers’ quarters, duels are taken quite seriously; people help the combatants find a safe place to duel, and people who refuse what is seen as a valid challenge suffer a significant loss of face in the district. Most duels are fought to first blood (10% of a duelist’s hit points) or until a combatant chooses to yield, but duels to the death are not unheard of.
However, the Galifar Code of Justice provides no exceptions for dueling. The Sharn Watch considers duels to be assault with two guilty parties, potentially armed assault or even murder depending on the nature of the duel and whether it is interrupted in time.
While most duels are centered on combat, duels based around displays of skill or magical prowess also occur. Thieves may select a single wealthy target and see who can steal the richest jewel without being noticed.
CRIMES OF DECEPTION
Deception is stock in trade for criminals, almost a prerequisite for any other sort of crime. In some cases, however, the deception itself is the crime.
Forgery: Counterfeit coins and false identification papers are the most common forms of forgery, but there are many others. For minor offenses, a guard simply confiscates the counterfeit goods and applies a fine with a value appropriate to the damage caused by the crime. Using forged identification papers carries a standard fee of 10 gp. Participation in a counterfeiting ring or forgery of a more serious nature results in the character being held for trial, with major fines, branding, and exile as possible punishments.
Fraud: Technically, fraud is “deliberate deception with the intent to cause injury to another.” This covers a wide array of crimes, from oath breaking to selling false goods to what the Galifar Code of Justice calls “Counterfeit of Identity with Criminal Intent”— a charge typically brought against changelings.
There are a few factors that determine the degree to which the Sharn Watch pursues a fraud investigation. First, how much damage was done? The guards won’t bother with a charlatan selling supposed beholder eggs for 5 cp apiece, but a false alchemist selling worthless “healing potions” for 750 gp may run into trouble. If some form of concrete damage cannot be shown, the case certainly won’t be investigated.
The next questions that need to be answered are where the crime took place and who was involved. Scams that occur in the lower wards are rarely investigated; people who stay in Dragoneyes or Hostelhome are asking for trouble. And as is usually the case in Sharn, the guards typically protect the wealthy at the expense of the poor.
Cases of fraud generally need to be resolved in court; fines, branding, or exile are the usual punishments.
Slander: Currently, slander is not a crime under the Galifar Code of Justice. If a bard pens a satirical song about Kalphan Riak, he won’t have a lawsuit on his hands, though he might have to deal with the wrath of the merchant prince.
CRIMES OF PROPERTY
It is far more common for criminals to steal, harm, or smuggle property than people. Crimes of property are both more common in the city and less serious under the law.
Theft: Theft is the most common form of crime in Sharn. It’s said that every minute someone picks a pocket or cuts a purse, though this is undoubtedly an exaggeration. For minor offenses where the stolen property is returned, the thief must pay the victim twice the value of what he stole. If the item cannot be returned, the fine may rise as high as ten times the value of the item that was lost, with hard labor if the fine cannot be paid. Branding and exile are common punishments for repeat offenders.
Smuggling and Contraband: Characters who sell or possess prohibited goods can find themselves in trouble with the law. Typically, contraband goods are confiscated and the criminal is ordered to pay a fine of up to twice the value of the contraband. Large smuggling operations may result in greater fines, along with branding and exile.
Treasure Hunting: Under the Galifar Code of Justice, it is illegal to plunder and sell the relics of past civilizations for personal gain. So, treasures recovered from Xen’drik, the Depths, or similar locations are actually contraband goods, and the Wharf Watch searches all vessels returning from Xen’drik for treasures.
There are a few ways that adventurers can avoid having their hard-won treasures confiscated. If they wish to work within the law, they can purchase a letter of marque from the Wharf Watch. A letter of marque costs 500 gp and lasts for one year. A letter of marque covers a single region, such as Breland or Xen’drik.
When an adventurer attempts to sell recovered goods or passes through customs, he must produce a valid letter of marque for the region where he obtained the recovered goods. Characters who wish to keep these treasures must purchase a record of legal acquisition, a notarized resilient document that provides a brief description of the object and its owner; a single record can describe up to six different objects.
The need for letters of marque is one reason that adventurers may seek patrons to sponsor their expeditions; Morgrave University has standing letters of marque for almost anywhere adventurers might go. However, an adventurer could choose to avoid the law altogether. Fences throughout Cliffside and the city are happy to make contraband treasures go away, and a good forger can produce letters of marque at a far more reasonable price (typically 25 gp). An adventurer found using forged letters of marque is fined 1,000 gp and blacklisted by the Wharf Watch, which prevents him from acquiring letters of marque in the future.
MISUSE OF MAGIC
The Galifar Code of Justice includes strict guidelines for the use of magic, as laid down by the Arcane Congress in ages past. These include the following:
Use of any spell that can inflict physical harm on another being—from magic missile to finger of death—is considered to be armed assault. This includes spells that permanently incapacitate a target, such as flesh to stone. Careless use of fire magic is treated especially harshly, due to the significant threat of property damage. If a summon spell conjures a dangerous creature that harms another person, the conjurer is liable for the actions of the beast.
Spells that incapacitate a target—such as sleep— are treated as simple assault.
Spells that tamper with the thoughts of another being—charm person, suggestion, fear—are considered to be a form of fraud.
There are also a few more obscure laws. House Ghallanda has the sole right to make use of heroes’ feast or Leomund’s secure shelter within the city limits. Rope trick and Leomund’s tiny hut can only be used in private rooms. Knock can only be used by or on behalf of the legal owner of the locked item.
The problem with magical crimes is that the burden of proof falls on the accuser. Can she prove that she was charmed? The Blackened Book only investigates high-profile cases that have resulted in major damages. Otherwise, if spell use cannot be proven, the crime is not prosecuted.
The forces of the law are authorized to use any form of magic in pursuit of their duties.
TREASON
The accusation of treason against the Brelish Crown or the city of Sharn is a serious matter. The Guardians of the Gate handle the investigation of treason, and the King’s Citadel generally becomes involved if the accusation is serious. Treasonous behavior can include:
- Conspiracy to harm a city official or member of the Brelish Parliament or Royal Court.
- Conspiracy to steal or damage property of the Crown or the government of Sharn.
- Espionage on behalf of a foreign government.
While these are the most common categories, the agents of the King’s Citadel can extend the umbrella of treason to cover any activity they see as threatening the security of Breland. Crimes of Treason are tried under the authority of the King’s Citadel, without access to a jury. Depending on the magnitude of the crime, treason can result in exile, indefinite imprisonment, or even execution.
LOCAL LAWS
Occasionally individual districts or wards have their own laws. Upper Tavick’s Landing has a substantial set of local laws, described on page 87.
The Fugitive from Justice
Even if an adventurer commits a crime, it may not be investigated or prosecuted. Activities in the lower wards are generally ignored, as are the actions of the major criminal powers in the city. However, if the party performs a major crime or enough small crimes, the forces of the law may choose to hunt them down.
Initially, all branches of the Watch receive descriptions of the characters. The inquisitives employed by the Watch use Investigate, Urban Tracking, and their network of contacts to try to identify and locate the fugitives. For major crimes, experts from House Phiarlan or House Tharashk are brought in and scrying or locate creature are employed.
It is quite possible that the party is too powerful for a Watch patrol to engage and defeat. Initially, patrols that encounter fugitives call on the criminals to surrender; resisting arrest adds to the severity of the charges. If the Watch does not have the power to bring fugitives to justice, more powerful forces are brought to bear. The Redcloak Battalion is an elite unit that can be employed against major threats to the city. The Blackened Book is an arm of the Watch trained to track and contain dangerous spellcasters. However, guard commanders often prefer to use their own agents, and more often than not the Watch hires adventurers to capture adventurers. Most commanders maintain contacts in Clifftop and Deathsgate, and there are many adventurers who appreciate the gold to be gained through bounty hunting.
JURISDICTION
The Sharn Watch and its subordinate branches have the authority to enforce the laws of Breland throughout the city of Sharn. The agents of the King’s Citadel stand above the Watch, and can assume control of any criminal investigation at any time. Members of the Watch are expected to provide agents of the Citadel with their full support. The Citadel generally only takes control of cases involving treason or espionage, but anything that could pose a threat to Breland falls under their domain.
Beyond the Watch and the Citadel, there are a number of forces that can enforce the law under special circumstances. The dragonmarked houses are extranational entities, and a house has the authority to investigate crimes that have damaged its property, members, or interests. However, once a criminal is brought to justice, he must be turned over to the Watch and given a trial in the Brelish courts. House Deneith has a greater mandate; its Sentinel Marshals are empowered to enforce the law across all of the nations recognized by the Treaty of Thronehold.
Finally, the churches have limited jurisdiction. The knights and paladins of the church templars of the Silver Flame are allowed to “do battle with inhuman forces of darkness as it is necessary to protect the peoples of Khorvaire.” This is a privilege as opposed to a right, and local law enforcement agencies are not required to acknowledge the authority of the Flame; the exception to this is in the actual churches of the Silver Flame, where the word of the Church Ministry supersedes all local law. Priests and paladins of the god Aureon have no official authority, but they are generally respected by officers of the law and are excellent candidates when the Watch is looking for help.
LIVING ON THE LAM
When a character is up against the wall, he has a number of options. Assuming he doesn’t intended to give himself up, he can flee, hide, or assume a new identity.
Most crimes are only prosecuted within Sharn. If the criminal flees the city, he is safe. The guards posted at Terminus, Wroann’s Gate, and Cliffside watch for reported criminals, but the Cliffside guards are particularly susceptible to bribery. It is up to the DM to decide how much time must pass before the character can safely return; a minor crime may be forgotten within a week, while the guards may continue to watch for the murderer of a city councilor for years. In the case of a particularly vile crime, the Citadel brands the character as an outlaw and sends descriptions out to all of the major cities in Breland, so the character must avoid large cities and metropolises or leave Breland. In the case of treason or truly terrible crimes, the Citadel may send House Deneith Sentinel Marshals or House Tharashk bounty hunters to track the character across Khorvaire. Darguun, Droaam, and Q’barra are the most common havens for fugitives, as these nations are notorious for harboring criminals.
Within Sharn, there are many places to hide. The Watch avoids Lower Dura and the Cogs, and Khyber’s Gate and Fallen are two districts that provide safe havens for fugitives from justice.
If the character can afford it, the best option is to create a new identity. This is a specialty of the Tyrants, and a character in need of a new life can seek it out at the Shifting Hall in Dragoneyes. In addition to a physical transformation, the Tyrants can provide a character with new identification papers or other forms of documentation, and can even supply changeling hirelings to play supporting roles in the character’s new life. These supporting characters cost 15 gp/day, increased to 50 gp/day if the position places the hireling at risk of physical injury. The Tyrants take great pride in their work, and never reveal the secrets of a transformed client; they do not even keep written records of his original identity.
Facing the Music
The officers of the Watch can levy fines on the spot and thus deal with minor crimes. In the case of a major crime, a character is transported to a garrison and held as a prisoner until a trial can be arranged. A criminal who is considered to be a significant flight risk is taken to the Citadel of Central Plateau, the headquarters of the King’s Citadel and a maximum-security prison. There is no system of bail, but the character is allowed to make arrangements to acquire a barrister.
EVALUATION
Each of the garrison districts of Sharn contains a courthouse where cases are tried. It usually takes 1d6–1 days for a character’s case to come to the attention of the local magistrate. At this time, the character is brought before the magistrate and placed upon an eye of Aureon (see page 169); the magistrate reviews the facts of the case and asks the witness to confirm or deny her role in the crime. The magistrate has the power to dismiss the case or to offer a deal to the accused, typically a fine or the option of exile; if the character refuses the offer, the case proceeds to trial.
TRIAL BY JURY
Under the Galifar Code of Justice, the courts of Sharn presume innocence, and allow for a trial by jury. Jury members are selected from among the citizens of the ward and serve for a week at a time, earning 1 sp/day for their services. A Brelish jury is comprised of nine people, and the majority rules; a unanimous verdict is not required.
During the course of a trial, witnesses are called to stand upon an eye of Aureon and recount the events surrounding a crime. The barristers for both parties present their claims and appeal to the jury, which makes the final decision. The magistrate then sets a punishment in accordance with the Galifar Code of Justice.
When a witness testifies, he is asked to remove all rings or jewelry, along with anything else that could provide magical protection against zone of truth. The magistrate is advised by a perceptor, a low-level magewright equipped with a pendant of mystic warning (see page 170); the perceptor monitors the court for any use of magic, warning the magistrate if anyone attempts to use magic to disrupt the proceedings.
The Wages of Sin
A party of adventurers clashes with an Aurum mastermind and sends him to a richly deserved grave. But another member of the Platinum Concord sees to it that the heroes are brought to trial for this so-called murder and ultimately they are convicted. What happens next?
This section describes a few of the more common forms of punishment used by the courts of Sharn. It is up to the DM to decide how severe the punishment should be based on the nature of the crime. As with any use of the law, the challenge is to find a way for the punishment to enhance the adventure and challenge the party as opposed to ruining the story.
IMPRISONMENT
Long-term incarceration is rarely used as a form of punishment in Breland. Prisons are primarily used as holding cells, keeping criminals contained until a case can go to trial and a final punishment can be decreed. If a prisoner is deemed too dangerous to be allowed to roam free, she is usually executed; Breland has just emerged from a century of war, and death is a reality of the world. There is only one situation in which an extended prison sentence would be warranted: If the prisoner cannot be allowed to go free and if his death would have major repercussions. For example, if a cousin of Queen Aurala of Aundair committed a serious act of treason, his execution could provoke Aundair to renew the war; instead, he would be held in the Citadel, while King Boranel contacted Aurala and demanded reparations for the crime. A lengthy prison sentence could also occur if a trial fails to resolve doubts about the crime; the magistrate can rule that the accused be detained while a further investigation occurs.
FINES
Fines are the most common form of punishment used by the courts of Sharn. The fine is based on the nature of the crime, but the magistrate has leeway to raise the amount of the fine to ensure that it actually serves as an effective punishment. For a commoner, a 10-gp fine is crippling; for an experienced adventurer, it is trivial, and the magistrate ensures that the criminal feels the loss. What may hurt adventurers more than fines of gold is confiscation of items; weapons, armor, wands, and similar treasures may be taken away if a character is convicted of using them in a criminal manner. This can allow the DM to force a party to rebuild its strength after losing powerful items— or the characters can make an adventure out of breaking into the vaults of the Citadel to reclaim their impounded goods!
HARD LABOR
If a convicted criminal can’t afford to pay a fine, he is assigned to work off his debt in a chain gang. There are a number of city-owned workhouses throughout Sharn, including the Bazaar of Dura and the Ashblack foundries. The work is extremely unpleasant, and the prisoner pays off his debt at a rate of 1 sp/day.
BRANDING
Repeat offenders are often marked with a symbol that warns others about their criminal tendencies. In the past, these marks were made with branding irons. In this more civilized age, a House Sivis heir inscribes the mark using a pen of the living parchment (see page 169). Marks are either placed on the forehead or on the back of the right hand, and guards often demand that suspicious strangers remove their gloves and show the backs of their hands. A criminal’s mark causes most law-abiding citizens to have an unfriendly reaction to the character, and he may be refused service at respectable businesses.
However, in the bad parts of Sharn a criminal mark is a badge of honor, and other criminals often treat marked men with more respect.
MYSTICAL PUNISHMENT
The clerics of Aureon may be called upon to use magic to punish wrongdoing. A few spells are often used as punishment.
Bestow curse is a common form of magical punishment used against repeat offenders. A –4 penalty to attack rolls, saves, ability checks, and skill checks can prove to be a serious setback to muggers, con artists, and pickpockets alike.
Blindness/deafness is occasionally used as a form of punishment. Most often blindness is applied to dangerous prisoners who are going to be incarcerated in the Citadel; the magical handicap is simply one more way of preventing escape.
In high profile cases, High Priest Phthaso Mogan may be called in to place a mark of justice on the criminal. This is often used as an alternative to prison when guilt is still in question; if the accused character stays on the righteous path, the mark is never triggered.
EXILE
Exile is considerably more common than longterm incarceration. Depending on the severity of the crime, the character may be exiled from Sharn or from Breland itself. In either case, the victim is marked with a pen of the living parchment (see page 169) to indicate his status, and if he returns after exile he may be executed or sentenced to an extended period of hard labor.
OUTLAW
A criminal who has proven himself unfit to be a member of society, yet who is not deemed worthy of execution, may be branded as an outlaw. An outlaw is stripped of the protection of the Galifar Code of Justice, and anyone may do anything they like to him without fear of legal retribution. He may be beaten, robbed, or even killed with no consequence. While the status of exile generally only affects the character in one nation, the mark of the outlaw is recognized in all of the Five Nations, and any nation that respects the Galifar Code of Justice looks suspiciously on exiled outlaws. As a result, outlaws usually congregate in Darguun, Droaam, the Shadow Marches, Xen’drik, the Lhazaar Principalities, and Q’barra—nations that either ignore the Galifar Code or that believe a man can overcome a criminal past.
EXECUTION
Executions are rare, but the magistrates are always prepared to eliminate a criminal who is seen as posing a serious ongoing threat to the community. Typically, the death sentence is only invoked for murder or treason of the highest degree. Hanging is the standard form of execution, but criminals (notably warforged criminals) have been beheaded in the past.
SPECIAL SERVICES
Adventurers are generally remarkable, highly talented individuals. People in power—city councilors, guard commanders—often keep an eye on skilled adventurers. Such people often have jobs they need done—often shady tasks they can’t afford to be openly associated with—and adventurers seem ideally suited for this sort of work. As a result, a party charged with a crime may be approached by an influential personage before trial and given a choice. If they perform the requested task, the slate is wiped clean. If not, the VIP uses her power to ensure that the upcoming trial goes poorly for the adventurers. Shadier individuals—such as Councilor Thurik Davandi of Upper Menthis or Commander Lian Halamar of Upper Dura—may frame the party as a way of forcing them to perform a special service.
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