Laws of Dohral (city of Dohral)

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Laws of Dohral (city of Dohral)

Post  GM_ODA on Wed Oct 31, 2012 5:09 am

I recently received a question from a player asking "Does the city of Dohral even have a set of written laws anywhere, even on the forums somewhere?"

There is a sign, posted near each entrance of the city (inside) which states that "All in the city of Dohral is to be treated as the Lord of Dohral's property." Any damage done to the Lord's property will be dealt with sternly. In short, treat everything in the city as if it belonged to the Lord, be prepared to pay for anything you damage in the city.

If PLAYERs and DMs are desirous of more detailed information on laws, please ask and we'll prepare a more detailed listing communally.

Be well. Game on.
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Re: Laws of Dohral (city of Dohral)

Post  Animayhem on Wed Oct 31, 2012 10:09 am

I think a bit more detail as to fines and such or do the npc guards have that included.

Right now I think the only thing which I have heard of as being incarerated for was wearing of a town crier outfit, even if you did not kill one.

The other law interaction is the despute of tax payment and getting whcaked by the taxman.
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Re: Laws of Dohral (city of Dohral)

Post  sploenk on Tue Nov 06, 2012 6:50 am

Animayhem wrote:...The other law interaction is the despute of tax payment and getting whcaked by the taxman.

*suggestion* maybe the tax demon could exclude pc's under lvl 4, since they are 'tourists' and it's hard work to gain anything on that level and it's frustrating to lose everything to that guy just when you're able to buy something cool...players above 5 could be concidered as regulars and just have to deal with it. Just a thought. Smile

*please move this reply to suggestions if you don't think it should belong here*

cheers

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Re: Laws of Dohral (city of Dohral)

Post  Elgate on Thu Apr 11, 2013 5:30 am

Ressurecting this topic as I think some discussion on what the city should and shouldn't accept is needed. I'm going to start it off with a few suggestions.

Stealing, tresspassing and vandalism.

Most of these, especially trespassing, may need player or dm interaction for spotting and persecuting- However I think scripts already detect them. But players should be reminded to act as if they may be persecuted even if a dm was not there to see it (So don't break down a door near a guard, just because there is no dm to control the guard into action)


Weapons, familiars and shapeshifting:

Weapons should not be drawn, unless an enemy is near by. Fighting with another citizen/person will not be tolerated either, and you will be asked to explain the situation- should it be discovered you acted in self defense, you will be let go, but aggressive behaviour and fighting will not be tolerated within the streets. Use of hostile magic will be taken similarly.

Familiars, summons and animal companions should not be called upon with in the city. You will be asked to unsummon/dismiss them.

If you shapeshift into a threatening form, expect the guards to react to you as a threat. Should you change back, or be discovered as a shifter even in another form, you will be persecuted.


Races forbidden to enter the city:

Lycans. (Even though not all lycans are evil, I would think the city would not be willing to risk them being among it's people. If you are discovered as a lycan you may be given chance to leave the city (If you return again you will be asked to leave again. On the third time action will be taken (jail/attack?)). If you resist or change into lycan form, you will be attacked.

Vampires. (I know there are some NPC vampires at the college, so obviously they are allowed there at least- should it be that college vampires are given papers allowing them admission into the city? Or they are only allowed on college grounds- if found elsewhere in the city/ lacking papers, they will be forced to leave)

((How are the feelings towards lycans and vampires? Lycans seem to be more accepted generally it seems...))

Monstrous races: trolls, goblins, golems, so on.

Demons: If discovered to be a demon or fiend, you will be attacked

Drow?


Possession of drugs or stolen goods:

If discovered you have drugs (sniffer dogs?) or stolen goods (suspicious behaviour + being searched) you will be persecuted.


Horses:
If entering the city on a horse, the horse must be kept to a trot or cantor. Galloping horses may endanger citizens.

Indecent exposure:
Please no running around in your skivvies. (if scripted, be careful it doesn't nab shifters- a shifter in dog form, who no one suspects, might get accused of being naked because polymorphed forms tend to remove all equipment)

The attacking of citizens:
Naturally is unlawful.


Guards men:

Insulting, attacking or preventing a guard from doing his duty is an offense. Being uncooperative with a guard will be taken as prevention of duty.

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Amended laws for further review

Post  Shar on Thu Apr 11, 2013 12:52 pm

Elgate wrote:

Stealing, tresspassing and vandalism:
Most of these, especially trespassing, may need player or dm interaction for spotting and persecuting- However I think scripts already detect them. But players should be reminded to act as if they may be persecuted even if a dm was not there to see it (So don't break down a door near a guard, just because there is no dm to control the guard into action)


Weapons, familiars and shapeshifting:
Weapons should not be drawn, unless an enemy is near by. Fighting with another citizen/person will not be tolerated either, and you will be asked to explain the situation- should it be discovered you acted in self defense, you will be let go, but aggressive behaviour and fighting will not be tolerated within the streets. Use of hostile magic will be taken similarly.

I. Familiars, summons and animal companions should not be called upon with in the city. You will be asked to unsummon/dismiss them.
A. Proposed Amendment: The dismissial requests should be based upon the potential fear generated by the creature. Someone who summons a cow through wild magic isn't going to be looked at with the same terror as someone summoning a balor or even a large cat. therefor perhaps we chould compile a list of things that ARE able to pass.

II. If you shapeshift into a threatening form, expect the guards to react to you as a threat. Should you change back, or be discovered as a shifter even in another form, you will be persecuted.

Query:are shifters not looked well upon? this would be a good law if people would feel that way but i am not sure of the bases.


Races forbidden to enter the city:

Lycans. Lycans may be able to get "Papers" to enter the city just as monstrous races. However due to the potential contagion involved will likley be looked upon with even more distrust and may be required to ware some sort of mark and even gloves or a muzzle. If you resist or change into lycan form, you will be attacked.

((Justification for the extreme conditions lies in the real world treatment of those suffering from leprosy in classical times. They were forced to cover any and all skin and openly declare "Unclean" as they passed through the streets of any town they entered.))

Vampires. Vampires should be KOS if there true form is ever found out. Therefore great lengths should be taken to protect there dark secret.

Monstrous races: trolls, goblins, golems, so on will be attacked on sight and are looked upon with distrust or even downright loathing by the NPC base. Another PC may be able to get them "Papers" to enter the city but if any trouble occurred little mercy would be given and they would likely be banished or even killed.

Demons: If discovered to be a demon or fiend, you will be attacked


Possession of stolen goods:
If discovered you have stolen goods (suspicious behaviour + being searched) you will be persecuted.

A. I am all for RL anti drug laws but i don't think that there is any bases for it in a medieval setting (fantastic or otherwise)


Horses:
If entering the city on a horse, the horse must be kept to a trot or cantor. Galloping horses may endanger citizens.

Indecent exposure:
Please no running around in your skivvies. (if scripted, be careful it doesn't nab shifters- a shifter in dog form, who no one suspects, might get accused of being naked because polymorphed forms tend to remove all equipment)

The attacking of citizens: Assault
Naturally is unlawful.


Guards men:
Insulting, attacking or preventing a guard from doing his duty is an offense. Being uncooperative with a guard will be taken as prevention of duty.

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Re: Laws of Dohral (city of Dohral)

Post  Animayhem on Thu Apr 11, 2013 6:31 pm

I agree with the horses not going in city at high speeds.

Lycans forbidden. Well this is tricky as unless they are in their lycan form lycans are indistinguishable from non-lycans.

Familairs and Companions- This is tricky as well. Maybe the person has just come from a dangerous situation or is walking thourgh the city to a potenially dangerous area.
Both my characters have been attacked by npcs in inns like the Ferderhaus and Justice and they did not do anything. I forgot what city but there is one where monks attack you for no reason.
All the times I was attacked(both characters) by these npcs I had no weapons out nor my summons.

Shoplifting or stealing of goods is already built in and is dependent on a dice roll.

Harrassing of guard or other law giver granted should be punishible but do keep in mind maybe the character rps themselves as anit -establishment and anti-law

Running around naked yep charge for indecent exposure.

The automatic attacking of lycans and vampires if found out should not be an auto kill or attac. As mentioned not all maybe evil or could have a legitimate excuse for being in the city.

People come here to rp and be different things so should not be attacked just because they are.

Also by the same token Paladins and other extremist should be held accountable for their actions and should be allowed to do whatever because. Rp the situation out and if the non-paladin has a plausible excuse the paladin should just drop it. It is good form and allows the othe person to play their character there way. Noone should be exempt from persecution for harrassment of any kind.
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Re: Laws of Dohral (city of Dohral)

Post  GM_ODA on Thu Apr 11, 2013 8:39 pm

Animayhem wrote:People come here to rp and be different things so should not be attacked just because they are.

It should be noted that a obviously evil monster, like a demon or a lycanthrope (in this case NOT in human form) would be reacted to in any civilized city - these things are EVIL, they KILL people and would be attacked and put down by the most expeditious means. If a PLAYER chooses to RP such a creature the PLAYER has no business bitching if they get attacked or harmed 'just for being themselves'. This would seem the nature of a world where good and evil are recognized to exist. Don't want to be attacked like that? Simple, then don't play monster/evil races, or only travel to places where such are welcome or in power. We can/do setup alternate start points for evil PCs on request.

Also, please, don't give me the "but I'm a good demon" B.S.. If you look/smell/sound like a demon, you'll be treated as one. Good and Law aligned forces will deal with you, likely as expeditiously as can be done.

Also... someone mentioned vampires in the college? HUH? Where?

Be well. Game on.
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Re: Laws of Dohral (city of Dohral)

Post  Animayhem on Thu Apr 11, 2013 8:50 pm

Yes if they are in lycan form but not in their human guises. Razz
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Re: Laws of Dohral (city of Dohral)

Post  Elgate on Fri Apr 12, 2013 2:33 am

it was during a DM Event- The Professor of necromancy and one of his prize students were vampires. Silverwaters and Valerion where there for that event too- it was one of my first events on returning to this server so I assumed the City had some sort of mild tolerance to Vampires/necromancers.

Vampires and Demons -have- to be evil. And even if they are not, for some strange IG reason no one will believe otherwise- They are known as dangerous creatures and should be treated as such. To give an example of how this may work- You see a balor- Yep, a big, flaming, sword-wielding balor- in the city. It tells you not to worry, it's a good balor. You say 'okay then!' and leave it be.

Realistic? Perhaps if some creatures or individuals get well known enough, they will be trusted- for instance if a Tiefling became well known as an individual who helps save lives and a hero. But on a whole we can't just let any old creature run around due to early developing equal rights.

Lycans naturally may be able to slip through people undetected. I think that's how most operate- especially wererats who live in cities. But in the off chance you are discovered as a Lycan- you shifted, a dog was upset by you, you reacted to silver- or in some cases, you show physical traits in human form, which is common among natural (born) lycans and long-term afflicted Lycans. (Werewolves actually get a bonus on this- it's rarer for them to develope any odd traits that should give the away- by DnD terms. In Argreg terms, WereWolves sometimes grow tails while I beleive the other available weres must siply RP any physical traits)

Shifters: I say shifting in general because shifters may be generally distrusted, even druidic ones. Think about if a dog stole some sausages. It's a bad dog, you might chase it off, shake your head at it- now think about if you saw a human steal some sausages. You'd want to chase the down and arrest them for stealing.
So what if you find out the dog was a person? This could just come down to the thinking of- if you have nothing to hide, you could walk plainly as a person in full sight. it's a bit suspicious you wanting to go around hidden in animal form. Or what if you have changed your features so we don't recognize you, and you are infact that thief we've been wanting to catch? Aren't feared creatures like dopplegangers shifters? If you were a cat, maybe you're a werecat?

Civilised people should act as civilised people. Those who don't, people will have a problem with.

Automatic attack would be risky- I think this should be RPed more, just in case someone has RP reason why they wouldn't be detected. But those who are not welcome in the city should act so- if they enter the city it must be done stealthily. Again, just because a DM isn't on, doesn't mean the rule changes.
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Re: Laws of Dohral (city of Dohral)

Post  Valerion on Fri Apr 12, 2013 6:15 am

Wait WTF?! I just choked on my cereal! When was I there with Valerion?! O.o
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Re: Laws of Dohral (city of Dohral)

Post  Elgate on Fri Apr 12, 2013 6:23 am

No -no- You as a player, with adrastia Razz Silverwaters with Sasha. There was also Vilin and the... wizard?
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Re: Laws of Dohral (city of Dohral)

Post  Elgate on Mon Apr 22, 2013 5:29 am

Also, as idea's for laws, I used sources on waterdeep as as ideas for law enforcement in another topic, so here's what waterdeep deems as crimes (Most we have already agreed upon, but this is just to offer ideas as an example of a DnD fantasy city set in medieval times)

Legal authority in the City of Splendors rests within the Open Lord and the hidden Lords of Waterdeep. The Lord’s Court is chaired by Piergeiron, and is attended by at least two other Lords and two Magisters. The Lord’s Court hears all “severe” crimes, including suspicious deaths, rape, misuse of magic, and succession and inheritance disputes.

Twenty-six appointed black-robed Magisters conduct the Common Courts of Waterdeep. Three “Black Robes” are always on duty at the Palace. During daylight hours, a Magister is also posted at each gate. Magisters can pass sentence instantly, but most sentences are conditional on the supporting evidence of witnesses. Magisters are always accompanied by at least six members of the city guard. Any citizen of Waterdeep can appeal to the Lord’s Court within two days of being sentenced by a Magister, but most such appeals fail. There is no bail in Waterdeep, and barristers
are barred from working in the city (although counsel from “professional witnesses” is grudgingly tolerated). Waterdhavians are largely law-abiding, and most of Waterdeep’s laws remain unwritten, within the “reasonable discretion” of the Magisters (and thus the Lords who oversee them). The Code Legal serves as a basis for sentencing, dividing all crimes into four Plaints and each Plaint into severe, serious, lesser, and
minor offenses.
The first Plaint involves Crimes Against the Lords (treason, impersonation, forgery of offi cial documents, destruction of city
property, assault, willful disobedience of edicts, and blasphemy against a government official). The second Plaint involves Crimes Against the City (poisoning of wells, murder, spying, sabotage, fraud, fencing, unlawful dueling, bribery, unlawful entry into the city, vagrancy, littering, brandishing a weapon without cause, and reckless driving). The third Plaint involves Crimes Against the Gods (defiling of a holy place, theft of temple goods, tomb-robbing, assault on a religious person, public blasphemy of a god or priesthood, and disorderly conduct at worship). The fourth Plaint involves Crimes Against Citizens (arson, rape, bodily harm, magical assault, forgery, slavery, robbery, burglary, theft/killing of livestock, usury, property
damage, assault, hindrance of business, and excessive noise).
Slavery is illegal within the city, and slaves brought into the city are considered free. Selling slaves within the wall is forbidden and strictly policed. Weapons can be worn openly and used in self-defense, but brandishing weapons in other situations is a crime. Waterdhavians also expect debts to be paid in full, even if that means the debtor must serve a form of indentured servitude to the creditor (in the case of small debts) or the city (in the case of large debts).

Duels (for reasons of specific, unprovoked injury) are legal only in specific places, but must be marshaled by a member of the Watch or a Magister. Lords, Magisters, guard and watch members, and Heralds are exempt from challenges, and the Lords forbid most duels involving heads of guilds, noble
houses, or priesthoods. Most importantly, duels are rarely to the death.
Sentences for lawbreaking include instant death, death upon conviction, exile, mutilation, hard labor, imprisonment (dungeon), imprisonment (light work in castle compound), fine (payable to city), or damages (payable to injured party). Perjury, adjudicated by magic, is punished by expulsion from the city.
Death sentences vary by station—commoners and soldiers are hung from the Castle battlements, while nobles are beheaded by the sword. Floggings are typically carried out at the Court of the White Bull. Death sentences are sometimes commuted to exile into Undermountain, although this often winds up with the same result.
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