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| + | ====== Lois de Sharn ====== | ||
| + | **WHO IS PROTECTED? | ||
| + | Brelandeadheres 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 Fort_du_trône and all members of the Maisons Marquées Du Dragon. This notably excludes [[: | ||
| + | Mort_vivant 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 Guerrier de Fer are protected due to rights granted them by the Treaty of Fort_du_trône, | ||
| + | |||
| + | **Breaking the Law**\\ | ||
| + | As a civilized city bound to the basic tenets of the Brelon 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.\\ | ||
| + | Commun crimes are described below. | ||
| + | |||
| + | ==== 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, | ||
| + | An upper_class district follows the same guidelines as middle_class. There are more guards on the streets of an upper_class neighborhood, | ||
| + | |||
| + | **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 Commun 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 Gobelin gambler probably never reaches court.\\ | ||
| + | **Dueling: | ||
| + | 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: | ||
| + | **Fraud:** Technically, | ||
| + | The next questions that need to be answered are where the crime took place and who was involved. Scams that occur in the lower districts are rarely investigated; | ||
| + | Cases of fraud generally need to be resolved in court; fines, branding, or exile are the usual punishments.\\ | ||
| + | **Slander: | ||
| + | |||
| + | ==== CRIMES OF PROPERTY ==== | ||
| + | |||
| + | It is far more Commun for criminals to steal, harm, or smuggle property than people. Crimes of property are both more Commun in the city and less serious under the law.\\ | ||
| + | **Theft:** Theft is the most Commun 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 Perdu, with hard labor if the fine cannot be paid. Branding and exile are Commun punishments for repeat offenders.\\ | ||
| + | **Smuggling and Contraband: | ||
| + | **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 Brelandeor 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, | ||
| + | The need for letters of marque is one reason that adventurers may seek patrons to sponsor their expeditions; | ||
| + | |||
| + | ==== MISUSE OF MAGIC ==== | ||
| + | |||
| + | The Galifar Code of Justice includes strict guidelines for the use of magic, as laid down by the Congrès Ésotérique 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. Maison Normandin 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? [[sharn: | ||
| + | |||
| + | ==== TREASON ==== | ||
| + | |||
| + | The accusation of treason against the Brelon Crown or the city of Sharn is a serious matter. The Gardiens de la Porte 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 offi cial or member of the Brelon 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 Commun 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, | ||
| + | |||
| + | **LOCAL LAWS**\\ | ||
| + | Occasionally individual districts or districts have their\\ | ||
| + | own laws. Upper Tavick’s Landing has a substantial\\ | ||
| + | set of local laws, described below:\\ | ||
| + | A character must obtain a license to carry a weapon within Upper Tavick’s Landing. This license can be obtained at the courthouse in [[sharn: | ||
| + | A different license is required to cast spells within the district; this costs 10 gp and requires the character to specify the spells he wishes to cast. Unauthorized spellcasting generally results in a fine of 50 gp times the level of the spell.\\ | ||
| + | Upper Tavick’s Landing has a dress code. Inhabitants must dress “in a manner that upholds the solemn dignity of this proud district, | ||
| + | Unruly conduct—fighting, | ||
| + | |||
| + | |||
| + | ____ | ||
| + | |||
| + | === The Forces of the Law === | ||
| + | |||
| + | Inevitably, adventurers who spend a significant amount of time in Sharn cross paths with the forces of the law. Heroic adventurers may be called upon to help in the pursuit of justice, while amoral or down_on_their_luck PCs may run afoul of the law. This section provides an overview of the organizations that enforce the law: the forces that adventurers may fight alongside of or against, depending on their motives.\\ | ||
| + | **THE SHARN WATCH**\\ | ||
| + | The [[sharn: | ||
| + | While the majority of the members of the Watch are simple street pounders, there are also a few elite divisions within the organization that have special duties. A few of these groups—such as the [[: | ||
| + | The central administration of the Sharn Watch is housed in the Citadel, the hulking fortress in [[sharn: | ||
| + | Any commander can call on the [[: | ||
| + | As a general rule, the commanders of the Watch are only interested in maintaining the status quo and protecting the wealthy. As long as things are quiet on the surface, the Watch rarely goes searching for trouble. Even in times of crisis, most commanders prefer use personal agents to quietly resolve situations as opposed to bringing in the Redcloaks or the King’s Citadel. | ||
| + | |||
| + | |||
| + | ____ | ||
| + | |||
| + | **Contraband in Sharn**\\ | ||
| + | The following items are considered to be contraband in Breland:\\ | ||
| + | • [[: | ||
| + | • [[: | ||
| + | • [[: | ||
| + | • Most addictive substances (DM’s discretion)\\ | ||
| + | • Blank pages notarized by Maison Siri\\ | ||
| + | • Any poison that can inflict more than 1 point of Constitution damage, permanent damage to any ability, or more than 1d6 damage to any ability.\\ | ||
| + | Other items are not actually illegal, but are restricted. These items can only be sold to members of the royal military or the Sharn Watch. Possession of a restricted item is not illegal, but the Watch will want to know why the character has the item, and if the explanation is insufficient it may be confiscated.\\ | ||
| + | Restricted items include:\\ | ||
| + | • Any bane weapon that affects a Humainoid creature type.\\ | ||
| + | • Any type of poison that is not actually outlawed.\\ | ||
| + | • Any magic item (including scrolls or wands) that reproduces the effects of any of the following spells: cloudkill, chain lightning, circle of death, cone of cold, contagion, delayed blast fireball, disintegrate, | ||
| + | |||
| + | |||
| + | ____ | ||
| + | |||
| + | A wealthy nobleman starts a fight with one of the adventurers. After a few blows have been exchanged, a Watch patrol comes around the corner. The guards put a stop to the battle, and the sergeant asks for an explanation. What happens next?\\ | ||
| + | Unfortunately, | ||
| + | |||
| + | ^Situation | ||
| + | |Resident of upper district | ||
| + | |Wearing royal outfit | ||
| + | |Wearing noble’s outfit | ||
| + | |Member of Maison Marquée du Dragon | ||
| + | |Ecclesiarch | ||
| + | |Each impartial witness | ||
| + | |Wearing courtier’s outfit | ||
| + | |Féral, half_orc, or Gobelinoid|–1 | ||
| + | |Wearing traveler’s outfit | ||
| + | |Non_resident | ||
| + | |Guerrier de Fer or changelin | ||
| + | |Wearing peasant outfit | ||
| + | |Resident of lower district | ||
| + | |Monstrous Humainoid | ||
| + | |Not a citizen of Brelande | ||
| + | |||
| + | Bribes also help. A character gets a +1 to the roll for every 2 gp he slips the guard up to 10 gp (for a +5 bonus). Each additional 10 gp adds another +1 to the roll, up to 50 gp (for a +9 bonus). Thereafter, every 25 gp adds another +1 to the roll. So a bribe of 125 gp provides a +12 bonus.\\ | ||
| + | These are guidelines, and the DM can always adjust them based on the specific guard involved.\\ | ||
| + | A sergeant who is a Féral, half_orc, Guerrier de Fer, or changelin usually gives a +2 bonus to members of his own race.\\ | ||
| + | The guards of Tavick’s Landing do not accept bribes and are not positively influenced by clothing (the –4 penalty for wearing peasant clothing still applies). | ||
| + | |||
| + | |||
| + | CRIME IN SHARN Crime is part of everyday life in Sharn, and just as in | ||
| + | any other city, sometimes such acts are carried out by | ||
| + | people who have no ties to organized crime. An upstanding | ||
| + | citizen could be driven to murder by passion. A refugee | ||
| + | could become a cutpurse out of desperation. The | ||
| + | rowdy Brelon veterans who call themselves the Brokenbridge | ||
| + | Brawlers don't think of themselves as criminals, | ||
| + | and they have no connection to any larger organization. | ||
| + | Any professional criminal in Sharn, however, is likely | ||
| + | to be affiliated with one of four organizations. The Boromar | ||
| + | Clan is the most entrenched and widespread of the | ||
| + | four, and has dominated the business of crime in Sharn | ||
| + | for centuries. The group called Daask is on the rise, | ||
| + | directly challenging the Boromars. The Tyrants and | ||
| + | House Tarkanan are smaller organizations with more | ||
| + | specialized areas of operation. These groups are summarized | ||
| + | in the Criminal Organizations of Sharn table | ||
| + | and described in the later sections that follow. | ||
| + | Each of these organizations has a core of operatives | ||
| + | and enterprises under the direct control of its leaders. | ||
| + | But each also has a network of secondary relationships. | ||
| + | For example, the Little Fingers are a group of pickpockets | ||
| + | and cutpurses that work in the Bazaar of | ||
| + | Middle Dura. They aren't directly tied to the Boromar | ||
| + | family. But the master of the gang pays a tithe to the | ||
| + | Boromars, and if the Boromars send word to them that | ||
| + | certain targets are to be avoided, the Little Fingers | ||
| + | do so. In return, the Boromars ensure that the Sharn | ||
| + | Watch in Middle Dura largely leaves the Fingers alone. | ||
| + | So although the Boromar Clan itself has a few hundred | ||
| + | members, it has interaction with thousands of criminals | ||
| + | throughout the city. | ||
| + | Chapter 3 provides an overview of the four major | ||
| + | criminal organizations and a body of information about | ||
| + | them that's more or less common knowledge in Sharn. | ||
| + | This section explores the roles that each one could play | ||
| + | in a Sharn-based campaign. | ||
| + | Although the powerful organizations in Sharn have | ||
| + | a hand in most criminal activity, sometimes you might | ||
| + | want an adventure to involve a smaller gang. The Street | ||
| + | Gangs table presents a number of lesser criminal | ||
| + | groups adventurers could tangle with. | ||
| + | C R I M I N A L O R G A N I Z AT I O N S I N S H A R N | ||
| + | Organization | ||
| + | The Boromar Clan | ||
| + | Daask | ||
| + | House Tarkanan | ||
| + | The Tyrants | ||
| + | Description | ||
| + | I nfl uential cri minal synd icate founded | ||
| + | by Talenta halfl i ngs, with blood ties to | ||
| + | H ouse brunet | ||
| + | Violent monsters and thugs loyal to | ||
| + | Droaam and answerable to Sora Katra | ||
| + | Enemies of the dragon marked houses | ||
| + | dedicated to protecti n g and training | ||
| + | ind ividuals with aberrant d ragonmarks | ||
| + | Evil - m i nded changel i ngs i nterested in | ||
| + | gathering secrets and using them for all | ||
| + | sorts of nefarious pu rposes | ||
| + | STR E ET G A N G S | ||
| + | Gang | ||
| + | The Broken M irror | ||
| + | The B rokenbridge | ||
| + | Brawlers | ||
| + | The Eyes | ||
| + | The Five Faces | ||
| + | The G re m li n s | ||
| + | T h e Little Fingers | ||
| + | The Mourners | ||
| + | M u ut | ||
| + | The Qu iet Folk | ||
| + | The Red j ackals | ||
| + | Description | ||
| + | Khoravar half-elves who often target | ||
| + | elves with acts of violence, frequently | ||
| + | d isfiguring their victims | ||
| + | Brelon veterans who antagonize Cyrans | ||
| + | and former soldiers from other nations | ||
| + | Collection of odd i ndividuals who paint | ||
| + | symbolic eyes on their cloth ing and | ||
| + | armor and claim to see t h ings others | ||
| + | cannot (in fact, they are a cult dedicated | ||
| + | to the daelkyr Belashyrra and serve a | ||
| + | hidden beholder) | ||
| + | Changelin pickpockets who work | ||
| + | M id d l e M enth i s | ||
| + | G nomes and h al fl i ngs who specialize i n | ||
| + | i l lusion magic | ||
| + | Child pickpockets active i n M iddle D u ra | ||
| + | (their leaders are adult halfl i ngs loosely | ||
| + | a l l ied with the Boromar Clan) | ||
| + | Cyran veterans who present themselves | ||
| + | as a vigilante m il itia that protects Cyran | ||
| + | refugees, but some say they' | ||
| + | selfish i nterests | ||
| + | B ugbears in Lower D u ra who have been | ||
| + | " | ||
| + | (recently they' | ||
| + | their focus is their home d istrict) | ||
| + | Goblins who l ive in the sewers below Tavick' | ||
| + | Landing a n d avoid violence, using | ||
| + | stealth and knowledge of the sewers to | ||
| + | pull off their thievery | ||
| + | Pri marily sh ifters and half-ores who l ive | ||
| + | in the sewers below M enthis a n d clash | ||
| + | with anyone who i nvades their territory | ||