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 Post subject: THE LAWS OF THE LANDS (IC)
Unread postPosted: Mon Aug 11, 2014 5:52 pm 
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On the day of the 11th of the Highsun in the year of 1350 to be precise, the City Watch of Baldur's Gate traveled to the various gates of the City, accompanied by Flaming Fist Captains, to oversee the posting of Laws decreed by the Council of Four, otherwise known as the Dukes of Baldur's Gate. Bold and easily read script replaces any previous documentation, with large banners posted at every avenue in which to enter the Lands that the Dukes of Baldur's Gate have claimed...and are occupied by the mercenary company of the Flaming Fist.

The Rules read as the following:


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Let it be known throughout the lands surrounding the city of Baldur's Gate, that the Council of Four, the Grand Dukes of Baldur's Gate, list the Laws and Crimes that govern both Citizen and Visitor to the namesake of the renown Balduran, seafaring explorer and protector of this harbor. Herewith, the Gate will retain its tolerance and focus on fair trade and merchant activities, so that it remains a safe settlement for all that abide by Rules listed.

Justice in Baldur's Gate — City and Environs


The Council of Four herewith decrees that the City Watch and the Flaming Fist are deputized representatives of the Law of the Duchal Court, thus able to arrest, seize, apprehend and detain any person or persons that violate the will of the Council of Four. Shall a crime be committed outside the eye or ear of the City Watch or Flaming Fist, and should ample evidence be presented, it is hereby granted that authorities may seek out and capture those that violate the Peace and Prosperity initiated by Balduran himself.

- Violence, involving harm to persons, murder, and all-but-Lawful Dueling, will result in imprisonment and possible banishment from the Lands residing under Duchal Law (as has been decreed). Violence in self-defense will be judged by the appropriate authority. Violence against the Grand Dukes, Officers of the Court and the City Watch and Flaming Fist, shall be punishable up to death.
-Impersonation of any Dukes, City Officials, or members of the Flaming Fist, or the forging of false identity, will result in a penalty befitting the severity of the crime - from hefty fines to the beheading of the individual in question.
- Withheld Identity, often in the case of masked or full-helmeted individuals, must present their full appearance to any and all City Watch or Flaming Fist officers when requested. Failure to do so shall result in imprisonment or banishment from the Gate.
-Bribing any public official, member of the City Watch, or member of the Flaming Fist, will result in jailing or public punishment.
-Disorderly Conduct, including disobedience, brandishing a weapon, disruption of an official business, harmful spell casting, and summoning creatures, will result in fines or jail time depending on the severity, as determined by a Captain of the Flaming Fist.
-Vagrancy including loitering, sleeping in the streets, and begging, will result in immediate escort to the slums of the Wide, and possibly a fine.
-Treason, against and while in service to the Council of Four, also involving espionage or sabotage of Citizens of Baldur's Gate, is punishable up to a sentence of death.
-Sedition against the Dukes, and any foreign ambassadors or lords, will result in incarceration and punishment fitting the crime.
-Illegal Distribution such as slave trading, smuggling, and the selling of banned drugs, arms, and contraband, will result in heavy fines, or banishment from the limits of the city.
-Theft & Vandalism will result in fines, with further punishment of the loss of fingers, in cases of repeated offense.
-Damage to Property, including registered personal property, livestock, dwellings and objects determined as owned by any said individual, will result in incarceration and possible further punishement.
- Spell casting — forms of arcane or divine usage of magic that result in physical harm or manipulation of the other, are forbidden.
- Summons of Elemental or Companion in nature are forbidden, and such action will result in punishment fitting the crime. Summons of all other means, such be it undead or planar in nature, shall result in banishment or death of the summoner, as determined by judicial ruling.
- Practicing Necromancy, eldritch magic, and those Arts that are known as Blood Magic are strictly forbidden, punishable by banishment or death, as determined by judicial ruling. Creation of items or trade of such magic in any form is equally punishable.
- Public Preaching of Dogma, Rituals or Public Display of Symbols of the following Gods is severely punishable by up to banishment or death, as determined by judicial ruling: Bane, Bhaal, Loviatar, Malar, Myrkul, Shar and Talos. Judicial ruling resulting in execution, will be public and final (OOC: a perma-strike against convicted PC).
- Harming of Cats is punishable by imprisonment, public service, or transmutation to feline form for a predetermined time or until the lesson is learned, as decreed by judicial ruling.
- The Gray Orc and the Drow Elf, wicked and evil by nature, are hereby banned from the city of Baldur's Gate and its Environs.
- Zhentarim known to have committed acts against the sovereignty of the Council of Four and its Allies, are banned from the city of Baldur's Gate and its Environs, and shall be brought to Justice where and when permittable.


The Council of Four honors requests for judicial proceedings, should Citizen or Visitor find a unfair complaint or crime brought against them. The accused will represent themselves or appoint a single representative, to appear in front of a Magistrate. Failure to convincingly represent oneself in front of a Magistrate does not equal a retrial or excuse from the Offense.

All punishments deemed appropriate by the Grand Dukes or their deputized representatives, shall be swift and final.


//OOC-Notes:

    - These Laws are in effect for Baldur's Gate city and its Environs = Maps with Flaming Fist NPCs present.
    - Punishments for Official Crimes may only be given to Player Characters by Dungeon Masters (DMs).
    - The Punishment of Death, from a crime that warrants such a decision, is a Perma-strike against the guilty Character. 3 Perma-strikes equal permanent death of a PC.
    - Crimes will most likely result in punishment. Do not Role-play committing crimes unless you are willing to Role-play punishments.
    - By committing a crime and being seen by witnesses/authorities or running away from a crime either assumed or actually committed, a PC auto consents to the crimes(s). This means no Trial, only punishment fitting the crime, as determined by a DM.
    - If you are caught and brought to the Authorities, then Role-play the consequences of your actions.
    - Jail is not permanent only temporary, as well as whatever fate happens (unless resulting in a perma-strike against your Player Character).
    - DMs may increase or decrease the severity of any crime(s) at any time.
    - Multiple crimes and repeat offending may result in heavier punishments, and/or a Perma-strike against the Player Character.
    - At this time, Gray Orc PCs may enter and fulfill Quests in Baldur's Gate, as long as they have AFK toggled on the PC and do not engage in Role-play (temp ruling).


///Credit to DM Golem, LeslieMs and the DM Team.

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 Post subject: Re: THE LAWS OF THE LANDS (IC)
Unread postPosted: Mon Aug 11, 2014 5:53 pm 
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FRIENDLY ARM INN AND ENVIRONS

Proclamation of the Friendly Arm Inn

By Bentley & Gellana Mirrorshade - consorted by the clergy of Garl Glittergold

Tramp, traveller and peddler. We welcome you within the walls of the Friendly Arm and its inn. The keep is regimented by a cadre of able guardsmen, tasked with upholding the soon-to-be mentioned laws of the keep. They are here both to assist and protect you while visiting, and to keep lawbreakers at bay.

The Friendly Arm Inn offers a safe haven along the dangerous Trade Way. The road itself enjoys the occassional Flaming Fist patrol from up Baldur's way. But that alone does little to make roadside campsites safe places of respite. Therefor we, as hosts, urge you to find shelter within our guarded walls. What occurs outside our walls does not concern us, lest they are the fruits of an open assault upon our keep. We are a business, however, and so will not allow brawling right before our gates which could harm paying customers. ((OOC: This means PVP at or before the FAI gate should be DM supervised as Bentley's guards will intervene to protect his business))

The laws of the keep are simple, efficient and subject to common sense:
-One may not perform acts of skullduglery, theft or similar knavish deeds.
-One must tie one's thumb to her belt if one finds herself to be of the arcane profession, be she a hedgewizard, archmage or similar.
-One may not perform acts of brutish force. Drunken rowdies, unsanctioned acts of pugilism and ne'er-do-wells will be warded or evicted from the premises.
-All arms must be sheathed or put away in such a manner that they do not immediatly threathen others.
-Profane speech heralding the next coming of the Lord of Murder is also not-done.
-Facial features may not be hidden behind a scarf, mask or face-shield while within our walls.
-Never may one enforce the laws of the keep without the involvement of the Friendly Arm's guardsmen.

Those who dare break these well-established rules shall be subject to punishment in the following forms:
-A fine of five-hundred gold coins.
-Eviction from the premises, followed by a day-and-night ban from the keep.
-Banishment from the Friendly Arm Inn.

If the keep's guards find themselves opposed or threatened by the law-breaker, they are free to use their pike-and-arms to bring down the culprit offender.

We wish you an enjoyable stay and hope that you will respect the house's laws.

Welcome to the Friendly Arm Inn!

///Credit to DM Xzar for the Proclamation.

Edited 22 January 2015///

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Unread postPosted: Mon Aug 11, 2014 5:55 pm 
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CANDLEKEEP LAWS

Subject: Candlekeep Notice Posted on the Gates

[As any would approach Candlekeep they would notice the added guard, the increase in security and the Laws being held much closer to the letter. As you look upon the Gates, and up on the walls, you would notice the skilled archers and the veteran guards who now protect the walls. A sign is posted in plain view near the gates]


To enter these gates; you must follow these laws or be denied entry;

1. All Visitors will secure their weapons, no weapon may be brandished inside the gates.

2. All visitors must remove any coverings if they obscure the face in anyway.

3. All harmful magic will be met with force.

4. Any seeking to bring harm on the Keep will be met with force.
this includes Drow, Grey Orcs, Goblins, Yaun-Ti or any other Monster race.

5. Drow will not be tolerated.

You will declare the reasons you are asking for entry to the Gate Guard. Should you need to speak with higher authority, then you may request to speak to the Gate Warden.

We reserve the right to refuse entry to all who do not wish to comply, and or take action against offenders.

Enter Candlekeep in Peace, it is a peaceful place and will be kept that way.

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Unread postPosted: Mon Aug 11, 2014 5:55 pm 
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DORON AMAR

1) Slander of the Seldarine is prohibited, and will result in Banishment from our lands.

2) All forms of Violence are Prohibited

3) The slandering of Doron Amar’s Allies will be considered an attack on our people.

4) Demons/Devils, Undead and Drow, Fullblood Orcs, Red Wizards and their companion Knights and servants, will be killed on sight unless expressly authorized by a member of the Council.

5) Theft or damaging of another’s property is Prohibited.

6) Spying on Doron Amar will be considered an act of war.

7) Aiding our Foes will be considered a form of attack on Doron Amar, and will be acted on accordingly.

8) No one in the service of an evil deity will be knowingly allowed within our borders.

9) Known criminals will be detained and handed over to the proper authorities.

10) Concealment of ones identity is Prohibited and may result in expulsion from our lands.

11) Poaching or Hunting without a permit is a criminal offense.

12) While within our borders, you have agreed to abide by the decisions of the Council, our guards and rangers, and presiding authority. If you do anything that can be construed as 'against our laws and/or harmful to our people' you will be detained and prosecuted to the full extent of the laws herein. Laws are subject to being dealt with in the manner decided on by the presiding authority.

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Unread postPosted: Mon Aug 11, 2014 5:55 pm 
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SSHAMATH AND ENVIRONS

Subject: Laws of Sshamath

Generally speaking there are very few laws in Sshamath, it is after all a city run by Drow who are primarily Chaotic Evil. This means that any "laws" tend to take the form of vague edicts issued by the ruling council of Wizards, the Conclave.

By not enshrining a hard and fast set of laws the Council protects itself against any actions it may want to take in the future that could conceivably be seen to "break" a law.

Unlike guards and law officers you may be used to in surface settlements the ones in Sshamath aren't really concerned about your well-being nor protecting the public. Rather they are charged with protecting the interests of the Conclave and ensuring the smooth functioning of the city. Whereas in Baldur's Gate you may run up to a guard pleading for justice against that thief that just stole your coin-purse and expect to get some satisfaction it in Sshamath the guards are likely to just shrug and say "so?". Unless of course you are a citizen with high social standing in which case the guard may well string up whomsoever you accuse whether they stole your purse or not.

That being said like any other large conurbation there are some general edicts that pass for laws in the city and that are enforced by the city's law officers, the Sshamathian Guard and the Charnag Maelthra.

1). All weapons must be sheathed and all shields slung. The only exception to this are the official law officers of the city as mentioned above. As with any civilization the rulers must restrict the use of force to themselves and their minions.

2). All summons, animal companions, undead minions etc. must be dispelled prior to entering the city. The only exception to this is the summoning of an Imp to carry a message, your luggage or whatever (note you can summon an imp using the 5th level mage spell: Lesser Planar Binding).

3). It is unlawful to be polymorphed whilst in the city (no wandering around in balor, treant or other form).

4). All non-citizens (i.e. non-resident Drow) must display respect towards their hosts. This means that a svirfneblin mouthing off to a Drow citizen could draw a fine, imprisonment or worse. In practice this is rare as most non-citizens aren't quite as stupid to insult a Drow in their own city. See the thread in the lore section as to what constitutes a Citizen of Sshamath.

5). No fighting, dueling or similar within city limits. It's bad for business and the Conclave covets the unique items trade brings above all else. If the guard catches you it could mean a fine, being thrown out of the city or a trip to the jail depending upon the whims of the intervening officer and the seriousness of the crime. NOTE: this includes mage duels.

6). Slavery works differently in Sshamath relative to the rest of the Underdark. See: Subject: Sshamath and slavery RP Guidelines.

Generally speaking any altercation involving a citizen and non-citizen generally results in the citizen prevailing. The penalty, while usually fitting the crime, also depends upon the whim of the officer. This could take the form of a fine (payable to the offended party and not usually exceeding 500gp), banishment, jail or other unspecified punishment.

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Unread postPosted: Mon Aug 11, 2014 5:56 pm 
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Darkhold


In the Far Hills, near the Sunset Mountains of the Western Heartlands and the edge of the Sword Coast region, there looms a castle of immense proportions, rising from a bare rocky spur on the side of the mountain named the Gray Watcher. Its walls are streaked red by the rusting bars upon the windows; its chimneys spew forth a smoke of blackest night. Darkhold, or Castle Darkhold, publicly serves to protect the Far Hills, harbor trade caravans in need of re-supply, and facilitate diplomatic relations between the Inner Sea and the Sword Coast. It is claimed and occupied by the Zhentarim organization.

The entrance to Darkhold remains open—yet fully guarded—to caravans, merchants and traders that would seek business with the Zhentarim, allowing those with reason, enter to the outer courtyard, under strict rule as "guests" of the Zhentarim.

The entire garrison of more than eight-hundred guards that protects Darkhold, is commanded by the one known only as the Pereghost, a warrior of unquestionable skill—his skull-faced helm is as well known throughout the Heartlands as the sigils of Elminister or Khelbhen Arunsun. The Pereghost upholds the following rules in a known harsh, iron-fisted manner:


Justice
The law of Darkhold is set by the decree of a Council of Lords, enforced by the military, and sentence is passed upon offenders by the Pereghost, or one of his lord magistrates. In the day-to-day life of Darkhold, the garrison enforces the Castles laws; however, order is maintained through the cooperative efforts of the Pereghost and the reigning Lords. The law of the Castle is strictly enforced...many offenders rarely escape its grasp. Infractions and their penalties are:

Destruction of Property or Impersonating a Zhentilar : 2,000-gp fine and 100 lashes, or one year’s enlistment in the Zhentilar.

Violation of Curfew or Public Violence: 2,000-gp fine and interrogation for intent, or three years’ service in the Zhentilar.

Embezzlement or Tax Fraud: Forfeit of 50% of offender’s wealth and 20 lashes, or three years’ service in the Zhentilar.

Assault or Petty Theft
: 3,000-gp fine or one years’ enlistment in the Zhentilar. Men who beat helpless women or children are sentenced to hard labor for a minimum of one year.

Arson or Grand Theft: 10,000-gp fine and 8 years’ service in the Zhentilar.

Murder or Treason: Death by the hand of the Pereghost.

///OOC-notes:
    - The Zhentarim Player Characters have no OOC authority to police the area. But they do have full rights to defend themselves if blatantly provoked or attacked, without incurring IC penalties for doing so. Attacking Zhentarim players, however, and without DM consent, within their own fortress can result in severe penalties to the assailant, by discretion of the DM team.
    - Guests are only allowed to visit and remain within the courtyard of Darkhold. Anyone trespassing in other areas of the fortress becomes KOS and gives any Zhentarim Player Character the right to attack them without consequences. Screenshots of the trespassing must be provided.

***NOTE: The Lore on BGTSCC differs the canon Lore of the Forgotten Realms, in many circumstances, with Darkhold, the Pereghost and the lack of Sememmon currently ruling it being one such difference.

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 Post subject: Re: THE LAWS OF THE LANDS (IC)
Unread postPosted: Wed Oct 08, 2014 6:20 pm 
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On the 8th day of the Leaffall in the year of 1350 to be exact, Amnian magistrates from Athkatla, accompanied by armed Amnian military escort traveled to various sites in Northern Amn, namely the towns of Beregost and Nashkel, to oversee the posting of Laws decreed by the Council of Six of Athkatla for the northern Amnian territories. As bystanders are ordered to "stand aside, citizen," bold and easily read script replaces any previous documentation and verbal decrees, with large posters posted at every approach in which to enter the Lands that the glorious nation of Amn have claimed...and are occupied by the Amnian military and local Amnian militia or law enforcement.

The Laws read as the following:


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Let it be known throughout the lands surrounding the Amnian towns of Beregost and Nashkel, that the esteemed Council of Six, in the Council House in Athkatla, lists the Laws and Crimes that govern both Citizen and Visitor. For the Glory of Amn!


The Laws of Amn in the Towns and Environs of Beregost and Nashkel


The Council of Six herewith decrees that the Amnian military and Amnian local militia and law enforcement are deputized representatives of the Laws of the Council of Six of Athkatla, thus able to arrest, seize, apprehend and detain any person or persons that violate the will of the Council of Six. Shall a crime be committed outside the eye or ear of the Amnian military or Amnian local militia and law enforcement, and should ample evidence be presented, it is hereby granted that authorities may seek out and capture those that violate the Peace and Prosperity of illustrious Amn. In Beregost, the Council of Six reminds the people of Amn that military regulations remain in effect, whereby Amnian military officers are empowered as magistrates of the law to deliver summary justice when they see fit in place of civil magistrates, unless determined otherwise by executive-level civil authorities of Amn.

-Breaches of the Peace that may disrupt daily life and commerce in Amn will result in fines, banishment, or jail time depending on the severity, as determined by a Magistrate of Amnian Law. Breaches of the Peace include, but are not limited to:
• Unlawful gathering.
• Disruption to commerce and trade.
• Disobedience.
• Brandishing a weapon.
• Disruption of an official business.
• Violence. Actions in self-defense will be judged by the appropriate authority, but usage of harmful arcane magic in a conflict will always be viewed as suspect. Violence against the Council of Six, officials of Amn, the Amnian military, and the local Amnian militia and law enforcement, shall be punishable up to death.‏
-Impersonation of the Council of Six, Amnian officials, foreign dignitaries, or members of the Amnian military, local militia, or law enforcement, or the forging of false identity, will result in a penalty befitting the severity of the crime - from hefty fines to the beheading of the individual in question.‏
-Withheld Identity, often in the case of masked or full-helmeted individuals, individuals must present their full appearance to any and all Amnian officials, soldiers, militia, or law enforcement when requested. Failure to do so shall result in imprisonment or banishment from Beregost and Nashkel.‏ The Amnian authorities in Nashkel and Beregost will always ask to see the full appearance of individuals upon the individuals entering town.
-Vagrancy including loitering, sleeping in the streets, and begging, will result in immediate escort from civilized areas of Amn, and possibly a fine.‏
-Treason, against and while in service to the Council of Six, also involving espionage or sabotage of Amn, as well as revealing the identity of a Council of Six member, is punishable up to a sentence of death.
-Sedition against the Council of Six, officials of Amn, and any foreign dignitaries, will result in incarceration and punishment fitting the crime.‏
-Illegal Distribution such as smuggling will result in heavy fines, or banishment from the limits of the city.‏
-Theft, Embezzlement, Vandalism, Tax Fraud, and Forgery of Coin will result in imprisonment, with further punishment of the loss of fingers or even death, in cases of repeated or severe offenses.
-Damage to Property, including registered personal property, livestock, dwellings, and objects determined as owned by any said individual, will result in imprisonment, with further punishment of the loss of fingers or even death, in cases of repeated or severe offenses.
-Unsanctioned Use of Magical Energy, using arcane magic whatsoever without a license is forbidden, practitioners with a license are still bound by the following restrictions:
• Spell casting — forms of arcane or divine usage of magic that result in physical harm or manipulation of the other, are forbidden.
• Summons of Elemental or Companion in nature are forbidden, and such action will result in punishment fitting the crime. Summons of all other means, such be it undead or planar in nature, shall result in banishment or death of the summoner, as determined by judicial ruling.‏
• Practicing Necromancy, eldritch magic, fiendish magic, and those Arts that are known as Blood Magic are strictly forbidden, punishable by banishment or death, as determined by judicial ruling. Creation of items or trade of such magic in any form is equally punishable.‏
-Races hostile, violent, wicked, and evil by nature, are hereby banned from Beregost and Nashkel and their Environs. Orcbloods of a civilized nature and that have business to conduct in Amn may be permitted at the discretion of the local Amnian authorities.‏


The Council of Six honors petitions for judicial process, should a Citizen or Visitor find an unfair complaint or crime alleged against them. The accused will represent themselves or appoint a single representative, to appear in front of an Amnian Magistrate. Failure to convincingly represent oneself in front of a Magistrate does not equal a retrial or excuse from the Offense.

All punishments deemed appropriate by the Council of Six or the Amnian authorities deputized by them, shall be final and swift.‏


//OOC-Notes:
- These Laws are in effect for the Beregost and Nashkel towns and their Environs = Maps with Amnian military, militia, or law enforcement present.
- Punishments for Official Crimes may only be given to Player Characters by Dungeon Masters (DMs).
- The Punishment of Death, from a crime that warrants such a decision, is a Perma-strike against the guilty Character. 3 Perma-strikes equal permanent death of a PC.
- Crimes will most likely result in punishment. Do not Role-play committing crimes unless you are willing to Role-play punishments.
- By committing a crime and being seen by witnesses/authorities or running away from a crime either assumed or actually committed, a PC auto consents to the crimes(s). This means no Trial, only punishment fitting the crime, as determined by a DM.
- If you are caught and brought to the Authorities, then Role-play the consequences of your actions.
- Jail is not permanent only temporary, as well as whatever fate happens (unless resulting in a perma-strike against your Player Character).
- DMs may increase or decrease the severity of any crime(s) at any time.
- Multiple crimes and repeat offending may result in heavier punishments, and/or a Perma-strike against the Player Character.


Those who wrote:
[ Combined DM team effort. ]


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 Post subject: Re: THE LAWS OF THE LANDS (IC)
Unread postPosted: Tue Jun 16, 2015 5:48 pm 
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Visiting Uruk Lurra of the Black Orcs


Quote:
In approaching the Black Orc settlement, Uruk Lurra, in the Western Heartlands well east of the Northern Trade Way, you would be confronted by grunting Black Orc guards that angrily speak at you in broken common upon you approaching the gates of the Orc settlement.

Quote:
You approach the great Black Orc place of Uruk Lurra, ruled by the legendary Chieftan Grimnail, Chosen of The One-Eyed God Gruumsh:

-No allowed here except Gruumsh's favored children, the proud and fierce races of Orcish blood. Weak races only come in if orcs bring them and if they cause no trouble. No surface elf with ugly pointy ear or fat ugly dwarves! If you not be Orc and not brought it by Orc as guest or war captive, go away or we kill you and feed you to the wargs!

-No stupid and weak Orc allowed either! Only Orc who respect One-Eyed God allowed! Even if worshiping other god must respect One-Eyed God.

-Show great respect for the rock and crater from sky next to Uruk Lurra, do not insult it, it is gift from Gruumsh himself to rally his favored.

-Show high praise to the clan Shaman Torla, Soothsayer Idgeewidge'Uk, and Blacksmith Barraka'Do, for their crafts and strength are of legend only second to Chief Grimnail. Nothing need be said for how you must act to the chief!

-If you come, only the soothsayer and shaman of tribe and shamans of One-Eyed God and orc gods can use magic. Orc no like magics that remind me of stinky pointy ear elves and their silly sorcerers! No magic not of gods! If you not Orc, you better not using any magics at all or you be warg food!

-No question the authority of or anything the chief, shaman, or soothsayer say or you lose head, or worse!

-Proud Orc you come in with arms and armor. Orcs strong, fight in contest of strength if both Orc agree but only with Orc strength not magic of gods. No cause trouble beyond a duel or chief may stick his stick in you for acting like pink skin dummy or pointy eared elf pile of warg dung! If weak no Orc want fight Orc then Orc just laugh in face! But if Orc want fight weak no Orc then no Orc must fight or run out of Uruk Lurra.

-No masks! Need to make sure you not sneaky weak pink skins!


The guards then motion you to come forward or buzz off depending on your identification as Orc-blood or otherwise. If visibly not Orc after removing your mask or if you refuse to remove your mask, the guards tell you to get lost or they will slay you on the spot, again mentioning feeding you to wargs. The only way they give permission to enter upon seeing you are visibly of non-Orc-blood and not an elf, half-elf, or dwarf is if an Orc-blood is inviting you in as a guest or brings you in as a captive. If visibly an elf, half-elf, or dwarf, the guards would only allow you to enter if you are a captive to an Orc-blood.



//OOC-Notes:

-Only Orc-blood PCs, meaning Gray Orc, Half-Orc, and UD Orc, that follow Gruumsh or show respect to him (including those who follow other members of the orcish pantheon), are allowed in unhindered. Orc-blood PCs as such can invite in non-Orc PC guests with them if these non-Orc PC guests have business in the settlement, but these guests must be on the best and most respectful behavior toward Orcs IC or they could end up in a lot of trouble IC. PC Elves, Half-Elves, and Dwarves cannot ever safely enter the settlement as a guest unless a captive to a PC Orc-blood, but PC Drow are allowed to be guests of a PC Orc-blood.

-Only consensual non-magical violence and dueling between consenting Orc-blood PCs is allowed in the settlement. Orcs may challenge non-Orcs to duels, and the non-Orc must either accept or leave the settlement. To refuse the challenge but not leave the settlement immediately will be considered metagaming and risks a permastrike. Non-orcs, if they challenge Orcs, can expect to be ignored. Any non-Orc-blood PCs being violent in the settlement risk a strong and negative IC reaction from NPCs, including if they try and challenge an Orc to fight. Goading Orcs in this settlement is asking for trouble with NPCs and we ask players to respect the perilous situation any non-Orc PC finds itself when in Uruk Lurra, even as a guest, as the NPC's will without fail take the side of any Orcish PC over a non-Orc. We will be handing out permastrikes to those who treat the NPC orcs with contempt as it is a form of metagaming.

-Only Orc-blood worshippers of the orcish pantheon can use divine magic. Arcane magic is banned. The Orcs of this settlement tend to be wary of magic, especially arcane magic, so the most common magics cast in the settlement would be magics that just support melee fighting Orcs. Although arcane casters might be able to earn the right to cast arcane magic through RP, mainly by demonstrating long term residence in Uruk Lurra. If you do have permission IC to cast magic in the settlement, please don't abuse it by metagaming NPCs and casting all sorts of out of this world spells on a regular basis: summoning balors, wails of the banshee, etc. that would have a likely negative reaction of Orc residents of the settlement. As a reminder in this bullet point: magical dueling in the settlement or crater area is not allowed. Orcs would tolerate non-excessive uses of blood magic and necromancy and other evil magics.

-Violations of settlement rules IC could result in IC execution and a permastrike or other punishments seen fit by the chief of the settlement.

-Black Orc NPCs will not look kindly upon insulting or plotting against Black Orc NPC leaders in the settlement.

-Otherwise, as long as it does not break the server rules and would not upset the NPC Black Orcs present or implicitly present, pretty much anything goes.

-For when DMs are not present in game for IC rule violations in the settlement, screenshots sent to the DM team will be required as adequate evidence to enforce any permastrikes as IC punishment.

((Credit to DM Dialectic Word-Spewer))

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