Laws of Freehaven


      Balancing freedom and order

         The city is divided into several districts, and each
       district is responsible for paying for guardsmen to patrol
       its own streets, as well as most "public" works--wells,
       roads, parks, etc.  Naturally, this has created a
       considerable level of inequity in the level of services
       available in the poorer districts.
      
         It also means that any city-wide laws tend to be harshly
       enforced:  banishment, mutilation, stripping (depriving an
       individual of all possessions) and execution are far more
       likely than prison time, for the simple reason that there
       are only a small number of cells.
      
         Slavery is outlawed within the walls of Freehaven, but
       various forms of indentured servitude exist to get around
       that restriction.  Likewise, many travelling merchants
       leave their slaves guarded outside the city gates, or in
       small boats just outside the harbor.  Indeed, a few
       entrepreneurs rent space on converted fishing boats for
       that express purpose.  There is no actual punishment for
       slavery, but the freed slaves may lay claim to any of their
       former masters' possessions.  The nature of these laws
       makes Freehold a popular destination for slaves on the run,
       and thus for bounty hunters chasing them.  Curiously, there
       is no law against hiring a bounty hunter, just against
       actually acting on the contract.
      
         District Laws
         Magic and the Law
         Religion and the Law
      
      
      District-by-District Laws Districts have considerable leeway in setting their own laws, particularly when it comes to vice. The general attitude of each district on these matters is outlined below: DISTRICT Prost. Alcohol Weapons Duels Begging Harbor Y Y R N Y High Quarter N * Y R # N N North Quarter N * Y R # N N Craftsman's Quarter N * N R N N Market District R Y R R R Bazaar R Y Y R Y Red-Light District Y Y Y Y Y Temple District N R R R Y Necropolis N N N N R Freeman's Quarter Y Y Y Y Y Key: Y: Activity Permitted N: Activity Banned R: Activity Restricted. Restrictions are usually of the "time, place and manner" variety. For instance, in the Temple District, alcohol is limited to religious ceremonies, while duels in the Bazaar and Market District are restricted to licensed arenas and rings. *: Although public prostitution is banned, it is permissible for a resident to have a courtesan, or even a veritable harem, in-house, so to speak. #: In addition to the usual peace knots required in areas restricting weapons, a permit is required for most weapons. The cost of permits varies, but is roughly the highest possible damage value of the weapon, times 10 GP. Permits are valid for a full year. Temporary permits, good for one week, are available for half the full price. Residents may obtain either type of permit for 1/10th its regular cost.
      Magic and the Law A number of forms of magic are forbidden by city-wide ordinance. Most notably, both Necromancy and Conjuration/Summoning spells are absolutely forbidden. Penalties vary, depending on the specific spell being cast and the suspected purpose, but can be very severe, including death. Note that it is not not illegal to be a Necromancer or Conjuror, just illegal to cast those spells. Enchantment/Charm spells are not forbidden, but any Enchantment magic is considered to be equivalent to using physical force to coerce a subject, and therefore leaves the caster open to charges of assault, theft, rape or kidnapping, depending on the actions the victim took while ensorcelled. For several years, the council has debated restricting other schools, or specific spells. One that is mentioned quite frequently, usually resulting in a lot of argument and little action, is the use of Divination magic. While many would like to see some sort of restriction placed on "snooping", the Temple of Thilg has formally stated that if such a restriction were to pass, they would withdraw all support from the judiciary, and would furthermore excommunicate any Diviners who violated the boycott. Since this group accounts for ninety percent of the sitting judges, it is an effective threat, sufficient to keep the vote with a strong margin against the ban. For the most part, magic is simply considered an alternate way of doing things, and as long as what is done is not illegal, then neither is doing it by magic. Spellcasters who run afoul of the law may, however, have their spellbooks confiscated along with other personal possessions.
      Religion and the Law The legal status of religion is more complicated. While the personal worship of a deity is not banned for any faith, it is against the law for non-familial groups of more than one to worship the following powers: Seli, Setmurin, Tronet and Drovelor. Of course law does not always dictate practice, and details of worship can be found in the section on religion. Such gatherings, when discovered, are dealt with quite harshly, and the Priests and Templars often fight to the death, feeling that that is better than what awaits them if they surrender. Likewise, worship of a deity may be allowed, but performing the works of that entity can cause much trouble, particularly for the worshipers of Tufrone, Vengeer, Trevlo and Celeban (the last two are often cited for attempting to start riots in Freeman's Quarter). A number of cults are also present in the city. The Cult of the Self (Psionicists) and the Order of the Unicorn (Rangers) are both present, and maintain sites in the city. The Self Cultists have about 10 permanent residents in their group hall in the North Quarter, and Unicorns Children gain free lodging at an inn in the Market District run by an elderly member, Seth Dunn. Other, less well-known cults are here as well. Most are transitory, breaking up or moving on after they have lost enough members. One, however, the Order of the Predatory Wolf, is both long-lasting and problematic. Outlawed, the members of this group consider themselves to be the highest place on the food chain. Therefore, they have no compunctions about eating humanoid flesh, and most consider it a delicacy. They prey on the poor and weak, causing fear and consternation in their wake. The Pack Leader is still at large despite many attempts to capture him(?), and many council members fear that there is much more here than meets the eye. Rumors of lycanthropy have started, abetted by the claw-like marks left at the scene of many of the attacks. Of course, where one has laws, one will also have lawbreakers.
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