Difference between revisions of "Parade Way Blues"

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=Pavic Law and Customs=
 
=Pavic Law and Customs=
  
Pavis is a ''polis''; a city-state with surrounding lands that answer to the central town. Oddly enough, it is also a colony of a battered old polis; The Real City in the heart of The Rubble. It is also more than this, as the Empire has appointed a Count to oversee, tax and govern this state. This means a series of unusual relationships has arisen, and these had had strange effects on law and customs.
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[[Pavic Law and Customs]]
 
 
As an Imperial ''colonna'', Pavis is subordinate to the Empire and its hierarchy. However, even after years of occupation the Imperials still know little of what they have come to own, and on a mystical level they are almost completely ignorant of the mythic mechanisms of how and especially ''where'' Pavis operates. The total indifference of the higher members of the Pavis temple to the dangers of marrying in the Lunar Pantheon have caused some Imperial mystics to wonder if they know exactly what they are dealing with, and has caused some misgivings. The worst dangers are buried deeply.
 
 
 
Regardless of this, Laws and Customs reflect these three factors; The Real City and its history of war with Prax and the Uz, New Pavis and its legacy of Sartarite disenfranchisement and its strong Sartar clan structures, and overlaying this the blanket of Imperial Provincial Law.
 
 
 
==Pavis Citizens==
 
Citizenship is a vital requirement for living in Pavis for any time, and those deliberately remaining outsiders are known as a ''Metic'', or 'resident foreigner'. A metic has severely curtailed rights, and may not vote, has less credibility in court than a citizen, may not be given food rations in times of hardship or siege, has no ties to the local community and is considered inherently suspicious. A metic has all the burdens of citizenship but none of the benefits,
 
 
 
To be a citizen one must become an initiate of Pavis, and then must be adopted by the citizenry as a fellow. In practice, it is easier to become an initiate than to become a citizen, and only by tying one's fortunes, and those of your descendants, to those of large Pavis clan (and in a subordinate or 'client' role) can a metic hope to become a Pavis citizen.
 
 
 
A citizen has many benefits, not just the dole and a lesser gate tax.
 
 
 
Citizens have more rights in a legal dispute than metics, and as they have familial, ritual, mystical and political ties to the city they are considered more trustworthy. Citizens do not pay more than a token payment for places in the markets, the craft guilds must accept them if they are qualified to join and then the guilds actively persecute their metic competition. Citizens may vote, and by showing their support for a candidate they place themselves, by affiliation with a faction, in the debt of the candidate and faction they support. Citizens also have equal rights as Imperial citizens within the bounds of the County of Pavis. As a citizen, it was unlikely that they would be enslaved by the state unless the citizen was found guilty of an extremely serious crime.
 
 
 
==Slaves==
 
Pavis is a culture that allows the ownership of slaves.
 
Slaves form the very bottom rung of Pavic life and only 'enjoy' the rights they receive as the ''belonging'' of a citizen or metic. Slaves are not killed, they are ''destroyed''. This simple definition shows the total lack of rights they have; thier death is only noted as the reduction of another person's wealth.
 
 
 
Slaves may not give witness in court. Slaves may not belong to the cult of Pavis, and by enslavement the terrible ritual of disenfranchisement rips the person from life as an equal citizen and hurls them into the purse of another citizen. Most relatives, friends or patrons of a citizen condemned to slavery undergo great hardships to prevent this terrible event, and many of those condemned to perpetual slavery will suicide instead.
 
 
 
However, there is more than one form of slavery, of which perpetual slavery is only the worst. Temporary slavery, such as Seasonal Slavery (usually for chronic debt) or Year And A Day Slavery (for serious crimes) 'merely' reduce the ex-slave afterwards to the status of metic, but it is usually easy for the to be readmitted as a citizen unless they are disowned by all those who know them.
 
 
 
While it is possible for a slave to own money, it is actually illegal for a slave - a possession - to own their own possessions. Slaves have no right to their own bodies, and a male owner can legally force a slave to have sexual relations with himself or with another male of his choosing at any time. The reverse of this shows that Pavis is still something of a patriarchal society; as a female owner having sexual relationships with a slave is considered to have committed bestiality, and the slave is destroyed and the woman brought up on charges. Imperial citizens have decried this practice. All the children of slaves are considered slaves in thier own right.
 
 
 
Slaves who cause damage, lie, steal or are otherwise disruptive may or may not be destroyed according to the 'crime'. The owner of the slave is held accountable for any outrages a slave causes. A similar situation is if the owner of a dog allowed it to bite someone, and is the example used in the Pavic court.
 
 
 
Any owner freeing a slave, a common practice among some groups, agrees by the act of manumission to become the patron of the slave (who is now a low-class metic). The former slave, now a 'freedman', becomes a client of the former owner but can leave that owner's patronage after a year and a day.
 
 
 
==Imperial Law==
 
The Lunar Empire sees Pavis as a typical borderlands set of contradictions, and has set its Provincial Army and Provincial Administration to the task of making the ''colonna'' friendly to the Empire and its goals.
 
 
 
 
 
The aim of the Empire is simple; Assimilation.
 
 
 
 
 
In time and with constant, impartial and pervasive administration the Empire aims to make Pavis an Imperial Outpost at the edge of the Empire, within the Glowline and with the regional variations expected within every satrapy. Should Sor-Eel prosper in this position his family will add the satrapy of Prax to their honours, and Sor-Eel has the attitude that he and his dynasty are here to stay. It shows. Sor-Eel is slowly 'going native', and building a power base here on the borderlands.
 
 
 
Unfortunately, Sor-Eeel is saddled with Jotoran Longsword, who has the 'crush them under your heel, tax them 'till they squeal' mindset almost guaranteed to create unrest in a border town. Jotoran is almost undoubtedly sabotaging Sor-Eel's efforts, but it is unknown who he is working for among the Imperial factions. Everyone is keenly hoping that Pavis gets to witness a Dart War to 'thin the Lunars out'.
 
 
 
The Imperial Administration has decreed that an Imperial citizen is on equal standing in the eyes of the law as a Pavic citizen, and Imperial merchant interests have immediately appeared to try and suffocate the native merchant houses and craft guilds. This led to a fair bit of street fighting and assassination. This, and the ongoing Sartarite unrest,  has meant that martial law has been extended indefinitely.
 
 
 
The basic Imperial Directives of Occupation are as follows;
 
 
 
* Anyone convicted of committing violence upon the person or possessions of a Lunar Citizen or Ally (including Pavic Citizens) will be crucified.
 
 
 
* All taverns, eating houses and places of entertainment must be closed by midnight and no citizens, metics or slaves may be on the street after then without a pass issued by the Imperial Administration or Pavic Constabulary.
 
 
 
* All weapon masters, weapon schools and their students must be registered with the Imperial authorities.
 
 
 
* All foreigners entering the city must register with the Imperial Authorities at the gate.
 
 
 
* All expeditions into The Rubble must;
 
 
 
** Register with the Imperial Authorities before entering The Rubble stating both their objective and the expected time of their return.
 
 
 
** Pay a set tax of One Per Centum of any monies in excess of 100L per individual to the Gate Clerk on exiting The Rubble.
 
 
 
** Declare and display for inspection any artefacts found on the expedition at the Imperial head quarters.
 
 
 
** Deposit maps of explored areas with the authorities at the Imperial head quarters on return from any expedition to the The Rubble. If the expedition members are incapable of submitting a suitable map as per the Mapping Requirements (Rubble Expeditions), a scribe will be made available to the expedition for a suitable fee.
 
 
 
* The Temple of Orlanth, being a hotbed of seditious activity, will remain closed and sealed indefinitely.
 
 
 
==Ransoms==
 
 
 
In Pavis, like anywhere else in Glorantha bar a few strange spots, the family and clan is everything.
 
 
 
Family and clan guarantee to pay ''weregild'' - a 'life value' in coin rather than suffer the loss of a family member's life. Paying a weregild means that the the prisoner must be kept well and fed adequately. After a weregild is agreed on a prisoner must not attempt to escape, nor may they be rescued by armed intervention of the family or clan.
 
 
 
Weregild is paid usually to a third party who is considered trustworthy. In Pavis at this time this is almost solely the function of the Lhankor Mhy cult. The clan pays the cult who then notifies holders of the prisoner. The prisoner is delivered to the cult, who pays over the sum, and the cult notifies the family or clan that the prisoner may be collected. Note, the Lhankor Mhy cult, in total contrast to every other of their activities, does not charge anything for this function. This is due to the mystical criteria that the Lhankor Mhy cult may not engage in taking sides, and payment could allow the cult to manipulate the outcome of the exchange.
 
 
 
Anyone attempting to subvert the process once the Lhankor Mhy cult is involved lays themselves open to attacks by the Lhankor Mhy spirit of reprisal, who will attack when the offender is asleep within a month of the transgression.
 
 
 
It is not against any law or custom to refuse to accept a ransom, and some bitter conflicts preclude 'quarter'. However, if a group consistently refuses offers of ransom and executes prisoners then they may well be investigated by the authorities to see if such killings are murder. Normally, if a murderer is shielded by a clan or family then the whole group is considered responsible.
 
 
 
==Vendetta==
 
 
 
Vendetta or Feud is the technical term for 'Private Warfare'.
 
 
 
Only clans; groupings of extended families, may legally engage in vendetta. Usually, only large and powerful clans are granted the right to do so.
 
 
 
To claim Vendetta the following procedures must followed;
 
 
 
- The civic and imperial authorities must be unable to reach a verdict or arbitrate a solution on the basis of contention.
 
 
 
- The Count of Prax must approve a request for clan warfare. If approved, and a surprising amount are, the following stipulations are usually mandated:
 
 
 
* Vendetta must be declared in the city central square, naming the clans involved and the stipulations mandated. The combatants have one season from that day to reach an agreement before hostilities may begin, and earnest efforts are expected.
 
 
 
* No non-combatants may be harmed.
 
 
 
* Arson is strictly forbidden.
 
 
 
* Ransom must be accepted if offered.
 
 
 
* Combat or theft within the city is strictly forbidden.
 
 
 
* Interruption of trade, tax gathering and official business may never be hindered.
 
 
 
* The vendetta can but cut short at any time by County Decree. Ignoring the Count's Decree brands the clan as 'rebels', and leaves the clan open to punishment by the Pavis Constabulary and the Imperial Legions, who do not have to abide by any stipulations.
 
 
 
* Vendetta may not continue beyond a year and a day. At this time the parties must reapply to the Count of Prax.
 
  
 
=Maps=
 
=Maps=

Revision as of 01:29, 25 January 2010

Chalkline's Rune Quest 3 City of Pavis game Recruitment, [ In Character], [ Out of Character]


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Pavis Constabulary Information

Dramatis Personae

Player Characters

Alakora Goodwalk played by Iskallor

Alse Britigne played by Drifter

Askul Garhound played by Mandacaru

Endorl Karchian played by Bandos

Tor Arl played by Akula

Non-Player Characters

Watchmen:

Fassbinder Hammerhand

Captain of the Watch (Day Shift)

Saturnine and secretive in the extreme, he’s obviously a spy for someone; his desk is strategically positioned to overhear anything said in the watch room. A clear loathing of paperwork and Imperial people marks him; he takes no part in the day to day running of the watch and only involves himself in outré investigations. His nickname comes from his warhammer shaped like a hand clenching a hammer-head; he is an experienced Rubble Tracker and something of a mystery for Watch Captain. Fassbinder is totally unremarked upon at the Temple, and Brygga Scissortongue hounds him with unheeded messages. Jorjor despises him just as much as he despises Jorjor; immensely.


Torbolt the Lame

Gaoler and pensioned off watchman.

Garrulous and talkative, the poor unfortunates incarcerated by him have to endure hour upon hour of his reminiscing. Torbolt was maimed ten years ago in a riot and is unable to bend his left knee. He has a large family in Oldtown. Torbolt is heavy-set and shaves his head, as he feels that’s the mandatory look for a gaoler. He always has a jug of cradle wine stashed somewhere but can drink for hours without becoming drunk.

Bissina the Scrivener

Clerk, keeper of Watch records.

Prim and proper, she may appear easily shocked but profanity and violence roll off her like water off a duck’s back, she and her henpecked husband Soligor live in the Farmer’s Quarter. Bissina has her long brown hair pulled back in a tight bun and wears demure robes and rather out of date half-veil.


Indrubal Greycloak

Duty serjent-at-arms, custodian of equipment and in charge of routine matters.

Kindly, overworked and invariably cheerful, Indrubal has risen to Duty Serjent by lengthy service and everyone else avoiding the job. He is tall, but his forty years are starting to stoop him. He does all the work Fassbinder Hammerhand is supposed to do as well as his own, which keeps him very busy as the Imperials have brought their love of paperwork with them to Pavis. Indrubal is a widower and his watchmen have been playing matchmakers for a few years, but he still wears the red wristbands that are his clan-emblems for mourning. Indrubal is of a minor family that are clients of the Ingilli, but he lives in Oldtown.


Mulsey Scorchwind

Patrolman.

He has a strong dislike of trolls that exceeds that of the average Pavisite, and trolls have absolutely no chance of him cooperating with them. Mulsey disappeared in his youth and is widely assumed to have fought in Sartar against the Imperials.


Diadrean Ninefingers

Patrolman.

Diadrean is from Riverside, but her antecedents are from Badside. She lost her left little finger in a bet some years back at Goldfang’s Grotto and paid up on the spot, something still the matter of some admiration. Of medium height and fairly slight, she is absolutely without fear and extremely dogged in personality. Her entire reason of staying within the watch is to avoid the tedious power plays of her guildsmen family. She has absolutely no head for alcohol, and her watch mates try and keep her from drinking anything more than one cup.


Bertholt of the Axe

Patrolman.

Every watch needs a big doofus with an axe, and Bertholt is the Pavis version. While not a storm bull, he’s the ideal candidate for one and is always part of groups sent to calm rowdy horn-helms. He has a brush of red hair and a look of perpetual shock on his face, as if life just came up with the most remarkable turn (like ‘breakfast’). When angry, Bertholt can be extremely violent and is the only watchman to have ever served in the salt mines for brawling.


Chooga (and his lot)

Dark troll Night Watch serjent and his seven patrollkin.

Brought here by Jorjor the Quick in an act of incredible indifference to Pavic sensibilities, Chooga and his trollkin patrol from midnight curfew to dawn. They have to keep away from Suntown as the Sunwatch are quite prepared to shoot them dead. Chooga is actually quite a civilised and pleasant individual who treats his trollkin with an almost abnormal care, something like the care for favoured dogs or stupid and unruly children. They are fiercely devoted to him. However, Chooga is the face of everything wrong with Jotoran’s and Jorjor’s attitudes to Pavis. Pavisites loathe trolls, and only suffer them as outright warfare is a worse situation. To have trolls roaming the night with powers of arrest is almost insufferable. However, the Imperials are only interested in results and so the trolls stay.


Politicians:


Jotoran Longsword

Chief Administrator of Pavis, Imperial Bureaucrat


Jorjar the Quick

Constable of Pavis, Imperial Bureaucrat. Commander of the Watch and associated forces.


Fleeter Nemm

Daughter of Pavis, the main legally minded Pavis priest, usually serves as judge.


Brygga Scissortongue

Pavis Mayor, up for re-election in a season.


Haloric Glowbrow

Sun Dome Light Captain leads the Sun Town militia


Hetaera Thessen

Rune Priestess of Irripi Ontor, primary source of Imperial law initiatives.


Gavial Latish

Lhankor Mhy city judge, greedy bastard.


Zibert Merne

Imperial judge and administrator


Rudent Pheric

Imperial gate head-clerk on the Old Gate.

A spy for the administration, as much as a head-clerk would be otherwise, but fairly understanding as Imperials go. Rudent is the least likely to levy on-the-spot fines to foreigners of all the head gate clerks, and this makes him a bit overworked as word has gotten around about his easy-going attitude.

PCs on hold

Bredant Vadrek played by Monster Mash

Marilla played by Jane

Pavic Law and Customs

Pavic Law and Customs

Maps

Parade Way Blues Maps

House Rules

Character Generation

Character Generation Instructions:

PCs are rolled as normal, but skills are allotted slightly differently.

1) Roll normally for your parent’s occupation, but apply 2d4 years rather than 2d6.

2) Now add four years again of your parent’s occupation, but do not add any weapon skills (apart from Fist Attack), magic or equipment increments for these four years. This reflects your childhood skills.

3) Now add up to five years of ‘civilised noble’ career to reflect your time in the watch. Do not use the equipment from this term of experience; use the equipment from your parent’s occupation. Do not alter your magic system from your parent’s occupation, it continues into this period of experience.

4) When rolling ‘initiate’ experience, you do not include your childhood skill period in calculating how long you have been an initiate.

5) The only change to skills is ‘Fist Attack’. Instead of ‘Fist Attack x (years in occupation)’, read ‘Fist Attack or Grapple Attack or Grapple Parry x (years in occupation)’.


What we need from PCs:

A family and a circle of friends, just a bunch of names or just descriptions of who/what the are.

An address, to be a citizen of Pavis (and this is prerequisite of Watch membership) you must 'live in your own house'. This can be, and usually is, that you live in your family's home. I also need who lives with you, in fact if you want to go all out and list favourite bars, hang outs etc, that'd be great!

A kit list, there's a Pavis Prices List in the Files section. Remember that your PC is an established *citizen*, some of your stuff you've had for years. While wearing non-leather armour is prohibited within Pavis, your PC can own their own armour if they must (and occasionally will be called on to) leave Pavis on a mission.

A brief history, we need to know who you are, where you spent your youth and why you joined the Watch.

Finally, you should be happy with your PC, if you want to make a change or add something special - just run it past me and we should be fine!

Issue Equipment

Issue Equipment

- Padded tunic, faded blue.

- Padded hood also faded blue.

- Light bronze helm with short blue crest.

- Cuirboilli breastplate.

- Leather boots.

- Leather gauntlets.

- Cuirboilli bracers.

- Cuirboilli greaves.

- Blue cloak.

- Oil lantern.

- Targe shield.

Also available at the watch house are various lengths of rope, leather buckets, leather hides (for beating out fires), manacles and keys, fire axes, stretchers, winches, pulleys and a few corroded tools. The watch house generally has a few cots available for naps; writing tools for those with the skill, various other equipment that sensibly would be there but these are not available for removal.

This equipment is in addition to the equipment you receive from your parent’s occupation years.

Combat Rules

  • Shortswords, Broadswords, Scimitars, Bastard Swords and Greatswords all do 1d8+1 damage on a thrusting attack, they retain their existing damage for cutting attacks.
  • All spears do 1d8+1 damage.
  • Any Two Handed Weapon uses the next higher Damage Bonus.
  • At Negative Fatigue Points the next lower Damage Bonus is used.
  • Pila (the plural of Pilum) are Javelins that have 15AP, but cannot be used as melee weapons.

Special Attacks: RuneQuest 2 Slashes, Impales, and Crushes can be declared instead of a knockback on a Special Attack roll. Shield or Weapon Special Parry rolls Bind the parried object for 10 Strike Ranks, but the parrying weapon may not be used in that time, nor may the attacker or parrier close or lengthen range in that time.