The King's Law

Karameikos derives its law from Thyatian models, dividing crimes into different classes. The judge ruling over the case has a choice of punishments, according to the class of the law involved. The classes of crime in Karameikos are:   Class 1: Unarmed Assault (including fists or verbal threats). Theft, Fraud, or Tax Evasion of 10 gp value or less.   Class 2: Lesser Armed Assault (use of impromptu weapons, such as brawling), Theft, Fraud, or Tax Evasion of 11 to 100 gp value.   Class 3: Flight (escape from the authorities), Slander and False Accusation, Theft, Fraud, or Tax Evasion of 101 to 1,000 gp value.   Class 4: Greater Armed Assault (use of deadly weapons or magic), Endangerment (exposing another to danger through words or action, including inciting a mob or riot). Accidental Murder, Theft, Fraud, or Tax Evasion of 1,001 to 10,000 gp value.   Class 5: Spontaneous Attempted Murder, Theft, Fraud, or Tax Evasion of 10,001 or greater gp value.   Class 6: Deliberate Attempted Murder, Spontaneous (successful) Murder, Mutiny in peacetime.   Class 7: Deliberate Murder, Treason, Mutiny in Wartime.   Other crimes may be fitted into this framework as circumstance decrees - this is only a partial listing. In addition, many local communities have laws that apply within these communities.  

Punishments

Punishment for the various crimes are:   Class 1: Fine of 1d6 gp OR one day in jail OR both.   Class 2: Fine of 10 x 1d6 gp OR 1d6 weeks in jail OR both.   Class 3: Fine of 100 x 1d6 gp OR 1d6 months in jail OR both.   Class 4: Fine of 1,000 x 1d6 gp OR one year in jail OR both.   Class 5: Fine of 5,000 x 1d6 gp OR 1d6 years in jail OR both.   Class 6: Fine of 10,000 x 1d6 gp OR 5 x 1d6 years in jail OR both OR death.   Class 7: Death.

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