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.