The
law enforcement officers in Dyvers are relative reliable and everpresent. Keeping public
order and preventing crime and punishing criminals are important to the citys
leadership, although care is taken not to meddle into other peoples affairs too much.
Overly oppressive law enforcement might stifle trade and dry up the main source of
revenues. The order is kept by the Dyverian Guard Patrol, the Dyverian Night Watch, the
Gatewatch, the Armed Intervention Patrol of Dyvers and the Dyvers Security Team. Each has
its own place in keeping the city orderly and its citizens law-abiding.
The Dyverian Guard Patrol
During daylight, Dyverian Guard Patrols (DGPs) police Dyvers. These patrols consist
of four guards and one sergeant. They are dressed in the colors of the city and the
sergeant wears a large brass brooch to display his rank. A total of 25% of these patrols
are mounted. The DGP's exist to enforce the law, keep public order and assist the
citizens. A fair number of them are always patrolling the streets, and each of Dyvers'
wall-towers has a DGP permanently stationed there. The DGP's usually try to avoid any
combat if at all possible, and if threatened will blow a small copper whistle, which each
DGP member wears, to alert nearby patrols to assist them. Their statistics are as follows:
Sergeant : AC 5 (Chainmail); HD Ftr 3; Hp 18; #AT 1;
Dam 1d8+1 (Longsword/Str); THAC0 18 |
Guard : AC 5 (Chainmail); HD Ftr 1; Hp 6; #AT 1; Dam
1d8 (Longsword); THAC0 20 |
Light Warhorse : AC 7; HD 2; Hp 10; #AT 3; Dam
1d4/1d4/1d3; THAC0 19 |
A description of a typical patrol:
"Five men approach, each dressed in shiny chain mail with bright yellow surcoats
with a black tri-towered castle upon it. Their black cloaks do little to conceal their
longswords, casually scabbarded to their sides. One of the men has fastened his cloak with
a large brass brooch. "
The Dyverian Night Watch
This is the nighttime equivalent of the DGP. It is upgraded in strength because the night
seems to invite more unlawful activities. The patrol consists of ten guards, one sergeant
and one lieutenant. About 25% of the patrols have four wardogs with them. Their statistics
are as follows :
Lieutenant : AC 5 (Chainmail); HD Ftr 4; Hp 28; #AT
1; Dam 1d8+1 (Longsword/Str); THAC0 17 |
Sergeant : AC 5 (Chainmail); HD Ftr 3; Hp 18; #AT 1;
Dam 1d8+1 (Longsword/Str); THAC0 18 |
Guard : AC 5 (Chainmail); HD Ftr 1; Hp 6; #AT 1; Dam
1d8 (Longsword); THAC0 20 |
Wardog : AC 6; HD 2+2; Hp 14; #AT 1; Dam 2d4; THAC0
19 |
A description of a typical patrol:
"Twelve men approach, each dressed in dark chain mail, wearing drab yellow
surcoats with a tri-towered castle and gray diagonal stripes. Their black cloaks envelop
them, making them no easy target for a sniper. Their longswords are carefully scabbarded,
and they move with stealth. Two men wear distinguishing brooches to fasten their cloaks,
one of silver and one of brass."
The Gatewatch
Each of the gates has, in addition to the DGPs
stationed in the gate towers, ten guards, four customs officials, two sergeants and one
lieutenant. Theirs statistics are as follows :
Lieutenant : AC 5 (Chainmail); HD Ftr 4; Hp 28; #AT
1; Dam 1d8+1 (Longsword/Str); THAC0 17 |
Sergeant : AC 5 (Chainmail); HD Ftr 3; Hp 18; #AT 1;
Dam 1d8+1 (Longsword/Str); THAC0 18 |
Guard : AC 5 (Chainmail); HD Ftr 1; Hp 6; #AT 1; Dam
1d8/1d10 (Longsword or Halberd); THAC0 20 |
Customs Official : AC 8 (Leather); HD Ftr 1; Hp 5;
#AT 1; Dam 1d6 (Shortsword); THAC0 20 |
A description of a typical gatewatch:
"As you approach the gate you see a group of men talking to other travelers and
making notes. Most of the men have bright yellow surcoats above their shiny chainmail, and
carry the device of Dyvers, the tri-towered castle upon their chests. Casually at their
hip they seem to carry scabbarded longswords, and they rest upon a wickedly pointed
halberd. Four of them however, have diagonal blue and yellow stripes on their surcoats
with lots of brass buttons, and wear no chainmail. They only wear a small sword at their
side, and seem to hold paper and a quill."
The Armed Intervention Patrol of Dyvers
The Armed Intervention patrol is sent if there need of powerful assistance to aid the
normal guards if they are overmatched. They operate as a team, and will try to lay low any
offenders as quickly and efficiently as possible. There are a total of 20 men in the
patrol, one captain, one lieutenant, two sergeants, two priests, two mages and twelve
veteran guards. Dyvers has two of these teams. Powerful adventures and other citizens of
renown are often asked to assist these patrols, even if only on an ad-hoc basis, so these
talented individuals can augment patrol strength. Their statistics of a basic patrol are
as follows :
Captain : AC 2 (Plate Mail+Shield); HD Ftr 6; Hp 45;
#AT 3/2; Dam 1d8+4 (Longsword+1/Str/Spc); THAC0 13 |
Lieutenant : AC 4 (Chainmail+Shield); HD Ftr 4; Hp
28; #AT 1; Dam 1d8+1 (Longsword/Str); THAC0 17 |
Sergeant : AC 4 (Chainmail+Shield); HD Ftr 3; Hp 18;
#AT 1 or ½; Dam 1d8+1/1d4+1 (Longsword/Str or Heavy Crossbow); THAC0 18 |
Veteran Guard : AC 4 (Chainmail+Shield); HD Ftr 2;
Hp 12; #AT 1 or ½; Dam 1d8/1d4+1 (Longsword or Heavy Crossbow); THAC0 19 |
Priests : AC 5 (Chainmail); HD Pr 4; Hp 16; #AT 1;
Dam 1d6+2 (Mace+1); SA Spells; SD Spells (Potion of Healing); THAC0 17 |
Mages : AC 10 (Robe); HD Mage 4; Hp 9; #AT 1; Dam
1d4 (Dagger); SA Spells (Wand of Magic Missiles/Beads of Force); SD Spells (Wand
of Magic Detection) |
Dyverian Security Team
The purpose of the Dyverian security teams is to guard the safety of Dyverian officials,
investigate reported crimes and pursue criminals. A complete team exists of one
lieutenant-inspector and 8 security officers that act as assistants. As with the AID,
talented individuals may be added to a team to assist in the hunt for specific criminals.
The statistics for a typical team are as follows:
Lieutenant-Inspector : AC 2 (Plate Mail+Shield); HD
Ftr 4; Hp 28; #AT 1; Dam 1d8+1 (Longsword/Str); THAC0 17 |
Security Officer : AC 4; (Chainmail+Shield); HD Ftr
2; Hp 12; #AT 1 ; Dam 1d8 (Longsword) 1d4 (Light Crossbow); THAC0 19 |
A description of a typical team:
"A group of stern looking men approaches, most of them dressed in chain mail and
having a black surcoat with a yellow tri-towered castle upon it. One of them wears plate
mail instead of chain and has a golden castle instead of a yellow one upon his chest, and
has gold braid dangling over his shoulders, his black voluminous cloak is fastened with a
golden brooch."
Crime and Justice
Dyvers possesses its own system of case laws. This
system is partially based on the original Tome of Transgressions laid down by the Aerdi
and adapted by Furyondy when Dyvers was still a part of that country, with some further
additions adapted from trade laws conceived by the Aerdi House of Darmen. The system is
laid down in down in a hefty volume titled The Laws and Rulings of Dyvers. The Laws form
the basis of the system, while the Rulings are ever-changing, often amended lot, trying to
keep pace with shifts in politics, trade customs, new technology and new products. Some
common laws are summed up below:
Case Laws
Spell Casting in Public Areas |
Punishment: 10 gp. fine or 5 days
jail/hard labor |
Using Magical Items/Effects in Public
Areas |
Punishment: 8 gp. fine or 4 days
jail/hard labor |
Smuggling |
Punishment: 50 gp. fine or 2 months in
jail/hard labor, confiscation of goods |
Blade Drawing |
Punishment: 5 gp. fine or 5 days
jail/hard labor |
Unrespectfullness to Dyvers' good name
or her city officials |
Punishment: 1-20 gp. fine or 1-6 days
jail/hard labor, depending on the seriousness of the offense |
Murder |
Punishment: 2-8 years jail/hard labor
with first offense, death with second offense |
Obstructing Traffic |
Punishment: 1 sp. fine or one day in
jail |
Selling Improper Goods |
Punishment: 5 sp. fine or 2 days in
jail and confiscation of improper goods |
Permit Fraud |
Punishment: 25 gp. + permit value or 1
month in jail/hard labor |
Brawling |
Punishment: 1 day in jail and a 5 cp.
fine or another day in jail |
Resisting an Officer of the Law |
Punishment: 1 day in jail, plus a fine
of 5 sp. to 50 sp. depending on the seriousness of the offense. For each sp. of the fine
that cannot be paid, 1 day in jail/hard labor is substituted. |
Obstructing Justice |
Punishment: a fine of 1 gp. to 100 gp.
or 1 day to 2 months in jail/hard labor depending on the seriousness of the offense. |
Tax Fraud |
Punishment: a fine equal to the
taxation in addition to the real taxes, or 1 day in jail or hard labor for each sp. the
fraudeur cannot pay. |
Kidnapping |
Punishment: 20 days to 5 years of
jail/hard labor depending on the seriousness of the offense |
Treason |
Punishment: Confiscation of all
possessions by the city and banishment or death/20 years of jail/hard labor, depending on
the seriousness of the offense. |
Election Fraud |
Punishment: a fine of 50 gp. or 1 month
of jail/hard labor |
Intrusion of Privacy |
Punishment: a fine of 5 sp. or 2 days
of jail |
Arson |
Punishment: a fine of 500 gp. or 2
years of jail/hard labor |
Burglary |
Punishment: a fine of 10 gp. or 14 days
of jail/hard labor |
Theft |
Punishment: a fine of 1500 gp. or 2
years of jail/hard labor |
Petty Theft |
Punishment: a fine of 5 gp. or 14 days
of jail/hard labor |
Destruction of Property |
Punishment: a fine of 1 gp. to 25 gp.
or 2 to 20 days of jail/hard labor |
Rape |
Punishment: 2 to 36 months of jail/hard
labor, depending on the seriousness of the offense |
Assault |
Punishment : a fine of 10 to 150 gp. or
7 days to 4 years of jail/hard labor, depending on the seriousness of the offense |
Unlawful Entry |
Punishment: a fine of 25 gp. and 5 days
to 3 months of jail/hard labor depending on the previous crime |
Disturbing the Peace |
Punishment: a fine of 1 sp. to 1 gp. or
1 to 5 days in jail/hard labor, depending on the seriousness of the offense |
Taking Bribes |
Punishment: a fine ranging from 1 to 50
gp. and/or 1 week to 4 months in detention and/or termination/demotion of position by the
city, depending on the seriousness of the offense. |
Explanation of Crimes
Treason: Attacks on the Magister and the High
Officials, collaborating to overthrow the current government in an illegal manner,
actively aiding an enemy of the city.
Smuggling: Carrying goods into or out of the city, which are illegal and/or require
permits. For example: magical items, more than 5 weapons, volatile goods, intoxicating
goods, livestock, stolen wares.
Arson: Burning any property out of maliciousness or carelessness
Theft: Any theft having a value of 50 gp. or more
Petty Theft: Pickpocketing, thefts of less than 50 gp.
Burglary: Breaking into another residence without permission
Blade Drawing: Drawing a blade longer than 4 inches in public areas
Unlawful Entry: Appearing within the city's walls after being convicted of a crime
and not possessing citizenship.
Most laws are primarily conceived of as deterrents to
unlawful behavior. Punishment is often in the form of fines and hard labor, so that the
city can reap maximum benefit from a punishment. Fines are usually the primary form of
punishment, with hard labor substituted if the criminal cannot pay, and jail time if the
criminal is unfit to perform hard labor. Repeated offenders are dealt with harshly,
however, see the note on recidivism below. Some laws are pretty broad (such as Obstructing
Justice) and can be applied in many circumstances. Misuse of these laws does occur, but
only rarely. Sentences for those people that are part of the citys law enforcement
system are twice the normal amount. This serves as a further deterrent those people to
commit crimes, and bolsters the peoples confidence in the system.
Arrest and Conviction
Every guard who is at least a sergeant can arrest
people, accuse them and convict them of certain crimes. They can also determine the
appropriate punishment. Sentencing by sergeants will occur after being brought to the
Justice Courts, where the administrative matters and the execution of the sentence will be
handled. Anyone can go into appeal against a conviction by a city guard or official and
demand a hearing. This hearing will usually be held within a week, depending on the type
of case (collecting evidence etc.). If a suspect is convicted after a hearing, double the
punishment will be exacted. After a failed appeal only a letter of grace from the magister
can abolish someones crimes or at least grant a hearing by the High Council if a
suspect hasnt had one yet. Would be appellants and other criminals must consider
that although the jails in Dyvers are reasonable (little infectious diseases and only some
rats) the labor-intensive (even bureaucratic) administrative system may cause some people
to spent much more time in jail than was originally intended, or may experience some
trouble in having their possession relocated and returned. One such story goes of a
drunkard put in jail for just the evening that spent a whole four weeks in jail, despite
protests of his family, because his admittance papers were misplaced. He was taken care of
excellently however, and only had a months worth of beard-grow to show for it.
Recidivism
Recidivism within 2 months of release from jail/paying
of the fine doubles the next punishment, unless something else is specifically noted with
the crime. This is cumulative with each conviction.
Lashings and other Punishment
Lashings can also be demanded if one is convicted by a
court of law, if it serves the purpose of the court. This is only possible if a suspect is
sentenced to more than 7 days of jail/hard labor. Other alternative forms of punishment,
such as public humiliation, may also be included, if a person is convicted by a court of
law instead of an officer of the guard.
Combination of Crimes
Punishments are added together. For example, obstructing
the road, then resisting an officer of the law trying to arrest you
while drawing a blade.
Grounds for Justification
If grounds exist to soften or nullify a sentence, for
example, self-defense in an assault case, the convicting officer can allow this if this is
apparent. If not, a hearing must be called by the arrested individual.
The Courts
Important cases are heard by the High Council of Dyvers,
sometimes presided by the Magister himself. Other cases are delegated to the four High
Courts of Justice of Dyvers, who consist of three judges and a number of scribes and
assistants. In these courts the word of an official goes before the word of another.
Priestly detect lie assistance can be ordered, for a base fee of 120 gp. per hearing.
Barristers are also available, their fee depending on their expertise and fame. Suspects
can defend themselves individually or be defended by others, whatever they desire. It is
common practice for suspects to bring a throng of character witnesses to the
courts in these cases.
Citizenship
Some laws and taxes depend on whether a person is a
citizen of Dyvers. Anybody can apply for the privilige of citizenship. The regular
conditions for citizenship is possessing an adress in the city, having stayed in the city
for at least 3 months consecutively, and having three other citizens vouch for you. If the
above conditions are met, a document proclaiming citizenship is issued, for a fee of 1 gp.
The requirements above can be bypassed if the applicant is willing to pay a sum of 25 gp.
immediately.
Permits have to be renewed on a yearly basis. Permits are not renewed if there is no
record of tax payment. Non-citizens who commit crimes are usually forbidden to enter the
city again on risk of punishment (Unlawful Entry) when they have completed their sentence.
Anybody receiving a sentence of 1 year or more of jail-time (or hard labor) will have his
or her citizenship revoked (and is thus effectively banished). |