Hey @ChrisPerkinsDnD! How would you describe the laws and justice system of Ten Towns? How do they handle criminals?
Thank you for such a cool new adventure! (No pun intended)
— Dark Galaxies Gaming (@DarkGalaxiesDM) September 21, 2020
2)@danzimmerman19 1)
Most justice in Ten Towns is rooted in “eye for an eye” brutal simplicity, but tempered this last century by “Make a convicted do useful work to benefit the community” (useful often being “dangerous” or “painful,” like working in freezing water on dock footings. hath the right of it, though: varies from community to community, and interested citizens often get involved in trials. Violent criminals and murderers are often "given to Auril" by being forced out on their own (exiled) into the snow, sometimes…#Realmslore— Ed Greenwood (@TheEdVerse) September 23, 2020
3)
…stripped of everything (weapons, tools, clothing) to perish in the cold. (Arson is considered a “violent” crime.) Mere thieves and swindlers must usually make restitution to their victims…or else. 4)
This is the sort of thing that usually doesn't make it into a published adventure because leaving things vague allows a DM maximum freedom to roleplay trials and tailor things to a campaign, especially when PCs are involved.#Realmslore— Ed Greenwood (@TheEdVerse) September 23, 2020
A pleasure!
Thank you so much! I feel like Chult, Waterdeep, and Baulders Gate adventures all seemed to break down the laws of each place fairly well. I assumed it was probably very Wild West for this one, but really was curious as to the established lore.We really appreciate the insight! One DM trick: you can sway local rural justice anywhere in the Realms by having "now" be in the recent aftermath of a decision that stirred/upset the community. Causing them to lean in one direction or another.#Realmslore
— Ed Greenwood (@TheEdVerse) September 23, 2020