Further Rules – Punishment & Burial

Jail – Those who have committed crimes will be arrested and brought back to jail by the Militia or Bounty Hunters. This, they stay in for 10 minutes until given their trial time, after which, they are escorted out of the back to their encampment by a Monk. The jailed outlaw must return, 20 minutes before trial, and then escorted, under armed guard, to court. Rescues can be planned for these times.

Bounty Hunters – must register at the Treasury and collect a bandanna which they should wear on their or arm, across the lower part of their faces (not on the head) or wave immediately they have to draw weapons to affect an arrest or a kill. They do not have to wear these at any other time as outlaws do not take kindly to Bounty Hunters – unless working for their own group’s interests.
Any Bounty Hunter seen to be using these bandannas to commit crimes will be shot.

Trials – will be at 12.15pm and at 3.15pm every day and will be quick affairs – a guilty verdict almost guaranteed, provided a witness can identify the prisoner “in-the-dock” as the perpetrator of the crime.
Witnesses – Public, Participant, Trader or Arresting Militia – all can be shot (except the public), and all could possibly be bribed – attempting to bribe is punishable with the loss of an eye.
Jury – A jury is made up of 2 outlaws from each encampment (volunteers asked for when paying Kinship Tax) and will chorus “Guilty” or “Not Guilty” at the appropriate times. They may be bribed at any time and shot to delay proceedings, whilst their replacements are being sort.
Judge, Prosecutor, and any Defence – The Judge and Prosecutor cannot be bribed, or killed, and most of the time any defence will be derided and not taken too seriously – he is a “hanging judge”.
The Judge and Prosecutor can be shot, and whilst this will delay proceedings, they will always survive.

The Stocks – for robbery or extortion with sheathed or holstered weapons
After trial, those found guilty will be taken directly to the stocks (or held in jail depending on numbers) to spend ½ an hour there being pelted with water soaked sponge based missiles. Public and participants can buy these, for coin, at individual outlaw controlled stalls competing in the marketplace.

The Cutting off of a Hand – for robbery with drawn weapons, or picking Mortrooms.
Prisoners will be marched, under armed guard, from the jail to the back of The Surgery at 12.45 and 3.45pm every day. Those not wanting to act will have their hooks given them out-back. Those who wish to perform will be brought around, struggling, to the chopping block at the side, in full view of the public. The participant will wear a false arm, and will be required to ham-it-up whilst their hand is hacked away from a spurting stump with the raw meat & blood, at the end, sizzling as a red-hot iron is applied. Because the hand is removed, with the stump sealed, Mortalis will not restore the limb.

Execution by Firing Squad – for causing injury, death and supplying Mortalis
Those for execution will be brought, under armed guard to “The Wall” at 1.00pm and 4.00pm every day. Simpler to stage than a hanging, we are looking for good deaths and some cowardly behaviour from those wishing to indulge their acting abilities. This is probably the best time for an outlaw group to stage a rescue of their “Most Wanted” compatriots, and increase their value at the same time.
After the firing Squad has left, leaving a guard detail, monks will administer to the executed. They will draw a bead from their bead bags for each of the shot outlaws. If they draw 1 of the 2 red (Severely Injured) beads – a 20% chance – they will call the guards over to drag away those not quite yet dead.
If 5 minutes have not yet elapsed, from the time of shooting, and other outlaws are able to overpower these guards, Mortalis can be given to fully revive valued group members.
If no revivals are attempted in that 5 minutes, the sergeant of guard will shoot all those not quite dead.

Funerals & Gravestones
Bodies must be interred within 3 hours but can be allowed to amass for a group burial. The Monastery (Game Control) will track outlaw deaths and deliver the amount of gravestones required to mark the place of burial. Half the outlaws in the encampment are required to attend, in all their finery, carrying the gravestone in procession to the graveyard where a short speech will be made, followed by a toast.
Deaths are not good for the Outlaw Group: -
. . . as they cost group coinage for gravestones – 5coin each,
. . . and with half the group away, their encampment is vulnerable to attack.

Mortrooms will grow on the graves first nightfall – these are highly valued as they are used to make Mortalis which can prevent amputations & death – the graveyard will be guarded by Militia at night.

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