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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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© Copyright 2007
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