Before you begin reading this, I want to take a moment to emphasize that you, as players, shouldn’t be worried that the Hardheads will come crashing into the building you just stormed into simply because they happen to use a knock spell to gain access. However, as this is a Urban Adventure, the law should be kept in mind.
That being said, you're PCs and I have little interest in running a hard-hitting legal drama. So, while it's good to have a idea of how things occur in this regard of Sigil life, the chances of all of you actually having to deal with ANY of this are, well, slim.
If your characters are addle-coves, however, and simply storm a Hardhead barracks like a blind slaad, that’s your problem. Just remember: Hardheads scrag first, ask questions later.
LAW & ORDER
Sigil’s a tough burg, and lures more than its fair share of knights of the post, coney-catchers, cross traders and bootpullers. From full blooded fiend to misanthropic halfling, it’s apparent to most canny cutters who live in the Cage that the cross trade is seen as the path to power and influence in the City of Doors – leastwise, the fast path. A dangerous city needs a powerful group of bashers willing to enforce order, and Sigil has a complex system set up to do just that.
The Harmonium: The Thin Line of Pink:
All criminal matters in Sigil begin with an encounter with a Harmonium patrol. Only the Harmonium are given free dispensation to arrest individuals for breaking the laws of Sigil. This is because it’s what the Hardheads care about: maintaining order. Sure, the Hardhead’s definition of Order and the city’s definition of order aren’t always eye to eye, but often enough the Hardheads get the job done right.
A Harmonium agent can arrest anyone for any reason, and take them before a magistrate of the City Court for further judicial proceedings. Of course, if what the agent arrested the berk for isn’t a crime, the berk is set free with an apology and a stern reprimand to the Hardhead. Most Cagers think this a little unfair – after all, the Hardhead’s already arrested and humiliated a sod by charging him with a crime, and now all he gets is a pat on the head and the Hardhead a slap on the wrist? What’s to stop the leatherhead basher from simply arresting someone else on the same trumped up charge?
The answer is, of course,
nothing. Hardheads didn’t earn their nickname for nothing, berk.
‘Course, the type of Hardhead that fails to learn his lesson is a rare breed. Fact is, most of ‘em learn the laws of Sigil by rote – at least, what there is to learn of ‘em – from the moment they entered boot camp. And a basher that gets called out too many times is just causin’ trouble – and the Hardheads don’t like trouble as a rule. Ironically, this same attitude that leads them to dislike trouble leads towards an odd form of corruption. Many Hardheads – those of Lawful Neutral and Lawful Evil persuasion, especially – aren’t too concerned with the rehabilitation of the criminal they scrag. Their concern is simply that a wrong be redressed. As such many canny cutters can slip the Hardheads the blinds by garnishing their palm with gold. All a cutter needs to do is ask if there’s a fine or something he can pay to redress his grievances. If he’s the sort to take a garnish, the patrol sergeant will name a fee, and a wise cutter will pay double that, no questions asked. Better to lose a bit of jink than a few years in the Prison, after all.
The Harmonium patrol constantly, day and night, throughout most of Sigil. They patrol major thoroughfares, and battlecasters do fly-bys of alleyways and smaller side streets looking for trouble makers. The only areas they avoid are the Hive and some of the nastier neighborhoods of the Lower Ward. These areas are effectively no-man’s land, areas controlled by their own local thugs and power groups. While PCs might feel safer acting in these areas, they do so only because the PCs lack the relative safety of legal back up.
After a Hardhead makes an arrest, he takes the sod to the nearest garrison station. Each ward (except, again, the Hive) has at least one garrison station that houses a few hundred Hardheads. These garrisons are smaller fortresses with cells down below for holding the recently arrested or those too drunk and rowdy to let walk the streets. Of course, Hardheads in The Lady’s Ward head directly to the City Barracks, which serves as the garrison for the entire Ward, as it holds over a two thousand active Harmonium troops at any given time.
As soon as it is convenient, the Hardheads transport the arrested to the City Courts for further judicial proceedings. This transport is often in the form of chain gangs, or perhaps transported in a locked wagon pulled by a horse or magic, depending on the distance that must be crossed. Those escorting such a group always equal in number to four patrols, and include a pair of battlecasters to keep things under control.
THE COURTS
Once a body’s to the City Courts, he is taken to the criminal session of the Ward Court, Sigil’s lowest court. There, a magistrate goes through a list of the day’s arrestees, determining from the arrest report whether there was cause to arrest. Cause to arrest requires a minimum of proof that some crime has been committed by the individual brought before the magistrate. If proof cannot be shown – the proof need not be direct, it could be circumstantial – then the sod is freed with no further worry of harassment, cleared of charges. If the magistrate feels there is sufficient proof of the commission of a crime, he has one of two options: fine or jail time.
He Said, She Said... Oftentimes, situations arise where a group of adventurers are pitted against another group before a Hardhead patrol. Hardheads are trained to scrag first and ask questions later, letting the Guvners sort out all of the technicalities. However, a fast talkin’ berk can give the Hardheads the slip by selling them on the hard line. This requires a little silver on the tongue, and some garnish doesn’t help. Whenever a situation arises where two groups are attempting to convince a Harmonium patrol of what happened, each group chooses one speaker to make a
Persuasion or Deception check opposed to the other side’s check. The guards believe the group with the highest check. Both sides may apply advantage or disadvantage if evidence is present, depending on who it favors.
Incarceration or Bail: Bail is often given to those who face only misdemeanor charges, or high ups with obvious ties to Sigil that they are unlikely to upend. Those facing felony charges aren’t likely to receive bail, as they face some hard time. For those without bail, a long, cold wait at the Tower of the Wyrm awaits them at the hands of the Mercykillers.
This period of pretrial detention is something of a wake-up call to the accused. A trial has not yet occurred, and they have been convicted of no crimes, but they stay at one of the most infamous locales in all of Sigil. Nightly, the wails from the nearby prison, as well as the scratching, clawing, and snarling of the Wyrm below, sing their lullabies to the prisoners within. It’s intended as a mild form of punishment from the Mercykillers – in the hopes that those who are guilty would confess to their crime and avoid a long trial for the chance of amnesty or lenience by the Mercykillers.
During this detention, the accused is allowed to hire an advocate on his behalf, and work with the advocate in building his case. If he doesn’t have an advocate, he’s offered a pro bono advocate associated with his faction or the Fraternity of Order. He can’t actually leave the Tower, of course, but the advocate is allowed to bring in evidence and witnesses that might help with the presentation of the case. (Of course, all items and witnesses are screened psychically and magically before being allowed entrance. Obviously dangerous objects – such as weapons – are not allowed in.)
At the predetermined date, the accused and his advocate are expected to make an appearance before a judge and a prosecutor, who works on behalf of the city. The prosecutors are always advocates who are members of the Fraternity of Order assigned specifically to the Criminal Bureau of the City Courts, whose offices are located in one of the towers of the building. Both sides then do their level best to convince the judge that they are correct. Sigil has no codified set of laws. Instead, the Guvners model their trials after the Baatezu common law, with precedential value given to the countless number of decisions that have been borne before in the countless cases that have occurred in Sigil’s history. Every decision has been recorded by Court scribes and clerks and kept in the Law Library of the Guvners. Of course, thousands of years of jurisprudence allow advocated plenty of maneuvering space. The two advocates are allowed to present evidence and arguments in a swinging manner. The prosecution begins by framing its major arguments and its case in chief. The defense then rebuts.
Writs and Warrants: As stated earlier in this guide,
only the Harmonium has the legal right to arrest any wrongdoers. Not even the Mercykillers are allowed to do this job – if a member of the Red Death witnesses a crime being committed before him, he is procedurally required to merely make a mental note of the fact in the hopes that some day the transgressor shall have the weight of justice put upon them. However, special circumstances might arise when an average citizen can have the right to enforce the laws of Sigil.
Two such methods exist. The first is called a writ of execution. A writ is a piece of paper ordered by a magistrate allowing someone to enforce a given law in a given situation, on pain of arrest or forfeiture. For example, a lender might seek a writ of execution as against an obstinate debtor, requiring him to pay his debt or face arrest or worse. Writs of execution are also used to evict people from homes and to enjoin others from participating in an event or activity. Writs of execution are given the full weight of the law, and violators often face a quick trial once arrested.
The second is a warrant, which gives special permission to an individual to break the law under limited circumstances. The warrant authorizes a non-Harmonium citizen to arrest someone, or to search a place and seize contraband without the permission of the owner. Sometimes, Mercykillers will receive special arrest warrants on particularly dangerous or fleeing criminals, automatically authorizing an member of the faction to arrest the outlaw.
In order to obtain either a writ or a warrant, an individual must prepare a written request an file it with the clerk of the court. The magistrate must then review the report and determine whether or not there is cause to issue a writ or warrant. The more specific the request, the easier it is to prove cause – general warrants are frowned upon, as they equate to a carte blanche to break the law. The process after filing takes 1d4 days.
A successful Investigation check DC 15 provides a cutter enough knowledge to bypass some of the bureaucratic red tape, granting him the answer within 1d4+1 hours. A noble can also obtain a writ or warrant within 1d4+1 hours with a Persuasion check, DC 10 (or higher, depending on the circumstances of the warrant or writ) explaining why the framing is wrong or why the case in chief should fail. This is followed by a round of evidence introduction – the prosecution is allowed to enter in a piece of evidence to discuss, and the defense is allowed to argue against the piece of evidence. The defense then gets a chance to put on a rebuttal piece of evidence. Notably, “piece of evidence”, as used here, refers to not only physical objects, but also witnesses and testimonials. Value of authority of the evidence is governed by an arcane and complex number of rules.
At the end of each session before the judge, the two advocates make a Investigation check, adding special modifiers according to the evidence presented (determined by the DM). The advocate who succeeds in two such checks in a row convinces the judge of the righteousness of their side’s cause and wins the case. Advocates of equal skill can go at each other for multiple sessions, as neither side gains the necessary two “wins” in a row.
If the verdict is that of innocent, the accused is once again free to go. His belongings are returned to him at the Tower of the Wyrm, he’s given an apology by the Mercykillers, and reminded to stay to the straight and narrow. Fact is, most Red Death are happy at this point – a court of law has determined this sod’s not in need of justice, and there are plenty of berks who are.
If the verdict is that of guilty, the accused is then sentenced by the judge. The cleverness of the judge will often determine the cleverness of the punishment, as there is no codified set of standards for punishments. Murders, rapes, and thefts of vast sums of property are often given the death penalty. Assaults and threats often see prison time, while thieves are often given over to indentured servitude. Regardless of the nature of the punishment, the criminal is then handed over to the Mercykillers, who ensure the sod receives his just desserts.
Judgments against an accused can be appealed to the High Courts, and then to the Bureau Chief of Appeals, and finally to the factol
himself. Appeals are difficult to win, however, as the High Court will often rely on the Ward judge’s decision on a given case. Remember – the Guvners are all experts on the way the law works, and there has to be a clear showing of favoritism to or against a party or some other major procedural default in order for the Ward judge’s ruling to be ruled improper.
Punishment and Imprisonment: Most forms of punishment end up in some period of imprisonment for the criminal. After the sentence is declared, the Mercykillers take full custody of the berk. (Remember, up until now the Mercykillers have only been minding the sod on behalf of the City Courts in expectation of justice.) Now that the will of justice has been made manifest by the judge’s ruling, the Mercykillers take their turn at ensuring the sod receives his full comeuppance.
The Prison is a grim, joyless building, filled with rows upon rows of cells along the walls of the castle-like structure. Up to 30,000 inmates can be fitted in the prison – though most of the time the prison population fluctuates between 10,000 to 20,000 inmates, depending on how fast the Guvners can try the sods and how fast the Mercykillers can put them to death. Punishment in the prison is severe – while the Courts might have sentenced a berk to six years in the Prison, they were nonspecific as to what exactly that sod would be doing in the prison. Prisoners are daily taken to the underground chambers beneath the Prison known as “the Cellars”. There, the prisoners work, clean, and cook, ensuring the day to day operation of the Prison runs smoothly. In other rooms of the Cellar, rooms called “Sentencing Chambers”, Inquisitors perform various tortures and punishments to prisoners. Prisoners live in constant fear of the Cellars, as they never know if they’ll be called down to mend a pair of pants or have a finger lopped off for shop lifting.
The most severe form of punishment, however, is death. Those sentenced to a public execution are those that have committed a serious crime: murder, rape, treason, or crimes against the city. (A few unlucky sods are scheduled for private execution – these berks are done in somewhere in a secret room in the Cellars.) Public executions are held in Petitioner’s Square, and on those occasions the entire city comes out to celebrate. It’s as close to a city-wide holiday as might come. The spectacle begins as the condemned is led out of the Prison into a tumbrel (a simple, two- wheeled cart) and taken to the place of execution. All along the way the crowds jeer at the prisoners, pelt them with stones and offal and mock their crimes (and their stupidity for getting caught.) Once the prisoners have been carted into the Square, the road out of town takes one of three main forms: by the noose, by the sword, or by the Wyrm.
Before the criminals are brought before the gallows or the block, they are always allowed a short speech, either to repent their crimes or to brag of them, or to curse their accusers or their executioner (ensuring a painful, lingering end.) Provided the condemned’s speeches are entertaining and relatively short, the crowd is generally indulgent at this point. The festive atmosphere is highlighted by the sales of meat pies and cheaply printed “life stories” of the accused (many of which are simply cobbled together from previous executions’ unsold pamplets.)
Death on the gallows has a hundred names: The Leafless Tree, the Rope, the Last Dance... by and large, hanging is reserved for deserters, embezzlers, murderers, and escaped slaves. The noose is considered both quick and quite entertaining, for unless the neck snaps immediately the victim always struggles. ‘Course, the prisoner’s expected to offer a garnish to the hangman to ensure a properly set rope: setting the knot at the side of the neck ensures a quick break.
Execution by the blade is generally reserved for nobles and powerful faction members – high-ups guilty of crimes such as seeking to close a portal to the Outlands, failing to provide taxes to the city treasury, libeling the Lady, or such like. The executioner’s swords are especially suited for the task: a pair of vorpal blades called Scythe and Raven. Endless debate rages among the Mercykillers as to which of the two cuts cleaner. Both are engraved with the same motto: “Justice reigns.”
Death by the Wyrm is an extremely rare, lingering, spectacular demise. The occasion is almost always declared a public holiday, so that the entire town can turn out to watch. The roar of the Wyrm, the terror of the victim (usually bound to a post, blindfolded if the executioner is given a bit of garnish), the impassiveness of the Guvners – all these things make for a spectacle few Cagers want to miss. Enormous crowds turn out, and brawls over seats can turn into small riots. Since only traitors to the city (those who betray the trust placed in them, such as those who slay dabus, those who reveal secret gates, or those who charge tolls and tariffs on the Lady’s portals) are sentenced to death by the Wyrm, the square is rarely treated to this show.
As with any entertainment, the crowds demand satisfaction from the executioners rather quickly, and so after the petitioner’s speeches, the whole matter is usually settled in 15 minutes or less. The law demands that the sentence be carried out promptly; for death by the blade, if an executioner fails to put the deader in the book after three tries, the criminal is pardoned and set free. Most prisoners don’t get this sort of pardon.
The bodies are put on displace on the square after the show. Most are simply put on pikes, but a few of the worst offenders are always displayed in iron cages, where the city’s ravens peck at them until nothing is left.