Dastrux City Gazetteer 6: Laws of the City

Citizenship

The Dastrux Empire’s citizenship laws are multilevel and varied, but three main tiers are relevant to city living.

Those who enter the city without a certificate of citizenship (for long military service or a thousand other obscure precedents), burgherdom (for being born or becoming a resident of another city,) or official feudal rank are common subjects of the crown, called “nonresidents” by city law.

Dastrux City, along with the Free Cities that have not frittered the privilege away, operates on the principle of stadtluft macht frei, “city air makes [one] free”: that is, after living in the city for a year and a day, a commoner is free of all obligations to former landlords or employers. This enables the transition from a nonresident to a burgher, a distinction important for other laws. A freeman who obtains an address in the city immediately becomes a burgher. A burgher enjoys most of the privileges of city life.

A burgher who is also a citizen can buy property in the city, participate in elections, and send his children to public school.

Crime

Murder is illegal. Vigilantism is widely tolerated as self-defense, due the the Empire’s adventuring heritage; an eye for an eye is acceptable, but dramatic escalation is not. Duels are considered civil wrongful death rather than murder, and whether the family presses charges is largely political. Brawling and other violent crimes are punishable by fines, or by branding if permanent injury was caused.

Theft and robbery are illegal, as are smuggling and the receipt of stolen goods. The lawful recovery of stolen goods operates on a finders-keepers principle, though any item with a clear marker of ownership must be returned.

The City Government jealously guards its jurisdiction from Imperial law, and handles all crimes except those against the Crown. Most cases are decided by judges, who must be nobles; the city curates a list of impartial and knowledgeable candidates. More serious cases are decided by a jury of citizens.

The city has a prison, but this is primarily for criminals who would otherwise be executed but have political protections. Most convicts are put to work, usually in municipal work gangs or the legions; serious offenders are imprisoned in a handful of mines owned by the Crown. Mutilations for violent or “grand” crimes, or repeat offenders, usually take the form of a brand on the cheek, administered publicly. Executions range from public by noose or axe to private by sword or poison, depending on social rank and the need to assure the public.

Curfews

The gates to the city open an hour before dawn and close at 11:00PM in the darker months and midnight in the lighter months. A sally port may be opened at any time, at the discretion of the Constable of the Watch.

It is unlawful in any season for ships to approach dock between midnight and 4:00AM. Only an order from the Riverwatch can grant an exemption.

Loose animals may only be driven into the city before dawn or after dusk, on penalty of forfeiture.

It is punishable by fine to cast any spell within city limits during the witching hour (12:00-1:00 AM) except for those holding a permit issued by the Guarantor of the University. Magic items are not subject to this restriction.

Permits

All spellcasters entering the city must pass a written exam at the University or a location with a University proctor. The exam covers basic safety practices when handling spirits and the ordinances regarding spellcasting within the city. Notably, this is not a requirement for casting spells, but simply for moving about the city; even spells stored away can be dangerous. The exam can be sat and permit received in a single day. The permit must be renewed yearly; if this is done for ten consecutive years, a permanent version is issued.

Dangerous animals (at the discretion of the constable or harbormaster) must have a registered handler who will be held responsible for their actions. They may also be required to wear a muzzle or claw sheath.

Nonresidents carrying weapons into the city must make a deposit from $5 to $100, depending on how heavily armed they are. Optionally, weapons may be tied into their cases and sealed with wax. This allows the weapon to avoid suspicion and acts as a mild deterrent to drawing it in anger: it costs $2 for a weapon to be thus peace-bonded. Forgery of a peace bond is punished severely, as it is considered a crime against the peace of the city rather than simple fraud.