Fun things to do with in legal court

Discussion on game mastering Fading Suns. May contain spoilers; caution is recommended!
Danos
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Re: Fun things to do with in legal court

Postby Danos » Wed Jan 11, 2012 6:18 pm

Depends on the Court. Nobles preside over courts. The original purpose of having nobles was a combination of military service and adjudicating disputes and keeping the peace. So is the accused in a regular, noble court? The judge will be the noble who rules the fief where the charge was brought. The court of appeals will be the presiding noble's liege lord. The highest court of appeal will be the head of the house. Is the accused in a church court? They use less of a courtroom model and more of a French model - the accused is supposed to cooperate with the tribunal to find the truth. Bringing a defense or legal counsel to a church court is tantamount to an admission of guilt. Is the accused in an Imperial court? The judge will be a noble appointed by Alexius or a previous regent. Is the accused in a League court? This uses the closest to our model of courts in the USA, but the judge will be a Reeve, and while the judge will pretend to be a neutral arbiter of the law, if the accused owes the Reeves money or has antagonized the Reeves, it will affect the outcome.

Calvin
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Re: Fun things to do with in legal court

Postby Calvin » Wed Jan 11, 2012 10:55 pm

There are several laws in the KW. One of the older modules described how different courts worked, who had authority over which segments of the population and what kinds of cases they'd try.

Most land in the KW are noble fiefs, and as such local law is set by the ruling noble, along the usual feudal lines. Disputes and crimes between serfs and commoners are in the jurisdiction of magistrates appointed by the noble ruler. These procedings can vary, and are usually a mix between old Republican civil legislation no one bothered to replace, local customs and whatever the ruling noble wills.

Churchmen can be tried under canon law, in special courts. Any crimes related to spiritual and religious unorthodoxy are also tried here. They are presided over by high-ranking members of the local Holy See and their appointed agents. Authority follows the Church hierarchy. The Church is one of the more centralised powers, but communications still leaves a lot of power in the hands of the local bishops.

The highest legal authority for the nobility is the Emperor. Technically, you could appeal to the Emperor but his has remained untested. Disputes between nobles can be mediated by the regency court. Enforcement is another matter. There is also a strong filter in place on which issues are heard.

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Angelman
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Re: Fun things to do with in legal court

Postby Angelman » Thu Jan 12, 2012 5:18 am

I'm in a bit of a rush right now and will respond properly later. Let me just "leak" that leagal matters (different courts and such) will be well defined in the GM book ;)
Writer, editor, & developer for:
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Sir Marco
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Re: Fun things to do with in legal court

Postby Sir Marco » Thu Jan 12, 2012 11:02 am

There are some legal notes in the back of Merchants of the Jumpwebs.

Also remember, Questing Knights are immune to prosecution by most courts. They are help accountable only by the Emperor and the Questing Knights.

Calvin
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Re: Fun things to do with in legal court

Postby Calvin » Thu Jan 12, 2012 8:07 pm

Quick question: How common is diplomatic immunity in the KW? Priests already insist on it in effect by having their own clerical courts, but what about noble and guild ambassadors?

Danos
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Re: Fun things to do with in legal court

Postby Danos » Fri Jan 13, 2012 9:35 pm

Yeah, Fading Suns uses more of the Roman model of diplomacy, where the diplomat is a guest and a hostage.


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