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cerea2:players:vesper_law_enforcement

Guide to enforcement of peace in Vesper

Preface

Vesper has traditionally been a small village with only a sheriff and simple rules.

The wars at end of the era and the influx of refugees has forced a reevaluation of the situation.

Thus those members of the volunteer force defending Vesper who wished to stay, were formed into vesper Militia.

The militia has two major roles:

-It is the defensive force of Vesper against incursions by hostiles.

-It keeps the peace in town, helping the sheriff.

Structure

The force is led by the sheriff of vesper, but the day to day leadership is handled by captains.

The militia is divided into three platoons of approximately equal size, each led by a lieutenant. Current size of each platoon is about 20 troops.

There is also the land guard of retired members of the militia and part time volunteers. They can muster two platoons of less trained people if there is a need.

Each platoon is divided into 4 squads, lead by a sergeant.

The militia has two major bases, one being located in the townhall, the other the fortress at bandit pass.

Two of the platoons are normally at the fortress to protect against the unlife and one is in town.

The platoon taking turn in town is normally called “the guard” and the two in pass “the militia”

Laws and customs

There is no written law in Vesper, the village council decides on actual rules when needed for public safety.

The Guardsmen are encouraged to use their judgment in all situations.

All kinds of antisocial activities are frowned upon. The guardsman at location is encouraged to find productive solutions to any problems.

Past cases

While there are no actual laws or such, certain activities have solutions that have worked well in past and can thus serve as guidelines to use as start in finding what to do.

Typical cases and typical actions:

Monsters in town: Call any adventurer types around to repel them. usually they do not need to reward, but if you have to offer as little as possible.

Some force threatening town from some direction: as above for monsters in town, though for things like this one needs to offer a reward more often.

Unlife at pass: destroy

Someone attacking people in town: Determine cause:

Someone drunk and brawling with other drunks: try to see that they do not get their hands on weapons. Things like this are usually best resolved by letting them fight it out unless it escalates and in that case they should be tossed in jail until they sober up.

Someone attacking for no apparent reason: Toss in jail until they calm down and pay restitution for whatever damage they caused.

Someone stealing: Toss in jail until they pay restitution for whatever damage they caused.

Repeated stealing or attacking people for no reason: toss out of town.

Someone owing money and not paying: Toss in jail until they pay.

Someone not paying even when in jail for a while: put them in labor to repair and build pass fortifications. Having to carry stones tends to get people to pay soon.

Dead or wounded people around: If in town, take to Storm temple. At pass take to Crog temple.

Other antisocial behavior: warn, if they do not stop toss in jail.

Use of force

In general one should try to avoid force against people in town, but use of enough force is recommended whenever force is needed. People tend to remember better their lessons when their heads hurt from being knocked out.

Against unlife one should use maximum available force.

Use of force against other types of things is mostly best done by contracting it out to any nearby adventurers.

Uniform

The militia has a uniform because that way people will know them. So it is recommended that you use it whenever on official duty.

cerea2/players/vesper_law_enforcement.txt · Last modified: 2015/05/03 12:29 by 127.0.0.1