Atlantis has three entirely different sets of laws:
Modern Civil Law
Old Civil Law
Imperial Law
These are discussed in more detail later.
As far as anyone can tell, the wizards of the Institutes rule Atlantis (for a more detailed discussion of who rules Atlantis, click here). They make the laws, and the laws they make are those which suit academic wizards. That is the main reason why Atlantis is so non-violent. Academic wizards do not approve of violence.
However, neither the written laws of Atlantis nor social customs have quite caught up with reality. Some people behave as if they were living in a feudal city run by the aristocracy. Others behave as if they were living in a capitalist-style commercial society. As long as they get on with their lives in a non-violent manner, they can believe whatever they like. The wizards do not bother them.
Suspected illegal activities must be reported to the wizards. They will deal with matters. They do deal with matters, quickly, effectively and ruthlessly.
The wizards are not interested in civil disputes where no law has been broken. If both disputants are members of the same Temple, Learned Society or Club, the socially-acceptable way of resolving civil disputes is by referring them to the ruling body of that organisation.
Traditionally, aristocrats have the right to adjudicate disputes relating to land they own. Although there is nothing in any written law giving them this right, the wizards are happy to allow them to continue to do it. Firstly, it saves the wizards the bother. Secondly, it is one of the few remaining perks of being an aristocrat, and it would be politically inappropriate for the wizards to take it away.
Civil disputes not related to land, or related to land owned by rich merchants rather than aristocrats, between people who are not members of any common organisation, generally do not get resolved. Everyone agrees that this is unsatisfactory. Even the wizards agree that this is unsatisfactory, but they do nothing about it.
Since the various sets of laws are different, it is quite important to know which one applies where.
Atlantean Imperial Law applies in the Imperial Palace, in Atlantean embassies abroad, and on board any Atlantean naval vessel. It also applies to any business dealings involving trade with people outside the Atlantean Empire, and to any transactions related to land held by Imperial Charter (which includes not only the hereditary estates of the Dukes and Counts but wilderness land reclaimed by adventurers when their title to the land is recognised by Atlantis).
Atlantean Imperial Law is naval in origin: there was an Atlantean Navy before there was an Emperor.
Inheritance under Atlantean Imperial Law is modified primogeniture: a son inherits in preference to a daughter, and an elder son or daughter inherits in preference to a younger son or daughter.
By tradition, owners of any land held by Imperial Charter have the right to adjudicate disputes between their tenants. Atlantean Imperial Law does not specifically grant landowners this right, but everyone is happy to allow the practice to continue. In principle, it is possible to appeal against such decisions, with the appeal being heard by the Dukes, but this right to appeal is never exercised.
Old Civil Law was the civil law of Atlantis before the wizards came to power. It applies where at least one of the parties resides in the Atlantean Empire but not Atlantis itself, and at least one of the parties is not an Atlantean citizen. It also applies to existing contractual arrangements entered into under Old Civil Law (i.e. before the wizards came to power).
Old Civil Law is rural in origin: it was the traditional law of the land.
Property inherited under Old Civil Law was shared between siblings, with older siblings inheriting a larger share than younger siblings, and sons inheriting a larger share than daughters.
By tradition, priests of any temple within the Atlantean Empire have the right to adjudicate disputes between members of their flock. Old Civil Law does not specifically grant priests this right, but everyone is happy to allow the practice to continue. In principle, it is possible to appeal against such decisions, with the appeal being heard by the Civil Court, but most priests would excommunicate anyone who did this, so the right is never exercised.
Modern Civil Law is the revised version of the Civil Law which is now enforced by the wizards. It is the same as Old Civil Law except where it is different. It applies to everything which happens in Atlantis except when one of the other legal systems applies, and even then Modern Civil Law applies if the wizards say it does.
The most important change is that it is illegal under Modern Civil Law for anyone not authorised by the appropriate Learned Society to cast spells for money in Atlantis. Learned Societies only grant authority to full members, and to registered apprentices when supervised by their masters.
The wizards have decreed that the committees of Learned Societies and registered Clubs have the same right to adjudicate disputes between their members as priests had to adjudicate disputes amongst their flock.
The wizards have decreed that the sexes are to be regarded as equal under Modern Civil Law. There have not been enough test cases to determine exactly what this means in practice, except that daughters have the same inheritance rights as sons.
Anyone browsing around the bookshops of Atlantis will sooner or later come across a copy of the Guidebook for Visitors. This has several useful and entertaining sections, not least that on the laws of the city.
For example:
Atlantis has thousands of laws. However, visitors need only remember
three things. Always pay your bills. Always pay your taxes. And never start
trouble.
Bills:
Bills are not a problem. Atlanteans expect to be paid in advance. If
you think that what you receive for your money is not up to standard, that
means that you are a stingy foreigner and have gone for the cheapest rather
than the best. Remember that the best is only slightly more expensive than the
cheapest.
However, if you think that what you receive for your payment is not what
you were promised, do not argue with the tradesperson, but report your
complaint to the Law Courts or to any other civil authority as soon as is
convenient. Complaints are investigated, and tradespeople who offend against
Atlantean trade laws are punished severely. There is, of course, no punishment
for false complaints, and because the penalties for offences against the trade
laws are so severe, infringements of the laws are rare and most complaints are
ruled false. It usually turns out that you misheard or misunderstood - these
things happen - and not that the tradesperson misinformed you. We in Atlantis
want you to spend your money here, so we want you to go away satisfied and
come back soon, but please pay attention both to what tradespeople say and to
what they do not say.
Taxes:
Taxes are not a problem to visitors. Any price quoted includes all
relevant taxes. It is up to the tradesperson receiving payment, not the
customer, to ensure that tax money reaches the responsible authorities.
The usual penalty for financial irregularities is slavery. Visitors are
welcome to visit the slave market, which is to be found south-east of the city
centre near the Gladiatorial Stadium, and purchase offenders.
Breach of the Peace:
Do not start trouble. The
usual penalty for Breach of the Peace is death. More severe penalties are
sometimes enforced for particularly serious breaches of the peace. Those on
whom such penalties have been enforced are on view in the city prison, three
quarters of a mile due south of Atlantis Square. A tour around the prison is
recommended to visitors with strong stomachs.
Do not
inflict actual bodily harm on any other person, except in a common-consent
duel (see section on duels). Note, in particular, that the most frequent
breach of the peace committed by visitors is to strike someone else's slave.
Although many cities would regard this as a property offence, Atlantean law
regards this as a breach of the peace. The proper penalty is death, but where
there are mitigating circumstances - for example, if the offender is an
obvious cretin, too stupid to read the law - lesser penalties such as loss of
an arm may sometimes be enforced if the court feels unusually lenient.
Taking the property of another, where no permission has been granted in
the hearing of impartial witnesses, is a breach of the peace, provided that
the property is taken from any enclosed space, whether it be a hotel room, a
locker, a desk drawer, or a trouser pocket. Where property is mislaid in the
open, left lying in a park, in a street, or afloat, the finder may take it
without committing a breach of the peace and is under no obligation to return
it to its previous owner.
Deliberate damage to the property of another is a breach of the peace.
Accidental damage is not a breach of the peace: the owner is entitled to
compensation from the clumsy idiot, and such compensation may either be agreed
between the two parties or determined by a court of law. Where the required
compensation exceeds the clumsy idiot's means, the clumsy idiot may be
enslaved. Note that courts of law have the authority to use any means
available to determine whether damage was deliberate or accidental, with the
expenses (for once) being borne by the city.
Words are not a breach of the peace. If someone insults you, either ignore
it, insult him back, or challenge him to a duel in front of impartial
witnesses. Do not be the first to use violence.
Duels:
Duelling between consenting adults is legal anywhere in Atlantis.
However, residents and visitors alike are recommended to make use of the
facilities provided in any of the several city stadia. This serves two
purposes: to ensure that the result of the duel is seen to be fair, and to
ensure that no harm comes to bystanders. If any bystander suffers actual
bodily harm as a consequence of a duel anywhere else than in a city stadium,
both duellists are regarded as having breached the peace. Team duels are
illegal anywhere else than in a city stadium. Team duels can often be
particularly exciting to watch, and we recommend that visitors to the city
attend at least one during their stay.
Consent, by both parties, must be given audibly in front of impartial
witnesses. To avoid misunderstandings, if you are challenged to a duel and do
not want to fight, it is best to say clearly in front of any witnesses that
you do not want to fight a duel.
Spells:
The Law of Atlantis does not distinguish between harm caused by
physical means and harm caused by spells. Hurting someone with a fireball is
just as much a breach of the peace as hurting someone with a sword.
In the case of conjured beings such as demons and devils, the Law of
Atlantis regards the conjured being and the conjuror as jointly liable for any
breach of the peace or other offence committed by the conjured being, even if
the conjured being escaped the conjuror's control before committing the
offence. Similarly, created beings such as zombies and golems are the
responsibility of their creator.
The Law of Atlantis does not recognise the existence of illusions. For
example, it is not a breach of the peace to scare someone to death with a
particularly effective illusion. Neither is it a breach of the peace to take
the property of another if that property is left in an illusory box, provided
of course that the illusory box is itself in the open air, not inside another
enclosed space.
The Law of Atlantis recognises that simple charm spells cannot change the
behaviour of a person, and will not accept being charmed as an excuse for any
offence. Similarly, it is not an offence to use charm spells to persuade
someone to enter into a commercial contract at unfavourable terms. In recent
years, courts have recognised that more powerful charm spells compel
obedience, rather than persuade, and in such cases the courts will generally
regard the spellcaster rather than the victim as responsible for any offences
being committed, but this area of the law remains uncertain.
Commercial transmuters and alchemists provide an important source of
revenue to the city. The civil authorities make every attempt to ensure that
commercial transmuters and alchemists are competent, but many spells are
inherently hazardous. The Law of Atlantis therefore tries to protect
commercial transmuters and alchemists as far as is possible. In particular,
any harm suffered by the customer of a commercial transmuter or alchemist is
not considered to be a breach of the peace provided that a commercial contract
existed between the customer and the spellcaster and that the spellcaster
believed the customer to be aware of the known risks of the spell. It is, in
general, up to the customer to ask about any potential hazards. Payment in
advance is considered irrefutable evidence of the existence of a commercial
contract.
Final Word:
Be warned that where situations arise which are not covered by existing
Atlantean statute or case law, the courts will examine such situations on
their merits, with a view to punishing the smartarse who came up with
something new.