The Fifty Worlds: DM Information

The Laws of Atlantis

Overview

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.


Three Sets of Laws

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.


The Guidebook

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.


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