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Law

Each region and people has its own justice system. To know the law in different cities, realms, guilds, and Churches, and to use them to your advantage, you need this skill.

Check: SGC/SGC/INT
New Application: Guild Law (see page 216)
Applications: Provinces of the Middenrealm (Albernia, Almada, Garetia, Kosh, Northmarches, Rommilysian Marches, Tobrien, Weiden, Windhag), Al’Anfan Empire, Andergast, Arania, Bornland, Caliphate, Cyclops’ Islands, Deep South, Gjalskerland, High North, Horasian Empire, Lands of the Tulamydes, Maraskan, Mountain Kingdoms of the Dwarves, Nostria, Orclands, Salamander Stones & Elf Realms, Shadowlands, South Sea & Forest Islands, Svellt Valley, Thorwal
Encumbrance: no
Quality: expose more options to solve a case
Failed Check: the hero has no idea.
Critical Success: know the peculiarities of the law and develop a plan to use it to your advantage.
Botch: misinterpret the law, or overlook an important provision.
Improvement Cost: A

  • Will I be hanged for murder? +5
  • Know that a thief’s hand is cut off in the Lands of the Tulamydes +3
  • What’s the punishment for brawling in public? +1
  • Who’s responsible for a mage’s criminal acts? +/-0
  • What punishment can a horse faker expect? -1
  • Can a Middenrealmer inherit a Horasian noble title? -3
  • Unknown legal system (what’s the punishment for juggernauts who meaninglessly crush crustaceans?) -5