**"Pardon my saying so, Majesty� but there appears to be a distinct lack
of prisoners in your cell."
-- Poplock Duckweed in _Phoenix Rising_**
Okay, now let's say you managed to catch (rather than kill in a
desperate battle) that criminal. What do you do with him? If the fantasy
world has an advanced judgment system, you'll have to give him a trial.
If not, you may have to bring him in for execution, or put him in a
dungeon until the King or Tribunal or whatever decides his punishment,
but in any case, you've got to keep him where you want him.
Here on Earth, a nice solid cell with bars will hold pretty much anyone,
no matter how strong or powerful. Without outside aid, putting a person
in ordinary clothes and stripping them of their possessions will render
them essentially helpless to escape. Yes, there are occasional escapes
but most of them required outside aid, and the few others usually get
recaptured � and locked in another similar cell � shortly thereafter.
The vast majority of prisoners can't escape, and if they did, they have
no chance of remaining free.
Well, our criminal Magalath is stated to be a master of summoning and
symbolic magic. Summoning magic usually requires some sort of medium to
summon something through� but not always. It's not at all difficult for
a summoner to basically arrange for an elemental or other spirit or
being to be summoned to them under some particular circumstances �
speaking a particular word, for instance. Symbolic magic is even more of
a challenge; a mage who can make his, her, or its power manifest in
symbols can draw the symbols in their own blood (or other less pleasant
products of the body) or even in some cases in the air itself.
In addition, our friend Magalath is far from the most difficult target
to hold. Some mages, and some other intelligent creatures, have inherent
magic that's almost impossible to remove, and powerful enough to not
just break out through the walls, but to take down an entire city block
WITH their escape attempt; the most obvious of these creatures would be
a true Dragon, who start at the size of large dinosaurs and are armored
like literal tanks, and go up in power from there.
It's clear that a simple jail cell can't reasonably be expected to hold
someone with such powers; moreover, given the way the world works,
there's much more incentive for someone to escape as there's always
somewhere for them to go, rather than escaping into a world where the
simple act of looking for a job could easily end with you back in
handcuffs. Most fantasy worlds � and my own Zarathan is no exception �
don't have the equivalent of extensive databases to search for
employment and criminal history, so a person who's escaped from prison
could easily go to another town where they're not known and start a new
life, assuming they didn't have more grandiose plans.
This is partly due to the size and diversity of the population; on Earth
we're used to major countries having hundreds of millions of people (and
some now into the billions). For this reason it's become almost
imperative that we be able to track people in large and small groups. On
Zarathan, a few million is a large population for a country, and the
extended, fragile nature of "countries" make it very difficult to keep
track of them all. Even if you were to attempt to do so, there are many
individuals and organizations, and even gods, who don't want to be
"pushed, filed, stamped, indexed, briefed, debriefed, or numbered!", and
are quite capable of messing up your attempts to do so.
Communications is of course another key area. Today, if a major criminal
escapes from prison, the news is transmitted to the police immediately,
and if appropriate will be sent to local news outlets. By the time most
escapees are a hundred yards from their prison, the good guys will
already be throwing a net around their position. More, if the escapee
manages to elude immediate pursuit and get to a distant city, the cops
there will still have the info on him; if he tries to get a job, there's
a good chance someone will ask the wrong question and he's off and
running again.
On many fantasy worlds, communication is mostly by the speed of
horseback, or at best limited to a small number of high-speed channels
with significant limitations. For instance, Tolkien's Palantiri allowed
people to see and communicate over any distance like a
super-videophone/spycam combo,but there were only seven of them even in
their heyday, and by the time of Lord of the Rings the Big Bad has got
hold of one and any attempt to use another will basically put your brain
online with Sauron. There are very, very few people who can do that and
keep themselves intact.
Even on Zarathan, there are limited communications channels. Dedicated
teleportation matrices, like the one used by Tobimar, Poplock, and
Xavier to go from the Dragon's Palace to one of the Twin Cities, are one
way of getting news fast, but as mentioned before teleportation has its
limits.
In one of the deleted chapters I posted recently, it's mentioned that
there used to be more reliable long-range communications; it was also
shown that one way to sometimes get around that is to summon or
otherwise control a fast-moving messenger and hope it doesn't get shot
down or otherwise stopped. This is the more mystical version of carrier
pigeons, subject to similar limitations.
Taken all together, this means that a prisoner escaping has an excellent
chance of getting away if the alarm isn't sounded immediately, and may
easily outrun news of his escape � possibly even outrun knowledge of his
incarceration entirely.
Thus, magical security must be capable of negating virtually any powers.
At the same time, making a facility capable of holding such beings is
clearly not a simple one. In point of fact, only large cities are likely
to have the people and resources to construct a prison capable of
holding high-powered beings on Zarathan.
Assuming you've solved the problem of holding them, there's the issue of
trials � do you have them, what are they like, and how do you run them?
In many fantasy worlds, trials aren't really like those held in the
United States or many other countries; they may be basically dragging
the accused in front of the King, Emperor, whatever, and that one person
will decide what to do with him.
On Zarathan, it's not quite that simple; what happens to a captured
criminal depends on where they are. The procedure in the State of the
Dragon King is rather different from what you could expect in the Empire
of the Mountain or in Evanwyl or Aegeia. It is of course common for
major criminals � murderers and such � to end up committing "suicide by
cop" or, more precisely, "suicide by Hero", but sometimes they are
captured. In Zarathanton, they may well be captured by one of the
Adjudicators; these are given the power to be judge, jury, and if
necessary executioner, but depending on the crime may refer the problem
to a trial which is at least superficially similar to the general
outline we know here on Earth. In neither case is torture used; there
are better ways to extract truth, and those who administer the laws are
expected to exemplify them, not skirt them for their own purposes.
Many of the limitations in the broader world don't hold in a trial which
will almost certainly be presided over by one of the holy orders of good
and justice. While there are often restrictions on the direct
intervention of the gods in the wider world (as discussed earlier, and
as made clear in _Phoenix Rising_), in a formal trial held in a temple
and/or presided over by a representative of one of the gods, it's a much
different situation. There the god or gods will almost certainly provide
direct oversight into the honesty of witnesses and the veracity of the
evidence presented. Even other gods are unlikely to interfere in these
proceedings; if the plot of another deity was involved in the crime,
well, the god won't be on trial and will simply have to accept this
defeat when and if their involvement comes to light.
It should be noted that this doesn't mean that the gods themselves can
always walk away scott-free; just that most people will never see
exactly how the gods settle these differences. And if a given god or
gods cause enough trouble in the "mortal" realm, they may well be
reminded, to their great sorrow, that some mortals are more than capable
of playing on their level� or that there IS a limit to the tolerance of
the other gods.
Most crimes in the State of the Dragon King are fairly straightforward;
the State has relatively few laws and they're applied in a common-sense
manner (enforced/overseen by the Dragon Gods, which allows a very loose
system like that to work) and thus breaking these laws tends to be
pretty straightforward and obvious. Where reparations can be made, the
sentencing of a criminal tends to favor reparations; as noted multiple
times with respect to Kyri and Myrionar, justice and even mercy are
preferred over vengeance.
Imprisonment for a long term is much more problematic than temporary
holding. Incarceration is, therefore, one of the least-used punishments.
Execution is used, but it is very much restricted to those who have
committed horrendous crimes. In some cases, the jurisdiction may be in
question; a traveller from Dalthunia or the Empire of the Mountain may
quite justifiably argue that the State of the Dragon King has no
authority to imprison or try them. The upshot is that the more powerful
and devious the criminal, the more likely that they will end up free and
wandering the world again, unless executed.
Thus, once more, the need for the Adventurer types. If you really can't
hold these types of people, you either need to kill them, or at the
least have someone around who makes them think twice about bothering
you. Wandering heroes make things just generally uncomfortable for bad
guys, and the advantage of all these powers is that the good guys can be
very much loaded for bear and able to match even the powerful villains.
As a writer, of course, this is extremely convenient because I can then
center the action around such people and have it make sense that they
are, in fact, the center of the action!
Of course, in a metaphysical sense, this is also justified; the actions
and choices of heroes are symbolic in a mystical universe, and symbolism
is powerful in and of itself. Jason Wood uses this in "Shadow of Fear"
to deal with something otherwise out of his ability to control. Crime,
in a mystical universe, should be dealt with more by individuals on the
side of the light, simply because that is the way that has more
resonance with the spirit; not a dry and mechanical maneuvering of legal
principles, but a confrontation of right and wrong, of good and evil.
This is the true foundation of the way things work in many fantasy
realms� and is certainly the truest foundation of mine.
--
Sea Wasp
/^\
;;;
Website:
http://www.grandcentralarena.com Blog:
http://seawasp.livejournal.com