The City of

Kuttenberg

The Book of the Watch
Arms of Kuttenberg
The City Guard Handbook
Anno Domini MCCCCIII
✠ Touch the cover to open ✠

Foreword

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Know, watchman, that the instruments of the Watch are many, and their manner of use is not always plain. This book is set down so that every guard, from the newest recruit to the most seasoned Serjeant, may find the laws, duties and instruments of the Watch at a glance, and keep to them alike.

Herein are written the Law menus and commands of the Watch, the laws of the city, the posts and assignments of the City Guard, the layout of Kuttenberg that every watchman must know, and the known faults in our instruments, so that none is shamed by a function that will not answer.

This is a living book. It shall be amended by the Scribe of the Watch as the laws, posts and instruments of the city change.

Mark well: where this book and the orders of thy Serjeant or Quarter Captain disagree, the orders of thy superior stand.

Every post serves the city.
Every guard is accountable for the duty entrusted to him.

Compiled for the Watch of Kuttenberg, with the Scribe of the Watch.
Kept by: ______________________   Last amended: ____________

The Ranks of the Watch

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Every man of the Watch answers to the rank above him. Know thy place in the chain, and know whom to report to.

High MagistrateOversees all
QuartermasterArmour & equipment
IQuarter CaptainCommands the Watch
ScribeRecords
IIWatch Master
IIISerjeant
IVUnder-Serjeant
VWatchman
VIRecruitThou beginnest here

Solid lines: the chain of command. Dashed: offices of the Watch, outside the chain.

The Magistrates

The High Magistrate oversees all, the Watch included. The two Magistrates stand outside the Watch's chain of command. They sit in judgment over matters graver than the Bailiff's Court, which the Watch serves (§ 1).

MagistrateOutside the chain
MagistrateOutside the chain

The Two Ways to the Law

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The Watch does its work through the Law menus. There are two ways to reach them. Learn both.

WayHowUse it when
I. Press ELook at a person, press E, choose Law.You are dealing with one person in front of you.
II. Hold ZHold Z, choose Law on the wheel.You want to see everyone, every horse and cart within 15 m, or the impound lot.

I. Press E on a person

1. Stand close and look at the person. Their name shows above them and Actions [E] appears at the bottom right.

Looking at a player with the Actions E prompt
Actions [E], bottom right

2. Press E. The actions list opens: Watch, Inspect pack, Check the eyes, Introduce yourself, Name them and more. Scroll down and choose Law.

The actions list
The actions list. Law is further down.

3. The person's Law menu opens. See the next page.

II. Hold Z

1. Hold Z. The wheel opens. Choose Law: "the people, horses and carts around you". Release the key on it, or press its number. Right-click goes back and Esc closes.

The Z wheel with Law highlighted
The Z wheel, with Law highlighted

2. The Law panel opens. See The Law Panel.

The Person's Law Menu

Reached by Press E → Law. Greyed tiles show what must be done first.

The person's Law menu
OptionWhat it doesNeeds first
BindTies their hands behind their back.
LeadLeads them along with you.Bound
CarryCarries them.Bound or knocked out
SearchSearches what they carry.Bound or knocked out
FineFines them up to 500 gr., paid into your coffers.
PilloryPuts them in the stocks.A pillory nearby
WantedPosts a wanted notice with their description.
Read lettersReads the letters they carry.Bound or knocked out

Beneath the tiles, Their Wanted Notices lists any notices already out on them. Open in the register takes you to the full register.

Order of work: bind first. Lead, Carry, Search and Read letters are all closed to you until the person is bound or knocked out. The Pillory only opens when you stand near one, so lead the convict there first, then stop leading them before you sentence, or they will follow you out of the stocks (see Known Faults).

The Law Panel

Reached by Hold Z → Law. It shows everything within 15 m, acting for the Kuttenberg City Guard.

The Law panel

People

Everyone near you, nearest first, with their distance and a mark beside their name:

  • no record nothing against them
  • wanted a wanted notice is out on them
  • unpaid fine: 50 gr. they owe a fine

Each person has Fine, Bind and Check papers. Strangers show as Unknown with a number until you know their name.

Horses

Each horse nearby, with its kind, its owner and distance, and an Impound button.

Carts

Any player's cart nearby. If none, it reads "No player's cart is around you."

Impound Lot

Every horse and cart held, with what it is, its owner, when it was taken, and its fine and state.

Tell the owner: they can get it back at a stable (for a cart, a cartwright or a stable) by paying the 30 gr. keeping fee and the fine. If it stays unclaimed for 7 days, it is sold off.

Wanted list (top right) opens the register. Esc closes, Tab moves between buttons, Enter confirms.

The Wanted Register

Opened from Wanted list in the Law panel, Open in the register on a person, or /wantedlist.

The Wanted notices register
  • Search by name, crime or notice #id. Press / to jump to the search box.
  • Filter by jurisdiction, crime and date, and sort newest or oldest first. Reset clears them and Unfold all opens every notice.
  • Show everyone lifts the filter to one person's notices.
  • How bounties work explains the bounty rules.

The notice #id is what /clearwanted <notice id> needs to take a notice down.

Searching & Impounding a Cart

A cart that blocks the city's roads is to be removed. Under § 60 the owner pays a removal fee of no more than thirty groschen.

Carts are dealt with from the cart itself, not from a person's Law menu. Stand at the cart, and as with people there are two ways.

I. Hold Z at the cart

Hold Z while standing at the cart. The wheel shows The cart, with the kind of cart (e.g. Covered wagon). Choose it.

Z wheel at a cart, with The cart highlighted
The Z wheel at a cart, with "The cart" highlighted

Two choices follow: Search the cart (1) and Impound the cart (2).

Search the cart and Impound the cart
Impound sends it to the impound lot with a fine and a reason

II. Press E at the cart

Press E at the cart. Under Here the list shows Search the cart and Impound the cart.

The E list at a cart
The E list at a cart

When impounding

  • Give the fine and a clear reason, e.g. Obstructing roads, § 60.
  • The cart goes to the Impound Lot (Hold Z → Law). The owner reclaims it at a cartwright or stable by paying the 30 gr. keeping fee and the fine. It is sold after 7 days unclaimed.
Mark well: cart impound has not always worked correctly, and rented carts cannot be searched. See Known Faults.

Horses: use Impound in the Law panel, or by word /himpound standing beside the horse.

Of the Commands

Beside the Law menus, the Watch's instruments may be called by word, written in the chat with a stroke before them, thus: /fine. Some work, such as bounties, records and trials, can be done no other way. Learn their shape before thou needest them in haste.

How a command is written

<player>Angled marks: this must be given. [player]Square marks: this may be left out. First_LastThe full name, with a stroke beneath joining the two. also /bindAnother word that does the same. (the watch)Who may use it.

Plain counsel

  • Check the name before you strike: a fine laid on the wrong man must be undone.
  • Where a command asks for a reason or crime, write it plainly. It goes on the record.
  • When unsure, ask thy Serjeant first. The Watch's name is spent by every mistake.
A command typed in the chat box
A command typed in the chat box

Commands · I

❧ Binding & Release

/restrain <player> · also /bind Bind someone's hands. (The watch at once; anyone else if they accept.)
/release [player] · also /unbind Untie someone, or slip a rope you agreed to.

❧ Justice & Punishment

/trial <player> <charge> Try someone before the Bailiff's Court. (Watch officers, at a town hall or pillory.)
/verdict The verdict of the trial you hold.
/fine <player> <amount> <reason> Fine someone. (The watch.)
/pillory <player> <minutes> <crime> · also /jail Put a convict in the stocks. (The watch, at a pillory.)
/absolve <player> Absolve a branded penitent. (The parish's preachers.)

Commands · II

❧ Bounties & Records

/wanted <First_Last> <bounty> <crime> Post a bounty notice. (The watch.)
/wantedlist · also /bounties The bounty notices on the board.
/clearwanted <notice id> Take a notice down. (The watch.)
/record <First_Last> Someone's convictions. (The watch.)

❧ Horses

/himpound Impound the horse beside you. (The watch.)

❧ Tidings

/brigands · also /bandits Where the brigands were last seen. (The bailiff pays a head price.)
/raid News of a war band marching on a town.

The Laws of Kuttenberg

Gerichts-Ordnung der Stadt Kuttenberg, title page

What follows is drawn from the General Compilation of the Kuttenberg Laws, as much as a watchman needs upon the street. The full Compilation stands above this book. Where they differ, the Compilation is right.

The Watch's authority

  • § 1: The Bailiff's Court has jurisdiction over misdemeanours, minor offences and disputes. The City Guard may impose judgment under the authority of the Bailiff's Court. Graver matters go to the Magistrates and the Council.
  • § 48: Guards may deal with offences summarily, especially if the crime was done in broad daylight, witnessed by the guard himself, or the offender was caught in the act (flagrante delicto).
  • § 6: A guard in good standing is himself a witness sufficient for summary judgment. Even so, the accused shall, where possible, be given the chance to defend himself.
  • § 4–5: One eyewitness, prior convictions, or ill repute in the community are sufficient grounds to act. Check a man's convictions with /record.
  • § 31: A wrong not named in the code is judged by the nearest crime that is.

((OOC: civil and criminal law were not separate in this period. Someone who has been wronged ought to bring the case himself, or report it to the Fiscalus, the appointed investigator.))

Summary Offences

These are the Watch's daily work, to be dealt with on the spot under § 48.

OffenceWhat it isPenalty in the code
Theft § 49–51Taking property worth under 500 gr. by threat, force or deceit; also usury.Aggravated by weapons, night, breaking in, or theft from city, guild or clergy. 5th theft: death.
Trespass § 52Knowingly entering another's land without leave, right or custom, disturbing his possession.Fine and/or pillory
Common Assault § 53Unlawful violence, or making someone fear it, short of malicious harm.Fine and/or pillory
Obstruction § 54Knowingly hindering the duties or rights of the City Guard or the Courts.Fine and/or pillory
Poaching § 55Hunting in the King's woods without licence.Fine and/or pillory
Damage to Property § 56Destroying or damaging another's property on purpose or recklessly.Fine and/or pillory
Coercion § 57Forcing someone to act or not act by force or threat of serious harm.Fine and/or pillory
Defamation § 58Spreading a damaging claim about someone that cannot be proved true.Fine and/or pillory
Breach of the Peace § 59Public acts that offend decency or break the city's peace.Fine and/or pillory
Obstructing Roads § 60Blocking a city road with a horse or wagon.Removed (impound), fee ≤ 30 gr.
No Torch at Night § 61Going about at night without a light.Fine ≤ 5 gr.
Contraband § 62Possessing contraband.Seized, fined and pilloried.

Where the code sets no penalty, the offender is given a fine and/or the pillory, according to the seriousness of the deed (§ 70).

Capital Offences

Not for summary judgment. These go before the court. The Watch's part is to seize the accused, secure witnesses and evidence, and bring the matter before the Magistrates.
OffenceIn brief
Malicious Harm § 32Wilful harm causing lasting injury: blinding, maiming, disfigurement, paralysis.
Murder § 33–35Unlawful killing with malice aforethought, poisoning included. Aggravated for a lord, cleric, spouse or child.
Manslaughter § 37Unlawful killing on sudden occasion, without malice aforethought.
Grand Theft § 39–41Theft or usury of property worth over 500 gr. 3rd offence: death.
Abduction § 39a–bTaking or carrying a person away by force or deceit, without lawful excuse.
Treason § 42Betraying the city's supreme authority, or aiding its enemies.
Sorcery § 43Learning or practising sorcery, or threatening enchantment.
Grand Arson § 44Wilful fire by night or in secret, or causing great damage.
Perjury § 45Breaking a solemn oath, or lying under oath.
Unnatural Fornication § 46As set down in the Compilation.
Contraband in bulk § 47Moving contraband in large quantities. Hanging.

Self-defence (§ 36)

One attacked with deadly force who cannot reasonably escape may defend himself, and is not guilty if the attacker dies. Weigh this before laying a charge of murder.

Liability, Evidence & Punishment

Who may be held liable (§ 63–66)

  • Those of sound mind and over 14 are liable. Under 7, never. From 7 to 14, only if mature enough to know the consequences.
  • The sick and mentally ill may not be held liable.
  • Harm done without knowledge or intent earns a considerably lighter sentence (§ 64).
  • A failed attempt is punished as if it had succeeded (§ 65).
  • Whoever aids, abets or incites is punished as the doer (§ 66).

When the guard is a witness

  • Proof must be "clearer than the mid-day light": two or three credible witnesses speaking from their own knowledge (§ 10, § 13). Hearsay weighs much less.
  • A false witness suffers the penalty he sought to bring on the innocent (§ 15). Paid witnesses are punished (§ 12).
  • The accused has the right not to incriminate himself (§ 16).
  • A summons must be served at least twice, by a witness in good standing or posted at the Rathaus or parish church door (§ 7).

Punishments the Watch may see carried out

  • Public humiliation: the pillory, branding or flogging (§ 69), and putting the condemned in the stocks in the market or square (§ 21).
  • Corporal and capital punishments are for the judges alone, never for the guard (§ 66–68, § 70).

City Posts & Assignments

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All members of the City's Guard are to be assigned a primary post or duty by their Serjeant or Quarter Captain. These assignments are essential to maintaining order, protecting the citizens and ensuring the laws of Kuttenberg are upheld.

Your assigned post is your primary duty until you are relieved, rotated or otherwise instructed by your Serjeant or Quarter Captain.

Do not abandon your post without proper orders or suitable relief.

The posts of the Watch

  • Gate Watch: the gates and entry into the city
  • Market Watch: the market and its streets
  • Street Patrol: the streets between posts
  • Guard Post: buildings, persons and places of import
  • Archery Detail: ranged support from the towers

Every post serves the city.
Every guard is accountable for the duty entrusted to him.

I. Gate Watch

Duty: Guarding the gates and controlling entry into Kuttenberg.

  • Collect the appropriate tolls from wagons and other liable travellers.
  • Inform those entering the city of its laws and ordinances where necessary.
  • Watch for wanted persons, known criminals and individuals sought by the city authorities.
  • Inspect suspicious persons, goods and wagons when circumstances warrant it.
  • Keep the gate passage clear and defend the entrance against threats.
  • Report suspicious activity and any serious incidents to the Watch command.

II. Market Watch

Duty: Maintaining order throughout the market and its surrounding streets.

  • Patrol the market stalls and nearby trading areas.
  • Keep the peace between merchants, customers and other townsfolk.
  • Ensure horses, wagons and other conveyances do not obstruct streets or entrances.
  • Inspect suspicious persons, goods and wagons when circumstances warrant it.
  • Watch for theft, disorderly conduct and other breaches of city ordinances.
  • Assist in settling disturbances and summon additional guards when necessary.

III. Street Patrol

Duty: Keeping order throughout the streets and between assigned posts.

  • Patrol the streets and lanes of Kuttenberg by day and night as assigned.
  • Respond to disturbances, suspicious activity and calls for assistance.
  • Carry messages and orders between posts and the Watch command when required.
  • Check on fellow guards and temporarily relieve those who require assistance or a short absence from their post.
  • Remain observant and ensure the laws of the city are upheld throughout the town.

IV. Guard Post

Duty: Protecting designated buildings, persons and important locations.

  • Remain at the location assigned by Watch command.
  • Protect the premises, its occupants and any property entrusted to the Watch.
  • Monitor visitors and report suspicious or unauthorized activity.
  • Maintain order in and around the assigned location.
  • Do not leave the post until properly relieved or given new orders.

V. Archery Detail

Duty: Providing ranged support and observation from designated defensive positions.

  • Assigned to guards with demonstrated skill in the use of the bow.
  • Commonly stationed in active gate towers or other suitable elevated positions.
  • Observe the surrounding roads, approaches and areas beyond the walls.
  • Provide warning of approaching threats and report suspicious movements.
  • Be prepared to provide ranged cover when the gate or town comes under threat.

✠ Post Rotation & Order

These assignments are primary duties, not permanent appointments. Watch command and the Serjeants may rotate guards between posts as the needs of the town change.

  • Remain at your assigned post until ordered to move or properly relieved.
  • Follow instructions issued by your Serjeant or Quarter Captain.
  • Do not exchange posts or leave your assignment without authorization.
  • If you must leave your post due to an emergency, notify the appropriate superior.
  • Report for duty prepared, attentive and equipped for your assigned responsibilities.

The City & Its Gates

All watchmen of the City Guard must be familiar with Kuttenberg's layout and structure.
Map of Kuttenberg showing its walls and eight gates

Touch the map to see it larger.

The gates

  • 1North Gate: main
  • 2North Side Gate: side
  • 3East Gate: main
  • 4West Gate: main
  • 5South-West Side Gate: side
  • 6South Side Gate: side
  • 7South-East Side Gate: side
  • 8East Side Gate: main

Main gates are the primary entrances through the walls. Side gates are smaller, secondary entrances. Know which gate you are posted to and the nearest pillory and town hall from it.

Noble Houses & Their Arms

A watchman must know at a glance whose colours ride through his gate. Learn these arms, for a lord is owed his due courtesy, and his men answer to him before they answer to thee.

Kuttenbergsche Wappenbuch: the arms of the noble houses

Touch the sheet to see it larger.

Counsel at the gate

  • Mark the arms on shield, banner or livery before the man speaks.
  • Address a lord as my lord, and do not lay hands on him without the order of thy superior.
  • Where a house's men break the law, report it to Watch command. Do not quarrel with the house thyself.
  • If thou knowest not the arms, ask. Better a question than an insult to a lord.

Known Faults & Limitations

No instrument is without its flaws. Those known to the Watch are written here, so that no guard is caught out before a citizen. If thou findest a new fault, report it to the Scribe that it may be entered.

FunctionThe faultStatus
Cart impoundHas not worked correctly at times.Check
Rented cartsRented carts cannot be searched.Open
Pillory while leadingIf you are still leading the person when you sentence them to the pillory, they keep following you, even while in the pillory. Stop leading them before you give the sentence.Open

Open not working · Check unreliable, confirm before relying on it · Mended fixed

What to do when an instrument fails

  • Stay in character where you can, and do not argue it out with the citizen.
  • Note the time, the command and what happened.
  • Report it to thy Serjeant and the Scribe.

Record of Amendments

Each change to this book shall be entered here by the Scribe.

DateChangeBy
Anno Domini 1403First writing of the Book of the Watch.
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Here endeth the Book of the Watch.
Deo gratias.