Zeitgeist: The Gears of Revolution
Authority and the Law
Constables are invested with the authority of the king, and so are granted great leeway in their pursuit of justice and safety. While normal police must acquire warrants before they can search a building, RHC constables are trusted to not abuse their authority, and so can act as swiftly as needed. However, they are required to fill out proper paperwork and give testimony justifying their actions. A constable who uses his power for personal gain—or to harass anyone of political clout without good reason—will find himself penalized, demoted, and possibly even in prison.
Constables are expected to take suspects alive whenever possible. The GM might want to allow PCs to knock enemies unconscious when reducing them to 0 hit points, instead of killing them, without making the character take a penalty to his attack roll to deal nonlethal damage. This can represent special training constables receive. Execution is a likely punishment if a trial deems a suspect to be an enduring threat, though some criminals with political value might be kept under special house arrest, as long as they do not actively pursue plots against Risur.
Every constable has access to binding ropes as well as handcuffs (albeit not quite as advanced as the modern variety). Most handcuffs include gold wire or thread, which can be tied off after the cuffs are closed to prevent creatures from teleporting while wearing them. In special cases, mage-cuffs can be requisitioned.
Constables can usually hand over arrested suspects to the police, though the RHC headquarters in Flint does have specially prepared cells to handle more dangerous criminals. These cells are all lined with enchantments similar to those of mage-cuffs, and are surrounded by rings of gold and bricks baked with salt and other warding agents. When needed, even more specialized items can be used, such as chains that can hold incorporeal entities or prevent shapechanging, hoods that block gaze attacks, and sigils to nullify innate energy threats like flaming elementals.
When it comes to interrogations, this is not a modern police force. Characters who choose to be enlightened and use less-violent approaches can often get what they need with less hassle, but threats and actual violence are common tools when trying to make suspects talk, and most superiors won’t bat an eye as long as no one is seriously injured or dies.