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ARBITES COURTHOUSE

This article is principally for the 40k role-playing. It gives an outline for the centre of Arbites control in an Imperial town or city.

The Adeptus Arbites always have a presence on Imperial planets from a mere sheriff-militia on a backwater world to a full Arbitrator army. An Arbites Courthouse is the centre for Imperial law in any settlement. How many Courthouses depends on the size of settlement. If in a city, then there will be many, whereas smaller settlements might just have one.

On less developed, or moderately developed, worlds, the Courthouse is the centre for justice and in this case will take the form of a small castle complete with portcullis. It is where law is metered out and those on the wrong side of it, punished. In some cases it is also a settlement's defence, as a Courthouse is a barracks in its own right. Should such a place fall then inevitably the settlement it is based in will fall also, lost to the enemies of humanity.

Superficially a Courthouse may sometimes look like a way-temple as the Arbitrators themselves are almost like pseudo-priests in that they worship the Book of Judgement piously. The design of the compound varies throughout the Imperium but in general it has the appearance of a fortified temple or a fortress.

The Arbites Courthouse is not only home to a small army of Arbitrators but administrators; surveyors; tax collectors; and lawyers. Tithes from the local population must be collected and transferred to the Courthouse, which is then transferred to the Imperium's coffers as part of what the planet owes in taxes.

The Precinct & Arbites Houses

A precinct is the jurisdiction of a Courthouse. A precinct can be anything from an entire town to two, three, or even several city-blocks. Commonly a Courthouse is home to 100 Arbitrators but throughout an Arbites Precinct there are several Arbites Houses. These are small stations consisting of usually around 10 Arbitrators. They can be called upon to deal with any trouble near to them rather than the Courthouse being directly involved.

Fortifications

A Courthouse is surrounded by a strong stone wall and at each corner of the perimeter stands a stone drum tower of some 15 metres tall from ground level to spire. Within it are two Arbitrator guards. One of them mans an assault cannon whilst the other functions as backup or spotter (both have infravision visors to see in the dark). From this position the Arbitrators have a clear 360 degree fire arc.

The perimeter wall along the top, from tower to tower, is patrolled by one Arbitrator. After a 2 hour stint he will be relieved by another from the barracks to continue the patrol. This routine continues incessantly and is something of a religious task.

The Servo-skulls

There are no fixed surveillance cameras in the compound. Instead there are many floating skulls, each fitted with cameras, called servo-skulls. These fly about the compound and relay their images to the main control chamber in the courthouse. Servo-skulls can also be found patrolling the precinct. Their images are then relayed to servitors in the control chamber underground and these pictures are also available to Arbitrator Houses throughout the precinct. Any vandalism of a servo-skull will be met with a swift response by Arbitrators.

Gatehouse

The gatehouse occupies the front of the perimeter wall above the main doors. It consists of two chambers. One chamber is home to two Menials. It is their job to ensure that, when commanded to, the doors below them are slammed shut. The main chamber functions as an area to pass through and adds a strong defensive position to the perimeter. A section of the floor can be opened to allow defenders to fire death below onto any would-be attackers. When under attack Arbitrators can mount a strong defence from this position.

The doors are incredibly strong (wrought from the strongest natural resource) and can be closed with little effort. However, the doors are always open but should danger threaten, in the form of rioters for example, they will be immediately shut by the Menials. Flanking the doors are two Arbitrators who will be ready to meet any visitors.

Courtyard

The courtyards are paved and are always meticulously swept by Menials. The main courtyard is where the daily drills are held and discipline is enforced for the resident Arbitrators.

Should there be an impending threat then the barracks will be emptied and the Arbitrators assembled in the courtyards.

Barracks

Each barrack building houses 25 Arbitrators and there are four of these in the compound (a standard Courthouse consists of 100 Arbitrators). A barrack building is a strong stone structure supported by pillars.

The Bell Tower

The bell tower is the tallest structure in the compound and lies in its centre. It is always the most ornate and beautiful part of the courthouse with gargoyles seemingly running around its circular shape. Right at the very top hangs the bell. It is rung everyday to initiate different parts of the day: at dawn, midday, dusk, and midnight.

But the bell tower is more than just a pretty architectural feature. It is a lookout post and defensive position. From here the guarding Arbitrator can see for miles around and will alert the compound to any possible attack by pressing a rune-button. This will set off the sirens and have the compound ready to defend. The Arbitrator mans a multi-laser with targeter and can fire in a 360 degree arc. Sometimes a sniper will accompany the Arbitrator if needed.

Landing Pad

Most Arbites Courthouses have a facility for space-bound vessels of a moderate size. Only a two or three spacecraft may be accommodated at any one time. Users of this facility will be visiting Imperial dignitaries, such as the Judge, important members of the Administratum or similar Adeptus officials. At other times the Arbitrators use the landing pad to enable them to fly in their craft to get to a trouble spot quickly. Supplies and, sometimes, reinforcements come this way too. Within the landing pad building are Adeptus Mechanicus personnel and many servitors.

Vehicle Bay

All Courthouses have a vehicle bay somewhere on the premises. Usually it will lie underneath the landing pad facility, if there is one. Otherwise it will have its own armoured building. Inside the vehicle bay are typically 5 Rhinos and a collection of patrol bikes numbering around 20 to 30 (for a standard Courthouse). Additionally there are spare parts for all the vehicles.

Working in the vehicle bay are Adeptus Mechanicus personnel and servitors. They repair any damaged vehicles and maintain them to a high standard. They are also capable of putting up a more than adequate defence against any would-be attackers (if they can get past the army of Arbitrators first!!). Retrieval units operate from here.

THE COURTHOUSE

The master of the courthouse is known as the Marshal of Court. He is the absolute head and oversees everything that goes on in the compound. He spends much of his time talking to similarly high-level characters and is rarely seen, if ever, outside the Courthouse. But the Marshal is not the complete Arbites authority, this is the Judge who will be the head of several precincts.

Depending on the status of the Courthouse, the Marshal will often be in-league with an Astropath who has the ability to send messages light years through the warp, vital for Courthouses thousands of light years away from Terra.

Another high ranking individual of the Courthouse is the Barrister. He is in charge of judicial affairs should a court case emerge. He is ably assisted by a sum of lawyers, commonly there will be three. The jobs of these judicial people is extremely boring and the Marshal rarely gets involved.

Proctors are senior Arbitrators and lead patrol teams through the precinct. They are, on the whole, experienced marshals of justice and wear a distinctive uniform, often with a crest on their helmet to display their authority.

Only some of the chambers in the courthouse have been given in detail as it is not necessary to know the full contacts of each and every room. Some chambers have a specific function and it is they that are being covered.

Lower Level

Control Chamber

The Control Chamber is a large room of buzzing machines and many pipes that slither like snakes across the floor. Solemnly seated at dozens of terminals are the servitors, the bio-mechanical men. Twenty four hours a day they sit, bonded, by dozens of pipes and cables, to their cogitators. They control the spy flies and see through their lenses via a small relay screen. This small screen virtually touches a servitor's face and a casual observer won't be able to see much, even if up close. If the servitors see anything suspicious or threatening then Arbitrators will be instantly alerted.

Holding Cells

The Courthouse is not a prison but is able to house a few prisoners, from 50 to 100, maybe more. They are kept here until their sentences can be passed, which is often quite swift. Many offences in the Imperium from serial murder to forgery is punishable by enforced subscription into a penal platoon or a slave gang, so the holding cells function exactly as that. Prisoners, both minor and for penal or slave servitude, can look forward to a transfer to the nearest prison where they will wait for the Imperial Fleet to take them away.

Main Armoury

The main armoury contains the arsenal of guns and munitions for the Courthouse. Its access is restricted to Arbitrators, Proctors, and the Marshal of Court; indeed, any military personnel of a Courthouse.

The door is an immense structure of toughened steel and its lock is coded. The code is changed every day automatically. Some Courthouse armouries have more advanced security devices such as palm print recognition where only those registered as Arbitrators in the Courthouse can gain entry.

Inside, the armoury is pretty much what you'd expect; guns, guns, guns, armour, grenades, and more guns. There are also spare parts. Nowhere else in a city or town is there such an armoury of weapons - an adventurer's dream!

Ground Level

Hall

The hall is almost like walking into a temple. Pillars support the high ceiling and a statue of the Emperor, carrying the Book of Judgement about his waist, sits in the centre of the hall. The hall also doubles up as a refectory and courtroom.

Administration

This large chamber is used by the clerks, surveyors amongst them, to enter the records of citizens within the Courthouse's jurisdiction or precinct and to, in particular, keep track of criminals. This administrative arm of the Courthouse works in-tandem with the Adeptus Administratum.

Apothecary

All Courthouses have an apothecary, vital for the immediate health of employees more especially the Arbitrators. Medical attention here is very good and prompt. There are four beds in this chamber, for emergencies, 8 medi-servitors, and 2 medics. Larger Courthouses will also have 1 surgeon. It is usual practice to have critically ill patients transferred to the nearest Apothicenarium after their condition has been stablised.

1st Floor

Library

This library is almost exclusively used by the Marshal of Court, the Barrister, lawyers, and agents working for the Imperium. The holo-records of criminals past and present are contained within as well as books on more mundane subjects. After a court case the proceedings are kept on holo-files and stored here.




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