Stranded in Bard's Gate
Bard’s Gate has very strict laws on the use of magic and carrying of weapons within the city limits.
Upon entering the city the gatesmen will inform any visitors that they will not be allowed to wear armor (leather or cloth is allowed) or carry heavy weapons. If you need to carry a weapon, perhaps on the way out of the city, you must wrap it up until outside the walls. Polearms are strictly forbidden, as are crossbows. Bows can be carried unstrung and wrapped up. Small sidearms such as a dagger or a sling are allowed. Some noblemen have taken the habit of carrying peace-bound weapons as a status symbol. That said, in the rougher neighborhoods the law enforcement lacks authority to enforce these rules too strictly. However, if a large group is spotted breaking the rules they will muster the force to intervene.
Casting spells within city limits is likewise subject to strict regulations. Any spell that directly affects others is strictly outlawed, harmful, charm or compulsions – they’re all illegal. The city guard have several wizards and clerics aiding them, so casting spells in the open street is risky. Low level personal spells are tolerated, but frowned upon. Illusions and other harmless spells cast for entertainment are allowed, provided the caster is licensed by the wizards or bard’s guild. Casting any spells in a shop or the marketplace is seen as a hostile action. Most mages will approach a merchant with his empty hands outstretched, palms upwards, to notify the merchant that he is a spell caster and willingly subjects to having detect magic cast upon him. Usually this show of good faith is enough, but most merchants have access to a few detect magic potions, provided for a low price by the alchemists’ guild. If a potential customer is suspected of using magic or just fails to identify himself as a spell caster the merchant will likely refuse to do business and cast him out of the shop. Some merchants outright refuse to do business with spell caster under any circumstance.