I despise the jail system at its current implementation. It's boring, it inhibits constructive interaction between the lawmakers and the lawbreakers, and worst of all, it's unimaginitive. It offers nothing to the game except an extra moment to swear at the screen, when you realize you've been disabled from playing the game for multiple hours. That is, at its best, what jail time is - the game forcing you to not play the game, yet still be logged in.
Personally, I have no desire to see jail continue in its current manifestation. Even if a jail sentence is only an hour long, that's an hour of absolute [REDACTED]. For that reason, I'm still not fond of this idea.
At best, the system currently expresses the attitudes of each kingdom through severity of jail time, and the rather binary option of whether it executes its prisoners.
My vision for the solution is a quest system. Upon capture, you are required to do work for your captors. The work you do is unique to each nation, and contributes to the wealth of that nation. The amount of work is dependent on the severity of the crime. The locale of work would be no-transport, and well-guarded. The most severe crimes would, of course, be punished with execution, but the nature of that execution would vary depend on the nation. The fate of your equipment would also change.
Here are two examples of what I envision.
1) You are caught for the petty crime of attempted theft in Ayamao. You are taken to a remote area within Ayamao: a patch of forest recently burned by a fire, and upon arrival, the guard informs you that if you attempt to escape, you will be killed. He doesn't mention that if you do happen to escape, you will be treated as a fugitive from justice, and punished to the fullest extent of the law - which in Ayamao, is execution. You a stripped down and handed an Ayamoan prisoner's uniform, as well as a bag and a shovel. Inside the bag are seeds for trees. Your duty is to plant the whole bag of seeds. When you are done, you return to the guard, and he escorts you back to the nearest city (Elisaire or Sith or the centaur place, randomly chosen), and informs you that because your crime was attempted theft, half of your total wealth has been taken by the Guardians, but you are allowed to keep all of your equipment.
2) You are caught for the crime of low murder in the Empire. You are escorted to a remote Imperial mine. You are given the same speech about death and escape, and once again stripped bare and handed a prisoner's uniform, and this time, a mining pick. Your job is to bring iron back from the mines. Once you collect enough iron, the guard takes you outside, and gives you back some of your equipment - you notice that one of your necklaces and a ring are gone, probably taken by a greedy guard. Your equipment also seems a bit beat up - it looks like they didn't treat it very well, while it was out of your possession. The guard doesn't mention it, but all of the gold you were carrying is gone, too - but your bank is still intact. Right before it seems like he's about to let you go, though, the guard cackles and chops off your arm and shoves you to the ground, still laughing as he heads back inside the mine.
It's a rough sketch, but such a system would enable significantly more creativity and interaction. A leader could come visit his prisoners, and if he felt the desire, relieve them from their work, or even torture them, if so inclined. It enables the flavor and attitude of each kingdom to be expressed.
It allows some choice on the prisoner's part, too. If they feel morally opposed to the work (the North's work might be very evil, or their hatred of the nation might be too great to allow such contribution), they can commit suicide, either by escaping, or by trying to attack a guard.
I know it's a lot to ask, but I'm not a fan of dreaming small.
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