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==Militia, Vigilantism, Mercenaries, and Knights== | ==Militia, Vigilantism, Mercenaries, and Knights== | ||
Because MassiveCraft does not have an official "Police" or "Guard" force in Regalia, it is necessary to understand the role of Player Characters in enforcing the State's authority. By default, unauthorized citizens are not permitted to enforce the law, and if doing so, are themselves in violation of anti-violence and chaos laws. There are however some exceptions and special circumstances: | Because MassiveCraft does not have an official "Police" or "Guard" force in Regalia, it is necessary to understand the role of Player Characters in enforcing the State's authority. By default, unauthorized citizens are not permitted to enforce the law, and if doing so, are themselves in violation of anti-violence and chaos laws. There are however some exceptions and special circumstances: | ||
* ''' | * '''Vigilantes''' are citizens who take matters into their own hands, and essentially commit crimes to solve crimes being committed. Regalia does not have self-defense clauses for laws. Vigilantism is strictly illegal, though some Knights have been known to turn a blind eye. | ||
* '''Militia:''' | * '''Militia:''' are unofficially sanctioned defenders of residential districts. Militias are Vigilantes but tolerated when they defend their own home from home invaders or enemies of Regalia. In such a context, Militia are not persecuted for defending their own home. | ||
* ''' | * '''Mercenaries:''' are soldiers for hire who either protect or attack for coin. Mercenary organizations are legal, but they do not have a legal exception to inflict violence on others. There are some exceptions to this, mentioned further below in the Mercenary section. | ||
* '''Knights:''' | * '''Knights:''' are the only playable enforcers of the law, an extension of the state by imperial mandate. Knights exist for a particular mission statement, but part of that mission statement always includes enforcing state law also, though they are not forced to do it. | ||
* '''Retainers:''' | * '''Retainers:''' are bodyguards or mercenaries hired by Nobles specifically to protect them. Much like the Militia, Retainers are allowed to use reasonable violence to protect their master from harm though may never be used to attack someone outright. | ||
==Laws== | ==Laws== | ||
This section covers all Laws, split into subsections. Keep in mind | This section covers all Laws, split into subsections. Keep in mind that laws can change (infrequently) because of who is in control of the Palace Court. Different courtiers want different policies, and so the Laws swing back and forth between progressive and repressive regimes every so many months. Consult Staff Announcements/World Progressions in the Roleplay Discord for more information and up-to-date alerts on Law Changes. | ||
* '''Low Law:''' | * '''Low Law:''' covers non-lethal violent actions like theft, contraband, trespassing, impersonation, fraud, refusing titles/pronouns, and collaboration with the Afflicted. Low Law usually has some fine-based punishment, or short time-skipped prison sentence. | ||
* '''Magic Law:''' | * '''Magic Law:''' covers how Magic is used in general. Magic casting in the street is illegal, and permitted in businesses/homes only with permission of the owner. Magic Law violations are considered Low Law, meaning a fine or short time-skipped prison sentence. | ||
* '''Occult Law:''' | * '''Occult Law:''' covers more severe illegal magical things, like being Undead/Vampire/Mortisphage, interacting or owning Spirits, interacting with Arken, or interacting/bargaining with Death Gods. These often result in long time-skipped prison sentences of years. | ||
* '''Religious Law:''' | * '''Marken Law:''' covers laws pertaining to Marken. Marken are currently under toleration. If they can prove their self-control and take efforts to be non-infectious, Marken are permitted to live in their own home. If they lose control however, they face long prison sentences. | ||
* '''High Law:''' | * '''Religious Law:''' covers faiths. This covers: Unionism, Estelley, Fornoss, Khama, Draconism. Evolism is technically illegal, but no actions are taken against its worshipers. Most Minor faiths are similarly tolerated, the Mortis Cult however is very illegal, with long prison sentences. | ||
* '''High Law:''' covers severe crimes that can result in Character death. This is a very specific list: treason against the Empire, being a horrendous Monster, aiding and abetting foreign powers and hostile entities (like Arken), murder, and blasphemy against the Emperor. | |||
Keep in mind that prison sentences tend to be cumulative. If a Character commits 20 Low Law crimes, that can become judged just as severely as a single Low Law violation. In most cases, no records are kept of minor crimes, prison sentences are time-skipped, and fines are paid off-screen. Players are expected to roleplay out the negative consequences of having been imprisoned/fined to their finances. If execution is ever warranted on a Character, the Player will be warned in a ticket or in-game warning, that their current trajectory leads to Kill-perms being released on their Character. This would mean that Lore Staff permits any player to execute a Player Character for the crimes they have committed. In some rare instances, Lore Staff may also release Kill-perms for non-Criminal Characters, or Characters who have not explicitly been caught. Before this happens, the Player will always be informed and warned to change course, but it is generally only used as a last resort if the player is being unrealistic and constantly using the lack of Kill-perms to powergame out of really bad situations for their Character. | |||
==Imprisonment Rules== | ==Imprisonment Rules== |
Revision as of 03:28, 23 September 2024
The Regalian Penal Code is the general understanding of the judicial system, both with in-character laws and exceptions that apply to all Roleplayers, but also general concepts of what certain groups are or aren't allowed to do.
Militia, Vigilantism, Mercenaries, and Knights
Because MassiveCraft does not have an official "Police" or "Guard" force in Regalia, it is necessary to understand the role of Player Characters in enforcing the State's authority. By default, unauthorized citizens are not permitted to enforce the law, and if doing so, are themselves in violation of anti-violence and chaos laws. There are however some exceptions and special circumstances:
- Vigilantes are citizens who take matters into their own hands, and essentially commit crimes to solve crimes being committed. Regalia does not have self-defense clauses for laws. Vigilantism is strictly illegal, though some Knights have been known to turn a blind eye.
- Militia: are unofficially sanctioned defenders of residential districts. Militias are Vigilantes but tolerated when they defend their own home from home invaders or enemies of Regalia. In such a context, Militia are not persecuted for defending their own home.
- Mercenaries: are soldiers for hire who either protect or attack for coin. Mercenary organizations are legal, but they do not have a legal exception to inflict violence on others. There are some exceptions to this, mentioned further below in the Mercenary section.
- Knights: are the only playable enforcers of the law, an extension of the state by imperial mandate. Knights exist for a particular mission statement, but part of that mission statement always includes enforcing state law also, though they are not forced to do it.
- Retainers: are bodyguards or mercenaries hired by Nobles specifically to protect them. Much like the Militia, Retainers are allowed to use reasonable violence to protect their master from harm though may never be used to attack someone outright.
Laws
This section covers all Laws, split into subsections. Keep in mind that laws can change (infrequently) because of who is in control of the Palace Court. Different courtiers want different policies, and so the Laws swing back and forth between progressive and repressive regimes every so many months. Consult Staff Announcements/World Progressions in the Roleplay Discord for more information and up-to-date alerts on Law Changes.
- Low Law: covers non-lethal violent actions like theft, contraband, trespassing, impersonation, fraud, refusing titles/pronouns, and collaboration with the Afflicted. Low Law usually has some fine-based punishment, or short time-skipped prison sentence.
- Magic Law: covers how Magic is used in general. Magic casting in the street is illegal, and permitted in businesses/homes only with permission of the owner. Magic Law violations are considered Low Law, meaning a fine or short time-skipped prison sentence.
- Occult Law: covers more severe illegal magical things, like being Undead/Vampire/Mortisphage, interacting or owning Spirits, interacting with Arken, or interacting/bargaining with Death Gods. These often result in long time-skipped prison sentences of years.
- Marken Law: covers laws pertaining to Marken. Marken are currently under toleration. If they can prove their self-control and take efforts to be non-infectious, Marken are permitted to live in their own home. If they lose control however, they face long prison sentences.
- Religious Law: covers faiths. This covers: Unionism, Estelley, Fornoss, Khama, Draconism. Evolism is technically illegal, but no actions are taken against its worshipers. Most Minor faiths are similarly tolerated, the Mortis Cult however is very illegal, with long prison sentences.
- High Law: covers severe crimes that can result in Character death. This is a very specific list: treason against the Empire, being a horrendous Monster, aiding and abetting foreign powers and hostile entities (like Arken), murder, and blasphemy against the Emperor.
Keep in mind that prison sentences tend to be cumulative. If a Character commits 20 Low Law crimes, that can become judged just as severely as a single Low Law violation. In most cases, no records are kept of minor crimes, prison sentences are time-skipped, and fines are paid off-screen. Players are expected to roleplay out the negative consequences of having been imprisoned/fined to their finances. If execution is ever warranted on a Character, the Player will be warned in a ticket or in-game warning, that their current trajectory leads to Kill-perms being released on their Character. This would mean that Lore Staff permits any player to execute a Player Character for the crimes they have committed. In some rare instances, Lore Staff may also release Kill-perms for non-Criminal Characters, or Characters who have not explicitly been caught. Before this happens, the Player will always be informed and warned to change course, but it is generally only used as a last resort if the player is being unrealistic and constantly using the lack of Kill-perms to powergame out of really bad situations for their Character.
Imprisonment Rules
Vigilantes and Criminals alike are permitted to imprison captured hostile Characters within their Clandestine Bases, Keeps, and Rental Regions, as long as a sufficient cell area and-or guards to roleplay with them are available. Captors should show courtesy of releasing someone within 24 hours of imprisonment unless there is a planned and agreed ransom or the player desires to be held for longer. Players should generally negotiate a beneficial outcome amongst themselves, with the responsibility of providing a solution being put on the instigating party. "Instigators" are generally considered characters who started the conflict, whether that is by attacking someone, or by being somewhere they shouldn't be, breaking the law, or being excessively annoying/a nuisance. The instigating party also depends on the location a player is in. For example, a non-disguised Vampire that goes to Main Street or any other place where the Law applies, would be the instigator if Law-abiding characters try to capture them. Conversely, a Knight who enters the Sewers would be the instigator. Players should only contact Lore Staff through a ticket if the other party is being unreasonable, and may result in surrendered Kill or Maim perms.
Enforcement of the Law
On Massivecraft, general 'punishments' and 'enforcements' of the laws should almost always be done off-screen unless the player specifically wants to do that kind of RP. In any case where, for example, a Knight catches someone breaking the law, they are expected to hand off the actual punishment to an off-screen NPC Metropolitan Member. Below is a list and explanation of what the Metro Members would do for each crime, and players can talk about how their characters paid their fines or served their times, etc.
- Theft: When the Metro handles Theft, they generally impose a fine for petty theft, and prison sentences for stealing large amounts of goods, family heirlooms, and irreplaceable items. Punishments are reduced if the stolen objects are returned to their owners.
- Magic Casting: Magic casting almost always involves the Metropolitan just fining the caster. Note, that the Metro does not discriminate between Sinistral, Radiant, Dragon Magic, etc, and the only exception that it considers 'not magic' is Unionist God Magic. Magic Casting used to harm others is judged under violence and assault.
- Violence and Assault: Attacking others usually involves a fine, public humiliation, or a prison sentence depending on the severity. Note that the Metro does not punish individuals for fighting to just defend themselves, but, does punish individuals who inflict excessive harm onto their attackers.
- Kidnapping: Kidnapping, especially involving extortion or harm done to the person kidnapped, always involves a prison sentence for an extended period of time.
- General Low Law: All other Low Law infractions not covered are generally just fines, community service, public humiliations, or short prison sentences. Repeat offenses to a severe degree may require Lore Staff Intervention. Individuals who are caught after many repeated offenses require consultation with Lore Staff onw hat to do. Please make a ticket in RP Comm discord with the character captured, and under what circumstances they were captured.
- Occult Law: Individuals who are Mortisphages or Vampires are expected to be cured by Players, and usually subjected to a short prison sentence to help prevent re-infection. Undead, Marken, and Spirits who are caught may require additional negotiation between both parties to reach a mutually beneficial outcome.
- Religious Law: Due to the severity of Religious Law, individuals who are caught would require negotiation between both parties for a mutually beneficial outcome. For crimes such as these, the instigator is assume to be the one guilty of breaching Religious Law.
- High Law: Due to the severity of High Law, individuals who are caught would require negotiation between both parties for a mutually beneficial outcome. For crimes such as these, the instigator is assumed to be the one guilty of breaching High Law.
Regalian Law is the general understanding of the judicial system, both with in-character laws and exceptions that apply to all Roleplayers, but also general concepts of what certain groups are or aren't allowed to do.