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The following terms may be used below. These terms are used to speed up understanding of who a certain law may apply to, or in what context.  
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.
* '''Imperial Prerogative:''' Emperor and the Crown Prince
* '''Spiritual Prerogative:''' Emperor and the Supreme Reverend
* '''Royal Blood:''' Emperor and the Crown Prince and Imperial Princes
* '''Crown Rule:''' Emperor and the Crown Prince and the Undercrown
* '''The Court:''' Emperor and the Crown Prince and Imperial Princes and the Undercrown and every person who holds a position in the Curia Cordis or Curia Alius


==Imperial Law==
==Militia, Vigilantism, Mercenaries, and Knights==
Imperial Law is applicable to anyone, everywhere and at any time. The only individuals that can ever be immune to Imperial Law are those with Imperial Prerogative, which are the Emperor himself, and the Crown Prince. Furthermore, those of Royal Blood may dispense with some of the Imperial Laws, when specified. Clearly violating any Imperial Law immediately makes one a Heretic. Somewhat breaking an Imperial Law is grounds for an Imperial Inquest or Inquisition Trial.
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:
* '''Vigilante:''' Vigilantes are citizens who do not have the authority to enforce the law, but do so anyway because of a sense of duty, patriotism, or just because they like violence and think it's better to be violent on the side of the state, than against it. Vigilantism in all its forms is illegal. A citizen attacking another citizen to stop a crime, is in themselves committing a crime. If nobody else (for example Knights) is present to stop them, or arrest them, then Vigilantes can usually get away with committing crimes to stop crime. Some Knights may also choose to turn a blind eye to Vigilantes if done well.
* '''Militia:''' A Militia is an unofficially sanctioned self-defense force attached to specific locations. Militias are inherently Vigilantes, but since they are defending their own home, the law is usually not applied to them so long as they acted within reason to defend their home. A Militia is only recognized in so far it is entirely populated by people who own a House in a district, and may only act to defend their homes from illegal activity, in said district. If Rose Court were to establish a Militia for example, they could apply reasonable violence against home invaders of Rose Court, but could not interfere with law enforcement in the Qadir District.
* '''Mercenary:''' The occupation of Mercenary is illegal in the Regalian Empire by ordinance (except for Solvaan who have a legal exception). This means any form of contract hire to either attack, abduct, steal, or kill anyone, is by default illegal. However, many ex-Mercenaries (for those who didn't become regular enlisted soldiers) have slid into contract-work or bludgeon-for-hire for the wealthy and undercity denizens. Just because Mercenary work is illegal, does not mean it cannot be profitable, and does not mean that an ex-mercenary now thug-for-hire cannot make a living just by taking contracts and not getting caught doing violence.  
* '''Knights:''' Knights are the next best thing to an actual Guard force, they are in form an extension of the State, but not strictly forced to enforce the Law. All Knights are at all times permitted to enforce the law and temporarily hold suspects or criminals in their Knights HQ prison Cells, but it is important to note that they are not forced to do so. To each and every Knight is afforded the choice whether to enforce State Law with considerations of their own morals and ethics, principles, and whether they have time at all. Some Knights choose to enforce all laws, some Knights enforce only laws on murder, and some do nothing at all.
* '''Retainers:''' Retainers are bodyguards, personal guards, and Noble House Guards specifically hired for the protection of their payer/owner. Retainers are similar to Militia, tolerated to perform some acts of violence, but only in the strictest protection of their liege/client. Someone who is a Retainer (for example a House Guard) may never inflict violence without the client being present, and only if the client is in any harm's way (insults are not valid harm). If Retainers break the law, their clients are usually held responsible and tried by legal forces as if they were the ones who committed the crime instead.


====Law One: Holy Touch====
==Laws==
It is forbiddenm to physically touch those with Imperial Prerogative, except when verbally permitted, or when being of Royal Blood, or otherwise in a specific Curia Alius position that permits physical touch.
This section covers all Laws, split into subsections. Keep in mind, 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 most illegal activities like stealing, non-lethal violence, illegal good possession, magic casting in public, trespassing, impersonation, fraud, emotional harm, refusing to title nobles, refusing to use pronouns, abduction, destruction of property, association with the illegal Occult and collaboration with the Afflicted (for example feeding them or harboring them) etc. Low Law would generally result in a short prison sentence or a fine (most prison sentences can be avoided by paying a heavy fine), and would usually be time-skipped in favor of keeping roleplay going without interruption. As Knights are considered part of law enforcement, when Knights are in armor enforcing the law, they are immune to Low Law.
* '''Magic Law:''' Magic Law covers how Magic is used in general. The State's understanding of magic is very infantile, and it tends to brush all forms of Magic with one big brush. The legality of Magic frequently oscillates between progressive and repressive, currently the law is repressive. All forms of Magic Casting is illegal in any public area or public venue, unless specified by the venue owners. Magic usage in private property is legal, as well as businesses, and Headquarters of special orders and groups if they were specifically granted property by the State. Violation usually defaults to Low Law violations. As Knights are considered part of law enforcement, when Knights are in armor enforcing the law, they are immune to Magic Law.
* '''Occult Law:''' Occult Law covers illegal things Magical in nature, but not specifically Magic itself. These are a set of very specific laws: It is illegal to be a Geist, Undead, or Vampire, it is illegal to consort, own, or associate with Spirits, and it is illegal to use Theurgy. It is currently Legal to be a Marken only if the person can be certified to control themselves or undergo therapy, it is currently Legal to be Arkenborn and Godborn in any and all circumstances, though citizens are requested to be on the lookout for Arkenborn who profess loyalties to their Arken parents (see High Law hostile entities). It is currently legal to be Archon in any and all circumstances. Transforming as Marken in public partially or wholly, falls under this also. Marken retained by Lothar are excluded from this.
* '''Religious Law:''' Religious Law covers what Faiths are legal in the Empire: Unionism, Estelley, Fornoss, Baskarr, Evolism, Draconism. This also covers that using weapons or drawing blood on Holy Ground (Temples, Burial Sites, Graveyards, the Palace, Dragon Sites, Homes of Priests) is illegal, as well as an anti-Blasphemy Law that makes it illegal to speak ill of the Emperor, and that either such offenses are judged by Lancyon Chapter Members of the Viridian Order.
* '''High Law:''' High Law covers highly illegal activities that may result in a character being maimed or executed if caught, or caught on repeat-offense. This includes but is not limited to: treason against the Empire, being a horrendous monster, aiding and abetting foreign powers or hostile entities, pre-meditated murder, etc. These usually involve very long prison sentences, or special trials. Players should be aware that committing these crimes will have serious consequences for their Characters.


====Law Two: Holy Say====
==Imprisonment Rules==
It is forbidden for anyone to disobey a command or contradict those with Imperial Prerogative when it is directly issued, unless they command or permit to do so. One may argue with those of Imperial Prerogative, but not contradict them.
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.


====Law Three: Holy See====
==Enforcement of the Law==
It is forbidden for anyone to look directly in the eyes of the Emperor unless commanded to do so by the Emperor.
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.
====Law Four: Holy Word====
* '''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.
It is forbidden for anyone to speak ill of those of Imperial Prerogative. Furthermore, it is forbidden to speak of activities or the Royal Blood’s personal activities and statements or appearance at the Imperial Palace to outsiders.
* '''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.  
====Law Five: Holy Face====
* '''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.  
It is forbidden to either deface, defame, criticize, nullify, deject, dishonor, destroy, reject, diminish or otherwise cast negative effects or intent on the Crown Rule, images of the Crown Rule, or the Crown Rule themselves, or the Imperial Spirit.
* '''Occult Law:''' Individuals who are infected with Geist or Vampirism 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.
====Law Six: Holy Verdict====
* '''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.
The Emperor attests to three Verdict manners, Holy Assent, meaning indisputable. Holy Assent decrees or implementations may not be contested or disputed by the people. Secondly, Holy Intent, meaning clear interpretation. Holy Intent allows the people some free range of implementation of Imperial decrees or implementations, as long as the underlying intent provided by the Emperor is protected. Finally there exists Holy Invest, meaning the free range of interpretation and action. Holy Invest decrees or implementations are not divine verdicts or laws, and may as such be freely ignored, re-interpreted or modified.
 
==Canon Law==
Canon Law is a set of Laws defined by the Sanchella of Union as church laws. However, since the church has no formal authority over the Empire or individual states, the Emperor chooses to only legalize a select few, or none at all. The individual status of Canon Law is referenced in the law descriptions themselves. Canon Law cannot be altered by the Regalian Government, only by the Emperor or the Sanchella. Violating active Canon Laws is considered heresy. Somewhat breaking Canon Law is grounds for an Inquisition Trial.  
 
===Law One: Holy Marriage===
Church Marriage within the tradition of Unionism is between a single man and a woman. Public acts of same sex of either intimate or erotic nature are strictly illegal, as is the encouragement of same-sex relations. The purpose of Marriage is to sire more subjects for Unionism This law is currently '''Active'''.
 
===Law Two: Holy Sanctity===
Those within the confines of the hallowed grounds, so called Temples of Unionism and other places of Sanchella officially sanctioned worship may not be apprehended, or removed from said premise except by Imperial Guards or on Imperial Prerogative. Granting these individuals food, or assisting in their secret escape however, is a crime. This law is currently '''Active'''.
 
===Law Three: Holy Protection===
There exist the permitted faiths, which are: Faith of Estel, Old Gods, Faith of Baskarr, Dwarven Dogma, the Allar life beliefs, Qadir life beliefs and Orc life beliefs which Regalia will permit to exist within its boundaries. Individuals of these faiths may freely practice their faith in their homes, or specifically allocated temples. Public profession of these faiths or attempting to convert good Unionists to these faiths is heresy. Additionally, any faith not on this list, is pure heresy. This law is currently '''Active'''.
 
===Law Four: Holy Traitors===
The only right form of Unionism, is to be a Sanchelle Unionist. We permit the faiths of Etosian Unionism, Dogartan Unionism and Priscille Unionism to exist within our Empire. Of these faiths, only Dogartan may be spread among the population. Vultar and Diviner Unionism are strictly heresy. A Unionist converting away from Sanchelle Unionism to any other religion bar from Dogartan Unionism is a heretic. It is also forbidden to speak well of other religions bar Unionism. This law is currently '''Active'''.
 
===Law Five: Holy Office===
Those who hold office in the Government to serve the Great Way must do so with clean, known pious consciousness. Individuals who have an active writ of sin against their person that has been sanctified by the Supreme Reverend are not permitted to hold position in Government. This law is currently '''Not Active'''.
 
==Military Law==
Military Law mostly if not only covers military persons of the Regalian Navy and Regalian Armed Forces. These laws thus cover any person who is a member of any particular military unit, even if they are also a member of another organization that has different laws. Generally speaking, Military Law always overrides all other law sets where applicable. Military Law cannot be altered by the Regalian Government, only by the Emperor. Those that violate these laws can be brought to court for unpatriotic conduct.
 
===Law One: Military Doctrine===
Within the military, hierarchy is strict. To disobey the hierarchy is to invite weakness to the Weapons of the Crown. Court Martial will be enacted upon those who act with dishonor and ill conduct. Court Martials will be held by the City Guard Commander and two Generals or Admirals chosen by either the Undercrown or Emperor.  
 
===Law Two: Military Preference===
Soldiers of the Regalian Empire must always be treated with personal preference. Where applicable, businesses must show higher priority, and better care for their dealings with soldiers. Public establishments should endeavor to care for the well being of soldiers first.
 
===Law Three: Military Leadership===
It is forbidden to wear outfits from organizations to which one is not a member, and it is illegal to pretend to be a rank which one is not. Pretense in rank is strictly punished with expulsion and a demand for trial.
 
==State Law==
State Law covers all lands which are considered directly controlled by the Empire, meaning all lands which are not vassal states. Many of the laws however also apply to the Vassal states though can have local moderation and alterations. State Laws can be freely changed by the Regalian Hoherichter without Imperial oversight.
 
===Law One: Regalian Weapons===
Anyone in Regalia who does not have the express permission from the correct government institutions are not permitted to wear a weapon in plain sight. Having a Noble Title or individual Charter Rights override this law.
 
===Law Two: Regalian Defense===
Within the Realm of Regalia, the legal defense of “Self Defense” is not legal. Self Defense is only applicable when the self becomes subject to risk of bodily harm or dismemberment through violence.  
 
===Law Three: Regalian Identity===
It is forbidden for anyone to conceal their face from recognition, or to pretend to be someone who they are not. Impersonation of nobility in particularly is strictly punished.
 
===Law Four: Regalian Demonic===
It is forbidden for anyone to engage in illegal magical, Vampiric, Undead demonic, extra-planar or dimensional practices without express consent from the Regalian Government. Umredd Vampires are exempt as long as they reside in the Vampire District of Regalia, but will be tried as heretics outside of it, unless they have a freedom of movement permit.  
 
===Law Five: Regalian Sanctity===
Any person in the Empire shall endeavor not to harm, maim or kill any other person within the Empire, or animals and lesser beings. These are all acts of public disturbances, no matter the rank of whomever is attacked.
 
===Law Six: Regalian Vow===
Any person in a married status with another person shall not commit adultery without a plural marriage or paramour consent form, signed by the Government. Failing to provide for a spouse or neglect are also illegal, as is neglect of children.
 
===Law Seven: Regalian Property===
Any person in the Empire shall not steal, conceal or otherwise misappropriate goods belonging to someone else without express permission. Additionally, various items are defined as contraband, and may not be possessed at all.
 
===Law Eight: Regalian Freedom===
Any person within the boundaries of the Regalian Empire shall not seize or detain any other individual be it foreign or national, non-Human or Human, against their will, either conscious or unconscious. Exceptions are made for citizen’s arrests and authorities with overruling rights and authority. Furthermore, this law no longer applies when the individual is attempting to trespass.  
 
===Law Nine: Regalian Public===
Any person within the boundaries of any urban area within the Regalian Empire shall endeavor to behave cordially and properly in public. Drunken disorderly behavior, unwanted erotic behavior, inciting of violence and otherwise causing a public disturbance or vandalism is not allowed.
 
===Law Ten: Regalian Home===
Any person within the boundaries of the Regalian Empire shall not unlawfully enter the residence or property owned by another person without the vocal or written consent. Various public buildings such as the Imperial Palace are also strictly off limits for individuals not permitted.
 
===Law Eleven: Regalian Conservation===
Any person within the Regalian Empire, regardless of political stature shall endeavor not to express any Jacobinism views, support any whole or partial Jacobinism views, or in any way publicly denounce the rights of aristocracy or otherwise attempt to upset the structure of authority and royal prerogative in the Empire.
 
===Law Twelve: Regalian Purity===
Any and all Human citizens and noncitizens within the Regalian Empire are forbidden from maintaining sexual relations or marriage bonds with non-Humans. Any existing marriages that were approved before this law would be declared null and void by the state, and their offspring related to half breeds would be declared illegitimate and without rights to the Regalian State.
 
===Law Thirteen: Regalian Superiority===
Any and all non-Humans with the exception of Nelfin and Dwarven species are disallowed from holding political, civil or military office, with the sole exception of those granted Humanum right by the Emperor. Those that are in office for whatever reason, regardless of circumstance, must adopt Regalian customs and traditions, as well as the Imperial High Culture. Any failure to comply will lead to dismissal.
 
==State Weapon Law==
State Weapon Law is the law that covers the usage of weapons and carrying thereof within the states of the Regalian Empire. There are three distinct categories: Full prohibition, Concealed Carry and Open Carry. These three categories all have their own individual rules. There exists a final exception clause called the Imperial Prerogative. The Weapons Law also applies to armor, though various jobs and charters may have specific laws on armor usage. The heaviest armor that may be used in public without additional rights is half leather, meaning cured hardened leather may not be worn more than around the chest and forearms. Metal armor without permits is strictly forbidden. Of any armor set in Regalia, the neck and head must be adequately uncovered and the hands free of motion.
 
* Full prohibition applies to anyone who is not allowed to wear any weapons on them without exception. Full prohibition is applied to all citizens who have been to prison for any charged repeat-offence of violence in any degree. This applies even to Nobility, but has to be individually issued by the Landesgericht Inspector to be valid in paper.
* Concealed Carry is the most applicable category for Weapon Law. This applies to anyone of or above the age of 15, being allowed to carry a weapon, purely concealed beneath cloth or in containers, no longer than twelve inches. Most Regalian forges sell so called Rechthelm Swords which are of this adequate restriction.
* Open Carry is an applicable category for Weapon Law which allows the full open bearing of weapons which are not military-grade weapons. The Open Carry is a granted right to either man or woman that is a legal adult and of Humanum Race and a title holder of Count and above. Further limitations in place are that the weapon may not be longer than forty inches. The weapons must be properly secured and if stolen, the owner will be held responsible for military neglect. The right to Open Carry can also be granted by Charters. Individual Permits cannot be granted. The only way to gain Open Carry Right, is by being a serving member of a Charter.
* Imperial Prerogative is a last category that is not formally recognized in the law system because it applies to only a select few individuals. The Imperial Prerogative category dictates that the person who fulfills the criteria has in fact no limitations on weapon bearing in public, meaning they are even permitted to wear military grade armor and weapons. This right is only directly granted by the Emperor.
 
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Revision as of 03:22, 14 March 2024

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.

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:

  • Vigilante: Vigilantes are citizens who do not have the authority to enforce the law, but do so anyway because of a sense of duty, patriotism, or just because they like violence and think it's better to be violent on the side of the state, than against it. Vigilantism in all its forms is illegal. A citizen attacking another citizen to stop a crime, is in themselves committing a crime. If nobody else (for example Knights) is present to stop them, or arrest them, then Vigilantes can usually get away with committing crimes to stop crime. Some Knights may also choose to turn a blind eye to Vigilantes if done well.
  • Militia: A Militia is an unofficially sanctioned self-defense force attached to specific locations. Militias are inherently Vigilantes, but since they are defending their own home, the law is usually not applied to them so long as they acted within reason to defend their home. A Militia is only recognized in so far it is entirely populated by people who own a House in a district, and may only act to defend their homes from illegal activity, in said district. If Rose Court were to establish a Militia for example, they could apply reasonable violence against home invaders of Rose Court, but could not interfere with law enforcement in the Qadir District.
  • Mercenary: The occupation of Mercenary is illegal in the Regalian Empire by ordinance (except for Solvaan who have a legal exception). This means any form of contract hire to either attack, abduct, steal, or kill anyone, is by default illegal. However, many ex-Mercenaries (for those who didn't become regular enlisted soldiers) have slid into contract-work or bludgeon-for-hire for the wealthy and undercity denizens. Just because Mercenary work is illegal, does not mean it cannot be profitable, and does not mean that an ex-mercenary now thug-for-hire cannot make a living just by taking contracts and not getting caught doing violence.
  • Knights: Knights are the next best thing to an actual Guard force, they are in form an extension of the State, but not strictly forced to enforce the Law. All Knights are at all times permitted to enforce the law and temporarily hold suspects or criminals in their Knights HQ prison Cells, but it is important to note that they are not forced to do so. To each and every Knight is afforded the choice whether to enforce State Law with considerations of their own morals and ethics, principles, and whether they have time at all. Some Knights choose to enforce all laws, some Knights enforce only laws on murder, and some do nothing at all.
  • Retainers: Retainers are bodyguards, personal guards, and Noble House Guards specifically hired for the protection of their payer/owner. Retainers are similar to Militia, tolerated to perform some acts of violence, but only in the strictest protection of their liege/client. Someone who is a Retainer (for example a House Guard) may never inflict violence without the client being present, and only if the client is in any harm's way (insults are not valid harm). If Retainers break the law, their clients are usually held responsible and tried by legal forces as if they were the ones who committed the crime instead.

Laws

This section covers all Laws, split into subsections. Keep in mind, 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 most illegal activities like stealing, non-lethal violence, illegal good possession, magic casting in public, trespassing, impersonation, fraud, emotional harm, refusing to title nobles, refusing to use pronouns, abduction, destruction of property, association with the illegal Occult and collaboration with the Afflicted (for example feeding them or harboring them) etc. Low Law would generally result in a short prison sentence or a fine (most prison sentences can be avoided by paying a heavy fine), and would usually be time-skipped in favor of keeping roleplay going without interruption. As Knights are considered part of law enforcement, when Knights are in armor enforcing the law, they are immune to Low Law.
  • Magic Law: Magic Law covers how Magic is used in general. The State's understanding of magic is very infantile, and it tends to brush all forms of Magic with one big brush. The legality of Magic frequently oscillates between progressive and repressive, currently the law is repressive. All forms of Magic Casting is illegal in any public area or public venue, unless specified by the venue owners. Magic usage in private property is legal, as well as businesses, and Headquarters of special orders and groups if they were specifically granted property by the State. Violation usually defaults to Low Law violations. As Knights are considered part of law enforcement, when Knights are in armor enforcing the law, they are immune to Magic Law.
  • Occult Law: Occult Law covers illegal things Magical in nature, but not specifically Magic itself. These are a set of very specific laws: It is illegal to be a Geist, Undead, or Vampire, it is illegal to consort, own, or associate with Spirits, and it is illegal to use Theurgy. It is currently Legal to be a Marken only if the person can be certified to control themselves or undergo therapy, it is currently Legal to be Arkenborn and Godborn in any and all circumstances, though citizens are requested to be on the lookout for Arkenborn who profess loyalties to their Arken parents (see High Law hostile entities). It is currently legal to be Archon in any and all circumstances. Transforming as Marken in public partially or wholly, falls under this also. Marken retained by Lothar are excluded from this.
  • Religious Law: Religious Law covers what Faiths are legal in the Empire: Unionism, Estelley, Fornoss, Baskarr, Evolism, Draconism. This also covers that using weapons or drawing blood on Holy Ground (Temples, Burial Sites, Graveyards, the Palace, Dragon Sites, Homes of Priests) is illegal, as well as an anti-Blasphemy Law that makes it illegal to speak ill of the Emperor, and that either such offenses are judged by Lancyon Chapter Members of the Viridian Order.
  • High Law: High Law covers highly illegal activities that may result in a character being maimed or executed if caught, or caught on repeat-offense. This includes but is not limited to: treason against the Empire, being a horrendous monster, aiding and abetting foreign powers or hostile entities, pre-meditated murder, etc. These usually involve very long prison sentences, or special trials. Players should be aware that committing these crimes will have serious consequences for their Characters.

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 infected with Geist or Vampirism 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.