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Regalian Law is a set of so-called Law Books with a penal code designed to keep the Regalian public in line, both within the confines of a peaceful and stable society, but also for a clean and pious mind. These Laws don't always have a strict outcome punishment, and punishments may vary between Guards and Organizations in Regalia. Furthermore, most of these laws are changeable by the respective authorities.  
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.


==Citizen Rights==
==Militia, Vigilantism, Mercenaries, and Knights==
Citizen Rights dictate the individual rights per race. While Race Rights are different for each Race, they can usually be categorized: First Rank Citizens have all rights bestowed to them, Second Rank Citizens have usually one or two rights revoked, while Third Rank Citizens have considerable rights revoked from them. Each right revoked is mentioned below.
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:
===First Rank Citizen===
* '''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.
* Ailor, Half-Ailor, Sihai, Allar, Dwarves, Qadir, Orcs, Songaskians, Altalar, Cielothar, Varran, Yanar, Avanthar are First Rank Citizens. Any other Half-Races that are not half-Ailor (as long as one parent is Second or Third Rank), apply to those Citizen classifications, if they are Half-Ailor, they always apply to First Rank, even if their other parent is Third Rank.  
* '''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.
===Second Rank Citizen===
* '''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.  
* Sihndar have the following rights revoked:
* '''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.
** Performing the Northern Taint on any person without permit, is illegal.
* '''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.
* Url have the following rights revoked:
** Performing Symbiosis of any kind on any person without permit, is illegal.
* Manathar have the following rights revoked:
** Performing Manathar Communion on any person without permit, is illegal.
* Isldar have the following rights revoked:
** Isldar are barred from being a member of the Regalian Military or holding State Offices.
* Maraya have the following rights revoked:
** Contact without State supervision of the Maraya Home Swarm, is illegal.
===Third Rank Citizen===
* Slizzar have the following rights revoked:
** Slizzar do not have the right to Court procedure and have a presumption of guilt.
** Slizzar are not permitted to hold State Office, or be a member of the Regalian Military.
** Slizzar are not permitted to serve in the Imperial Family’s Household.
** Slizzar do not have the right to marry or reproduce with Unionist Ailor.
* Kathar have the following rights revoked:
** Kathar do not have the right to Court procedure and have a presumption of guilt.
** Kathar are not permitted to hold State Office, or be a member of the Regalian Military.
** Kathar are not permitted to serve in the Imperial Family’s Household.
** Kathar do not have the right to marry or reproduce with Unionist Ailor.


==State Laws==
==Laws==
State laws are active in all lands controlled by the Regalian Empire, unless local legislation contradicts them. These laws can be freely changed by the Assembly and Chancellor.
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.
===Regalian Petty Law===
* '''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.
Regalian Petty Laws require no Court intervention, and can usually be punished with a fine, public humiliation, or very short prison sentence, or community service. No records are made for violations of Petty Law of any kind, however it may be included in bigger violations on the same report.
* '''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.
# Bearing false witness, or resisting arrest, or hindering a Guard investigation is illegal.
* '''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.
# Bearing weapons or armor outside of permit clearance is illegal.
* '''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.  
# Vigilantism without the proper permit or clearance, is illegal.
* '''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.
# Trespassing on any private property or residence is illegal.  
# Mugging or stealing or cheating at games or property destruction, is illegal.
# Adultery and conceiving out of wedlock is illegal without legal consent forms.
# To insult another person without established truth to accusation, is illegal.
# For a family member to resist the will of their family head, is illegal.


===Regalian Low Law===
==Imprisonment Rules==
Regalian Low Laws require no Court intervention, and can be punished with prison sentencing and/or public humiliation. Simple recordings such as Name, Crime, and Punishment given are recorded, nothing more.
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.
# Inflicting harm against another or one’s unless self-defense demands itself is illegal.
# To abduct or imprison or enslave another without legal permit is illegal.
# Possession or use of Contraband and Illegal Items is illegal.
# Non-consented Marriage or failing to provide for one’s spouse, is illegal.
# Subjecting another to Mutations or Aberrancy is illegal.
# Using Aberrant Powers outside the home without permission is illegal.
# To create, recruit, be a member of, or cooperate with Crime Groups, is illegal.
# To sabotage, undermine, or be negligent in State Official Duty, is illegal.
# To falsify evidence, seals, stamps or other approval, is illegal.


===Regalian High Law===
==Enforcement of the Law==
Regalian High Law usually requires the Lord Commander or Court to get involved with sentencing. Punishments tend to be severe imprisonment and maiming. Data recording includes Name, Crime, and Punishment, as well as a more detailed report of the incident.
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.  
# To violate the purity of, or indecently disrobe another, is illegal.
* '''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.
# To attempt to break out of prison, or liberate another prisoner, is illegal
* '''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.
# To rob the life of another person, whether born or unborn, is illegal.
* '''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.  
# Vast or major destruction of property or vandalism (such as arson), is illegal.
* '''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.  
===Regalian Capital Law===
* '''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.
Regalian Capital Law must require a Lord Commander and Chancellor approval for the final verdict, but will always include at the very least a maim, leading up to execution. Every worthwhile detail involving the crime, leading up to, and including the aftermath, is recorded in an extensive report.
* '''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.
# To perform active rebellion against the Regalian state or harbor Jacobinism, is illegal
* '''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.
# To conspire to harm the Emperor or Chancellor or Assembly, is illegal.
# To conspire to usurp or harm the state through military means, is illegal.
# To commit mass-murder or cause mass-death intentional or not, is illegal.
# To assist foreign entities in their harmful intent towards Regalia, is illegal.
 
==Imperial Crown Law==
Imperial Crown Law cannot be changed by the Chancellor or Assembly, and is prosecuted by the Imperial Inquestors. State Guards should still arrest, but deliver the criminal to an Imperial Guard. Crown Law violations can lead up to execution. Every worthwhile detail involving the crime, leading up to, and including the aftermath, is recorded in an extensive report.  
# The Imperial Guard are immune to State Law, and owe authority only to Imperial Royal Blood.
# To spill blood on Holy Ground such as Cathedrals, Churches and Palaces, is illegal.
# To denounce the Emperor’s Authority over all the world, is illegal.
# Marriage between two title holding families must be brokered by the Emperor.
# The Assembly and Chancellor each represent the Emperor in authority and duty.
# The Chancellor has a Veto right against any Assembly proposal, except impeachment.
# Impeachment proceedings count for 60%+1 of the present voters or representatives.
# Other legislation may pass with 50%+1 of the present voters or representatives.
# Two Noble Houses may call for an Assembly at any time, with Chancellor presence.
# An Assembly may not proceed without a present Chancellor, except for Impeachment.
# Indecency or undue disturbance during an Assembly is considered an insult to the Crown.
# It is illegal for City Guards to enter a Noble Estate without a permit from the Emperor.
# Contracts between Noble Families with Imperial Assent are enforced by the State.
 
==Regalian Knight Laws==
Knights operate somewhat differently than regular citizens, and as such have certain rights that transcend laws in Regalian State Law. Assume that if a Knight Law contradicts State Law, that Knight Law is always superior. Knight Law can only be changed by the Emperor.
# Any and all Knights are permitted to bear any armor, as long as Order identity is visible.
# Any and all Knights are permitted public open carry of weapons, but must conceal indoors.
# Any and all Knights may engage in Honor Duels with harm in designated arenas.
# Only Knights with Imperial Respect may enforce the Code of Honor on their fellow members.
# Only Knights with Imperial Respect must be called Ser if male, or Dame if female.
# Any citizen with knowledge of a Knight violating their Code, must report this to the Chancellor.
 
==Empire wide Ordinances==
Empire Wide Ordinances are adopted by the Assembly or Chancellor that do not directly affect the main city, but are still relevant to know for politics. These are generally considered indefinite, and revoking Ordinances is considered not kosher, but legal for the Chancellor only.
# All lands with a majority Altalar, and with all parties consenting, may enforce the Altalar Judicial system instead of the Regalian Judicial system.
# All airships under the direct supervision of Duke Ryker Lampero of Vultaro-Montania has free access to all airspace above all regalian Archipelago states and sovereignties.
 
==List of Contraband and Illegal Items==
* Any Artifact that is identified as originating from the Void Occult is contraband.
* Any Artifact identified as a Draconic Soul-Core active or inactive is contraband.
* Narcotics not stamped and shipped by the Anahera Cabal is contraband.
* Siege weapons and Gunpowder not stamped and shipped by Howlester Trade is contraband.
* Grains of any kind not stamped and shipped by the Kade house of Trade is contraband.
* Puretek weaponry not produced and granted by the Belliard Guild is contraband.
 
==Legal Codes==
Legal Codes are lengthier pieces of legislation that cannot be easily summarized into a bullet pointed law book, and as such must be written out in full. They usually concern one particular topic, and explain that topic expansively. Legal Codes are usually also expansions upon State Law, to add more context to them or to expand their scope into more detail.
 
===Regalian Weapon and Armor Permits===
It is illegal for any person in Regalia to wear any armor that is not purely decorative (armor that covers less than 25% of the body is considered decorative) without the necessary permits. Armor permits cannot be granted. Armor may only be worn by institutions that have the right to bear armor, such as the Regalian Mercenary Order, The Regalian Guard Order, Regalian Noble House Guards and Imperial Guards. Furthermore, it is illegal for any person in Regalia who does not have a weapon permit to bear a weapon other than a Rechtshelm. A Rechtshelm is a thin blade, with a maximum of 12 inches by the hilt that must be concealed at all times. Weapon permits, unlike armor permits however, can be granted. After a permit is granted, public open carry is permitted. Orders and Institutions that were granted the right to bear arms may use any weapon in public open carry also. No weapons or armor may be brought into Imperial Property, or Churches and Cathedrals, or the Regalian Judicial Office, however. Titleholders have automatic armor and weapon permits. All other permits must be registered and maintained by the State’s Armament Commissioner.
* The Armament Commissioner is appointed by the State Chancellor.
 
===Occult Power Legislation and Usage===
Occult or Aberrant Powers may only be used in the confines of one’s home. That being said, any owner or patriarch or matriarch of an establishment or building or estate may extend permission to use Occult Powers within those buildings. This includes any gardens or courtyards on the premises. Furthermore, Occult Powers as long as they do not inflict undue harm, may be used to aid in Law Enforcement. Finally, officially registered White Occult (or Court Mages, as Court Mages automatically become White Occult without registration, of which 2 per Title holding Family may exist), are permitted to use their Occult Power as defined in their registration. Court Mages may always use their Powers, as misuse responsibility falls onto the Noble Family, and they are expected to set boundaries for the Court Mages. All Court Mages and White Mages must be registered (or in the case of White Mages) submit for processing through the State’s Occult Commissioner.  
* The Occult Commissioner is appointed by the State Chancellor.
 
===Noble Houseguard and Servants===
Noble House Guards and Servants of any kind may wear any type of armor and weapon with public open carry. They must however clearly distinguish themselves as a House Servant, and they may not wear these while not on active duty with any member of the Family they serve. Additionally, House Servants may never draw weapons first, and must only act in a defensive or protective capacity. Any person involved in a crime against their Family must be transferred to the Regalian Guard, but may be kept for questioning for up to 48 hours inside the Family’s Estate if it is in the possession of adequate detainment. House Servants do not need to be registered, but official House Guards must always be registered with the State’s Lifeguard Commissioner.  
* The Lifeguard Commissioner is appointed by the State Chancellor.
 
===Mercenary Rights and Laws===
Mercenaries may wear up to half plate without a helmet, and may open carry any weapon, but only while actively fulfilling a contract. Mercenaries must adhere to all Regalian Law where applicable, and must step aside if Regalian Guards usurp the situation they are in. Mercenaries must obey commands given by the Regalian Guard Lord Commander, as well as the Chancellor. Mercenaries must at all times work towards legally sanctioned contracts, either sent by the Nobility or the Chancellor or Assembly or Emperor. If a Contract is illegal, the Mercenary shall hold no blame for enforcing it, and instead, the Contract maker will be found guilty of all Laws violated by the Mercenaries. While on Contract, a mercenary or their contractor may keep the guilty party on their premise or at the Mercenary Keep for up to 48 hours as long as they have capable detainment rooms for questioning and beating, before they must be handed over to the City Guard. All Mercenaries must always be registered with the State’s Mercenary Commissioner.
* The Mercenary Commissioner is appointed by the State Chancellor.
 
===Blueblood Court Privilege===
Nobles and Titleholders in particular have certain rights bestowed on them for being the better class of people by the Emperor. These may only be changed by the Emperor. Crimes against all Nobles warrant higher sentences, and if a Noble is found guilty of a crime, they are expected to be treated fairly, well, and without much public display if it can be avoided so as to avoid embarrassment. Nobility are always immune to checkpoint restrictions, and may not be hindered from visiting prisoners, unless they are in the maximum security section of the Prison, or solitary isolation. Nobility may strike, or order the striking of another person for any words that caused offence against them. When visiting establishments and public places of service, nobles are expected to be given preferential treatment and with respect. All Nobles also have the right to command City Guards to protect them, an event, or enforce the Law as they see fit. That being said, violation of State Law, or incorrect enforcement of State Law falls upon the Noble in question. Furthermore, City Guards are expected to turn a blind eye to Nobility committing crimes under Petty Law, unless these crimes become recurring and dangerous to the people or the reputation of the Noble Family. Finally, Nobles are immune to City-wide curfew, but must contract a City Guard to escort them while they roam the streets during a curfew. Violations of Blueblood Court Privilege must be reported to the Regalian Guard’s City Reeve’s Office.
* The Reeve's Office is appointed by the Emperor with additional clerks appointed by the Chancellor.
 
===Blueblood Court Honneurs===
The Nobility are expected to behave a certain way, and enforcing this code of behavior is up to the Master of Conduces of the Imperial Court. It is primarily a duty of the Nobility to always refer to each other with the correct title, even when one is lower, or when one wishes to insult. A good way to provide insult, is to add unnecessary adjectives or expletives to the title address. Commoners do not have a duty to use proper address, but can be found guilty of insult law when they do not at least try. The Imperial Family and other Royal Blood are immune from having to use the correct title address. With regards to Physical honneurs, it is forbidden for a man to touch bare skin of a woman that is not his wife, except through a linen glove. Offenders may be struck by the Master of Conduces with an 18 inch horse riding crop whip, on the offending body part. Within Nobility (if it does not already concern Knights) nobility may not inflict violence on each other with punishment of horse riding crop whip striking the offending part by the Master of Conduces. The Master of Conduces may however approve a non-lethal duel between Nobility at designated arenas. Nobility may also not engage in employment that is otherwise for commoners, such as tending bars, tending livestock, or manning a stall. Exceptions are made for businesses that handle high value items exceeding 5,000 Regals in price, and establishments with high-society relevance, such as noble-only tea houses. Offenders may be struck with a 18 inch horse riding crop whip by the Master of Condeuces until they cease. In any and all cases, Honneurs may only be changed by the Emperor, and may only be enforced by the Master of Condeuces of the Imperial Court. Abuse of power on the part of the Master of Condeuces must be reported to the Master of Letters, to communicate to the Emperor.
* The Master of Condeuces is appointed by the Court's Master of Ceremonies.
 
===Military Court Privilege===
The Military Court is designated as the Military Generals, Admirals, and Marshals. Any subject to them are state Soldiers, Sailors, Commanders, or any other private contractor involved in war on third parties in the name of Regalia. Disobeying the hierarchy is strictly illegal. Soldiers must always be treated with preference (though lower than Nobility) while at public establishments or services. Insulting the performance of other Military Court members, without being a Military Court member, is illegal, and any publications to that effect must be confiscated. Reporting on failure or setbacks at the military front, is illegal. It is forbidden to wear outfits of, or pretend membership of, the military without the necessary permits or permissions. Any and all individuals violating Court Privilege are subject to Court Martial, regardless of whether they are civilian or military, with the Emperor of Imperial Court Marshal choosing two Generals or Admirals to act as presiding judges, who must rule unanimously. Punishments may include short prison sentences or public humiliation or ban from the military, with only simple Name, Crime, Punishment records held by the Military Commissioner. The State’s Military Commissioner is also responsible for receiving reports of Court Privilege violations and initiating the process of Court Martial through the relevant authorities.
* The Military Commissioner is appointed by the Imperial Court Marshal.

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.