Regalian Law: Difference between revisions

From MassiveCraft Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
(339 intermediate revisions by 16 users not shown)
Line 1: Line 1:
There are many In Character Rules to remember when embarking on a Roleplay adventure in Regalia, and for many individuals the Regalian Guards will be an organization they will deal with at some point. The Regalia Guards keep the peace while In Character, and will punish individuals for their mischievous or otherwise illegal actions. Thus it is important to know what the laws are to better observe them. After all, nobody likes five nights of jail on their record. Here is the lawbook in it's entirety, detailing the crime, a definition of the crime, and punishments for repeated offenses.
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.
For more information on Roleplay Guard Etiquette, please refer to the [[Guard Etiquette]] page.  
 
==Militia, Vigilantism, Mercenaries, and Knights==
==Types of Crimes==  
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:
===Loitering:===
* '''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.
Loitering is when an individual waits outside a building for long amounts of time, usually the prison. This is not permitted at the prison and anyone doing so will end up in a cell. ((This is especially applicable for OOC observers outside of the prison. OOC observing usually leads to metagame by intention or mistake. Therefore, we take anyone standing around the prison as in character and arrest them. If they don’t comply, it is a violation of the rules.))
* '''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.
*First Offense: Jail time for 10 days.
* '''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.  
*Second Offense: Jail time for 20 days.
* '''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.
*Third Offense: Beating/whipping and jail time for 30 days.
* '''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.
===Drunk and Disorderly Behavior:===
 
Drunk and disorderly behavior is when an individual is disrupting the peace by inane and irrational actions. Accusations of corruption, stumbling around, screaming, or just plain acting like a drunkard will land offenders in prison.
==Laws==
*First Offense: Jail time for 10 days.
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.
*Second Offense: Jail time for 20 days.
* '''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.
*Third Offense: Beating/whipping and jail time for 30 days.  
* '''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.
===Possession of Illegal Materials:===
* '''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.
Possession of illegal materials is strictly prohibited within Regalia. Such materials include Void artifacts, weapons and armor without a permit, illegal plants from Drowda and Guldar, explosives, and other materials as deemed dangerous to Regalian society per occasion by the presiding guards.
* '''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.  
*First Offense: Confiscation of the material(s) and jail time for 10 days.
* '''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.
*Second Offense: Confiscation of the material(s) and jail time for 20 days.
 
*Third Offense: Confiscation of the material(s) and jail time for 30 days.
==Imprisonment Rules==
===Weapons and Armor Possession and Distribution:===
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.
Going along with the above law, possessing any weapons or armor without a permit assigned by the Arch-Chancellor or Violet Commander is strictly illegal. Normally going with violence and sometimes murder, this law is set in place to prevent infractions with other laws. The sale of weapons and armor without a permit distributed by the Arch-Chancellor or Violet Commander is also illegal and punishable, however only the Guard Commander will handle those scenarios.
 
*First Offense: Confiscation of the weapon(s) and jail time for 10 days.  
==Enforcement of the Law==
*Second Offense: Confiscation of the weapon(s), beating/whipping and jail time for 20 days.
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.
*Third Offense: Take the weapon, jail time for 30 days and removal of a hand.
* '''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.
===Theft:===
* '''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.
Theft is one of the most common crimes found within Regalia. When one citizens steals from another, and are caught, the presiding guard will return the stolen goods and punish the thief accordingly.
* '''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.  
*First Offense: Jail time of 10 days.
* '''Kidnapping:''' Kidnapping, especially involving extortion or harm done to the person kidnapped, always involves a prison sentence for an extended period of time.  
*Second Offense: Jail time of 20 days.
* '''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.  
*Third Offense: Removal of hand and jail time of 30 days.
* '''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.
===Fraud:===
* '''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.
Impersonation of any noble, state official, priest, reverend, or member of the assorted Violet, Azure, Veridian, Crimson or Black Orders is forbidden and punishable with little remorse from the guards.
* '''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.
*First Offense: Jail time of 20 days.
*Second Offense: Jail time of 40 days.  
===Sexual Assault:===
Sexual Assault is a serious crime involving the misconduct of sexual activities. Forcing sexual intimacy on any citizen in Regalia calls for immediate jail time and a collar similar to that of the Azure Order, except designed specifically for rapists. It should be noted that any public erotic roleplay, ERP, is against server rules. Even in private, if the other party does not consent OOC, the offending party can be subject to a permanent ban. If you’re unsure about how to treat a situation, submit a ticket for game staff to pick up.
*Any Offense: Jail time of 50 days and requirement of wearing a ‘collar.’
===Kidnapping:===
Any action that involves forcibly detaining another citizen of Regalia, whether committed by Nobility or a Commoner, is considered kidnapping, and will be dealt with harshly.
*First Offense: Jail time of 50 days and a branding.
*Second Offense: Jail time of 75 days and the removal of a limb.
===Violence:===
An act of violence is when any ordinary citizen causes physical harm to another by means of using their body or any assorted weapons.  
*First Offense: Jail time of 10 days. (With stern OOC warning)
*Second Offense: Jail time of 20 days, removal of the limb that caused it if the individual is particularly violent/ uncooperative. (Warn that next time will be execution)
*Third Offense: Execution.
===Attempted Murder:===
Anyone caught attempting to murder anyone, premeditated or not, shall be subject to jailings and a removal of a limb if necessary. Success and failure dictate the magnanimity of the punishment.
*Any Offense: Removal of a limb if necessary and 20 days of jail time.
===Murder:===
To take a life is no light thing, and so murder is dealt with severely by the Violet Order. Any individual caught killing a citizen within the bounds of the Holy City shall be subject to jail time and other more painful methods of punishment.
*First Offense: Removal of a limb and 30 days of jail time. (With stern OOC warning, and warn that next time will be execution.)
*Second Offense: Execution.
===Mass Murder:===
The murder of more than one individual within Regalia is an astounding crime, but killing many at once it barbaric and not tolerated. Mass Murder is when two or more individuals are murdered by the same person, plans to murder are engineered by the same person, or other situations as deemed by any presiding guards.  
*Any Offense: Execution.
===Conspiracy Against the State:===
Regalia protects all good of the world, and humanity lives in peace under the rule of the benevolent Crown Prince Alexander Kade. To plot, plan, scheme, conspire, incite against or prepare intrigue against the state is a serious sin and evil within any soul that will be met with a swift execution and a prayer for an individual to be reborn a human.  
*Any Offense: Execution.
===Vampirism:===
To openly allow such a dark disease as Vampirism into one’s soul is a true evil. Allowing it to fester not only destroys the health of the host. It corrupts those around them, resulting in the deaths of many Ailor. While the Crimson Order handles most large-scale interactions with Vampires when summoned, the Regalia handles everyday arrests of vampires.
*First Offense: An offer of a cure, or a timely death. Jail time of 30 nights will be distributed If the individual was caught being a vampire, however if they turned themselves in there is no foul. Remember that the guard forces vampires being cured to wait a full week in real life before any real roleplay can be done with the character, on top of any jail time punishments.
*Second Offense: Execution.
===Illegal Magic Usage:===
Magic is a very dangerous subject and is strictly illegal to use. In Character, one would have to be possessed to bring any sort of positive connotation towards using magic, especially in public areas where there are many witnesses. Upon being released from the Azure Order, one is not to cast magic again unless it is for a very good reason, such as in life threatening situations or when a guard specifically asks for the aid of the mage in question.
*First Offense: Bring to the Azure Order. Guards will hand over the criminal to the Azure Order for ‘reteaching’. Remember that the guard forces mages being retaught to wait a full week in real life before any real roleplay can be done with the character, on top of any jail time punishments.
*Second Offense: Imprisonment or even death. Just because a mage has a collar and is released from the Azure Order does not mean they are free to cast magic wherever they want. Casting any magic in public is illegal and the individuals will be punished severely, humans going through a second, more brutal reteaching in the Azure Spire and lesser races being executed, or narrowly escaping such.  
{{Roleplay}}
----
===Accreditation===
----
*Written by [[User:Shayin|Shayin]]
*Processed by [[User:Ryciera|Ryciera]], [[User:Babamanga|Babamanga]], [[User:Monmarty|Monmarty]], [[User:Levers|Levers]], and [[User:Plecy|Plecy]]
[[category:roleplay_Guides]]

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.