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Regalian State Law is active in all of the State Administered lands of the Empire, meaning the Archipelago, Ithania, Lusits, Hadar, and other minor states subject to the Emperor’s governors. Regalia does not have a formal concept of citizenship, anyone who is in the borders of Regalia is a resident, and anyone who owns a house or business is a Citizen. Citizens are subdivided into the Commons (common folk and non-noble citizens), Nobles (those with Blue Blood Family Registration) and Eminents (those who are Ministers and the Lord Commander of the Regalian Empire).  
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.


==Common Law Book==
==Militia, Vigilantism, Mercenaries, and Knights==
The Common Law Book deals with simple laws and law violations. It is subdivided into several penal codes each with their own protocols. Generally speaking, if a law is repeatedly violated, punishments are increased, and so if a Low Law is violated often enough, a prisoner may be punished with High Law, or even Crown Law.
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:
* '''Ancient Law''' involves a couple of things the Empire specifically does not want to legislate around, because it is bothersome. They are technically crimes, but nobody gets arrested for them, or punished for any actions undertaken during them. One is the ownership of Artifacts, or assault to retrieve an Artifact, both illegal, but neither are punished. Second is attacking the Aelrrigan Magivault, technically illegal, but not punished. Dragon Sites are technically illegal to interact with, but nobody gets punished, neither for interacting with them, or attacking those who interact with them.
* '''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.
* '''Petty Law''' involves simple and largely victimless crimes, such as bearing armor or weapons without permit or inside government offices, possession of illegal goods, subjecting an unwilling person to mutations or Magic, Intentionally misgendering someone or engaging in gender or sex based discrimination, Interfering with Knight Duels, Letting minors consume alcohol, or be alone in businesses where it is not suitable for them to be without a legal guardian. Petty Law usually involves a simple slap on the wrist, or community sentencing for community service.
* '''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.
* '''Low Law''' involves low-impact crimes that are easy to rectify like trespassing, theft, destruction of property, inflicting non-lethal violence or emotional harm, abducting or imprisoning, refusing to properly title a Noble or Eminent, to impersonate any person of official duty in the military or government or nobility. Low Law usually involves community service or some type of short prison sentencing as well as a fine.  
* '''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.  
* '''Occult Law''' involves specific legislation for Magic usage. Magic usage in public is illegal, and express verbal consent must be given in private properties including businesses. It is illegal to be Vampire or Cahal Afflicted or Undead or Demon Possessed or Horrible Beast, unless a divine reprieve is granted by the Palace. The Mage Specialists of the State Metropolitan have the freedom to use Magic anywhere, anytime. Violations of these laws may result in cleansing, or forms of short term imprisonment.  
* '''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.
* '''High Law''' involves high-impact crimes that are not easily rectified like destruction of religious sites, spilling blood or bearing arms on Unionist religious sites, sabotaging or generally working against the interests of the Regalian Empire or aiding foreign powers, encouraging seperatism and rebellion, murder, or conspiring against government officials, jail-break or assisting in jail-break and offending the Emperor. High Law usually involves longer prison sentencing, however the Lord Commissioner of the State Metropolitan may also request the Minister of Law to send a Justicar to preside over a trial, and have the Justicar decide punishment.
* '''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.
* Generally speaking, the Metroplitan does not execute people anymore, though there is a legal provision in which they can if a criminal is really just awful and a repeat offender with no chances for restitution or remorse. Other applications of punishment such as a mind control chip, partial maiming (removal of fingers/hands) are also possible, but never without express permission from Lore Staff, asked for by the Lord Commissioner.  


==Law Exceptions by Rank==
==Laws==
* '''Commons''' have no exceptions to any Laws. They are punished equally and by the wording of every Law exactly.
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.
* '''Nobles''' have just one exception: they may legally slap someone in the face for offending them.  
* '''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.
* '''Eminents''' have all exceptions: they are completely immune to all laws except Crown 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.
* '''Suvial Citizens''' are exempt from any laws banning Demonology, or being Demonically infested. It is legal to have a Demon servant as Suvial.
* '''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.
* '''Solvaan Citizens''' are exempt from any laws banning Monster Transformations, or appearing like Monsters. It is legal for a Solvaan to appear Monstrous.  
* '''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.


==Ministry of Law==
==Imprisonment Rules==
The Ministry of Law is a player-run institution controlled by the Minister of Law, who presides over the judicial system of the Regalian Empire. The MInister of Law does not have the right to change Laws on their own (but they can if they receive approval from any of the Princes). The Minister of Law does however accept applications for Justicars of the Regalian Empire provided they have the State Dignitary Pack. The Ministry of Law can also act as Regalian Justicar in their own right, and it is generally their responsibility to send Justicars (judges) to civil trials when requested by the Lord Commissioner.  
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.


==Progression Laws==
==Enforcement of the Law==
Some Progression Laws exist that may affect player interactions with Progression Orders. These generally don’t affect server RP, but can be the difference between success and failure in Progressions. They are generally also quite short:
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.  
* All lands with majority Altalar populations enforce the Altalar Judicial System instead of State Law.
* '''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.
* Ships may never have their movement impeded on the Shoenn River, or be taxed while traveling there.
* '''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 illegal to cross into the Allorn Empire, and Citizenship may be stripped for those who try to enter.
* '''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.  
* Opiates, both in use and sale, are illegal across the Empire, and opiates in general are contraband and illegal.
* '''Kidnapping:''' Kidnapping, especially involving extortion or harm done to the person kidnapped, always involves a prison sentence for an extended period of time.  
* It is illegal to interact with pre-civilized or savage peoples and cultures without express approval from the Imperial Conservationist.
* '''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.
==Law Enforcement Rules==
* '''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 Enforcement Rules concern special exceptions and limitations placed on the State Metropolitan, Knights, Contract Law, Noble Guards, and other enforcing agencies.
* '''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.
* State Metropolitan members have an automatic armor and weapon permit and may wear them out in the open. The Lord Commissioner is appointed by the College of Princes when the last one resigns or is removed.
* Knights have an automatic armor and weapon permit and may wear them out in the open. Knights may also assist the State Metropolitan and arrest, but may not imprison criminals anywhere but the State Prison.
* The State Metropolitan issues weapon and armor permits to citizens. Each time a new Armament Officer is appointed, all previous permits are invalid. Without a permit, no armor may be worn, and no dagger longer than 10 inches worn.  
* Contracts if written in a (minecraft book) signed form, are considered valid. If a Contract is being reneged on, the State Metropolitan must seek to enforce the Contract to the letter, or fine the failing recipient for the cost of failure.  
* House Guards of Blue Blood Registered Houses have automatic weapon permits, but not armor permits. They must also be clearly and only be distinguished as Guards, and not serve in other capacities as lackeys or cleaners and the like.  
 
=Borough Laws=
Regalian Boroughs follow slightly modified laws from State Law. It is generally assumed that State Law does not apply to Boroughs, and that their own Laws supersede everything. These laws are made by whoever is appointed leader of a Borough, and enforced by the Borough’s own policing force.
==Crookback Borough==
* You can be Cahal.
* You can be Undead.
* Vampires are illegal.
* No Magic restrictions.
* You can recruit for Crime.
* State Metropolitan may enter.
* Bounties from the City are invalid.
* Do not kidnap nobles or State officials.
* Kidnapping is illegal.
* Enforcing State Law is illegal.
* Pay your debts.
* Don’t vandalize religious sites.
* Arson and setting fire is illegal.
* Murder is illegal.
* Adding drugs to drinks is illegal.
* Vandalizing graves is illegal.
* Building statues to gods is illegal.
* Ruining  greenery  is illegal.

Latest 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.