Title: Laws (2Beorn) Post by: omledufromage on August 03, 2014, 04:55:13 am Sorry, I felt the need of exposing this after my char was threatened of being flagged for a crime he supposedly commited in a different day, DAYS BEFORE THE GUARDIAN HAD EVEN BEEN INDUCTED.
Sheesh... [log] * Laws of Goodness and Neutrality Laws were set for mortals by mortals, hence "law breaking" and "protection" are handled by mortals. The association of Guardians of Justice had been established to ensure that citizens remain safe within protected areas and that Laws are followed in the lands where goodness and neutrality reign (i.e., Palanthas, Kalaman, Caergoth, New Thalos, Naiadia, Shadowdale, and Qualinost). As such, do not cry to Gods about you being murdered in a protected area. Gods will take care of rules violated, not laws. Refer to 'help rules' for details. (Note that it is against the rules to attack in these cities if you are lawful, and this will be dealt with by both the Gods and the Guardians [see 'help ethos']). * Notice: Although Shadowdale is no longer avaliable as a hometown, it is still an area protected by the Guardians of the Law. Breaking any law is punishable by death. Crimes 1. Attacking a player in protected area, except to wake a (non-criminal) group member who has become the victim of blackjack, sleep, etc. This MUST be confirmed by the victim, to a Guardian. 2. Stealing anything from a player in protected area. 3. Casting any spell that provokes attack or would provoke attack within a protected area. This includes, but is not limited to: a. Casting any spell on a Heretic. (This includes faerie fog, even if the caster was unaware of the presence of the heretic). b. Casting an attack spell on a person's pet or charmie. As a side note: Casting faerie fog on a non-heretic is NEVER considered to be crime, unless it is done to help a criminal. 4. Looting (procuring something from a player's corpse and/or getting something of the player's from the pit when player is waiting for his equipment) in a protected area. 5. Helping criminals (healing, invising, attacking tracking guards, etc) in a protected area. 6. Attacking a Guardian or his or her special guards when the guardian is fighting with a criminal. (This also includes when special guards fight with a criminal). 7. Attacking guild guards. Only a Guardian may attack a guild guard when a criminal is hiding in the guild. 8. Summoning aggressive or murderous mobs into a protected area. 9. Taunting a player in a protected area (this strictly refers to the skill 'taunt', it does not in any way apply to regular communication). 10. Setting a spiked, or poisonous trap in a protected area. 11. Killing the Royal Guardian of Law, protector in the clan hall of the Guardians. This does not include simply attacking the Royal Guardian of Law. This does not include attacking or killing of the outer clan protector. The person who lands the final blow upon the Royal Guardian is the only one who should be set as a criminal. 12. If any person is found to be a false witness, creating a story about a crime just to get someone else in trouble, this will be punished by a criminal flag. Guardians' laws 1. A Guardian cannot attest to a crime if the Guardian was not in realms when the crime was committed. 2. If a Guardian did the major work on punishing a criminal, he can not make him wanted again, no matter who landed the fatal blow. 3. If a Guardian didn't attest to a crime (because of any reasons) and left the realms, he cannot make that person wanted the next time the Guardian returns. The only exception is if a person leaves the realms right after the crime, and a Guardian had no time to inquire into the matter. 4. Guardians cannot use special guards for any purposes except criminal hunting, (e.g. not to help defeat a tough creature). 5. Guardians cannot use special guards to attack another clanhall unless a criminal is hiding inside. If the criminal is NOT inside, then a Guardian has no right to continue the attack using special guards. (see 'help clanrules' for more details) 6. If you feel that another Guardian has made has made a mistake (eg. improperly criminalized a player), speak to the Leader of the Guardians (High Counsellor of Justice), not to the Gods. You are only allowed to immreport to the Gods to intervene if you are sure that the Leader of the Guardians has made a mistake (or if Guardians has no leader at the time). 7. If a criminal comes to a Guardian naked, willing to accept their punishment, a Guardian cannot make him wanted again. 8. If a punished criminal manages to take his clothes back faster than a Guardian, the latter cannot make him wanted again. 9. In regard to spiked and poisonous traps: The mere existence of a trap in a city is not enough to criminalize any player (even if there is only one thief in the realms!). For trap-placement to be called a crime, all standard procedures must be followed --> (eg. A Guardian witnessed the trap as it was being PLACED, one lawful witness saw the trap as it was placed, etc.). This is true regardless of whether or not the trap ever harms anyone. 10. If a player dies to a non-cityguard, non-guardian-charmed, mobile, the Guardians are permitted to re-flag the player. However, the Guardian must be able to PROVE (by means of detailed inquiry, witnesses, locating corpses, etc.) that the player was killed in such a way, and the player must have been killed while a Guardian was in the realms. Re-flagging without adequate proof will be punished harshly. Punishments Punishment is simple, if you break the law, you get hunted and killed. It is up to a Guardian if he returns your clothes to you or not. Don't whine, if you find the power to break the law, find the power for survive against protectors. Even if naked. For Guardians: Keep in mind that the importance of the punishment is the execution. Any other actions by the Guardian (such as looting the corpse), is a display of the personality of the Guardian. Witnesses Witnesses are needed in all cases where a Guardian did not personally see the crime (but was in realms at that moment). The number of witnesses depends on the ethos of the person attacked. 1. Lawful ethos -- 1 lawful witness or 1 neutral witness 2. Neutral ethos -- 1 lawful witnesses or 2 neutral witnesses 3. Chaotic ethos -- 1 lawful witness If with any methods a Guardian knows that good or neutral lawful person lies to him, he should pray to Gods in order to punish a liar. See 'help rules'. * Laws of Evil The clan of Takhisis, after long battles with the Knights of Solamnia, has taken over dominion of the towns and cities where evil reigns supreme (Nethosak, Neraka and Arkham). They abide by and enforce their own laws, changing them at whim to suit whatever is in their best interests. (Because of this, Takhisis clan members and applicants are permitted to attack in the city without punishment by the Gods, even though some of them are of lawful ethos). * Laws of the Forest Unlike Takhisis horde and Guardians, clan Warder arose to defend the forests against the growing waste brought on by the cities and towns of the realm. Any who choose to do harm to their beloved forests will find themselves at war with the clan and justice will be meted out as seen fit by the clan and any who uphold their cause. Read the LAWS often, as they will be updated and you ARE responsible for knowing them. Ignorance is no excuse and will not save you from punishment if you break a law. [/log] Special attention to Guardian law's 1, 3 and 4: 1. A Guardian cannot attest to a crime if the Guardian was not in realms when the crime was committed. 3. If a Guardian didn't attest to a crime (because of any reasons) and left the realms, he cannot make that person wanted the next time the Guardian returns. The only exception is if a person leaves the realms right after the crime, and a Guardian had no time to inquire into the matter. 4. Guardians cannot use special guards for any purposes except criminal hunting, (e.g. not to help defeat a tough creature). Title: Re: Laws (2Beorn) Post by: deda on August 03, 2014, 01:10:49 pm hehe, it won't save you the noose... ;D
Title: Re: Laws (2Beorn) Post by: omledufromage on August 03, 2014, 02:02:03 pm The noose?
Title: Re: Laws (2Beorn) Post by: deda on August 03, 2014, 03:35:20 pm http://www.lynchthehangman.com/wp-content/uploads/2012/06/759933-noose_lg_716525_large.jpg
Title: Re: Laws (2Beorn) Post by: omledufromage on August 03, 2014, 06:32:21 pm Ok... I still don't understand the nature of your comment...
Title: Re: Laws (2Beorn) Post by: Biopower on August 04, 2014, 01:42:18 pm No way!! Beorn is not bookworm!!! :)
Title: Re: Laws (2Beorn) Post by: Ridgeway on August 05, 2014, 06:48:51 am So who makes the laws. How do they get changed? It says they change and to read them frequently.
Title: Re: Laws (2Beorn) Post by: zondra on August 05, 2014, 06:51:44 am They really dont change
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