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...
* 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.
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).