If someone oocly expresses that they wish for a round to be non-canon, do your best to respect those wishes while likewise practising realistic roleplay; the events still happened, but the person who committed the crimes, in this case, can be anonymized.
Tensions and circumstances from previous rounds can be carried over as justification into newer ones, but escalation must still be followed in-character before engaging in any form of combat.
The unburied, unresurrected dead do not go quietly; their spirits rise and seek out living lux as a desperate attempt to cling to life, and if you are left in Tsoridys' embrace for too long, your body may rise once more.
1. You are an antagonist in name and principle only; though you are permitted to make your revival painful for those around you, you are ultimately expected to still abide by buildup and escalation rulings. Shamble, moan, screech, growl, lunge; emote and make noise before attacking people, and while you’re permitted to kill others, you’re expected not to make it your sole goal.
2. You are forbidden from beginning open hostilities within the church or physician's operating rooms. Resisting, squirming, emoting and harassing is fine; immediately biting your surgeon and fighting them as they attempt to revive you is not.
3. You are permitted to defend yourself against aggression from people attacking you for being risen, as players likewise are permitted to defend themselves from you.
4. While you are permitted to rise and attack people who have previously killed you, do not skip re-escalating with the intent to kill them by surprise.
5. If you SSD, respawn, or disconnect as a newly risen, your body will behave as a simplemob. If you are encountering a risen one that is attacking without emoting, without any sign of being controlled by another player, they are not gifted any special protections and may be round removed in your defence against them.
Through blackmail, family ties, monetary obligation, or other external force acting upon you, you find yourself as a secret informant for the keep, the Marquis, and most importantly, the Hand. The nature of your involvement should never be revealed to the wider world, under threat of being written off as a rogue agent - or worse - executed for revealing your overseer's hand.
1. Your role is a secret one, and you should not be revealing it to anyone outside of the immediate inner circle of nobility, the Hand, and the Marquis. If any commoner is to be made aware of the existence of court agents, it is an admission that the Marquis - or agents within the Marquis' court that are protected by them - are operating beyond the law, which puts a target on both you and your overseer.
2. You are expected to spy, inform, sabotage, steal, or otherwise carry out dirty work for your overseer. As part of your role, you are not necessarily encouraged to go out of your way to antagonize the round at large, but you are expected to have loyalty to the Hand, the Nobles, or whomever else reigns over you.
(As of the present moment, there are no keep-specific antags - however, in the future, there will be rogue court members that have their own antagonist objectives among whom you will either be working for or trying to discern the nature of on behalf of the hand.)
Desperation, greed, antisocial tendencies, sedition, or just straight bad luck has found you as an outlaw. Your skills may be well above and beyond most, but it comes at a drawback; wanted, cast out from society, you must steal to survive... and kill, if you must.
1. As an antagonist, you are given inherent justification to pick fights or antagonize people you find in the wilds, but there must still be some amount of roleplay buildup.
2. You are not required to respect the lives of people you fight against - but remember that they're players too, and everyone is here to have fun. Leaving them dismembered or decapitated by the roadside, or deliberately hiding the bodies of your victims is a no-go. You are not obligated to return them directly to the church, but you are expected to leave your victims someplace where they can be found - or someplace where, once turned, they can manage to make their own way back to town.
3. Do your best not to deliberately go out of your way to attack locations without any presence to defend them or notice things are missing. While you're permitted to rob the vault, do not rush it, do not mine in from behind without buildup or past skirmishes and interaction with the keep guard - you must already be established as a persistent, known threat. You may rob the merchant's store, the mage's college, or the adventurer's guild even if there's no presence there.
4. You are encouraged, but not required to, build a base in the wilds and use it as a location to operate out of. Your base does not have any special metaprotections, but traps can be freely set and trespassers can be dealt with as you please, so long as some amount of escalation and good faith engagement takes place first.