As a member of the garrison, you are subjected to certain standards - these are outlined below.
- 0. These rules are treated as IC guides and standard procedure to clarify the baseline as a garrison player; you are allowed to deviate if the situation or roleplay calls for it, so long as you abide by the standard rules of the server - foremost, the escalation and roleplay policies. Rule 2 is exempt from this, and will be treated as an OOC violation.
- 1. You work for the Marquis first and foremost, as a group - you are expected to follow the chain of command, and to deviate at your own risk, under threat of being tried ICly for desertion, dereliction of duty, or sedition. Recall that the Marquis is not necessarily explicitly a 'lawful' figure, and that coups are permitted as occasional IC events - though your oaths as a knight and your loyalty as a guard tie you directly to the kingdom and the Marquis, so partaking in a coup or revolution should only be done sparingly and with VERY good IC justification.
- 2. Hardcore torture, either mechanical or via roleplay, requires explicit OOC consent.
- 3. You are permitted to play a corrupt, or even outright treasonous, character within the keep. Depending on your actions, this can be subjected to self-antag and escalation rulings; you are expected not to act if there is nobody available to stop you, and are expected to give more to the round than you take away.
- 4. You're permitted to leave the town itself for various purposes, but you are expected not to abandon your post, and you are expected to have an explicit roleplay reason to go to dungeons or deep into the wilds, such as: protecting a noble, at the command of a marquis, hunting bandits, or training squires. You are subjected to the same one-hour rule regarding dungeons that other non-adventurer roles are. Wardens are permitted - and expected - to exist outside of the town, and thus have more leeway in regards to how they operate in the wilds, though they are still bound by the one-hour rule on dungeons, with the sole exception being to rescue adventurers who have perished within them.
The following list is the rightful authority of those within the garrison, from highest to lowest.
- The Marquis
- Marshal
- Knight Captain
- Knight
- Sergeant
- Man at Arms / Wardens
- Squires
There are times when members of the keep will have to contain criminals and other ne'er-do-wells within the dungeon: these rules are not only enforced ICly, as the above are; they will be treated as OOC rule violations for particularly egregious deviations. Players put in the dungeon are still players, and though you need not necessarily pamper them, you are expected to not abandon or otherwise ruin their round as retaliation.
- 1. Only garrison-aligned roles should handle prisoners within the keep - any form of processing, jailing, detaining, or trying prisoners should only be done by them. Adventurers or other enterprising towners are permitted to engage with or otherwise arrest people in the wilds for the purpose of acquiring a bounty or for roleplay purposes, but outside of extreme circumstances, they should not take over for standard brig duties.
- The Hand and their Court Agents act as a spy network, and are exempt from this rule insofar as being allowed to secretly arrest prisoners - however, this is to be considered an explicitly illegal act if brought to light, and it is the Marquis' prerogative to condemn and deny any involvement should they be caught, lest they publicly admit they have an agent breaking the law on their behalf, with all the consequences that brings.
- 2. It is expected that members of the keep provide adequate resolution to accused prisoners. A reasonable flow from arrest, to containment, to trial, and then to punishment is the usual, though a Marquis' or Marshal's explicit order may curtail the right to a trial. The Keep is to ensure, to the best of their ability, interaction to their prisoners, and is not to leave them infirm, helpless, and alone while arrested.
- 3. As laws can change on a week-to-week basis dependent on what the Marquis sets them as, a rigid law structure is not set within these rules - however, it is expected that the garrison makes some attempt at upholding them.
Shown below are the default laws of the city, unchanged from round start. If no other laws are set by the Marquis, or there is current lawlessness, the laws below are to be considered a “baseline".
- Aeternus' Law: obey the righteous rule of the Marquis, the kingdom of Rasura, and the nobles it employs; defer to them in all rulings and in the rulings of those they command.
- Zira's Law: It is the duty of the church and crown to serve and guide their people; show due respect to those above you and compassion to those below.
- Tsoridys' Law: Do not defile the dead, do not partake in unjust handling of matters and materials of the soul. Do not profit from the trading of Lux or of the dead.
- Cinella's Law: Property, spoils, and treasures obtained from the Dusklands are the rightful inheritance of those who reclaim them, though it is the prerogative of the crown to lawfully stake claim on particular artifacts or regions of import, in exchange for just compensation.
- Carthus' Law: Disagreements may be settled by duel, overseen by a noble third party or justly appointed stand-in, to either wounding or death, as agreed upon by all present parties.
- Varielle's Law: Do not cause unjust harm upon another by any means except righteous self-defense or in the protection of another. Do not kill without reason, and be merciful when able.
- Tamari's Law: Do not defile nature without due cause, do not despoil the sacred places of the wilds, and give due respect to creatures of Tamari's creation.
- Nunos' Law: Respect the property and labours of others: vandalism, larceny, and burglary or trespass are all punishable by law, judged by the severity of the crime committed.
- Kasmidian's Law: Any practice of fell magics outlawed by the Church, the Marquis, and the Heartland is to be punished to the fullest extent of the law.