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		<id>https://hammersfall.wiki/index.php?title=Lagus&amp;diff=589</id>
		<title>Lagus</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Lagus&amp;diff=589"/>
		<updated>2025-10-05T19:21:47Z</updated>

		<summary type="html">&lt;p&gt;R4d6: typos&lt;/p&gt;
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&lt;div&gt;Lagus are a race of large sized humanoid lagomorphs known far and wide for their great psionic abilities and iron fisted control of the Warren Federation. Being the sole founder of the federation and having taken on kobolds as a vassal race, lagus were once the premier rulers of the federation in early recorded history before cultural norms shifted, in particular with the acceptance of the rodentfolk. While kobolds were by and large content and even happy with the status quo laboring under the lagus, the rodentfolk quickly campaigned their position as equals to raise up the kobolds as well, shifting what was once an authoritarian council consisting only of lagus clan matriarchs to a council of three racial representatives from each of the largest burrows. While this change was ultimately for the better, something even the lagus admit, they are loathe to give up their authoritarian natures and deep entrenchment within the governmental, militarily, and internal police of the nation. Much of their waning influence compared to the past comes from the reproductive limits that lagus suffer from, with only one male being born for every hundred females. While the average lagus woman can produce anywhere between one to six children every three months, the sheer lack of viable male offspring means that most male lagus are kept safely secured and all but enslaved within any clans seat of power. Male lagus are one of the mostly hotly contended criticisms of lagus society, as the rodentfolk and kobolds are keenly aware that these men are, by misfortune of birth, kept as breeding stock by members of their own clan and often traded or used as bargaining chips in both political and economic deals. So far, little reform has ever been done, as the only matter which will unite all lagus clans under a single unified banner that will bend all of its political might, both legal and illegal, is a threat to the status quo of how they treat their men.&lt;br /&gt;
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Lagus political ability is well known, with lagus diplomats being rightly feared and well respected within their domains. Having a long history within entrenched authoritative power structures, both within their clans and socially, make the nature of lagus naturally inclined towards accepting their roles and positions within a hierarchy. In a way, this mirrors kobolds, as few lagus will have ambition and can find easy contentment even in simple work. Those few with ambition generally seek to start their own clans, usually upon securing a few males and enough influence, leading them to become matriarchs. Lagus are a common sight in any leadership, bureaucratic, or police role within the federation. Though it is long suspected (and never quite proven) it is believed that many lagus take leadership roles by using the natural influence generated by their psionic nature. Be it a diplomat reading the minds of those she is trying to convince, a commander carefully determining the state of morale of her troops, or even just an enforcer using the emotions and thoughts of a suspect to determine guilt, lagus have an almost supernatural understanding of how to lead others. The most famous (or infamous) example of the lagus psi-corps, a division of their internal enforcers who are given special training to allow them to directly read the thoughts and memories of others, with an even smaller sub-division rumored to be able to detect crimes before they happen and prevent them or capture the suspect the moment after. This division is largely why the federation burrows are considered one of the safest places to live, as crime is all but non-existent thanks to the lagus psi-corps and their ruthless enforcement.&lt;br /&gt;
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Lagus are numerically smaller than kobolds or rodentfolk, as despite their rapid reproduction the sparingly few males make it near impossible to match the natural population growth of other races. Outsiders will often note the severe lack of males, with some thinking that lagus are an entirely female race, and may approach them with that idea in mind. Sadly for potential suitors, while a lagus will incorporate men of other races into their clan and raise these non-lagus children in a traditional manner through communal support, lagus struggle to conceive with men of other races. The chance is likened to a one in one thousand possibility, even with humans who are known for being able to intermix more readily with other races. These children are also of the fathers race and thus lack the psionic power that even the most humble lagus can boast of. The end result leaves lagus with lower numbers than most races across the world, a fact that frustrates many more ambitious lagus as the natural hierarchies that they form coupled with their innate supernatural powers would be a much greater force to be reckoned with if they merely had the population of other races. For now, lagus remain well entrenched in the power structure of the federation through careful labyrinthine political plots and intrigue and through careful use of diplomacy.&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;A quick-start guide:&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* Hare-type lagus gain +10 vigilance and cognition and -5 biology. Hares have the ability to bypass or lower the cost of psionic abilities, if they are psions.&lt;br /&gt;
* Rabbit-type lagus gain -5 robustness and toughness but a massive +25 cognition. Rabbits gain a bonus to their total essence pool as psions and bypass or lower the cost of psionic abilities, if they are psions.&lt;br /&gt;
* Jackalope-type lagus gain +5 robustness, toughness, and cognition. Jackalopes cannot be knocked down and gain the ability to bull rush. Jackalopes are also carnivores instead of herbivores.&lt;br /&gt;
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==Biology==&lt;br /&gt;
Lagus biology is differentiated by race and ethnicity but shares many similarities. Between genders, female lagus are taller, stronger, more broadly built, and often have thicker and more physically stacked bodies. A female lagus will generally be between eight and nine feet tall and tend to have much thicker, softer fur than males. Males tend to be between seven to eight feet tall, with slimmer bodies covered in shorter fur and much less stocky forms. All lagus have lagomorphfeatures, being a buttoned nose, rabbit-like tail, bunny ears, buck teeth, and paw-like feet and hands. Ethnicity between lagus is often but not always marked by the structure of the ears and the build of the body. Hares are often slimmer built with upward pointed ears that stand on their own. Hares will often have a &#039;runners&#039; body, with long legs and forms suited to maintain distance and speed. Rabbit lagus will generally have ears that hang or flop around the head in a &#039;lop&#039; style while having fatter, thicker bodies more suited for their mountain homes than the more nomadic hares. Jackalopes can wear their ears in either style, with their noted differences being more pronounced claws, antlers and horns, and their mouths full of sharp fangs, though they still have the trademark buck teeth with sharpened tips. Lagus colors come in the same earthy tones that can be found in regular rabbits, ranging from black, white, gray, to tan, wheat, straw, and even very dark blue navy tones. Eye color among lagus is generally black, but red, white, and even blue eyes are not unheard of as naturally occurring.&lt;br /&gt;
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==Culture==&lt;br /&gt;
Much of lagus culture can be considered an extension to the federation, even the aspects changed by the introduction of kobolds and later rodentfolk. The federation considers itself an ancient empire, on par or even older than the dwarves and ogres as much of their mountain holds are marvels of engineering said to have been first built by the dragons themselves. These ancient fortresses were only later settled by the lagus, whose oral history maintains that after the dragons vanished they took control of their former holds in accord with the wishes of the kobolds who were left leaderless and helpless without their masters. Whether this is the true history or not is subject to debate, but no one can deny that the splendor of these mountain holds far exceed anything that any modern engineer, even legendary goblin masons, could ever hope to build. As lagus communities are naturally formed into stratified clans, lead by the most ambitious, the largely peaceful nature of lagus is the end result of their preference for order and their psionic abilities. While all lagus are in some degree or another naturally psionic, those whom choose to train and empower their abilities are quite common and surprisingly are rarely treated differently than those who don&#039;t train or progress their abilities. Lagus psions can be found anywhere lagus reside and in any role, but most tend to naturally gravitate towards leadership roles or roles on which their natural abilities are best suited for.&lt;br /&gt;
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As a primarily female dominated society, they naturally are considered peculiar to other races. Lagus do not really make much distinction between gender, only purpose and role, and thus do not really care about the opinions of genders that other races or cultures may hold. To a lagus, a male of their own race is a resource to be used for the continuation of their clan and species, that is his role and purpose and his opinions on the matter have little importance. The highest positions within lagus society are almost exclusively lead by matriarchs, women who hold dominion over an entire clan, and thus largely occupy the highest roles within government structures that more often than not have entire departments made up of her other clan members. It is not unusual for an entire lagus clan to be solely devoted to a singular business or even civic department where they hold sway. This somewhat adversarial position is exceptionally good at rooting out corruption, as clans are loathe to let others benefit where they otherwise could, the constant competition and political posturing means that most civic departments are highly skilled and incredibly competitive to earn favors, more public support, and thus greater funding that goes directly to the clan controlling it. If the empire or legion can be considered models of culture and responsibility respectively, the federation can be considered the perfect model of efficiency, as it is in the best interest of each lagus clan and the public to always be improving, always be excelling, and to always do the job right.&lt;br /&gt;
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This aspect of being within the workings of political power extend beyond merely civic duty, as many lagus make up leadership roles within the federation military and much of its structure across the board in civil protection. Enforcers are commonly lagus, given their much greater size and strength over kobolds or rodentfolk and their natural psionics making them exceptional at taking down potential criminals. Use of mind reading, augury, and other methods of psionic adapted telepathy are widely used and relied on by enforcers, who will proactively make an effort to stop crimes as they are happening or even before if they are capable. Much of the federations extremely low crime rates and incredibly peaceful society is due to the constant work of these dedicated officers. Unlike the legion or empire, where personal safety is considered a personal issue and thus few people go anywhere without a gun, weapon, or spell handy, the federation is one place where it is often perfectly safe to remained completely disarmed, a far cry difference in a normally hostile world, even in other places considered safe.&lt;br /&gt;
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==Mentality==&lt;br /&gt;
Lagus share a similar blend of ideals that hit the midpoint between minotaurs and kobolds. Lagus love order, efficiency, and structure as minotaurs do while having an innate urge and desire to form functional clans between kin based on blood and ties. Lagus are an easily content race, their personalities often finding a role within their clan in which they can find a peaceful and simply life performing the duties that benefit themselves, their clan, and the federation as a whole. Unlike kobolds, however, lagus are still individuals and may choose to wander, as hares often do, or become ambitious and seek to form their own clans to garner power and influence. As natural psionics, lagus often look towards the most powerful psion among them as the authority, though this can vary depending on that psions individual abilities. Lagus greatly respect those among them who become exceptional in their supernatural powers and offer equal respect in other races who can maintain the same level of talent, such as the kaxxis. Relations with lagus among other races is often easy and diplomatic, being naturally skilled in dealing with others as a whole, lagus rarely have animosity among any race. While lagus are generally tolerant and accepting, a cultural mentality makes them loathe to be commanded or otherwise controlled by outsiders, as lagus see themselves as rightful rulers, even if they are a party of one.&lt;br /&gt;
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[[Races|Back to Races]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Orcs&amp;diff=574</id>
		<title>Orcs</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Orcs&amp;diff=574"/>
		<updated>2025-07-27T13:35:18Z</updated>

		<summary type="html">&lt;p&gt;R4d6: Typos&lt;/p&gt;
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&lt;div&gt;Orcs are often considered like humans, everywhere and common, what sets them apart is their greater focus on class, higher tempers, and much greater strengths. Orcs are loathe to act or be seen as bestial or tribal and hold a great deal of open and direct bigotry towards anyone they consider uncivilized. To an orc, nothing is more important than living as a gentlemen or lady and getting into vicious but sporting fights. Offer an orc a fine cigar and he will thank you, compare him to a pig and he will fight you, no matter who wins a drink will be bought for you and himself. Orcs are deeply bonded with humans, with most considering orcs the brawn to the humans brains.&lt;br /&gt;
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Orcs are creatures of passion that practically require fine amenities to survive. An orc would sooner go naked than wear dirty or scuffed clothing. From work clothes to drinks to even architecture orcs contain a level of personal, national, and civic pride. Orcs are the first to require that all levels of society be treated with respect and be expected to held to a high standard, be they orc/human or any other race. Orcs put heavy emphasis on style and substance and thus can be considered natural artists and heavily pragmatic. Clothing is to be stylish but made from sturdy material. Drinks must be expensive and of good vintage but reasonably priced. Cigars, a factor of orc culture considered near and dear, must be elaborate and refined. Orcs even extend this ideal to how the Onokrin empire is shaped, much of the culture and style of empire is attributed to them. Public, civil, and private buildings are required to be aesthetically pleasing and fitting to the style of the empire, be it as simple as a water tower or as complex as a town hall or civic works.&lt;br /&gt;
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Much of the empires innate disdain and nationalism comes from orcs, who take an imperial approach to groups not considered as &#039;civilized&#039; as them. Part of this is rooted in a history of shame, as the first orcs were little more than barbaric raiders preying upon early human farming settlements. This later turned into an ally of convenience when encroaching gnoll tribes from the south threatened both the orcs and humans. It is this shame that reminds them that they must be better than what their naturally combative and violent instincts drive them towards. It is why orcs are prone to vice and favor sports and combative past times such as boxing or hunting, it stems the inherently wild blood they feel within. This does not mean orcs are ultra-nationalists, nor xenophobic, the same history that makes them imperialistic also makes them very open to those they see as equally refined, such as the Steel Legion and Warren Federation, whom are regarded as social and national equals. Where orcs vent their hatred is tribals, in particular gnolls or those rare tribal orcs, whom they offer open bounties and see as creatures to be made sport of as much as any other beast. &lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;A quick-start guide:&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* Both onokrin and tribal orcs are capable of bouts of hyper strong frenzies, become stronger when working together, and have a natural aptitude with weapons that prevent them from being disarmed.&lt;br /&gt;
* The deviant subrace of orc, the Oni, lose their ability to grow stronger as a group and instead become much stronger when drinking.&lt;br /&gt;
* Onokrin Stats: They gain +10 robustness/toughness and lose -5 vigilance.&lt;br /&gt;
* Tribal Orc Stats: They gain +15 robustness, +10 toughness, and -10 vigilance.&lt;br /&gt;
* Oni Stats: They gain +15 robustness, +10 toughness, +10 cognition and lose -5 vigilance, -5 biology, and -10 mechanical.&lt;br /&gt;
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==Biology==&lt;br /&gt;
Orcs are humanoid creatures with strong, strength leaning bodies and durable rugged physiques. The average orc is around six to six and a half feet tall, generally taller than bulkier than their human counterparts. Orcs favor a top heavy build with broad shoulders and barrel chests suited to supporting their muscles. The average orc will have varying shades of green skin that change with exposure to sunlight, darkening withe more time in the sun. Orc hands and feet have sharp black nails that are not true claws but do some to natural points. Orc eyes range in color from red, to yellow, to green, and very rarely gray or black. Orcs have naturally pointed ears and tusks, with males have larger, more pronounced tusks and both sexes have a majority of fangs for frontal teeth, with flatter ones towards the back. Orc noses are generally flat and can vary greatly from being upward and stubby like a pig nose, pointed like a bat nose, identical to a human nose, or flattening to merely being two slits. Orcs generally have very pronounced facial hair in males and will either shave clean or stylize said beards and hairs. Between genders, orcs do not show much difference in physical strength, with orc woman being just as suited for feats of strength as men.&lt;br /&gt;
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==Culture==&lt;br /&gt;
Orc culture is, in many ways, Onokrin culture as they and humans were the founding races that began the Onokrin Empire. Onokrin culture places a heavy emphasis on imperialism, refinement, art, and civilization. The approach that the Onokrin has, lead by the current emperor Lucius Aratus, is largely diplomatic with greater powers such as the Steel Legion or Warren Federation and largely indifferent to smaller powers unless they prove a nuisance. Onokrin culture is heavily based upon honor, merit, martial strength, and individuality. As humans and orcs make up the largest portion of individuals within the onokrin, they set the standard of how everyone must behave. Little patience is given to individuals who go against empire culture, with law breakers, tribals, and problematic individuals being swiftly detained, exiled, or in many cases challenged to a duel and killed in combat for offending the honor of another. The imperialist approach by the empire largely begins and ends with their direct propensity to violence, be it placing open bounties on tribal communities or their complex network of dueling.&lt;br /&gt;
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Honor to orcs and humans is everything and to insult another&#039;s honor is to invite a challenge for a duel. The laws for duels are old, draconian, and kept in place across the Onokrin, though may be subject to changes depending on the ruling lord or direct intervention by the emperor. While the specifics may vary the general rules remain the same. If an individual feels someone has insulted his honor, he may petition the magistrate for the writ of duel, stating his casus belli (the reason for the challenge) and his demands. The challenger decides if the duel is to the death or to yield, but the challenged chooses the time, location, type of duel, and weapons allowed, subject to agreement by the challenger and the overseeing magistrate. If, for whatever reason, the challenger and challenged cannot come to an agreement, then the local lord or magistrate may dictate the terms in the fairest way possible. Duels to the death are considered legally sanctioned executions conducted in honorable standing, thus the winner is exempt from all repercussions. Should the challenged refuse the duel or otherwise miss the appointed date and time, they will be imprisoned indefinitely and their possessions given to the challenger, with the only path to freedom accepting the duel.&lt;br /&gt;
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While other races may see such ruthless forms of legalized combat as barbaric, this tradition dates back to an older rite from which orcs and later humans used to weed out the worst of their society. Rather than be concerned with lengthy trials, criminal warrants, investigations, potential corruption, and the eventual housing of criminals it was deemed far simpler to just let parties in conflict kill each other and be done with it. A man of terrible repute might, through guile, corruption, intimidation, or wealth avoid conviction for a crime, but within the onokrin, that man will likely have duelists lining up for miles demanding his head mounted on a pike. One way or another, if imperial law does not deal with the worst of their society, the people will do it themselves.&lt;br /&gt;
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This level of brutality, surprisingly, comes mainly from humans, not orcs. Orcs put a far greater emphasis on refined and civilized aspects of culture due to their few but still irksome tribal cousins working with gnoll tribes in the southern plains. Orcs care deeply about appearance and social standing, to the point that many elaborate social rituals and industries are built entirely around maintaining the appearance of perfect civility or embracing the more civil aspects of violence and even vice. In terms of refinement, orcs have a great preference towards fine clothing, architecture, art, and music and will spend untold amounts of money to have what they consider improvements to their social standing. Appearances, however, play second fiddle to actual merit and accomplish. What work an orc chooses as his profession and his success in said field is far more important than appearances. A skilled craftsmen who is austere and responsible with his money will have far greater standing than a foppish inheritor of great fortune who frivolous spends his money on the most expensive of wares. A part of this merit is also an orcs martial skill. Many orcs place great standing on sport, often violent sport, such as hunting, boxing, rugby, wrestling, target shooting, and dueling. This focus on physical sports is often seen as the proper way to channel orcs natural aggression into a civilized outlet and thus being both highly skilled and capable is of high note. Finally, orcs are prone to vice, but see select vices are &#039;civilized&#039; compared to others. Orcs are consummate smokers and drinkers, having elaborate rituals for how a cigar is sourced, how it is wrapped, how it is smoked, how it is held, and even how it is disposed of that vary from location to location. Drinks are less attributed to careful ritual, but no less looked at based on refinement, vintage, cost, and who produced said alcohol. To be seen drinking what would be considered swill is a social faux pax as a great as failing to observe the rules of proper smoking.&lt;br /&gt;
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==Mentality==&lt;br /&gt;
Orc mentality is one of duality best represented by the difference between tribal orcs and onokrin orcs. One can look upon orcs and see their veneer of civilization, from the fine clothing, the civic pride, the intrinsic development of culture to the point of rejecting their history of barbaric tribals in their totality. No orc among polite society would ever risk even the accusation of barbarianism, such is their shame and pride. Yet, known only to those deeply familiar to orcs, the same rage, the same violence, the same deep seated desire to dominate and fight still burns in the blood of every orc. Every orc struggles with this duality, that the instinct towards baser desire is held at bay by the greater societies expectations of nation and kinsmen. To them, the greatest virtue is to overcome themselves and master their rage. To be an orc is their greatest fight, that is both a curse and a blessing, as to overcome is to prove your own self worth.&lt;br /&gt;
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[[Races|Back to Races]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
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	<entry>
		<id>https://hammersfall.wiki/index.php?title=Kaxxis&amp;diff=573</id>
		<title>Kaxxis</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Kaxxis&amp;diff=573"/>
		<updated>2025-07-27T13:17:41Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Mentality */ Typo&lt;/p&gt;
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&lt;div&gt;Kaxxis mostly exist in the northern-eastern mountains with their salamander allies, living high on the peaks and keeping to themselves, often only interacting with the salamanders to trade or barter supplies. Kaxxis are psionically adept and believed to have killed and absorbed the avatar of their god in pre-history, making them supernaturally strong despite their size. This open fact of their history leaves them as often distrusted by other factions and races, but they can still be found being employed for their unique psionic talents that they make no pretense of not boasting about. Most kaxxis are unnaturally hardy for their size after all.&lt;br /&gt;
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Kaxxis society is peculiar compared to other groups as their racial preference and spattering of xenophobia makes them form deeply tied clans and towns that form independent coalitions. Other more cynical races often liken kaxxis to a mob of psychic racists but that is hardly close to the truth. Kaxxis are not above using their psionic abilities to ease the burden of their agrarian society. Eschewing the creation of mechanical tools and equipment, kaxxis train brotherhoods of mesmerists who hypnotize animals to act as protectors, beasts of burden, and pets. The domination of animals is such an extensive part of kaxxis culture that it is not uncommon for their territories to be entirely patrolled, protected, and shepherded by normally hostile, untamable and dangerous predators. It is for this reason that kaxxis can live and thrive in environments where even towns led by lords may be wiped out by the dangers of the wilds.&lt;br /&gt;
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The innate haughtiness of the kaxxis is not based on racial superiority as many quickly assume, but entirely based on the merit of the individual. What often readily offends is that the merit of kaxxis is considered self-evident, they do not believe they must prove themselves as they are inherently inheritors of greatness while other races must be proven person to person. Exceptions do exist as kaxxis see salamanders, being the scions of dragons, as equals without needing to prove themselves. Kaxxis are also quick to recognize the lagus for their comparable psionic abilities and the trolls for their incredibly hardiness that surpasses even the kaxxis. Surprisingly, salamanders and trolls feel equal kinship, though for the former it most often equates directly to the ifrit kaxxis for their very similar elemental abilities. &lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;A quick-start guide:&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* Caprinae and ovinae kaxxis both share perks that give them a substantial bonus to their vitality and maximize the damage dealt by psionic powers, regardless of stats.&lt;br /&gt;
* Ifrit kaxxis reduce incoming burn damage by 50% and can summon a ball of flames as a spell-like ability, similar to salamanders.&lt;br /&gt;
* Caprinae stats: They gain +5 robustness, toughness, vigilance, and +10 cognition but suffer -5 biology and mechanical.&lt;br /&gt;
* Oxinae stats: They gain +20 cognition, +5 biology, and +5 mechanical but suffer -5 to robustness, toughness, and vigilance.&lt;br /&gt;
* Ifrit stats: They gain +10 cognition, robustness, and toughness, but suffer a -15 to spirit.&lt;br /&gt;
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==Biology==&lt;br /&gt;
Kaxxis are a race of humanoid caprines, with appearances ranging from sheep-like to goat-like. Starting from the head, kaxxis will generally have either wooly hair or straight course hair that is often stylized or treated to become smoother and soft. Though any ethnicity of the kaxxis can have horns, they are most commonly found in caprinae and ifrits, usually ranging from small to medium pointed horns or curled ram-like horns that serve as suitable weapons. They have flat noses that do not protrude from the snout as other humanoid races do and all kaxxis have flat horizontal eyes similar to regular goats. Fur and eye color tend to be natural, ranging from white and black to brown and tan, but generally have earthy tones. A very common coloration involves opposite pigmentation in the visible skin and the wool or fur, such as having white wool and black skin or pink skin and dark brown or black wool, though it is not entirely uncommon to break this trend. Kaxxis ears are long and hang from the sides of the heads, similar to the animal they mostly resemble. The only other notable features are cloven hooves and short stubby tails. Kaxxis may be covered entirely with short, course fur with no visible skin or may have partially visible skin and sections of thick wool. The growth of wool on kaxxis, most common in the ovinae, is incredibly rapid and must be routinely trimmed or shaven. Kaxxis hold no stigma on using said wool for a variety of utilitarian purposes, even making woolen clothes for themselves or others.&lt;br /&gt;
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While features may be mixed between any ethnicity of the kaxxis, such as ovinae having horns or caprinae having wool, only the ifrit stand apart. Ifrit may have unnatural coloration of red and gold fur or wool and will often have larger, more intimidating horns. A rare few ifrit have multiple sets of horns growing closely together and exceptionally gifted ifrit may conjure flames between their horns as a sign of power and dominance. Ifrits also tend to be the tallest and physically strongest of the of the kaxxis, though this rarely goes beyond a mere five feet at its greatest. Most kaxxis range from four to five feet in height on average. Ifrit also have claws, which are generally universally black and often have their cloven hooves come to ultra hard sharpened points, making them even more viable as weapons.&lt;br /&gt;
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==Culture==&lt;br /&gt;
Kaxxis culture can best be described as being isolationist, agrarian, and xenophobic. However, unlike gnolls whose xenophobia extends to a violent dominion towards other races, kaxxis xenophobia is better described as being very tolerate towards other races as long as said races are elsewhere. Kaxxis prefer their isolated farming communities far separated from the civilization of other races, as they recognize themselves as their own polity known as the Horned Alliance that officially confederates with salamanders and unofficially with trolls. Kaxxis communities can be considered largely only welcoming to individuals, rather than groups, with said individuals who have proven their worth and kinship to the members residing in a particular village. Kaxxis society is extremely utilitarian and heavily merit based, with the caveat that the merit of a kaxxis is self evident while the merit of other races must be proven, save for salamanders and trolls, of which have the respect of kaxxis both for their extraordinary abilities and their own isolationist ways. Any kaxxis village will welcome a salamander or troll because neither race will stay long, both being hermetic by nature they never overstay their welcome. Other races will at best be given a few days if they come bringing trade, news, or wealth and if they linger to long will eventually be forcefully removed.&lt;br /&gt;
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Part of their isolationist ways, kaxxis will rarely allow permanent resident within their territory even to those who have proven themselves unless that particular individual has either married into a kaxxis family or carries a skill so in demand that it warrants allowing them as a resident. Despite allowing other races who marry into a kaxxis family, this marriage is only recognized if the husband is kaxxis. Marriages between kaxxis women and men outside their race are not officially recognized unless the husband is human, as the unique quality of humans generationally adopting the traits and appearance of kaxxis allows the kaxxis to overlook this general rule. This hard rule exists because of the rite of homestead, where any community recognizes newly weds by rewarding them with a house, farmland, and a selection of domesticated beasts for labor entirely for free. Said homestead, furnishing, and its beasts are given freely with the caveat that, should the couple divorce, the homestead will be taken and given to a different couple. Divorce is unsurprisingly rare and these large homesteads often result in equally large families. It is extremely uncommon for a kaxxis family to number less than ten or so children by the time the oldest comes of age.&lt;br /&gt;
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The prime form of trade among the kaxxis is largely agricultural and artisan work, ranging from long-lasting non-perishable foods, jarred goods preserved in syrup, or high quality tools, weapons, and armor produced by salamanders. The largest trade partner for most kaxxis villages are villages who swear fealty to the Onokrin empire or the Onokrin itself. Trading is done by wagon caravans pulled by domesticated beasts and heavily guarded by kaxxis psions often in control of enthralled monsters. The xenophobic nature of kaxxis disallows their trade racket from being encroached by the rodentfolk, a factor that garners some animosity among the rodentfolk that is further reinforced by the absolute refusal of the kaxxis to allow any form of railroad to be built to their villages. Regardless of this animosity, the Onokrin often deals with the kaxxis by trading raw ores and technology that the kaxxis cannot produce themselves. While the kaxxis do own some ore mines, their lack of industry makes their own supply of metal small in comparison to other empires, as they often rely on tunneling beasts rather than laborers working proper mines.&lt;br /&gt;
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Though the sheer distance between the kaxxis and races like minotaurs and lagus disallows a formal, cultural attitude between both groups, the kaxxis see merit and respect in both. Kaxxis who meet minotaurs generally believe that they are distant cousins given the relative similarities in appearance and general attitudes of preferred isolation, merit based attitudes, and preference for agrarian living. For the lagus, kaxxis recognize that if any race in the world could rival (if not exceed) their psionic abilities, it would be the lagus. Though fundamentally different in most ways, kaxxis will welcome and tolerate lagus far longer than other races if they are an exceptional psion. The reason being that kaxxis are naturally skilled psions, as are lagus, but lagus are far better organized and their authoritarian leadership means lagus are better trained and more formally structured. Couple with the fact most lagus found abroad are women, and thus viable for marriage, many kaxxis villages will welcome their presence in the hopes that they spread their more formalized training and offer insight towards psionic paths that kaxxis do not grasp naturally.&lt;br /&gt;
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==Mentality==&lt;br /&gt;
One of the aspects of the kaxxis mentality that often annoys or upsets other races is the fact that kaxxis have an in-group preference. Kaxxis prefer to live among their own kind, following their own culture, by their own rules. Other nations, such as the cosmopolitan Onokrin or the egalitarian Federation, find this fact insulting. The Onokrin view diversity as a method to gain an edge through employing the most suitable specialist in a given role, provided that individual or group adopts the empires beliefs and mindset. The Federation sees equality of opportunity as paramount to their ideals and thus exclusion by factors beyond ones control is considered largely offensive, though more worldly and learned kaxxis retort that the federation believes in equality only for their member races and the Onokrin still demands strict adoption of empire culture.&lt;br /&gt;
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Kaxxis will often describe themselves and be described by others as arrogant, a fact that they make no pretense of. It is recognized even by outsiders that kaxxis are unusually strong and hearty, to a degree that is almost supernatural given their relatively small size. The average kaxxis is more capable of surviving wounds, disease, and bodily harm than even the stoutest ogres or strongest minotaurs. Scholars also admit that what remnants of pre-history that can be found before the lich wars also heavily support that the kaxxis did successfully manage to slay an avatar of a god, though which god or why is not known. Some even speculate that it was not a &#039;god&#039; in the traditional sense, but one of the last remaining dragons given the ifrit and their resemblance to the salamander in many ways. Thusly, kaxxis view themselves as living demi-gods, though curiously kaxxis lords are extremely rare, with few ever being recorded.&lt;br /&gt;
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Though many will levy towards the kaxxis that they are a race and culture of racists, this simply is not true. Survival in spread out, often isolated villages that lack the industry and military to fortify walled bastions and create batteries capable of fighting off the many dangerous beasts that roam the lands means living in a strictly utilitarian lifestyle. Part of the in-group preference is practical. Kaxxis &amp;lt;b&amp;gt;need&amp;lt;/b&amp;gt; psions who can make use of the mesmerist path to control wild beasts, both for their agrarian lifestyle and for the defense of their scattered villages. Were a village ever to lack capable psions, like the kaxxis, they would crumble to the threats of the wild. This simple fact, however, is ignored because of kaxxis arrogance. But the kaxxis are strong alone and thus care little for what they consider opinions of the easily offended.&lt;br /&gt;
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[[Races|Back to Races]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
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	<entry>
		<id>https://hammersfall.wiki/index.php?title=Magic&amp;diff=527</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Magic&amp;diff=527"/>
		<updated>2024-11-28T04:24:51Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Runestone Magic */ Mention Rune Circles, Remove the list of Effect Combination.&lt;/p&gt;
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&lt;div&gt;=Magic and You=&lt;br /&gt;
The world of Amerilia is one of high magic and wonder, from magical sciences and magic-tech such as runic, steamwork, and clockwork magic to the more ethereal and less understood psionic and ancient magic. Whatever type of magic exists it is usually broken down into the below categories for simplicity and often is merely referred to by its &#039;general type&#039; than anything more specific. Often times, when a magical item is referred to by a specific type it is because it is obviously of that nature, for example, a rune lantern specifically uses runic magic and only runic magic so it is referred to as rune magic. While something like a vending machine that dispenses cold drinks uses the complexity of a mundane clockwork machine and rune of frost to cool the drinks, thus making most refer to it more simply as magi-tech.&lt;br /&gt;
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Magic is very common across the world and employed at just about every stage of life be it from those naturally infused with varying forms of magic like the lagus, salamanders, or kaxxis or those whom come from empires that widely employ them such as the empire or federation. As a result of how common it is magic has also become highly commodified, most mechanical and clockwork technology is infused with magic to augment its purposes. For example, the pinnacle of mechanical technology now are combustion trains. The step up from these mechanical wonders are runic locomotives that rely on mana batteries as a power source rather than a combustion engine. But, like with this example, better rarely means cheaper and thus some impressive magical machines are rare enough to still be novelties or notable across the wider world.&lt;br /&gt;
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==Runic Magic==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Magi-Tech&lt;br /&gt;
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&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Battlemage, Freedom, Occult, Order, Rosaria, Rune Master&lt;br /&gt;
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&#039;&#039;&#039;Origin:&#039;&#039;&#039; Dwarven Kingdoms (Formerly), Onokrin Empire (Ogres)&lt;br /&gt;
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&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; Rune lanterns are an ornately carved implant set in the center of the chest.&lt;br /&gt;
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Runic magic is considered the most respected form of magic as its methods and applications can be considered more approachable to science than something ethereal like ancient or psionic magic. As a result, runic magic is the most widely used and appreciated form of magic available. Through the use of meticulously carved runes, runic magic withdraws the natural essence in all objects to form a powerful enchantment. Through the application of multiple runes used in conjunction with slight modifications in size and shape, rune masters can create new and interesting applications of power. A simple rune of fire on the end of a wand combined with an activation rune that, when pressed, shoots out a small fire blast is relatively simple. While a modified rifle employing a fire rune, focusing rune, activation rune, and several batteries powered by lightning runes makes for a fully automatic wand in the shape of an easily aimed firearm. Runic magic has been around for a few centuries now and because of its ordered nature, it is a staple of all forms of magic, even capable of branching out and mixing with others thanks to its consistency. &lt;br /&gt;
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For those who go a step further and get rune lanterns installed, this make them rune mages and unlocks various magical powers depending on the rune they are attuned with. Any lantern bearer may attune themselves to any type of runic magic, but the process does take several hours as the new rune is attuned. The rune lantern itself is an oblong object installed directly in the chest, between the breast, where it is fused to the rib cage. As rune lanterns are an empire secret and were originally designed by the zealous dwarves they come with built in fail safes that result in the user dying and the device being fried if ever forcefully removed. While still possible to have it taken out by a rosaria, most rune mages are mages for life.&lt;br /&gt;
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===Disciplines===&lt;br /&gt;
* Rune Master - Rune masters, often called technomancers as slang, are those who focus on creation and forging magical objects. Rune masters specialize in making weapons, machines, golems, and upgrading existing technology from mundane parts to specialized magical parts. Any good rune master has a rune forge and the talents to use it. Rune masters are also widely known for their use of magi-tech weapons, ranging from wands and staves to full blown magitech firearms.&lt;br /&gt;
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* Rosaria - The rosaria are the widest spread and most well known and appreciated form of runic magic across the entire world with only weavers coming in second to their magical talents in healing. The rosaria are expert healers, their specific type of runic attunement granting them exceptionally useful spells for healing entire groups of people with every casting. Most rosaria further dedicate themselves by becoming surgeons and alchemists to further advance their abilities as a healer, diagnosing and treating more complex injuries using any available method at their disposal. These humanitarian approach makes rosaria a valued favorite across the world.&lt;br /&gt;
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* Battlemage - The iconic empire battlemage, most well-known for the empire&#039;s ogre mage legions. Most battle mages are soldiers who employ their magical talents to augment their battle prowess. As a discipline first made by ogre&#039;s there is a heavy emphasis on melee combat, with spells to knock enemies down to allow a mage to close the gap and destructive smiting spells to better slay your enemies. Most battle mages use similar armor and tools and in Hammer&#039;s Fall can summon a standard suit of equipment from the Ascendant armory. Finally, battle mages have a purpose for battle and thus have spells that alert them to nearby enemies. Sadly, unlike true empire legion battlemages, few can wear the super heavy plate that the empire legions are known for.&lt;br /&gt;
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* Freedom - Also known as bards in slang, freedom lanterns are created by followers of Ravendara to uphold her care-free and wild nature. These lanterns come with favorable boosting enchantments that are sung to bolster those around them, be it improving their bodies, minds, or enhancing their step to keep moving. Additionally, as the goddess of nature and agriculture, freedom lanterns can also use spells to create food and promote agriculture.&lt;br /&gt;
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* Order - Generally referred to as monks, those of the lanterns of order are followers of Baitaal, the god of strength and order. Order lanterns were created under the express purpose of bolstering the user&#039;s self-control and allowing them to shrug off effects that would otherwise impede them. Users can negate the effects of pain entirely, reduce incoming damage, and bolster themselves through meditation be it themselves or another.&lt;br /&gt;
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* Occult - Occult lanterns are the newest and youngest form of runic magic that primarily come from Crullfield, where its originator, lord Bonecaller Magnus, holds sway with his legions of necromancers. Occult lanterns are, due to the complex politics of the empire, not inherently outlawed but most necromancers are wary of broadcasting their attunement publicly or being known as a dark magus. While necromancers apart of Magnus&#039;s Black Hand are capable of controlling and commanding a wide variety of undead to run the many factories of Crullfield, lesser and common occultist can only control a single undead or summon a single daemon to obey them.&lt;br /&gt;
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==Psionics==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Supernatural&lt;br /&gt;
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&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Elementalist, Mesmerist, Mindwright, Telekinetics, Vitalist&lt;br /&gt;
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&#039;&#039;&#039;Origin:&#039;&#039;&#039; Warren Federation (Lagus), Kaxxis (Racially)&lt;br /&gt;
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&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; Psions have discolored purplish brains and their eyes glow in the dark at all times.&lt;br /&gt;
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Psionics is a branch of magic that is considered supernatural in nature and uses an internal resource known as essence that is directly derived from the user&#039;s intellect and willpower. Psions are often born as psions but a select few later develop their psionic abilities over time, sometimes through being inducted by an extremely powerful psion or more often through happenstance nobody fully understands. Psionics are greatly affected by their personal emotions and their powers are thus far more unpredictable than other fields of magic. The environment is also said to heavily affect psions, with high magic areas sometimes manifesting into strange and temporary powers which alters the psion for a time. Like rune lanterns, psions may attune themselves to different disciplines through a long ritualistic meditation that requires intense levels of focus, often supported by incense and personal objects used as foci. Some psions may also become locked into their specific discipline because of their personality and emotions, incapable of attuning to another path.&lt;br /&gt;
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===Disciplines===&lt;br /&gt;
* Elementalist - The ability to psychically control and produce elemental effects ranging from fireballs, lightning blasts, and orbs of frost. While powerful, elementalist are often said to burn out quickly and have brash natures due to their powers taking much of their essence per use. Elementalists make up the primary soldiers of the federation thanks to their destructive might and often carry cerebrix injectors to restore spent essence quickly, a habit that many often make jokes about. The power of elementalist is severely limited compared to other disciplines but what it does do it does exceptionally well.&lt;br /&gt;
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* Mesmerist - The ability to modify and overwhelm others thoughts for good or ill. Mesmerist can hypnotize people to put them to sleep, greatly enhance other&#039;s body and mind through suggestion, call and banish creatures with their psychic screams, and ensure total self-control by freeing themselves of all forms of pain, stuns, paralysis, or restraints. The most iconic abilities of the mesmerist of being able to locate people by their thoughts, including the recently deceased and being able to completely overwhelm creatures they can grapple to serve them. Mesmerist are said to be very introverted and introspective. Most tend to be kaxxis, where the discipline is most widely used and thus have given them a reputation of being untrustworthy, but the federation employs legions of them as enforcers who use their abilities to force confessions from the guilty or control dangerous beasts into loyal companions.&lt;br /&gt;
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* Mindwright - The more tool inclined path of psionics. Mindwrights can forge tools or manifest temporary ones with their psychic abilities. They have limited abilities to change and adjust magical oddities as well, though this is less refined than most methods. Mindwrights favor creation and thus serve alongside rune masters. Most are described as inquisitive and thoughtful and are find among the federation engineers that continually maintain, build, and expand their underground empire. Most mindwrights are considered on par with rune masters in terms of their creation abilities and many consider them the federations take on the magical artificer.&lt;br /&gt;
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* Telekineticist - Also known as force mages, the telekineticist can manifest physical changes around them and create force weapons such as psychic blades and shields. They are experts at moving objects with their mind and have a variety of supportive powers. Telekineticists are said to be the default that most psions begin as and thus have no special disposition to any one emotion. Most people who later become psions will often manifest their powers in this form and as a result, at least among the federation, it is considered the discipline of the youth to be later discarded with age.&lt;br /&gt;
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* Vitalist - The healing path, the vitalist are capable of healing others for vast amounts of damage and can be considered experts on the body. Thus they serve as a different type of healer and are a match to the standard rosaria in the healing arts. While lesser known than the rosaria (and often called rosaria by mistake) the vitalist can be likened to a specialist rather than a generalist as a healer. Federation forces employ vitalist alongside rosaria to act as triage experts by having them save those closest to Xaal&#039;s embrace. While not common, on the front lines of the current war many vitalist are referred to as miracle workers through using their greater but singularly focused healing spells.&lt;br /&gt;
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==Clockwork Magic==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Magi-Tech&lt;br /&gt;
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&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Brass Heart&lt;br /&gt;
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&#039;&#039;&#039;Origin:&#039;&#039;&#039; Order of Brass (Organization)&lt;br /&gt;
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&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; The heart is replaced with a brass replica.&lt;br /&gt;
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Clockwork magic is often derided by its own users as not being magic at all but a form of technology on par, but seperate, from mechanical technology that employs heavy use of alchemy and steam rather than runes of power. Clockwork magic is not exclusive to other forms of magic and, like runic magic, can be combined for greater effects. Most clockwork magic is known for its use of brass and alchemy as it focuses on enhancing the natural function of its users and enhancing complex clockwork golems. Clockwork magic is exclusive to the Order of Brass, magicians from the City of Brass who train those willing to learn at the cost of becoming a brass heart (sometimes called gear hearts) by voluntarily replacing their natural heart with one forged from brass. Though it is technically reversible, few members ever willingly restore their natural heart as the brass heart enhances the bearer to an almost super-human level. The one main advantage brass hearts have over regular runic mages or psions is, without a doubt, their ability to further replace their body with clockwork parts. What is mechanical is superior and what isn&#039;t is augmented.&lt;br /&gt;
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Clockwork magic is considered uncommon compared to runic magic but can still be found around the world, as the city of brass churns out many quality-of-life creations to fund their research and livelihoods. Originally the city was created by the legendary lord Lonesome Gract, a goblin wizard who disappeared some decades ago. He is now presumed dead, but his life&#039;s work carries on through the master artisans of his order who rule by a council in his stead. Though the city of brass is not large, nor populated, enough to be what anyone would consider a polity in its own right it swears fealty to the empire and many of its members are often empire citizens.&lt;br /&gt;
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==Ancient Magic==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Ethereal&lt;br /&gt;
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&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Varies&lt;br /&gt;
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&#039;&#039;&#039;Origin:&#039;&#039;&#039; Unknown, presumed gods or dragons.&lt;br /&gt;
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&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; Varies&lt;br /&gt;
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Ancient magic is the oldest form of magic and is natural to all places where man and beast alike wander. Though it is ancient as the name implies it is the least understood and most difficult to learn branch of magic that exists. Before the advent of runic and the more wide spread formal training of psionics, ancient magic was wielded by the rarest and most powerful magi to ever tread the world. Ancient magic requires years and decades of study to understand, a single wizard perhaps being lucky to memorize a single spell which he can reproduce reliably and consistently only after a decade of intense study. An expert wizard might learn three or four spells over the span of his life and only lords of magic ever learned to truly create spells of immense power, these wizards always becoming recognized lords. The greatest known wizard across the world is Sad King Briareus, leader of the Ascendant, said to only be rivaled by Black Harvester Lazarus of ancient legend that appeared during the lich war.&lt;br /&gt;
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While most must learn ancient magic some races have inherent abilities to perform what is considered ancient magic outright. These are seperate from natural psionics such as the lagus or kaxxis by way of always being capable of use from any member of said race. This is often more commonly found in beasts rather than people as only elves, trolls, and salamanders being considered magical by nature. For elves it is unknown how their magical talents work but for salamanders it manifests in the form of innate pyromantic abilities that allow them to cast fireballs or forge and fix metal objects with magical ease. For trolls, it is contested on if they are considered capable of ancient magic as trolls themselves speak that Ravendara has blessed them all with the power of healing and regeneration thanks to their race-wide devotion and physical resemblance to the goddess. Others claim this ability is natural and that their religion has little to do with it as even trolls devoted to other gods or simply uncaring of Ravendara can still rapidly regenerate. Those who watched a troll lose an arm only to regenerate it within minutes often have little doubt to their magical nature.&lt;br /&gt;
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==Alchemy==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Natural&lt;br /&gt;
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&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Varies&lt;br /&gt;
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&#039;&#039;&#039;Origin:&#039;&#039;&#039; Universal&lt;br /&gt;
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&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; None&lt;br /&gt;
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Alchemy, much like mechanical science, is considered more of a natural extension of a learning world rather than the growth of magical abilities. Alchemy is still considered magic due to being able to replicate magical spells and effects through their processes. Most, if not all, rosaria can also be considered alchemist but many independent individuals become alchemists of some renown as a means of supporting themselves. Alchemy is a popular form of quasi-magic that often supplements whoever needs it, be it a warrior who needs to enhance their senses, a psion needing to restore his essence, or a lantern bearer needing greater focus to weave his spells. Alchemy can range from healing, supplements, and other powerful effects and thus is employed by nearly everyone. The most powerful of alchemy often requires reagents grown from rare plants or extracted from the bodies of powerful magical beasts, thus the most expensive and powerful alchemy has to be purchased from the Steel Legion, which has cornered the market for magical reagents extracted from the leviathans they hunt at sea.&lt;br /&gt;
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==Life Weaving==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Magi-Tech&lt;br /&gt;
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&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Weaver&lt;br /&gt;
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&#039;&#039;&#039;Origin:&#039;&#039;&#039; Steel Legion (Deerfolk)&lt;br /&gt;
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&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; None, but weavers often weave themselves to appear more unique.&lt;br /&gt;
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A form of magic nearly exclusive to the steel legion and the deerfolk that is capable of modifying and enchanting the body. Weaving is largely used for its healing purposes, allowing a body to be rebuilt to its natural state in the event of a lost limb, organ, or destroyed body. Weaving was largely used by the deerfolk and minotaur in history for simply that, with only a mild side business of being able to offer light cosmetic changes such as changing hair, eye, or fur color and adjust minor details like horn shape or slightly adjust size. Weaving did not really come into its own until contact with the empire, where early experiments with other races discovered that humans could be weaved beyond what was normal, allowing them to change their entire appearance and bodily structure to a much more drastic degree than other races. This discovery allowed the deerfolk to not only better refine weaving but unlocked the secrets of enchanting the body, allowing others to bear long term magical enchantments that directly infused their bodies.&lt;br /&gt;
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While enchantments were useful, weaving these days is most profitably used for cosmetic changes and often supports the healing talents of rosaria and vitalists. The steel legion will often weave humans into yokai and pay for them to simply exist in their courts and estates as a sign of opulence and status. This has caused weaving to become a widely known magic but its abilities and how it works remains the secret of the deerfolk within the legion. If anyone finds weaving services anywhere, one finds a deerfolk controlling it and they are ruthless about maintaining this monopoly.&lt;br /&gt;
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== Runestone Magic ==&lt;br /&gt;
Runestone magic is a type of runic magic popular among mages for its amusing and sometimes devastating affects. Though it uses and is considered runic magic it is technically a type of ancient magic that changes to an inconsistent state each day. Rune stones are most widely employed by soldiers, mercenaries, and adventurers much in the same way people employ grenades.&lt;br /&gt;
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Runestone magic relies on the user engraving runes on a titular runestone or runic circle, and then activating the stone to get a reaction. Which reaction happens depend on the combination of runes engraved on the object.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones are single-use, becoming spent after activation, same with runic circles.&amp;lt;br/&amp;gt;&lt;br /&gt;
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Runic Circles can also be drawn on the floor to act as traps.&lt;br /&gt;
&lt;br /&gt;
All runestones have a delay of 3 seconds between the activation and the actualization of its effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be engraved using any &#039;&#039;&#039;Cutting&#039;&#039;&#039; tool on a runestone.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
Each rune that can be engraved represent a concept. Which rune represent which concept changes daily, meaning users have to keep finding which runes represent which Concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
However, most if not all concepts have a single-rune Effect that allow for the identification of the rune&#039;s concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Effects are what happen when a rune is successfully activated with a correct combination of runes depending on their concepts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be required to be repeated multiple times, but the order of engraving does not matter.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones with a invalid combination will fizzles upon activation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Any extra runes added to a valid combination will make it invalid, unless you happened upon another valid combination.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Custodian&amp;diff=526</id>
		<title>Custodian</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Custodian&amp;diff=526"/>
		<updated>2024-11-28T04:12:50Z</updated>

		<summary type="html">&lt;p&gt;R4d6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#646566; | Custodian&lt;br /&gt;
&amp;quot;Read the sign.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction: &lt;br /&gt;
Freeblade&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access Rune: &lt;br /&gt;
Custodial&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction Boss:&lt;br /&gt;
None&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Easy&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The custodian keeps the safe zone clean and has a variety of tools to carry out their duties.&lt;br /&gt;
&lt;br /&gt;
==Stat Requirement==&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
The purpose of the custodian is rather simple, keep the safe zone clean. This ranges from mopping blood off the floors, picking up bullet casings, wiping down dirt, and clearing any trash. You are also expected to do minor repairs, fixing broken windows, repairing walls, replacing destroyed walls, and fixing wiring. While you are no rune master, you are given the tools to be a handyman if you wish and most rune masters will greatly appreciate not having to handle menial tasks.&lt;br /&gt;
&lt;br /&gt;
For a custodian, you are paid as well as faction leaders and are given a wide range of mundane and magical equipment. Toolbelts, boxes of tools, wiring kits, mops, custodial carts, buckets, insulated gloves, alchemical cleaning grenades and even magical alchemical compound shooting guns. Your job might be menial and boring but of all the free blades you are considered the most valued because without you the safe zone is just as grimy and filthy as the rest of the dungeons.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Your cleaning gun requires biomatter best obtained from the Ascendant. Ask for supplies in return for your cleaning services.&lt;br /&gt;
* Use cleaning grenades for the big messes and mops for small messes.&lt;br /&gt;
* Keep a tool belt, a stack of metal, glass, and rods for minor repairs as needed in your bag.&lt;br /&gt;
* Put down wet floor signs when mopping.&lt;br /&gt;
* Compressed filth can be recycled into biomass, toss it down disposals when possible.&lt;br /&gt;
&lt;br /&gt;
=== Unique Equipment ===&lt;br /&gt;
* Cleaning Gun - A magical device that turns biomatter into cleansing agents, perfect for rapid cleansing dispersal.&lt;br /&gt;
* Custodial Cart - A car that carries most of your mundane cleaning tools. Don&#039;t lose it.&lt;br /&gt;
* Alchemical Cleaning Grenades - A single use massive area cleansing grenade. Non-lethal.&lt;br /&gt;
* Janitorial Gloves - Insulated and thick, preventing you from being burned, cut, or shocked when cleaning.&lt;br /&gt;
* Janitorial Boots - No slip boots that allow you to run across slippery surfaces without falling.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Tips ===&lt;br /&gt;
* Bullet casings are beloved by Fixers for making scrap ammo kits. Collect them and hand them over instead of tossing them down disposals.&lt;br /&gt;
* Consider getting a low caliber and cheap revolver with scrap ammo to help you deal with minor threats like spiders and roaches.&lt;br /&gt;
* When emptying junk piles, use hotkeys to rapidly click and drop items to drain the piles quickly.&lt;br /&gt;
* Getting an upgraded shovel and mop can save you alot of time, consider shopping around for mod parts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Roles}}&lt;br /&gt;
[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Gardener&amp;diff=525</id>
		<title>Gardener</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Gardener&amp;diff=525"/>
		<updated>2024-11-28T04:11:16Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Purpose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#646566; | Gardener&lt;br /&gt;
&amp;quot;It ain&#039;t much but its honest work.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction: &lt;br /&gt;
Freeblade&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access Rune: &lt;br /&gt;
Garden&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction Boss:&lt;br /&gt;
None&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Easy&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gardener supplies multiple people and factions with fresh produce and basic alchemical potions, functioning between a lesser beast master and rosaria.&lt;br /&gt;
&lt;br /&gt;
==Stat Requirement==&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
The gardener is the independent food supplier for the free blades who also doubles as an amateur alchemist. You have no real set task or goal beyond growing produce that can be eaten, sold to whoever desires it, or grind down in your basic alchemy lab to be mixed into weak healing potions or minor injectors. Your garden is not as huge as the beast master and you lack animals to make a proper kitchen with milk and eggs but you do come equipped with several alchemy stations that can extract the basic healing properties from various plants. With a bit of know how these can be further mixed, albeit imprecisely and with difficulty, into healing drinks and injections if you can get your hands on some needles.&lt;br /&gt;
&lt;br /&gt;
As your own boss and without the need to work with others, you have a potential gold mine if you can make the right connections and sell to the right people. You otherwise do not make a wage, but the lack of easy medical access at times can make you and your fellow gardeners quite profitable margins if you take advantage of any medical supply shortages.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Try to learn what chemicals naturally appear in what plants so you know what to grow, grind, and separate into healing potions.&lt;br /&gt;
* Consider asking the rune masters for a green fist golem to take care of your garden for you.&lt;br /&gt;
* Make sure to grind one or two bits of produce to make spare seeds so you never run out.&lt;br /&gt;
&lt;br /&gt;
=== Unique Equipment ===&lt;br /&gt;
* Gardening tools - A general set and supply of gloves and tools meant to aid you in your work.&lt;br /&gt;
* Amateur Alchemy Lab - A mortar and pestle, centrifuge, and manual grinder with a selection of beakers and bottles for making potions.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Tips ===&lt;br /&gt;
* Some animal meats contain random or specific chemicals, consider getting ahold of them to improve your alchemy.&lt;br /&gt;
* You are one of the rare free blades to have a charging station, the other being the prospectors, let others use it... Or charge them for it.&lt;br /&gt;
* Getting ahold of rare magical tools used by the rosaria to transfigure plants could further improve your alchemy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Roles}}&lt;br /&gt;
[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Agent&amp;diff=524</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Agent&amp;diff=524"/>
		<updated>2024-11-28T04:01:39Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Advanced Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:black; background-color:#fae5d3 ; | Agent&lt;br /&gt;
&amp;quot;You can get the cuffs or a knife in your spine.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction: &lt;br /&gt;
Ashwood Syndicate&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access Rune: &lt;br /&gt;
Ashwood, Breakers&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction Boss:&lt;br /&gt;
Penumbra&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Medium&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Agents are the detectives and lawmen of the safe zone, working beneath the penumbra and alongside the breakers to enforce the safe zone&#039;s laws. Failing peaceful cooperation, agents are deadly with a blade and trained inb the art of assassination.&lt;br /&gt;
&lt;br /&gt;
==Stat Requirement==&lt;br /&gt;
* Vigilance: 30&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
As an agent you are effectively a detective and guard to the safe zone, providing the needed service of interrogation, forensics, and investigative work to catch anyone committing crimes. Beyond this you are expected to work with the breakers, who make up the muscle of your work. You determine what crimes have been broken and who should be detained or fined. The latter is preferably carried out by the breakers as they are more suited for physical violence. That said, you are no slouch in combat as you have easier access to ammunition and training to make regular daggers quite lethal with the proper positioning.&lt;br /&gt;
&lt;br /&gt;
Good communications, be it through using your comms crystal or use of alert codes, are a must and you are rather weak alone. Fostering good relations with fellow agents or breakers is a must. Fixers can further aid you by supplying you with cheap munitions so you can better keep the safe zone clear of potential threats. You are expected to patrol periodically and can be a great asset on expeditions given you lockpicks and skill to use them. Coordinate with your penumbra to ensure a good split between your role as a lawman and an aid to dungeon diving teams.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Your lockpicks can open dungeon doors and chests. Use this to secure additional loot.&lt;br /&gt;
* You have easier access to munitions, but conserve your ammo where you can. Your dagger is just as lethal as a revolver.&lt;br /&gt;
* You are a lawmen as well as a skilled killer, being good with words is often far better than being lethal, leave that to the breakers.&lt;br /&gt;
&lt;br /&gt;
=== Unique Equipment ===&lt;br /&gt;
* Dagger - Your dagger is most effective when stabbing creatures or people in the back, used properly, it is a lethal tool of enforcement.&lt;br /&gt;
* Lockpicks - Your most versatile tool. While it cannot open magically sealed doors nor safe zone doors, it can easily force open dungeon doors and locked chests.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Tips ===&lt;br /&gt;
* Breakers, in particular the [[Sledge]], make for good distractions. Stick behind them so when a beast focuses on them you can easily move into a position to make a lethal backstab.&lt;br /&gt;
* Though you are skilled with a blade, you are not normally heavily armored and you do not have the skill of the [[Firebrand]] or [[Ashman]] roles, be wary of your weaknesses.&lt;br /&gt;
* Using your skills as a thief and assassin on residents is a fantastic way to be executed in a public display. Do not abuse your position, there is a reason half of law enforcement is done by the breakers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Roles}}&lt;br /&gt;
[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Penumbra&amp;diff=523</id>
		<title>Penumbra</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Penumbra&amp;diff=523"/>
		<updated>2024-11-28T03:56:54Z</updated>

		<summary type="html">&lt;p&gt;R4d6: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:black; background-color:#fae5d3 ; | Penumbra&lt;br /&gt;
&amp;quot;There&#039;s something dangerous in the dark... &#039;&#039;&#039;Me.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction: &lt;br /&gt;
Ashwood Syndicate&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access Rune: &lt;br /&gt;
Ashwood, Breakers&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction Boss:&lt;br /&gt;
Boss Yaga&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Complex&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
As the penumbra, you are what makes up a sheriff to the safe zone, your tasks primarily include investigating crimes and enforcing both the laws and the agreement. As a result, your tasks usually include being a good speaker and known around the safe zone. Beneath you are your agents, members of the Ashwood that can be considered detectives in their own right who answer to you. Just like them, you are all trained killers, but you are a cut above even them.&lt;br /&gt;
&lt;br /&gt;
==Stat Requirement==&lt;br /&gt;
* Robustness: 15&lt;br /&gt;
* Toughness: 15&lt;br /&gt;
* Vigilance: 20&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
As the penumbra your primary purpose is that of the acting lawman within the safe zone. Your domains include interrogations, investigations, forensics, and working closely with the breakers to order arrests, fines, and prisoner detainment. Due to the nature of arrests needing both agents and breakers involved, you should also foster good relations with the [[Master of the Forge]] and [[Hammerlord]], two people you are expected to be working closely with. To better organize your efforts you have your agents, a group of detectives and likely former cutthroats arranged to act as investigators. Each agent is trained in forensics, investigation, and most importantly given instruction on how to properly use a blade. The safe zone did not magically earn its name at random, nor is the name as accurate as it should be. Violence is what keeps the safe zone safe and it is only through the actions of the three factions that it keeps being that way. While your men lack the armor and training that the breakers have, you are the most easily supplied thanks to your Ashwood contacts and both yourself and your agents are trained to be deadly killers in addition to lawmen.&lt;br /&gt;
&lt;br /&gt;
As such, your secondary goal beyond keeping the safe zone safe and crime free is aiding in its protection and patrols. This can range between sending agents on dungeon expeditions or having them tag along with breakers. Both should be highly encouraged, as it promotes cooperation between the two factions. Your agents lack proper armor but can be supplied premium munitions or even scrap ammo from your internal faction, making them excellent gunslingers and capable of sharing ammo with [[Firebrand]]s and [[Ashman]]. All agents and yourself are also trained in the art of assassination and your daggers are highly lethal when stabbing creatures in the back. This makes your men highly effective when they employ strategy and tactics over the breakers usual overwhelming force method.&lt;br /&gt;
&lt;br /&gt;
Unlike your agents, you are given additional powers thanks to being in a closer position to Boss Yaga. Though she rarely meets with most penumbra, each one is supplied with a black candle of her own making. Through a ritual shared with each of you, the candle is lit and left to burn while you sleep within a light-less room. For the next day afterwards, a penumbra can invoke a special ability that allows them to turn nearly invisible and disappear from the eye of most creatures. Additionally the penumbra can phase through people, but not objects, allowing them to move into the perfect position to make use of their stronger than normal dagger.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* You have a special ability to make killing easy, use it, but remember it has a lengthy cool down.&lt;br /&gt;
* Your unique dagger is toxic as well as lethal, be wary of using it on people lest they die from the poison.&lt;br /&gt;
* You are a skilled killer but you are also the ultimately say on the law. Do not confuse the two.&lt;br /&gt;
* Know the [[Laws]] by memory.&lt;br /&gt;
&lt;br /&gt;
=== Unique Equipment ===&lt;br /&gt;
* Black Blade - A special dagger given only to the penumbra, it is on par with an agent&#039;s blade while also dealing additional toxin damage due to its lethal enchantment. Do not lose it.&lt;br /&gt;
* Forensics kit - A kit containing all manner of mundane and magical items suited for allowing you to track down and determine who is a criminal and who is not. Keep it handy.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Tips ===&lt;br /&gt;
* Agents need direction, organize patrols and work with your team. Do not hesitate to ask for advice or their thoughts, just because they are your lackey does not mean they cannot be insightful.&lt;br /&gt;
* You can investigate and determine fault, while assigning crimes, fines, and detainment times. However, it is the duty of the breakers to carry out the detainment and fine acquiring process. Make sure you and your team work with them readily.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Roles}}&lt;br /&gt;
[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Sledge&amp;diff=522</id>
		<title>Sledge</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Sledge&amp;diff=522"/>
		<updated>2024-11-28T03:45:47Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#8cbcd6; | Sledge&lt;br /&gt;
&amp;quot;Big heavy steps from a body in full plate and a massive hammer make a better point then soft spoken words and a big stick.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction: &lt;br /&gt;
Breakers&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access Rune: &lt;br /&gt;
Breakers&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction Boss:&lt;br /&gt;
Hammerlord&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Medium&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sledges are the rank and file of the breakers, being one of the only people given training and standard issue plate armor, expensive but effective suits of protection that make sledges an unstoppable force in melee.&lt;br /&gt;
&lt;br /&gt;
==Stat Requirement==&lt;br /&gt;
* Toughness: 20&lt;br /&gt;
* Robustness: 20&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
Sledges act as the primary form of police within the safe zone, being the best equipped and strongest capable fighters for ensuring others do not cause trouble. To enforce the agreement between factions you make arrests at the behest of agents, or lacking one, your forge master. Cuffed criminals should then be handed over to the forge master for processing. As one of the few people trained to properly wear heavy armor, you are also have the best defense of anyone within the safe zone while not losing any mobility in return. Expect to act as a meat shield for your fellow residents, being on the front lines and shrugging off the worst punishment through sheer grit. On expeditions for loot, your strength and defensive prowess means you shall usually be leading the way.&lt;br /&gt;
&lt;br /&gt;
You are not, however, a stupid brute meant to act as a meat shield. A sledge is still a lawman and should be capable of diplomacy, deescalation, and following the chain of command. Your highest priority orders come from the [[Hammerlord]] first and the [[Master of the Forge]] second. Additionally, you should be expected to work closely and well with the [[Agent]] and [[Penumbra]] from the Ashwood. They investigate the crimes and you carry out arrests and fines before turning over prisoners to the forge master for processing and imprisonment. On expeditions, you are expected to provide cover and scouting to protect softer residents who lack your defensive expertise. Teamwork is essential for a good sledge.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* You are the only person in the entire safe zone besides the hammerlord who can wear heavy armor without suffering severe penalties. Be ready to be first into the fray and plan to get hit.&lt;br /&gt;
* Your armor does not make you a god, you can and will take stacking damage and some damage types you might not be able to resist with your armor, like magical attacks or toxic venom like spider bites.&lt;br /&gt;
* Melee is your bread and butter, while the traditional sledge uses a massive two handed hammer, consider taking alternative weapons for different situations. Like shields to block toxic enemies or a back up revolver to shoot enemies too risky to engage in melee.&lt;br /&gt;
* When not on an expedition, keep the peace, go on patrol and keep an eye out for others to make sure nobody causes any trouble. Violence should be a last resort.&lt;br /&gt;
* While it is a last resort, make sure you&#039;re incredibly good at violence. Hesitation means death.&lt;br /&gt;
&lt;br /&gt;
=== Unique Equipment ===&lt;br /&gt;
* Heavy Armor - Sledges have a variety of heavy armor options, each suited for dealing with different types of damage mitigation.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Tips ===&lt;br /&gt;
* Be intimately familiar with the laws and what needs to be enforced.&lt;br /&gt;
* Never approach a situation alone, if needed secure your location and call for back up through your communications crystal.&lt;br /&gt;
* Make use of your emergency codes in a tight spot, other breakers will understand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Roles}}&lt;br /&gt;
[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Factions&amp;diff=521</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Factions&amp;diff=521"/>
		<updated>2024-11-27T22:43:12Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Chosen of Xaal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The factions represent the place of belonging to each resident. Each faction is expected to cooperate for the good of the safe zone but retain its autonomy and thus cannot be ordered to do anything by other factions. Only a decision by the council (each primary head of staff) can force a faction to follow an order. Residents can only belong to a singular faction (excluding freeblades) and may perform any job they are qualified for. For example, an exalted could also be the speaker or a seeker but not an ashwood agent. No exceptions.&lt;br /&gt;
&lt;br /&gt;
=Player Factions=&lt;br /&gt;
&lt;br /&gt;
==The Safe Zone Council==&lt;br /&gt;
&#039;&#039;“We need to maintain unity if we want to survive down here. The people within need direction or they will fracture and turn on each other. Our external threats would want nothing more for us to weaken so they, like so many vultures before them, can opportunistically pick us clean of our life and wealth.” -Ashlord Tarkus, during the first meeting that formed the council.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Owner:&#039;&#039;&#039; Joint ownership by each acting faction leader.&lt;br /&gt;
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&#039;&#039;&#039;Leader:&#039;&#039;&#039; None.&lt;br /&gt;
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The council represents the combined leadership of the factions within the safe zone headed by a triumvirate. The acting council members are made up of the current leader of each faction or, in place of them, a subordinate acting in their place should they not be present. In this way, the acting directors of each faction are allowed to pursue their interests and tasks and the day to day operations are delegated to those they trust with the responsibility. The council is formed strictly for the cooperation between factions to handle greater disputes and events concerning the safe zone as a whole. Nobody is considered the head of the council as each member holds equal sway and voting power. Decisions are decided by majority vote (2/3 as there are three factions) and leaders cannot abstain from a vote under any circumstance. The council answers only to the faction leaders, who rarely visit the safe zone for varied reasons, but are largely expected to be autonomous.&lt;br /&gt;
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==Safe Zone Factions==&lt;br /&gt;
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===The Breakers===&lt;br /&gt;
&#039;&#039;“Who but we stand between order and chaos? Who but we fashion for ourselves an armor with which we protect our people? Many of us who were cast into this hell are guilty, yet that does not mean we cannot find redemption. My people do not just hold the line against the horrors below, they dive into the darkness with weapon in hand ready to face the lurking evil.” -Ashlord Tarkus, in conversation with Sad King Briareus.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Owner:&#039;&#039;&#039; Ashlord Tarkus&lt;br /&gt;
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&#039;&#039;&#039;Acting Leader:&#039;&#039;&#039; [[Hammerlord]]&lt;br /&gt;
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&#039;&#039;&#039;Second in Command:&#039;&#039;&#039; [[Master of the Forge]]&lt;br /&gt;
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The breakers are a faction formed as the first and last line of defense for the safe zone. They make up the more militant individuals interested in both keeping the peace and delving into the dungeons below. Breakers focus on armor, weapons, and pragmatic means of building themselves into a strong and fit fighting force to keep the safe zone safe. Breakers range from the heavily armored [[Sledge]] to the expert marksmen making up the [[Ashman]] and [[Firebrand]] teams. Maintaining their weapons and equipment is the master of the forge, led by the hammerlord. &lt;br /&gt;
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Breakers are more deeply tied to the Ashwood than the Ascendant, as they rely heavily on agents for the pursuit and investigation of criminals. A secondary but no less important matter to the breakers is enforcing and aiding in the investigation, detainment, and arrest of rule breakers within the safe zone. A common motto among the breakers is &#039;carry a big hammer and swing it hard&#039;, though the best breakers have as much brain as they do brawn.&lt;br /&gt;
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===The Ashwood Syndicate ===&lt;br /&gt;
&#039;&#039;“He who has a &#039;why&#039; to live can bear almost anything. And I am not just quoting something His Majesty told me, after all, it was my own arrogance that led me here, rebuilding an entire new market and economy from the ground up is my new why.” -Bagman Herod, in conversation with Ashlord Tarkus.&#039;&#039;&lt;br /&gt;
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&#039;&#039;“I don’t mind being the villain in your story because you&#039;re a clown in mine.” -Boss Yaga, speaking to Bagman Herod.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Owner:&#039;&#039;&#039; Bagman Herod and Boss Yaga&lt;br /&gt;
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&#039;&#039;&#039;Acting Leader:&#039;&#039;&#039; [[Merchant]]&lt;br /&gt;
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&#039;&#039;&#039;Second in Command:&#039;&#039;&#039; [[Penumbra]]&lt;br /&gt;
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The ashwood make up the hospitality of the safe zone by concerning themselves with creature comforts like food, and drink, and supplying others through their depot. The ashwood controls the tavern, kitchen, ranch, and warehouses that deal in coin created and minted by the ashwood to give a stabilized currency. The merchant heads the [[Fixer|Fixers]] and [[Beast Master|Beast Masters]] who respectively cover a wide variety of trades ranging from ammunition to food to various types of creature comforts. This represents the biggest face of the ashwood but in truth, they are split into two rather autonomous roles.&lt;br /&gt;
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The second half of the ashwood is led by the penumbra and their [[Agent|Agents]] which serve as detectives and gumshoes focused on keeping the safe zone properly safe by investigating potential crimes and breaks in the agreement. Agents catalog, record, investigate, and recommend fines and arrests for the breakers to carry out to detain those causing trouble within the safe zone. While most of the ashwood is friendly by nature with other factions, the penumbra, and their agents work closely with the breakers both in the safe zone and beyond, as agents are expert locksmiths and skilled with their daggers, a valued trait when in dangerous areas.&lt;br /&gt;
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===The Ascendant===&lt;br /&gt;
&#039;&#039;“When I first became a magi, my fellow apprentices were filled with wonder, the potential, the power, the limitless bounds of what magic could and would be if we only dreamed. Yet in the end, we shackled ourselves to our self-imposed limits. A rune lantern will make a magi, but it will never give them what magic truly needs, the realization of dreams. Magic is art and so few artists like myself are left...” -Sad King Briareus, bemoaning the state of magic to anyone willing to listen.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Owner:&#039;&#039;&#039; Sad King Briareus&lt;br /&gt;
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&#039;&#039;&#039;Acting Leader:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
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&#039;&#039;&#039;Second in Command:&#039;&#039;&#039; [[Speaker]]&lt;br /&gt;
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The ascendant are the magical backbone of the safe zone by making up the magical research and creation through the [[Rune Master|Rune Masters]], alchemical and magical healing by the [[Rosaria]], and magical offensive and defensive might of the [[Seeker|Seekers]]. The ascendant is a wildly varied faction, focused upon all fields of magic from ancient, clockwork, runic, supernatural, and weaving. Because of their less ordered nature and a greater focus on research and creation, the ascendant are considered less disciplined than the ashwood and breakers but more than make up for it with the magical powers they bring to the table.&lt;br /&gt;
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While powerful, the ascendant is very aware of their weaknesses and thus work with the other factions to make up for their shortcomings. After all, a magi without spells is not worth much besides their intellectual ability, and that rarely matters in the brutal realm of Hammer&#039;s Fall.&lt;br /&gt;
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===The Freeblades===&lt;br /&gt;
&#039;&#039;“The heaviest penalty for declining to rule is to be ruled by someone inferior to yourself.” -Unknown, a saying commonly carved into the walls of Freeblade areas.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Owner:&#039;&#039;&#039; None&lt;br /&gt;
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The freeblades represent the faction-less residents working within the safe zone, providing useful skills and auxiliaries separate from the three primary factions. Some freeblades, such as the [[Prospector]] provide an incredible use to the safe zone through the obtainment of materials for the various forges needing to churn out constructed items. Others, such as the [[Gardener]] and [[Jester]] are merely present so some freeblades have work. [[Resident|Residents]] and other freeblades might also be off-duty members of factions, looking to make a bit of coin for themselves or merely take a break from their usual faction business. The [[Custodian]] is the most valued of all the freeblades and is thus paid and equipped by every faction to keep the safe zone clean and livable.&lt;br /&gt;
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== External Factions ==&lt;br /&gt;
These factions are ones outside the safe zone, either outside of Hammer&#039;s Fall itself or simply outside the safe zone. They are notable enough to be common backgrounds for some and can be treated as common knowledge by most.&lt;br /&gt;
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===Sons of Baitaal===&lt;br /&gt;
&#039;&#039;&#039;Leader:&#039;&#039;&#039; Pliny the Hero&lt;br /&gt;
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The Sons of Baitaal are an ancient religious order first coming into being during the time of knights before the invention of gunpowder and rune lanterns. Originally hailing from the Onokrin empire and made up primarily of humans and orcs, this organization in the modern age is bent towards witch hunting, occult disruption, and hunting down the undead. Though officially practitioners of necromancy and occultism are not inherently enemies of the empire thanks to the actions of lord Magnus, the sons often hunt down criminals who will use darker magics to further their goals, presuming the sons are not seeking to slay the mindless undead that wanders the ruins and darker places in the realm.&lt;br /&gt;
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The original Sons of Baitaal who formed before the lich wars were said to have come together because of the curse of xaal that causes all corpses of sapient creatures to rise into undead monsters unless properly buried with the correct funeral rites. Their methods of purifying and destroying these risen corpses and curing the potential sickness and disease that might be spread have made them a popular house-hold name. The Sons are a largely religious order, paying their respects to Baitaal and through it high high-ranking members and lords are often gifted abilities that liken them to paladins, while their rosaria corps makes them exceptional healers through the use of rune lanterns.&lt;br /&gt;
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Many who join the sons do so for personal, religious, or career reasons. Former tribals and the garm are popular recruits as they often benefit greatly from the strict hierarchy that the sons have and are given training to make them better fit for empire society. Those who join for career reasons do so as a method of advancing into military positions across the world without risking themselves on the front lines of the active elven war. While some view this as cowardly, the greater focus on individual training often makes former members of the Sons deadly combatants, and long term members become experts are dealing with the unsavory creatures lurking in the dark.&lt;br /&gt;
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Those seeking not to be wretch slayers often fall into the rosaria corp and hospitaller orders where they provide services to frontier towns in need, healing to the masses, and a wide variety of charity functions that offer food and shelter to the destitute. It is through this that the sons remain relevant today and are greatly valued by most of the populace.&lt;br /&gt;
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Positions within the sons can commonly be referred to this list, though not all positions are listed these are the most common ones people who work with the sons would have as reference for their experience.&lt;br /&gt;
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* &#039;&#039;&#039;Paladin&#039;&#039;&#039; - The highest rank within the Sons&#039; martial legions, these men and women can be considered as close to an exalted knight as one can get. They lead groups of crusaders ranging from kill teams of only a dozen men to potentially a full company of a hundred, usually with the attached rosaria company for support. Paladins are said to have the direct favor of Baitaal and while a lord paladin could channel divine energy easily and directly, lesser paladins will find it not as easily called even if it is what sets them apart from crusaders beyond merely their greater martial skill.&lt;br /&gt;
* &#039;&#039;&#039;Crusader&#039;&#039;&#039; - The technically rank and file combatant of the Sons of Baitaal, these are the heavily equipped and ready soldiers of the sons adorned in plate armor and carrying great swords as their weapons of choice. Many also carry prayer books and have scriptures and purity seals adorning their armor. Make no mistake though, these trappings of scholarly implications adorning their armor pales in comparison to how the Sons operate as ruthless tactical squads that support each other in combat like well-drilled soldiers. They are the most common martial rank among the sons. They are considered the &#039;loud&#039; option compared to wretch slayers and will often deploy in squads or companies to uproot heavy undead infestations or necromancers who have become enemies of the empire.&lt;br /&gt;
* &#039;&#039;&#039;Wretch Slayer&#039;&#039;&#039; - Often called witch hunters, wretch slayers are more of a combination of tracker and ranger than soldier or warrior-priest, they are the investigators and hunters of all the creations of Xaal and are thus most often paranoid, cloaked in shadow, and always on the move in their lone crusades. Wretch slayers rarely work with even other wretch slayers, preferring to move swiftly and quietly alone and marking locations and discoveries for squads of crusaders or paladins to storm in and clean up the filth. As a result of their dangerous work, old wretch slayers are very rare but highly respected by all even if their identities are rarely known.&lt;br /&gt;
* &#039;&#039;&#039;Rosaria&#039;&#039;&#039; - The priestly aspect of the sons, the rosaria are expert healers world renowned for both their magical powers and expert medical training in both surgery and alchemy. Most rosaria come with a rosaria rune lantern but a select few are psionic and follow the vitalist path for healing. Both are well respected inside and outside the sons usual companies. Though many rosaria will at some point be attached to a company of crusaders to provide support, most never see a single day of active combat, the bulk of rosaria are stationed across the world in towns and villages acting working in largely staffed hospitals to bring succor to the masses. The initial Rosaria at the founding of the Sons were devout servants of Baitaal, but in later years many pay equal and sometimes secretly more devotion to Ravendara to further improve their healing abilities. This duel allegiance sets them apart both in faith and iconography, as many Rosaria take more druidic approaches to their clothing rather than the silk and steel the rest of the sons choose.&lt;br /&gt;
* &#039;&#039;&#039;Templar&#039;&#039;&#039; - The guard forces of the sons, set apart from active fighters and hunters by way of being ever-vigilant watchers of towns, camps, cities, and holdings of interest to the sons. Templars are often even more heavily equipped than crusaders as they need not worry about lugging heavy equipment hundreds of miles. However, their position as both guards and watchers makes them a little less trusted than most sons. Templars are often the eyes and ears of wretch slayers and will actively report suspicious or suspected cult activities. Garm in particular have an almost racial distrust of templars, a mutual feeling given any sign of the feasting affliction that garm suffers from will certainly draw the templars and soon the wretch slayers.&lt;br /&gt;
* &#039;&#039;&#039;Brother/Sister&#039;&#039;&#039; - The administration, clergy, and menials of the Sons, being neither combatants nor healers, they make up the majority of the sons internal works by managing all manner of logistics and clerical operations ranging from priests and priestess giving sermons to administrators concerned with moving and managing supplies either paid to or donated to the Sons. The highest ranks of which are called brother-superior/sister-superior and abbot/abbess. Brother/sister-superiors are attached to crusader companies, forming what is more or less a combination of quartermaster and head priest to manage prayer sessions or ensure the logistics of managing a crusade. Those tasked with managing a permanent holding for the sons are known as abbots/abbesses and almost always come from noble or merchant backgrounds used to dealing with the complex logistics of a country spanning organization. Unlike average nobles, who may or may not be corrupt or self-serving, the sons are ruthlessly efficient at weeding out corruption, thus many abbots or abbesses are often well known, well respected, and called on by lords when a skilled administrator is needed to sort out any potential corruption, particularly within the nobility itself and often with a few wretch slayers in tow.&lt;br /&gt;
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===Order of Brass===&lt;br /&gt;
&#039;&#039;&#039;Leader:&#039;&#039;&#039; Lonesome Gract (Missing, presumed deceased)&lt;br /&gt;
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The order of brass is one of the newest forms of magic. While ancient magic and alchemy have always existed and each empire has its selection of magical specialization be it runic, psionic, or weaving, the order of brass is made up of members from every empire. First made by the legendary lord of clockwork Lonesome Gract who forged the city of brass shortly before disappearing, most of the order are made up of goblins, rodentfolk, and humans. Though it accepts any who show the proper aptitudes.&lt;br /&gt;
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Its lord, Lonesome Gract, disappeared some time ago and is presumed to either be dead or in parts unknown. In his place, a small council has formed to oversee the city of brass, though the city itself is largely autonomous thanks to its hundreds of clockwork golems operating day and night. The council oversees its engineers and the newly indicted. All brass hearts will have joined this order at some point to receive their implant, with many coming to enhance their abilities or train to become golem pilots to better aid the ongoing war effort.&lt;br /&gt;
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The order of brass is more of a city-state than most factions, as such it has no real ranking system or chain of command. However, as is natural for people, they do recognize different groups and polities within their ranks. Generally separated by expertise, most of the brass city can fall into engineers, clocksmiths, and timekeepers. While by no means the only form of magical researcher or arcane title, the order of brass helpfully splits into these major divisions that may differ on finer detail but ultimately recognize people of like mind and ability. &lt;br /&gt;
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Engineers are those who work mainly with golems and weapons and are often sub-divided into golem crafters and their pilots but so much overlap exists that engineer is the usual title. Whereas most members of the order will exclusively work in bronze and clockwork, the engineers will use any form of magical material and technology available to craft more powerful, sturdy, and deadly golems to deploy (at a very sizeable cost) for the empire and federation, though some rare and very well-funded groups might hire them as mercenaries. Many engineers thus have a much broader understanding of both magitech and a variety of science or magic beyond than what the order generally focuses on, making them widely skilled. Most distinguish themselves by their brass and brown jumpsuits often embossed with a singular pauldron depicting the order&#039;s cog to befit a mechanic.&lt;br /&gt;
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Clocksmiths are responsible not only for the titular brass hearts almost everyone in the order has but also focus heavily on clockwork automatons and creations. Surprisingly, they have the fewest numbers among their ranks and those who understand their complex technology to an impressive degree are even more rare. Clocksmiths are thus rather insular and are loathe to reveal the secrets of their science, not that most care, even within the order of brass few are willing to dedicate the difficult and often experimental amount of time required to make even the most basic of clockwork contraptions. Clocksmiths usually show their allegiance by their creations alone, often accompanied by a simple machine or carrying complex gadgets.&lt;br /&gt;
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The timekeepers are the only religious sect within the order of brass, an off-shoot of one of the few remaining dwarves who carried his religion from his theocratic nation. Though this dwarf has stricken his name from all records and does not quite preach the details of his now-forgotten faith, it is considered a splinter of the followers of baitaal, finding order and structure within machines. From what inklings can be found of this very small cult that rarely leaves the order of brass, the members are obsessed with keeping time and often build complex and ornate clocks, watches, and timepieces for a reason that is often answered when questioning members by long platitudes about the importance of and perspective of &#039;time immeasurable, ancient, and forgotten&#039;. While most treat timekeepers as eccentric they do add the very distinct benefit of having near-perfect logistical, organizational, and unsurprisingly timekeeping skills. Each one can be identified by his ornate timepiece, usually with a tau cross of Baitaal on the casing.&lt;br /&gt;
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=== Chosen of Xaal ===&lt;br /&gt;
&#039;&#039;&#039;Leader:&#039;&#039;&#039; Bonecaller Magnus Souldour&lt;br /&gt;
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The chosen of Xaal are a widely disliked but necessary organization, often likened to tax collectors in how many speak of them. The chosen, also known as Xaal&#039;s chosen, house the death priest caste who oversee the burial, rites, and entombment of the dead through rituals that prevent the buried from ever rising as an undead creature, even if a necromancer attempts to directly raise them. The chosen of Xaal are nearly as old as the sons of Baitaal as they seek to prevent undead from rising while the sons carry out the culling of the newly risen. Though relations with the Sons have worsened in recent times thanks to Magnus and his political maneuvering allowing for &#039;empire-sanctioned&#039; necromancers. Those necromancers under order of Magnus or merely attuning their rune lanterns for necromancy are considered members of the chosen and entirely within their legal right to practice their art.&lt;br /&gt;
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Scholars believe that the chosen first came to be when it was observed that when any intelligent humanoid died and was not properly buried or burned on a pyre, it would eventually rise as a mindless undead creature that sought only to destroy all life. Though it often took decades or years, some corpses were seen to rise faster among evil men who perished or those who died in horrific ways. As a result, the chosen have a stigma of darkness and evil to their order, a fact not helped at all by their patron being the god of death.&lt;br /&gt;
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In recent years the chosen have gone under much further scrutiny with the development of more refined methods of necromancy. In the past, necromancers were rare and extremely powerful magicians of ancient magic. The worst of which was the great lich Lazarus who once nearly destroyed the onokrin empire. Such monsters were a top priority for the sons of Baitaal to hunt down and kill. Yet in recent years the rune lanterns have expanded to allow more occultic arts, offering weaker and safer forms of necromantic arts. Ancient practioners still exist, many plying their trades far from civilized places within the ruins of old fortresses and bastions where they build armies of the dead. Officially, such necromancers are disavowed by the chosen and turned over to the sons to be killed and their holdings destroyed.&lt;br /&gt;
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While the purpose of the chosen is to prevent the raising of the dead there is no true official ruling both within the chosen and within the empire on the legality of necromancy, the politics of the situation were made complex and difficult to manage due to the chosen&#039;s leader Magnus, a devout follower of Xaal and industrialist lord who revolutionized the town of Crullfield into the worlds most productive crucible for war material. The success of Magnus is based entirely on his immense necromantic powers as his legions of mindless undead work the factories day and night. Without them, the empire would be deprived of its greatest production asset and in a time of active war, nobody is willing to officially outlaw necromancy as a result. Thus, while necromancers are heavily disdained, nothing can be legally done to the average necromancer unless they violate a different crime such as grave robbing to raise the dead.&lt;br /&gt;
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Internally, as the leader of the chosen, Magnus has not changed the rites or laws of the chosen since their inception since he took leadership. The chosen tend to the burial of any who die, the only slight change is that those whose bodies are unclaimed by family or were criminals are shipped to Crullfield to join the many factories in death. Beyond that, the embalming, ceremony, and burial of the dead remain unchanged. While one might expect the priesthood of Xaal to have all manner of ranks and honorifics they purposefully forgo such platitudes, even amongst themselves, as it is seen as ego to make yourself above or below your fellow man when death shall make you all equal. It helps that the priesthood of Xaal is quite small unless you are in a major holding such as Crullfield. The closest one can say to a ranking system they have is Magnus as the herald of Xaal, his black hand as his direct officials shepherding the remaining death priests. This ranking is technically unofficial though and even Magnus sees himself as just any other death priest, he and his black hand are set apart by their status as Magnus&#039; lordship and his appointed nobles, differing from the priest caste.&lt;br /&gt;
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The chosen of Xaal have their primary holdings within the Onokrin empire and smaller holdings within the Steel Legion and Warren Federation, though in the other empires the internment of the dead has different and specific rites of burial. Within the federation it is customary to cremate and bless the ashes of the dead before spreading them atop their mountains to the wind. Within the legion the dead are wrapped in cloth and rope before being blessed by wax paper seals to put the dead to rest. While an improperly buried person within the empire is likely to raise as a skeleton or zombie, within the federation most improperly blessed dead become ash wraiths that haunt the mountains and valleys. Within the legion, improperly buried dead rise as what is known in their tongue as the jiang-shi, a dangerous type of undead that drains the life and spirit of the living and is rumored to only be capable of being permanently felled by a yokai.&lt;br /&gt;
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=== Faceless ===&lt;br /&gt;
&#039;&#039;&#039;Leader:&#039;&#039;&#039; Unknown&lt;br /&gt;
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The faceless is a mysterious faction said to be one singular person, a singular man who seizes control of others through magic to subsume their identity and shift their goals to match his own. Every member of the faceless is just that, the faceless man, who might seize control of them directly like a quite literal puppet. All that is known about the faceless is that they use a specialized magical implant to convert others, but why or what they are doing is unknown. Thankfully, the faceless are extremely rare and thus considered a minor threat at best. Still, some worry they might have eyes and ears everywhere, after all, anyone can be the faceless man.&lt;br /&gt;
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[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Laws&amp;diff=520</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Laws&amp;diff=520"/>
		<updated>2024-11-27T22:24:01Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Minor Charges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The safe zone laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all residents inside the safe zone. The breakers and ashwood agents are expected to uphold and enforce these laws, and all factions are expected to follow them. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. You are expected to follow the bare minimum of [[Standard Operating Procedure]] and use common sense, if you lack that maybe you should not be an agent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to residents. Outsiders are dangerous and should be mistrusted unless reason is given not to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== He Had It Coming Clause ===&lt;br /&gt;
This clause is a special rule that can only be invoked by breakers and must be approved &#039;&#039;&#039;prior&#039;&#039;&#039; by agents to be carried out. The situation the safe zone finds itself in is making the best of a bad situation and often deals with people who were not innocent when thrown into Hammer&#039;s Fall. As a result, enforcement of the law is done ruthlessly and effective to keep the peace. &#039;He had it coming&#039; is a clause for those who actively and directly attempt to provoke or otherwise frustrate enforcers. Enforcers can invoke this rule only when someone is arrested and in the brig (cells or interrogation). When invoked by a breaker and approved by an agent or penumbra, breakers may smash the legs of whoever is causing a problem. One or both legs may be broken. If the intended problem begins complaining about having their legs broken, in particular over their comms crystal, their comms crystal may be taken and one or both arms broken next. In the event the person in question has their limbs severed or is otherwise rendered immobile, they are to be denied medical treatment (beyond stabilizing them with the bare minimum to prevent death) until their brig time is up. You are not obligated to bring them to medical on release and it is encouraged to make them crawl to medical. Additionally, on release, they are to be given their comms crystals back and can complain as they wish without having their arms broken.&lt;br /&gt;
&lt;br /&gt;
If properly invoked, approved, and carried out the clause is considered completely legal. Those who find themselves having this clause invoked onto them often may be permanently removed from the safe zone as they are clearly enough of a trouble making shit that nobody wants them around (and be looked at for a possible quality control ban). On the other end, enforcers are expected to use this clause sparingly, as it is not an excuse to break the limbs of every person that mildly inconveniences or otherwise is rude to you (using this more often or against multiple people will net you a swift job ban). Greater discretion or examination of the situation when this clause is invoked (ooc and ic) will be considered if it is misused. Additionally breakers should take care not to kill the receipant of this clause and make an attempt not to sever their limbs, blunt weapons are thus required to be used for carrying this out. In the event that you &#039;&#039;accidentally&#039;&#039; kill whoever this has been lawfully invoked upon, place their corpse in a cell for the brig duration and bring it to medical when the timer ends.&lt;br /&gt;
&lt;br /&gt;
The only exception to this rule is it can be invoked without over sight on anyone who is incapable of being detained. Anyone attempting to escape arrest through the use of teleport spells, freedom of movement runes, or simply can&#039;t be handcuffed (such as being one handed) is considered to having it coming by default. Breaking their legs or severing them without agent approval is not only allowed, it is recommended.&lt;br /&gt;
&lt;br /&gt;
As a final note, this is not to be invoked on anyone simply resisting arrest and &#039;&#039;&#039;should never&#039;&#039;&#039; be invoked on someone complying with all orders and requests nor those arguing their case on potential charges.&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Agents&#039;&#039;&#039;&lt;br /&gt;
| To aid members of enforcers, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to enforcers; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worthy of Holding until Transfer may be overturned at Penumbra&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting agents to determine this modifier.&lt;br /&gt;
&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039;&lt;br /&gt;
|To act in what one, or any other reasonable person, would believe is in good faith and with due caution and regards for the safety of others. Including in the defense of a person’s life or to act if another person is in imminent threat of serious injury and/or death. Failure to comply with an investigation of any crimes is not considered a “Good Samaritan” as it falls out of the category of a ‘reasonable person’.&lt;br /&gt;
&lt;br /&gt;
Examples include pulling a gun to rescue a resident from hostile lifeforms, breaking a faction’s window to pull out a wounded resident, etc. A ‘Good Samaritan’ does not do such acts for financial compensation; any exchanging of goods for the service is no longer covered by such a modifier. Acts found to be without reason, or with flawed logic (I.e misinterpreting calls for help, ignorance of a situation or ‘over-escalation’ of a tense situation) do not count as reasonable actions and are thus not protected by this clause.&lt;br /&gt;
| Immediate Release, with all charges (barring that of Friendly Fire) being dropped against the individual.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow resident and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as agents placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of enforcers operated entrapment offenses the agents running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. This only is applied for repeated crimes on the same shift.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Savage Tribal&#039;&#039;&#039;&lt;br /&gt;
|  To be a known tribal or belonging to a savage group.&lt;br /&gt;
&lt;br /&gt;
This includes all uncivilized gnolls, stone crusher goblins, tribal orcs, and those acting too uncivilized to be considered proper. Appearance &#039;&#039;&#039;AND&#039;&#039;&#039; behavior is taken into account. Wearing hides or loin cloths is enough no matter how they speak and act. Discretion is given to those pressing the charges.&lt;br /&gt;
&lt;br /&gt;
| All fines and prison times are automatically doubled.&lt;br /&gt;
&lt;br /&gt;
Whether a person is considered a tribal or not is determined by an agent or penumbra.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an agent with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury the rosaria must be called and the prisoner escorted to the medical wing to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a resident with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing, 105 for stealing an item and 204 for attacking an resident trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Espionage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Sending a Time Wasting Telegraph&lt;br /&gt;
|Forgery&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an agent or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty resident, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the safe zone or it’s enforcers team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 100 coins may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 50 coins. Injuries such as fractures or injuries that leave a patient in codification condition should be 100 coins.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Breakers committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through general communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until the rosaria can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a resident or faction without provocation, stalking a resident or refusing to leave an area, yelling over ones comms crystal, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 100 coins may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the safe zone without any form of qualified records.&lt;br /&gt;
|This does not apply to Freeblades, only faction members.&lt;br /&gt;
&lt;br /&gt;
All members of the safe zone are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a resident does not meet this requirement, enforcer personnel should interview the resident and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the resident is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface safe zone or faction property without malicious intent. Damaging golems counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 50 coins.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 25 coins.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Faction Rights&lt;br /&gt;
|To deliberately deny a faction member certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically enforcers or medical staff for a major SoP violation due to it going against another resident’s rights. The resident or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from enforcers using thermals without reason, rosaria sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 100 coins to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a resident, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a resident when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 50 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another factionand/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a faction or owned by a person. This includes people taking items from their own faction they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 50 coins with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the safe zone.&lt;br /&gt;
&lt;br /&gt;
Contraband is often considered items that are being or can easily be misused. For example, hallucinogenics added to unsuspecting individuals drinks can land a contraband charge. Using them for your own personal enjoyment is not. Discretion is offered for those placing the charge.&lt;br /&gt;
&lt;br /&gt;
|Items that can only be misused, such as highly cursed or dangerous magical items, should be considered contraband.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as an illusionary weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
If someone has a justified reason for having said item, that should be kept into account.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 75 coins.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other residents, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other people, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who purposefully brandish weapons, such as held in their hands or at the ready, near other staff as non-enforcers when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another faction&#039;s job while capable staff are present or posing as a staff member in another faction.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 25 coins. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking runes may be issued upon repeat offenses or cases where enforcers concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a faction lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant faction staff. Those with access typically should not be in those areas unless they have a good reason or permission from the faction&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;enforcers personnel and council members conducting colony related investigations may not be asked or made to leave if they have access to that area normally.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, or other sensitive areas see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 25 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a resident, previous violent convictions approaching while threatening a resident, or if a resident was to chase another member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 75 coins. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting telegraph; See [[Telegraphs]]&lt;br /&gt;
|To send a telegraph to a faction leader or its allies that is considered unnecessary or unneeded. Do note that in [[Telegraphs]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner, not by heads of staff.&lt;br /&gt;
|15 minute in a cell or a fine up to 75 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the penumbra or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above comms ban. They can be applied by the penumbra only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where residents are roaming around the Safe Zone, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. An agent can request a male resident to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 50 coins. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping residents out of a crisis zone.&lt;br /&gt;
|Non-rune masters opening sealed doors, civilians breaking down enforcers barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a resident is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a enforcers agent trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a resident is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If a resident dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 125 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish a resident without proper cause or reason, or in violation of due process procedure.&lt;br /&gt;
|This is mainly for agents or breakers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the Penumbra or Hammerlord where applicable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another resident, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or coins takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the faction head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an agent who attempts a proper arrest, or to cause a manhunt by hiding from enforcers. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the agent trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An agent should take into account their reason for not reporting to enforcers immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that enforcers wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in enforcers has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a enforcers member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 200 coins paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a telegraph to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions. For abuse of &amp;quot;He had it coming&amp;quot; see 309.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 75 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical or scientific desecration of a corpse to cannibalistic acts.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, enforcers beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or restored also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. Those who consume body parts are to be considered hostile to all and its well-being; being held in HuT and may have additional charges placed on them.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
If the corpse is in anyway consumed, or eaten, the suspect should immediately be put into HuT and be examined by the exalted or rosaria to determine if they are a monster in disguise. Execution for said crime may be viable via Low Council vote.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 125 coins.&lt;br /&gt;
&lt;br /&gt;
This does not apply to destroying undead bodies, even if they were former residents. A zombie is a dangerous entity and should be destroyed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another resident.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes alongside a 250 coin fine.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because an faction member ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the residents&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If a resident is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are rosaria ignoring theexalted while patients are piling up in medical wing, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a resident in excess for their crime, to give a resident incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge another person with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels the interviewee mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband that was unreasonably deemed so or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the penumbra or hammerlord where applicable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or resident, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by enforcers; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the hammerlord or penumbra where applicable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-enforcers area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-enforcers areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring a resident in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring a resident attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning. Applicable to enforcers who run afoul with an incorrectly applied &#039;he had it coming&#039; clause.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge. This charge may ```NOT``` be placed alongside any theft or grand-theft charges.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 25 credit fine. As defined, whoever has salvage claims is the first person or group to enter a room or territory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or resident well-being don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a resident. Tamed in this case means that they will not attack other residents, or damage safe zone infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 75 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named safe zone pet that are normally around on shift start (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as an agent attempting to brig someone, a second in command trying to over rule his head of staff, or a head of staff acting like a high council member.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the faction head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a telegraph should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a resident without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the residential blueprints, the hammerlords main weapon, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
Items from the ascendant, such as rune lanterns, rune plates, and unique magical objects are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the hammerlord.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the safe zone or even the safe zone&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, etc. In cases of terrorism, the Ashlord Tarkus must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If a resident is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the faction through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a residential member or an ally. Or to prevent a rightful revival or else render a resident unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Espionage&lt;br /&gt;
|To gain access to in-house or proprietary designs, documents, artifacts, or otherwise vital assets of a faction.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed ascendant items or items purchased through the ashwood supply depot -- only the theft of the item itself or the designs to make more.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;506&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an telemancy rooms or the breaker armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a member may not be active. In rare cases, such as a code ruby incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as a hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;507&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so. Attempts to escape should result in immediate execution and a &#039;do-not-revive&#039; order.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a resident who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a resident or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The penumbra is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact with Ashlord Tarkus if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Ashlord Tarkus may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly, such as but not limited to: A player OOCly not consenting to a scene and reporting it. &#039;&#039;&#039;A-help staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Enforcers&#039;&#039;&#039;: These means breaks, agents, and the penumbra in general. A catch all term for law enforcers.&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual faction.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including the resident position. Requires the judgment of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Refers to the Hammerlord, Exalted, and Merchant or those acting as one in their place such as the speaker, master of the forge, or penumbra.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by enforcers agents. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal enforcers.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the game. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Laws&amp;diff=519</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Laws&amp;diff=519"/>
		<updated>2024-11-27T22:23:47Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Minor Charges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The safe zone laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all residents inside the safe zone. The breakers and ashwood agents are expected to uphold and enforce these laws, and all factions are expected to follow them. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. You are expected to follow the bare minimum of [[Standard Operating Procedure]] and use common sense, if you lack that maybe you should not be an agent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to residents. Outsiders are dangerous and should be mistrusted unless reason is given not to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== He Had It Coming Clause ===&lt;br /&gt;
This clause is a special rule that can only be invoked by breakers and must be approved &#039;&#039;&#039;prior&#039;&#039;&#039; by agents to be carried out. The situation the safe zone finds itself in is making the best of a bad situation and often deals with people who were not innocent when thrown into Hammer&#039;s Fall. As a result, enforcement of the law is done ruthlessly and effective to keep the peace. &#039;He had it coming&#039; is a clause for those who actively and directly attempt to provoke or otherwise frustrate enforcers. Enforcers can invoke this rule only when someone is arrested and in the brig (cells or interrogation). When invoked by a breaker and approved by an agent or penumbra, breakers may smash the legs of whoever is causing a problem. One or both legs may be broken. If the intended problem begins complaining about having their legs broken, in particular over their comms crystal, their comms crystal may be taken and one or both arms broken next. In the event the person in question has their limbs severed or is otherwise rendered immobile, they are to be denied medical treatment (beyond stabilizing them with the bare minimum to prevent death) until their brig time is up. You are not obligated to bring them to medical on release and it is encouraged to make them crawl to medical. Additionally, on release, they are to be given their comms crystals back and can complain as they wish without having their arms broken.&lt;br /&gt;
&lt;br /&gt;
If properly invoked, approved, and carried out the clause is considered completely legal. Those who find themselves having this clause invoked onto them often may be permanently removed from the safe zone as they are clearly enough of a trouble making shit that nobody wants them around (and be looked at for a possible quality control ban). On the other end, enforcers are expected to use this clause sparingly, as it is not an excuse to break the limbs of every person that mildly inconveniences or otherwise is rude to you (using this more often or against multiple people will net you a swift job ban). Greater discretion or examination of the situation when this clause is invoked (ooc and ic) will be considered if it is misused. Additionally breakers should take care not to kill the receipant of this clause and make an attempt not to sever their limbs, blunt weapons are thus required to be used for carrying this out. In the event that you &#039;&#039;accidentally&#039;&#039; kill whoever this has been lawfully invoked upon, place their corpse in a cell for the brig duration and bring it to medical when the timer ends.&lt;br /&gt;
&lt;br /&gt;
The only exception to this rule is it can be invoked without over sight on anyone who is incapable of being detained. Anyone attempting to escape arrest through the use of teleport spells, freedom of movement runes, or simply can&#039;t be handcuffed (such as being one handed) is considered to having it coming by default. Breaking their legs or severing them without agent approval is not only allowed, it is recommended.&lt;br /&gt;
&lt;br /&gt;
As a final note, this is not to be invoked on anyone simply resisting arrest and &#039;&#039;&#039;should never&#039;&#039;&#039; be invoked on someone complying with all orders and requests nor those arguing their case on potential charges.&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Agents&#039;&#039;&#039;&lt;br /&gt;
| To aid members of enforcers, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to enforcers; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worthy of Holding until Transfer may be overturned at Penumbra&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting agents to determine this modifier.&lt;br /&gt;
&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039;&lt;br /&gt;
|To act in what one, or any other reasonable person, would believe is in good faith and with due caution and regards for the safety of others. Including in the defense of a person’s life or to act if another person is in imminent threat of serious injury and/or death. Failure to comply with an investigation of any crimes is not considered a “Good Samaritan” as it falls out of the category of a ‘reasonable person’.&lt;br /&gt;
&lt;br /&gt;
Examples include pulling a gun to rescue a resident from hostile lifeforms, breaking a faction’s window to pull out a wounded resident, etc. A ‘Good Samaritan’ does not do such acts for financial compensation; any exchanging of goods for the service is no longer covered by such a modifier. Acts found to be without reason, or with flawed logic (I.e misinterpreting calls for help, ignorance of a situation or ‘over-escalation’ of a tense situation) do not count as reasonable actions and are thus not protected by this clause.&lt;br /&gt;
| Immediate Release, with all charges (barring that of Friendly Fire) being dropped against the individual.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow resident and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as agents placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of enforcers operated entrapment offenses the agents running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. This only is applied for repeated crimes on the same shift.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Savage Tribal&#039;&#039;&#039;&lt;br /&gt;
|  To be a known tribal or belonging to a savage group.&lt;br /&gt;
&lt;br /&gt;
This includes all uncivilized gnolls, stone crusher goblins, tribal orcs, and those acting too uncivilized to be considered proper. Appearance &#039;&#039;&#039;AND&#039;&#039;&#039; behavior is taken into account. Wearing hides or loin cloths is enough no matter how they speak and act. Discretion is given to those pressing the charges.&lt;br /&gt;
&lt;br /&gt;
| All fines and prison times are automatically doubled.&lt;br /&gt;
&lt;br /&gt;
Whether a person is considered a tribal or not is determined by an agent or penumbra.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an agent with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury the rosaria must be called and the prisoner escorted to the medical wing to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a resident with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing, 105 for stealing an item and 204 for attacking an resident trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Espionage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Sending a Time Wasting Telegraph&lt;br /&gt;
|Forgery&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an agent or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty resident, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the safe zone or it’s enforcers team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 100 coins may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 50 coins. Injuries such as fractures or injuries that leave a patient in codification condition should be 100 coins.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Breakers committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through general communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until the rosaria can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a resident or faction without provocation, stalking a resident or refusing to leave an area, yelling over ones comms crystal, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 100 coins may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the safe zone without any form of qualified records.&lt;br /&gt;
|This does not apply to Freeblades, only faction members.&lt;br /&gt;
&lt;br /&gt;
All members of the safe zone are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a resident does not meet this requirement, enforcer personnel should interview the resident and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the resident is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface safe zone or faction property without malicious intent. Damaging golems counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 50 coins.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 25 coins.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Faction Rights&lt;br /&gt;
|To deliberately deny a faction member certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically enforcers or medical staff for a major SoP violation due to it going against another resident’s rights. The resident or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from enforcers using thermals without reason, rosaria sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 100 coins to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a resident, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a resident when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 50 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another factionand/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a faction or owned by a person. This includes people taking items from their own faction they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 50 coins with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the safe zone.&lt;br /&gt;
&lt;br /&gt;
Contraband is often considered items that are being or can easily be misused. For example, hallucinogenics added to unsuspecting individuals drinks can land a contraband charge. Using them for your own personal enjoyment is not. Discretion is offered for those placing the charge.&lt;br /&gt;
&lt;br /&gt;
|Items that can only be misused, such as highly cursed or dangerous magical items, should be considered contraband.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as an illusionary weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
If someone has a justified reason for having said item, that should be kept into account.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 75 coins.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other residents, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other people, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who purposefully brandish weapons, such as held in their hands or at the ready, near other staff as non-enforcers when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another faction&#039;s job while capable staff are present or posing as a staff member in another faction.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 25 coins. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking runes may be issued upon repeat offenses or cases where enforcers concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a faction lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant faction staff. Those with access typically should not be in those areas unless they have a good reason or permission from the faction&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;enforcers personnel and council members conducting colony related investigations may not be asked or made to leave if they have access to that area normally.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, or other sensitive areas see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 25 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a resident, previous violent convictions approaching while threatening a resident, or if a resident was to chase another member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 75 coins. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting telegraph; See [[Telegraphs]]&lt;br /&gt;
|To send a telegraph to a faction leader or its allies that is considered unnecessary or unneeded. Do note that in [[Telegraphs]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner, not by heads of staff.&lt;br /&gt;
|15 minute in a cell or a fine up to 75 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the penumbra or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above comms ban. They can be applied by the penumbra only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where residents are roaming around the Safe Zone, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. An agent can request a male resident to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 50. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping residents out of a crisis zone.&lt;br /&gt;
|Non-rune masters opening sealed doors, civilians breaking down enforcers barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a resident is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a enforcers agent trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a resident is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If a resident dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 125 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish a resident without proper cause or reason, or in violation of due process procedure.&lt;br /&gt;
|This is mainly for agents or breakers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the Penumbra or Hammerlord where applicable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another resident, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or coins takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the faction head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an agent who attempts a proper arrest, or to cause a manhunt by hiding from enforcers. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the agent trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An agent should take into account their reason for not reporting to enforcers immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that enforcers wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in enforcers has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a enforcers member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 200 coins paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a telegraph to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions. For abuse of &amp;quot;He had it coming&amp;quot; see 309.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 75 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical or scientific desecration of a corpse to cannibalistic acts.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, enforcers beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or restored also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. Those who consume body parts are to be considered hostile to all and its well-being; being held in HuT and may have additional charges placed on them.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
If the corpse is in anyway consumed, or eaten, the suspect should immediately be put into HuT and be examined by the exalted or rosaria to determine if they are a monster in disguise. Execution for said crime may be viable via Low Council vote.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 125 coins.&lt;br /&gt;
&lt;br /&gt;
This does not apply to destroying undead bodies, even if they were former residents. A zombie is a dangerous entity and should be destroyed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another resident.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes alongside a 250 coin fine.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because an faction member ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the residents&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If a resident is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are rosaria ignoring theexalted while patients are piling up in medical wing, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a resident in excess for their crime, to give a resident incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge another person with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels the interviewee mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband that was unreasonably deemed so or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the penumbra or hammerlord where applicable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or resident, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by enforcers; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the hammerlord or penumbra where applicable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-enforcers area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-enforcers areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring a resident in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring a resident attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning. Applicable to enforcers who run afoul with an incorrectly applied &#039;he had it coming&#039; clause.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge. This charge may ```NOT``` be placed alongside any theft or grand-theft charges.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 25 credit fine. As defined, whoever has salvage claims is the first person or group to enter a room or territory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or resident well-being don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a resident. Tamed in this case means that they will not attack other residents, or damage safe zone infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 75 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named safe zone pet that are normally around on shift start (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as an agent attempting to brig someone, a second in command trying to over rule his head of staff, or a head of staff acting like a high council member.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the faction head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a telegraph should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a resident without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the residential blueprints, the hammerlords main weapon, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
Items from the ascendant, such as rune lanterns, rune plates, and unique magical objects are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the hammerlord.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the safe zone or even the safe zone&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, etc. In cases of terrorism, the Ashlord Tarkus must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If a resident is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the faction through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a residential member or an ally. Or to prevent a rightful revival or else render a resident unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Espionage&lt;br /&gt;
|To gain access to in-house or proprietary designs, documents, artifacts, or otherwise vital assets of a faction.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed ascendant items or items purchased through the ashwood supply depot -- only the theft of the item itself or the designs to make more.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;506&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an telemancy rooms or the breaker armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a member may not be active. In rare cases, such as a code ruby incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as a hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;507&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so. Attempts to escape should result in immediate execution and a &#039;do-not-revive&#039; order.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a resident who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a resident or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The penumbra is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact with Ashlord Tarkus if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Ashlord Tarkus may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly, such as but not limited to: A player OOCly not consenting to a scene and reporting it. &#039;&#039;&#039;A-help staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Enforcers&#039;&#039;&#039;: These means breaks, agents, and the penumbra in general. A catch all term for law enforcers.&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual faction.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including the resident position. Requires the judgment of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Refers to the Hammerlord, Exalted, and Merchant or those acting as one in their place such as the speaker, master of the forge, or penumbra.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by enforcers agents. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal enforcers.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the game. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Lore&amp;diff=518</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Lore&amp;diff=518"/>
		<updated>2024-11-27T21:44:55Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Premise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;big&amp;gt; &#039;&#039;&#039;Welcome to the Hammerfall Lore page!&#039;&#039;&#039; &amp;lt;/big&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
The pages and links within contain in-character content which pertains to the game&#039;s world that may or may not be represented in-game mechanically, and is more meant to provide background information on which to build the world and characters off of. It is commonly known as &amp;quot;fluff&amp;quot; due to this. Things such as a economics or a kingdom culture are two such examples of lore that serves as fluff, which can then be used in a character&#039;s background to provide more immersive detail. The vast majority of these pages can be read as if your character is reading it unless stated otherwise. Please keep in mind that the content within however can be changed or edited at any time as corrections to help maintain continuity are not unheard of. If you have any questions, comments or concerns about the lore, please contact [[User:Possum]] for more information.&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Note from Server Maintainers=&lt;br /&gt;
Any and all species OR RACES from other servers do not exist in our lore. Any attempt to bring an alien/outsider species from another server will be met with character removal. Any attempt to use lore from other servers will be met with administrative action. Custom species are required to be in the realm of possibility, and if you want to create a new race that is not a chimeric you are required to use this [[Chimerics|guide]] or contact a lore maintainer.&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
You are a trapped in the realm known as Hammer&#039;s Fall, a mysterious and ancient mountain dungeon of renown and fear through out the land. Perhaps you were a criminal, whose crime was troublesome enough to have you cast into this hell by the magistrates of the three nations. You may have been innocent or you were truly guilty, none of that truly matters now. Within this dungeon no one has ever escaped from, a fledgling society has formed in an area known as the Safe Zone, it&#039;s three powerful factions holding sway. They are ;&lt;br /&gt;
&lt;br /&gt;
The militaristic brotherhood of soldiers and knights known as the Breakers, lead by the legendary war hero Tarkus the Ash Lord.&lt;br /&gt;
The Ashwood Syndicate is maintaining this small economy and overseeing the logistics of its growing wealth and strength under the careful eye of Bagman Herod and his enforcer, Boss Yaga.&lt;br /&gt;
Then, the Ascendant, the newly made industrious magi-tech faction that supplies all manner of magical aid from weapons to golems to training in the arts of rune magic, psionics, and clockwork machines.&lt;br /&gt;
&lt;br /&gt;
These factions, lead by Lords whom were cast into this dungeon themselves, extends a hand to all who will aid them in their goal of escaping this prison and finding the rumored dragon&#039;s hoard hidden within. Whether you choose to be apart of them or merely one of the many Freeblades who live within the safe zone, you are welcomed here to rebuild your life&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Relative stability is the status quo of the world, the three great empires unified in an alliance against a common threat. The midland and greatest power known as the militarist Onokrin Empire has consolidated power between the southern egalitarian Warren Federation and the island shogunate of the Steel Legion to fend off the mutual enemy of the Blood Rose Pact, vile and twisted elves on the southern fringes of the world hell bent on slaughtering any who will not submit to them. Though the war has been on going for decades the world has peace and stability beyond the front lines where conflict ebbs and wanes every month. Across this storied and varied realm many races and factions work in unity. Cities, towns, and villages dot the landscape of a hostile and dangerous world, where even trained soldiers are loathe to leave the safety of the fortified walls and batteries serving to keep away vicious magical creatures and other potential dangers.&lt;br /&gt;
&lt;br /&gt;
The sprawling city states of the Onokrin Empire are home to the humans, orcs, ogres, and goblins who make up the true mobilization and logistical efforts of the on-going war. Lead by the Emperor Lucius Aratus and his appointed oligarchs known as Lords, the Onokrin is an immense power house of a faction and considered the strongest of the three empires. The Onokrin Empire is the current leading polity on rune magic and technology, having the advantage of an extensive network of railroads facilitating trade between their allies. The Onokrin Empire is far from the authoritarian brutalism one would expect from a militarist monarchy. It is a center of trade and culture, with citizens caring deeply for the expression of art, culture, and individual freedom. Through towns and cities are fiefdoms ruled by lords, men and women of legendary skills and talents. The average citizen is highly free to pursue their own aims thanks to a robust and effective system of laws. The current Emperor, Lucius Aratus, maintains a clear focus between supporting the ongoing war and ensuring quality of life for those maintaining support. All is not perfect within the Empire, however, as while the local Lords can be considered people of higher moral character in general, the nobles that surround them are little more than craven and corrupt collections of coat-tail hangers, whom are tolerated for their uses as administrators and clerks. The empire chaffs under the corruption rife within its noble ranks, with the law only managing a single step ahead.&lt;br /&gt;
&lt;br /&gt;
The underground mountain bunkers of the Warren Federation are massive cities of life, distinguished of three major holds that contain the three races of the original Federation accord. The hulking and physically tall Lagus, the diminutive and industrious Kobolds, and the wily and clever Rodentfolk. These three races came to a peaceful accord long ago, forging a bastion of thriving commerce, industry, and magical research. Where the Onokrin Empire can be considered a militaristic empire, the Federation can be easily thought of as egalitarian, its realms largely based on democratic ideals. Kobolds run most of the industries, from factories to individual business and services, exporting goods through the Rodentfolk who maintain labyrinthine and complex trade routes through the use of caravans, trains, and networks of runners. Overseeing the administration and enforcement of laws and government are the lagus, whose natural psionic ability make them skilled both in the realms of peace keeping and in maintaining a cohesive democracy. The Federation faces its own challenges down the mountains, and to its southern borders is the front line of the ongoing war, held together by the unified front of the three Empires are miles upon miles of continent spanning trenches filled with soldiers, guns, magi-tech artillery, and commanders coordinating a decade-spanning defense -and stalemate. Only once have the Elves ever breached the line, but the one single time was enough to leave many living in fear, even behind the wall of guns and mortar that protect them.&lt;br /&gt;
&lt;br /&gt;
Finally, the last polity, we have the Steel Legion, hailing from its island paradise where the minotaur and deerfolk reside. The Steel Legion is an aloof and often mysterious faction, lead by the Shogun Hayta and his Daiymo who rule with an iron fist. Among the lands of the Steel Legion, only the minotaurs are considered to be true citizens, the deerfolk little more than a race of serfs whom toil beneath their masters for protection and governorship. A barbaric policy to many, however the Steel Legion is the only realm in which one may walk freely in the wilds without fear of predators, the minotaurs having long since slain all who would threaten the stability of their nation, and are unified under a single banner. This attitude of supremacy extends beyond their borders, and to the sea, with Steel Legion ships being the best Naval forces in the world, crewed by merchants and samurais armed to the teeth with slow firing but powerful guns used to fell sea-born kaijus and other great beasts from the sea. Great and mighty beasts are hunted for wealth and sport, their parts hacked off and sold for magical reagents and use in complex networks of commerce. The Steel Legion controls the sea, continuously forgoing direct aid to its allies to ensure relative peace among the waters of the world.&lt;br /&gt;
&lt;br /&gt;
=Standard Information=&lt;br /&gt;
Here is the basic information that you should look over to get acquainted with the lore, background, and fluff of the Hammerfall universe.&lt;br /&gt;
&lt;br /&gt;
===[[Timeline]]===&lt;br /&gt;
For a general overview of when the Big Things happened, check here.&lt;br /&gt;
&lt;br /&gt;
===[[Nations]]===&lt;br /&gt;
The primary nations, a deeper dive on their structure, culture, and nature.&lt;br /&gt;
&lt;br /&gt;
===[[Laws]]===&lt;br /&gt;
Laws of the safe zone, designed to offer civilization in a hostile prison.&lt;br /&gt;
&lt;br /&gt;
===Known [[Factions]]===&lt;br /&gt;
Factions and forces both present and former that once or still exist within Hammer&#039;s Fall. Includes the primary core factions players are apart of.&lt;br /&gt;
&lt;br /&gt;
===[[Safe Zone]]===&lt;br /&gt;
A basic guide to the structure of the safe zone, from the upper residential to the lower industrial areas.&lt;br /&gt;
&lt;br /&gt;
===[[Roles]]===&lt;br /&gt;
Every faction has its leaders and roles, from their unique commanders and their important second in commands to the rank and file. Those not affiliated with a faction are known as Freeblades, people deemed worthy of residing in the safe zone but swear no allegiance.&lt;br /&gt;
&lt;br /&gt;
===[[Races]]===&lt;br /&gt;
The empires of the world are widely varied, citizens and outsiders come from all manner of backgrounds and races, from exotic chimeric humans to regular and normal orcs or rodentfolk.&lt;br /&gt;
&lt;br /&gt;
===[[Technology|Technologies]]===&lt;br /&gt;
A collection of well-known universal technologies that in some form or another completely altered the course of history, or are so endemic to the modern age, that few live lives without coming into regular contact with these technologies. &lt;br /&gt;
&lt;br /&gt;
===[[Magic]]===&lt;br /&gt;
The various types of magic ranging from the barely understood ancient magic, the formulaic and often scientific runic and clockwork magic, to the ethereal and super natural psionic magic.&lt;br /&gt;
&lt;br /&gt;
===[[Religion]]===&lt;br /&gt;
A closer examination of the three primary gods, their domains, and how the general attitude of religion is treated.&lt;br /&gt;
&lt;br /&gt;
== World Map ==&lt;br /&gt;
[[File:Amerilia.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Lore&amp;diff=517</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Lore&amp;diff=517"/>
		<updated>2024-11-27T21:44:45Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Premise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;big&amp;gt; &#039;&#039;&#039;Welcome to the Hammerfall Lore page!&#039;&#039;&#039; &amp;lt;/big&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
The pages and links within contain in-character content which pertains to the game&#039;s world that may or may not be represented in-game mechanically, and is more meant to provide background information on which to build the world and characters off of. It is commonly known as &amp;quot;fluff&amp;quot; due to this. Things such as a economics or a kingdom culture are two such examples of lore that serves as fluff, which can then be used in a character&#039;s background to provide more immersive detail. The vast majority of these pages can be read as if your character is reading it unless stated otherwise. Please keep in mind that the content within however can be changed or edited at any time as corrections to help maintain continuity are not unheard of. If you have any questions, comments or concerns about the lore, please contact [[User:Possum]] for more information.&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Note from Server Maintainers=&lt;br /&gt;
Any and all species OR RACES from other servers do not exist in our lore. Any attempt to bring an alien/outsider species from another server will be met with character removal. Any attempt to use lore from other servers will be met with administrative action. Custom species are required to be in the realm of possibility, and if you want to create a new race that is not a chimeric you are required to use this [[Chimerics|guide]] or contact a lore maintainer.&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
You are a trapped in the realm known as Hammer&#039;s Fall, a mysterious and ancient mountain dungeon of renown and fear through out the land. Perhaps you were a criminal, whose crime was troublesome enough to have you cast into this hell by the magistrates of the three nations. You may have been innocent or you were truly guilty, none of that truly matters now. Within this dungeon no one has ever escaped from, a fledgling society has formed in an area known as the Safe Zone, it&#039;s three powerful factions holding sway. They are ;&lt;br /&gt;
&lt;br /&gt;
The militaristic brotherhood of soldiers and knights known as the Breakers, lead by the legendary war hero Tarkus the Ash Lord.&lt;br /&gt;
The Ashwood Syndicate is maintaining this small economy and overseeing the logistics of its growing wealth and strength under the careful eye of Bagman Herod and his enforcer, Boss Yaga.&lt;br /&gt;
Then, the Ascendant, the newly made industrious magi-tech faction that supplies all manner of magical aid from weapons to golems to training in the arts of rune magic, psionics, and clockwork machines.&lt;br /&gt;
&lt;br /&gt;
These factions, lead by Lords whom were cast into this dungeon themselves, extends a hand to all who will aid them in their goal of escaping this prison and finding the rumored dragon&#039;s hoarde hidden within. Whether you choose to be apart of them or merely one of the many Freeblades who live within the safe zone, you are welcomed here to rebuild your life&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Relative stability is the status quo of the world, the three great empires unified in an alliance against a common threat. The midland and greatest power known as the militarist Onokrin Empire has consolidated power between the southern egalitarian Warren Federation and the island shogunate of the Steel Legion to fend off the mutual enemy of the Blood Rose Pact, vile and twisted elves on the southern fringes of the world hell bent on slaughtering any who will not submit to them. Though the war has been on going for decades the world has peace and stability beyond the front lines where conflict ebbs and wanes every month. Across this storied and varied realm many races and factions work in unity. Cities, towns, and villages dot the landscape of a hostile and dangerous world, where even trained soldiers are loathe to leave the safety of the fortified walls and batteries serving to keep away vicious magical creatures and other potential dangers.&lt;br /&gt;
&lt;br /&gt;
The sprawling city states of the Onokrin Empire are home to the humans, orcs, ogres, and goblins who make up the true mobilization and logistical efforts of the on-going war. Lead by the Emperor Lucius Aratus and his appointed oligarchs known as Lords, the Onokrin is an immense power house of a faction and considered the strongest of the three empires. The Onokrin Empire is the current leading polity on rune magic and technology, having the advantage of an extensive network of railroads facilitating trade between their allies. The Onokrin Empire is far from the authoritarian brutalism one would expect from a militarist monarchy. It is a center of trade and culture, with citizens caring deeply for the expression of art, culture, and individual freedom. Through towns and cities are fiefdoms ruled by lords, men and women of legendary skills and talents. The average citizen is highly free to pursue their own aims thanks to a robust and effective system of laws. The current Emperor, Lucius Aratus, maintains a clear focus between supporting the ongoing war and ensuring quality of life for those maintaining support. All is not perfect within the Empire, however, as while the local Lords can be considered people of higher moral character in general, the nobles that surround them are little more than craven and corrupt collections of coat-tail hangers, whom are tolerated for their uses as administrators and clerks. The empire chaffs under the corruption rife within its noble ranks, with the law only managing a single step ahead.&lt;br /&gt;
&lt;br /&gt;
The underground mountain bunkers of the Warren Federation are massive cities of life, distinguished of three major holds that contain the three races of the original Federation accord. The hulking and physically tall Lagus, the diminutive and industrious Kobolds, and the wily and clever Rodentfolk. These three races came to a peaceful accord long ago, forging a bastion of thriving commerce, industry, and magical research. Where the Onokrin Empire can be considered a militaristic empire, the Federation can be easily thought of as egalitarian, its realms largely based on democratic ideals. Kobolds run most of the industries, from factories to individual business and services, exporting goods through the Rodentfolk who maintain labyrinthine and complex trade routes through the use of caravans, trains, and networks of runners. Overseeing the administration and enforcement of laws and government are the lagus, whose natural psionic ability make them skilled both in the realms of peace keeping and in maintaining a cohesive democracy. The Federation faces its own challenges down the mountains, and to its southern borders is the front line of the ongoing war, held together by the unified front of the three Empires are miles upon miles of continent spanning trenches filled with soldiers, guns, magi-tech artillery, and commanders coordinating a decade-spanning defense -and stalemate. Only once have the Elves ever breached the line, but the one single time was enough to leave many living in fear, even behind the wall of guns and mortar that protect them.&lt;br /&gt;
&lt;br /&gt;
Finally, the last polity, we have the Steel Legion, hailing from its island paradise where the minotaur and deerfolk reside. The Steel Legion is an aloof and often mysterious faction, lead by the Shogun Hayta and his Daiymo who rule with an iron fist. Among the lands of the Steel Legion, only the minotaurs are considered to be true citizens, the deerfolk little more than a race of serfs whom toil beneath their masters for protection and governorship. A barbaric policy to many, however the Steel Legion is the only realm in which one may walk freely in the wilds without fear of predators, the minotaurs having long since slain all who would threaten the stability of their nation, and are unified under a single banner. This attitude of supremacy extends beyond their borders, and to the sea, with Steel Legion ships being the best Naval forces in the world, crewed by merchants and samurais armed to the teeth with slow firing but powerful guns used to fell sea-born kaijus and other great beasts from the sea. Great and mighty beasts are hunted for wealth and sport, their parts hacked off and sold for magical reagents and use in complex networks of commerce. The Steel Legion controls the sea, continuously forgoing direct aid to its allies to ensure relative peace among the waters of the world.&lt;br /&gt;
&lt;br /&gt;
=Standard Information=&lt;br /&gt;
Here is the basic information that you should look over to get acquainted with the lore, background, and fluff of the Hammerfall universe.&lt;br /&gt;
&lt;br /&gt;
===[[Timeline]]===&lt;br /&gt;
For a general overview of when the Big Things happened, check here.&lt;br /&gt;
&lt;br /&gt;
===[[Nations]]===&lt;br /&gt;
The primary nations, a deeper dive on their structure, culture, and nature.&lt;br /&gt;
&lt;br /&gt;
===[[Laws]]===&lt;br /&gt;
Laws of the safe zone, designed to offer civilization in a hostile prison.&lt;br /&gt;
&lt;br /&gt;
===Known [[Factions]]===&lt;br /&gt;
Factions and forces both present and former that once or still exist within Hammer&#039;s Fall. Includes the primary core factions players are apart of.&lt;br /&gt;
&lt;br /&gt;
===[[Safe Zone]]===&lt;br /&gt;
A basic guide to the structure of the safe zone, from the upper residential to the lower industrial areas.&lt;br /&gt;
&lt;br /&gt;
===[[Roles]]===&lt;br /&gt;
Every faction has its leaders and roles, from their unique commanders and their important second in commands to the rank and file. Those not affiliated with a faction are known as Freeblades, people deemed worthy of residing in the safe zone but swear no allegiance.&lt;br /&gt;
&lt;br /&gt;
===[[Races]]===&lt;br /&gt;
The empires of the world are widely varied, citizens and outsiders come from all manner of backgrounds and races, from exotic chimeric humans to regular and normal orcs or rodentfolk.&lt;br /&gt;
&lt;br /&gt;
===[[Technology|Technologies]]===&lt;br /&gt;
A collection of well-known universal technologies that in some form or another completely altered the course of history, or are so endemic to the modern age, that few live lives without coming into regular contact with these technologies. &lt;br /&gt;
&lt;br /&gt;
===[[Magic]]===&lt;br /&gt;
The various types of magic ranging from the barely understood ancient magic, the formulaic and often scientific runic and clockwork magic, to the ethereal and super natural psionic magic.&lt;br /&gt;
&lt;br /&gt;
===[[Religion]]===&lt;br /&gt;
A closer examination of the three primary gods, their domains, and how the general attitude of religion is treated.&lt;br /&gt;
&lt;br /&gt;
== World Map ==&lt;br /&gt;
[[File:Amerilia.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Chimerics&amp;diff=511</id>
		<title>Chimerics</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Chimerics&amp;diff=511"/>
		<updated>2024-07-30T18:06:34Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Common Chimerics */ Just bolded a word correctly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Making a chimeric=&lt;br /&gt;
Chimerics are the players choice to make a custom character, modified to be what visually appeals to them and what they enjoy. This ranges from playing as unlisted fantasy races such as harpies, half-giants, catfolk, or hobgoblins. With chimerics, you have a lot of potential to make a character unique to you that still fits within the lore. For example, you want to play a hobgoblin, you could say your character was the result of a human father with a female goblin, giving you a blend of characteristics between both that results in a hobgoblin. Or you want to play an animal-esque character, such as a catfolk. You could say that your ancestors (or your character in adulthood) choose to be life weaved to appear as you do.&lt;br /&gt;
&lt;br /&gt;
Most chimerics are the result of humans mixing with other races or humans undergoing the process of life weaving, a type of magic from the steel legion. Life weaving for most races usually only offers cosmetic changes and healing, such as changing your hair, eye, and fur color. Other abilities include fixing or replacing missing limbs and bones, repairing extensive damage, or restoring the body to its natural state. In humans, they are the only race capable of being extensively changed to the point that they no longer resemble humans at all. These people and their descendants are known as chimerics, lumped in with those whom are considered natural products of interbreeding. Unlike other races, where an intermixed child is always a full blooded race of the sire, humans often meld and pick up various influences from others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Being weaved takes time, while the safe zone has the equipment to do weaving, changing your race would take weeks to months depending on the extent of the alteration. Nobody will care if you change your hair or eye color every few days, but expect to have administrative action taken if you are a half-giant one day and a goblin the next day.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===What about traditional outsider races?===&lt;br /&gt;
In general, the lore is pretty open to the interpretation of custom races and the allowances of all manner of choices, be it from simply wanting to play something more personal to you or a race you like or simply wanting to be different. However, to maintain consistency some half-races are disallowed, them being half-elementals, dhampir, half-angel/half-demon, tiefling, aasimar, and other normally exotic races. It is often safe to assume that any creature with human level intelligence not specifically mentioned in the lore is likely hostile and not open to peaceful relations as a whole. Individuals might, but not as a group, to cover potentially intelligent races like giants or otherwise.&lt;br /&gt;
&lt;br /&gt;
Fae are one of the exceptions to standard chimeric lore and outsider ruling, as they are often humans who go through weaving to show their devotion to [[Religion|Ravendara]]. While true fae could be considered inherently magical or supernatural those whom players would be able to play as would be little more than chimerics themselves with a greater devotion to their specific god.&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t want to be a chimeric, I want to be a snowflake!==&lt;br /&gt;
&#039;&#039;&#039;The rules stated here in this paragraph are considered hard rules as we want to have a consistent and quality lore instead of the free for all some other servers allow, as such we will enforce lore standards as required.&#039;&#039;&#039; We are generally pretty open to new ideas, but do be aware if you making something obviously conflicting with the lore you will be &#039;&#039;&#039;forced&#039;&#039;&#039; to change it.&lt;br /&gt;
&lt;br /&gt;
If you wish to play a race that was never human you must adhere to these rules:&lt;br /&gt;
* It must not use a name or be a direct copy of a race that already exists in someone else&#039;s fiction unless it is a generic race. I.E. Khajiits would be against the rules, but a generic catfolk would not.&lt;br /&gt;
* You cannot play anything quadrupedal, no animals characters, it has to be humanoid in shape.&lt;br /&gt;
* You cannot play a dragon, part dragon, dragon-blooded, dragon descended, half dragon, or dragon born. If you wish to play something draconic, kobold and salamander exist. If neither appeal, you have no alternative so play something else.&lt;br /&gt;
* You cannot play an elf, half-elf, or anything derived from elves. Elves are inherently murderous and monstrous creatures who&#039;d eagerly gut themselves rather than so much as think of a lesser race in any other light than a slave.&lt;br /&gt;
* You cannot play an elemental, demon, angel, or half/quarter/descended of any of these races. Angels, demons, and elementals are extensions of the three gods will. Half races of these are thus extremely rare and often exceedingly powerful as a result. Some races have stable and reoccurring elemental deviations, such as the kaxxis with ifrit. These are your only options.&lt;br /&gt;
* You cannot play as an undead/half undead creature, for much the same reason you cannot play an elf. All undead are either mindless murder machines or the extremely rare intelligent and hyper dangerous greater undead.&lt;br /&gt;
* Giants exist but you cannot play as one, they are simply too large to be reasonable everyday characters. Ergo, the tallest large race allowed is 9 ft. Giants average around 20 ft. You can, however, be a half-giant. Giants are often violent with small folk and even the peaceful one&#039;s will actively avoid any village larger than two hundred people.&lt;br /&gt;
* Your character race should not reference an existing country from Earth. I.E. a virginia opossum should just be opossum, a mojave rattlesnake will just be a rattlesnake. &#039;&#039;&#039;This includes the description, not just the race name.&#039;&#039;&#039;&lt;br /&gt;
* Your race does not have a kingdom, it does not exist beyond a few scattered villages, it has so little power and influence that most people have never heard of you, let alone take you as a serious contender in anything. &#039;&#039;&#039;You cannot bypass this by saying your people are just hiding and actually their super mega death machines are so powerful and blah blah blah.&#039;&#039;&#039; Chances are your village pays taxes to an existing empire and thus considered a part of that empire, as most frontier villages are.&lt;br /&gt;
* Your character must be from this world, born into this world, in this timeline. You cannot be from the future, a different dimension, or alternate reality.&lt;br /&gt;
* Your character is a regular person, you might be notable to the small town/village you are from, you might be somewhat unique, but you are far from special. Nobody in your custom lore has ever become a lord and nobody cares about them as a result.&lt;br /&gt;
&lt;br /&gt;
==Common Chimerics==&lt;br /&gt;
Due to the prevalence of humans mixing with established races, some chimerics are culturally known and given names. These chimerics are often the result of a first-generation human mixing with another race. Unlike the norm of the sire/father being the only factor with determining race, human mothers and fathers can produce chimerics. In some circumstances even a heavily weaved human may produce a pure human or a child from the listed variants below. As with all chimerics, this only shows common trends and is not set in stone. Citizenship for chimerics almost always defaults to the Onokrin due to being considered human unless otherwise noted. For the sake of mirroring roleplay with mechanics, a suggested stat build is listed as a minimum value you should take in your stat choices, this &#039;&#039;&#039;&#039;&#039;DOES NOT&#039;&#039;&#039;&#039;&#039; give you bonus stats at all, its only a suggestion on what stats you should take if you want to roleplay as these specific chimerics.&lt;br /&gt;
&lt;br /&gt;
* Half-Orc: A very common variant of human and orc mixture. Half orcs have greater strength than their human parentage but less so than their orc family. Because of how similar orcs and humans are on most levels besides physical, half orcs are often indistinguishable from their parents. The most common trait are less pronounced points to their ears, non-red eye colors, and lighter shades of green/brown/gray skin. Tusks vary, some have them and some do not, but they are often smaller than a regular orc. Robustness 10, Toughness 10, Cognition 10.&lt;br /&gt;
* Hobgoblin: The result of a goblin and human mixing. Hobgoblins are taller than goblins but shorter than humans and usually have pale yellow skin or reddish skin colors. Goblin fangs, eye colors, and pointed ears and claws are common. Though not as innately gifted as their goblin parent with tools they show a combination of human adaptability with goblin ingenuity. 30 Mechanical.&lt;br /&gt;
* Flind: The result of a gnoll/human mix. Flinds are absolute pariahs, both among humans and gnolls. Humans and orcs look down on them for often being the products of rape and thus being a representation of barbaric savagery despite the flind themself being entirely blameless for their circumstances. Gnolls have a mixed sense of feelings towards flinds, on one hand recognizing that flinds are smarter and thus often useful tools while also noting their physical weakness and lack of gnoll endurance making them weak. Some gnolls find flinds to be a source of pride, as it shows a barbaric level of domination, these particular gnolls are often given large bounties by the Onokrin as a result. Regardless of how a gnolls looks towards flinds, they are treated as slaves and are rarely capable of becoming anything more. 15 toughness, 5 mechanical, 5 biology, 5 cognition.&lt;br /&gt;
* Faun: Human/deerfolk mixture. Fauns are often deerfolk from the waist down, with strong cervine legs complete with hooves, cervine eyes, and may or may not have antlers. In an unusual display of laws interpretated as written, fauns are not considered second class citizens within the steel legion as deerfolk are and instead likened to lesser yokai or simply foreigners based on birth and circumstance. 15 biology, 15 vigilance.&lt;br /&gt;
* Satyr: The result of a human/kaxxis mixture. Satyrs have carpine lower halves, goat-like eyes, and curled ram-like horns. Satyrs are often accepted by the kaxxis despite their mixed blooded nature, the general norm being that any human who paired with a kaxxis was obviously worthy of it. Satyr are not as natural with psionics that kaxxis are but thanks to being much bigger an having the same scaled up strength and toughness are highly valued as warriors. 10 robustness, 10 toughness, 10 vitality.&lt;br /&gt;
* Goliath: A mix of ogre and human. As humans and ogres look very similar in many regards many mistake goliaths as merely ogres on the shorter side. Unfortunately for goliaths they lack both the adaptability of their human parents and the innate magical sense that ogres do but in return they are immensely physically powerful to an astounding degree. 30 robustness, 30 toughness.&lt;br /&gt;
* Huldra: A troll and human mix. Huldras always have lion-like tails, curled ram horns, large feet, and lean on the tall side. Like trolls and humans, every other trait can vary but the aforementioned qualities are always present. While incapable of regenerating like their troll parent, huldras mirror their human parents intellect. 20 vitality, 20 cognition.&lt;br /&gt;
* Holstaur: A minotaur human hybrid. Holstaur lean on the taller side like their minotaur parent but are still notably short. Physically they appear as a minotaur below the waist and human above save for a set of minotaur-like horns and ears. Like minotaurs they are physically strong but otherwise do not have any really notable traits. Because of their minotaur blood, Holstaur are treated like any minotaur is within the steel legion, making them citizens outright despite foreign heritage. This affords them the entirely unique position of duel citizenship with the empire and legion. 15 toughness, 15 robustness.&lt;br /&gt;
* Lago: A human-lagus mix. Lago often appear in two common forms, the first and most common simply being a human with bunny-like ears and sometimes bunny paws/hands. The other, less common variant that may appear is a more jackalope type lago, which are marked by antlers and fangs. Lago lack the adaptability of their human ancestry but do often develop psionic abilities thanks to their expansive intellect. 30 cognition.&lt;br /&gt;
* Vulf: A garm/human mix. Vulf are extremely rare as garm are a rare race to begin with. Vulfs are somewhat monstrous in appearance, looking like humans with claws, fangs, wolf tail, and wolf-like eyes but usually not having fur. They tend to appear slender, almost lanky, and have incredible durability both magically and physically. 30 vitality, 30 spirit.&lt;br /&gt;
* Rooks: A human/rodentfolk mix. While generally accepted both by humans and rodentfolk, rooks are given the short end of the stick due to their physical appearance. Rooks look like completely hairless rodentfolk with human eyes and short stubby muzzles. The large incisors, rodent ears, and muzzled face is uncanny without fur and is often incredibly off putting to most. While considered by most to be physically unattractive, as many lack any hair on them besides their head, rooks are at least treated as equals. No stat adjustments.&lt;br /&gt;
&lt;br /&gt;
Special &lt;br /&gt;
* Humans and salamanders, due to salamanders already having half human parentage, always results in either a pure human or a pure salamander, even if the human sire/mother is heavily weaved.&lt;br /&gt;
* For a reason not quite known, humans mixing with either kobolds or dogbolds always result in a pure-blooded member of either race, following the usual rules of only the sire mattering for race.&lt;br /&gt;
* Dorf: Any mixture of dwarf and any other race. Dwarves are extremely rare as a result of an empire destroying war with the ogre kingdoms. For a reason currently unknown dwarves cannot mix with other races normally, as some did attempt to save their race by siring children with other races. The end result are offspring insultingly called &#039;dorfs&#039; as they lack any functional qualities that dwarves are known for, being extremely stupid, obnoxious, and incapable of thinking beyond the current moment while also being physically pathetic in every regard. To most remaining dwarves, dorfs are considered the omen of Xaal, the sign that their race is in its twilight and will soon die off entirely. -30 to all stats.&lt;br /&gt;
&lt;br /&gt;
==OOC Note==&lt;br /&gt;
&#039;&#039;All species&#039;&#039; derived from human fantasy staples are always chimerics, though they may have their own histories and towns or villages. Species derived from an animal/completely unique may either be a chimeric (life weaved human) or a minor/unknown race (see above for creation rules). All races, be they independent chimerics or minor races, should follow the rules on this page. This is a high role-play environment and thus people are restricted to these rules to adhere to a believable and cohesive story and prevent lore/logic breaks. In general, if it appears human to some degree it should be a chimeric unless it is obviously alien. Harpies, hobgoblins, bug bears, furbolgs are all examples of custom chimerics. Illithids, giants, centaurs, and naga are all examples far too foreign and bizarre to be chimerics.&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Standard_Operating_Procedure&amp;diff=457</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Standard_Operating_Procedure&amp;diff=457"/>
		<updated>2024-02-07T03:51:47Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* General SoP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Standard operating procedure is a loose set of rules whose sole purpose is to be a guideline to the three factions. &#039;&#039;&#039;These are hard rules that must be followed. They are kept short, simple, and few for that reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= The Council = &lt;br /&gt;
The council is made up of each direct faction head of staff, secondary positions such as the penumbra, master of the forge, and speaker do not get a vote nor are they considered council members except where explicitly noted. A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code ruby scenario. Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All residents must respect a decision made by the council and follow said decision. This includes even dissenting options from heads of staff. Issues with a vote can be taken to the High Council via faxes for an appeal. All low council votes are to be followed, even if contested, unless overruled by High Council or another Low Council vote.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff are required to vote yes or no during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. This is not negotiable, you are a leader and expected to make choices, especially hard choices. &#039;&#039;&#039;Any head of staff attempting to abstain or not vote is to be demoted on the spot.&#039;&#039;&#039;&lt;br /&gt;
* Second in commands are not considered apart of the low council. They do not get to vote, however they may weigh in or be present during council decisions at the discretion of the council member they answer to. Ergo a merchant can allow the penumbra in the council chambers during a vote, only he has the discretion to allow or deny the penumbra.&lt;br /&gt;
* If an incident happens and heads of staff are not present due to being on an expedition or otherwise indisposed the decision is to be postponed until they return.&lt;br /&gt;
* While any head of staff may leave at their discretion, they are required to return or remain if a vote is pending.&lt;br /&gt;
* A head of staff that plans accordingly may choose to have their second in command vote in their place during a decision. This must be explicitly stated in the event they know they will be gone for longer than usual.&lt;br /&gt;
* If no head of staff for a faction is present, their second in command can act as them for the purpose of voting and decisions.&lt;br /&gt;
* A decision is only valid if one acting HoS vote from each faction is made.&lt;br /&gt;
&lt;br /&gt;
== Demoting Staff ==&lt;br /&gt;
&lt;br /&gt;
In the event that a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
&lt;br /&gt;
* Dereliction of Duty, the subject in question failed to perform their job duty at the bare minimum satisfaction.&lt;br /&gt;
* Negligence, the subject in question performed a grossly incompetent action while on duty that resulted in injury, loss of life, damages, or loss of property.&lt;br /&gt;
* Criminal activity, the subject in question performed an orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
* Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
Faction members who have been demoted three times from their respective faction may be permanently demoted and unable to take work in any positions within that faction, unless an exemption is given  [[Job_Strikes_and_You| (This will typically lead to a job strike at staff&#039;s  discretion)]]. Not all demotions are considered valid and they are required to record with the [[Example Paperwork|proper paperwork using a dismissal]] form before being telegraphed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Evidence or testimony regarding the demotion is to be attached to the demotion form when sent. The fired employee is, similarly, to be given a full copy as well after dismissal.&lt;br /&gt;
&lt;br /&gt;
== How to order an execution ==&lt;br /&gt;
In the rare and unfortunate event that a resident has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
&lt;br /&gt;
* Assuming the person in question is successfully convicted and placed within the brig a penumbra must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
* A vote is to be made. Unlike normal votes being majority, this vote must have all three council members voting for execution to be valid.&lt;br /&gt;
* For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
* The prisoner is then executed by the Hammerlord&#039;s discretion once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
== Telegraphs == &lt;br /&gt;
As a head of staff and council member, you are the most responsible person within your faction and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response.&lt;br /&gt;
&lt;br /&gt;
=Faction-Specific SoP=&lt;br /&gt;
The situation all residents find themselves in is making the best of a bad situation, thus the guide lines are kept short and general because people are expected to use reasonable and common sense judgements. Nobody wants to be handed a fifty page bible on law, anyone who forces new additions to SoP will swiftly have the [[Laws|&#039;he had it coming&#039;]] applied to them liberally.&lt;br /&gt;
&lt;br /&gt;
==Breakers==&lt;br /&gt;
In general, breakers are considered given the free choice between patrolling the safe zone or joining expeditions down below, their armor and physical training make them the best suited for more dangerous missions. The only expectation that is given is that at least one breaker should remain in the safe zone to process any prisoners or aid with any investigations. This duty normally falls to the master of the forge but can be taken by anyone, even the hammer-lord.&lt;br /&gt;
&lt;br /&gt;
===General SoP===&lt;br /&gt;
* Read the [[Laws]] page.&lt;br /&gt;
* You&#039;re the only line between law and anarchy, proper escalation is considered important but the moment someone draws or uses a lethal weapon you may choose to respond with lethal weapons. Be sure to consider the actual lethality. A fork or rubber ducky is not reasonably lethal. A kitchen knife or crowbar is.&lt;br /&gt;
* Agents and Penumbras investigate the crimes, you fine, process, and brig the people based on their findings. If you dispute their findings the penumbra has the final say on a valid charge. The Hammerlord has the final say on the brig time.&lt;br /&gt;
* Undead are a known threat, handcuff corpses just to be safe.&lt;br /&gt;
* Residents and Freeblades that are faction-less are still protected by the law. Treat them no different than those in factions.&lt;br /&gt;
* It is up to your discretion to invoke the &#039;He had it coming&#039; clause but only an agent or penumbra can declare it justified. Do not abuse this to break the legs of people you don&#039;t like or who only mildly annoy you.&lt;br /&gt;
&lt;br /&gt;
===Processing Prisoners===&lt;br /&gt;
* If the crime can be paid via a fine, offer them first and foremost the chance to pay. This does not require taking them to the brig, it can be paid on the spot.&lt;br /&gt;
* Processing should not take a long time, explain or have the agent pushing the charge explain the evidence before the accused and why they are being brigged.&lt;br /&gt;
* If they wish to argue their case instead of being in a cell, that is their choice. If their argument takes awhile, that is on them.&lt;br /&gt;
* If the evidence is clear cut enough to be indisputable you are not required to listen to their argument and can toss them in a cell.&lt;br /&gt;
* If a cell time is less than ten minutes, you may choose to forgo stripping them and putting them in prisoner clothes at your discretion.&lt;br /&gt;
* If a person attempts suicide, you may choose to not to intervene. A corpse is easier to toss in the morgue than a dangerous prisoner and suicides are automatic &#039;Do-Not-Revive&#039;. This is considered a self solving problem at that point. ((Suicidal players should still be a-helped, as that is a PK and likely banning as well))&lt;br /&gt;
&lt;br /&gt;
==Ashwood Syndicate==&lt;br /&gt;
The syndicate has very few rules and very few concerns when it comes to much of the various potential situations they might find themselves in. As a result, most concerns are with their agents. One agent should always be on hand to investigate any crimes going on in the safe zone, the remainder may do as they wish, including joining expeditions.&lt;br /&gt;
&lt;br /&gt;
===General SoP===&lt;br /&gt;
* This is a syndicate, not a charity. Charge for your services.&lt;br /&gt;
* You set the prices, including if its free, but &#039;free&#039; does not always mean free. You might make the drinks free at the tavern to bring people in but price the food to make up for it. You should have a goal of money somewhere.&lt;br /&gt;
* The kitchen can be used by both beast masters and fixers. The bar is for fixers and the ranch for beast masters, communicate so you do not over step your bounds.&lt;br /&gt;
* The supply depot can be run by the fixers or the merchant, do not be afraid to help the merchant out.&lt;br /&gt;
* Fixers have a wide variety of tasks they perform, while the merchant can order you to focus on one, you are generally left to choose whatever you wish be it working the tavern, selling product, crafting scrap ammo, or pitching in at the supply depot.&lt;br /&gt;
&lt;br /&gt;
===Agent SoP===&lt;br /&gt;
* Read the [[Laws]] page.&lt;br /&gt;
* You are detectives first, rogues second. Being a good back stabber and handy with lockpicks does not mean your main purpose is anything but investigating potential crimes in the safe zone.&lt;br /&gt;
* You&#039;re the only line between law and anarchy, proper escalation is considered important but the moment someone draws or uses a lethal weapon you may choose to respond with lethal weapons. Be sure to consider the actual lethality. A fork or rubber ducky is not reasonably lethal. A kitchen knife or crowbar is.&lt;br /&gt;
* You investigate, gather evidence, catalogue and write paperwork of a potential crime and then hand off the recommendation of fines or brigging for a criminal to the breakers.&lt;br /&gt;
* You can make arrests, just as the breakers can, but detainment and fines should be done by breakers.&lt;br /&gt;
* You cannot evoke the &#039;he had it coming&#039; clause. You can, however, ask a breaker to do it for you if someone deserves it.&lt;br /&gt;
&lt;br /&gt;
==Ascendant==&lt;br /&gt;
The ascendant are a scholarly organization and thus have few hard rules, the only true considerations they have are for when experiments get out of hand or detailing medical procedures. A single rosaria should always be on duty in the medical wing to heal any injured that come in.&lt;br /&gt;
&lt;br /&gt;
===General SoP===&lt;br /&gt;
* The slime pens should be carefully monitored and potential break outs dealt with swiftly before they get out of hand.&lt;br /&gt;
* The rune forge is not a free for all, only the rune master should be accessing any devices in there, including the auto-forge unless permission is given.&lt;br /&gt;
* The same goes for the alchemy station and rosaria garden, they are for medical purposes and should be respected.&lt;br /&gt;
* The alchemical fridge is not a personal stocking free-for-all, take only what you justifiably need and announce if you take the last bottle of any chemical as a courtesy.&lt;br /&gt;
* The ascendant jealously guard their methods of creation, do not allow anyone to have rune plates that can create core magi-tech like the auto forge.&lt;br /&gt;
&lt;br /&gt;
===Rosaria SoP===&lt;br /&gt;
* &#039;&#039;&#039;One rosaria is required to be on duty at all times within medical, coordinate with your fellows. You are the only experts in the healing arts, without you, everyone else is screwed in the event of a crisis.&#039;&#039;&#039;&lt;br /&gt;
* The alchemy fridge should always be stocked with two of every basic healing potion.&lt;br /&gt;
* Medkits should be restocked when they run out via the garden and attached processor.&lt;br /&gt;
* Inform others when you join expeditions, you are extremely valuable and your where abouts should be accounted for, even if you are taking a break.&lt;br /&gt;
* Be ready to be on call at all times, even if it means leaving whatever it is your doing to return to the medical wing.&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Standard_Operating_Procedure&amp;diff=456</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Standard_Operating_Procedure&amp;diff=456"/>
		<updated>2024-02-07T03:50:53Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Agent SoP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Standard operating procedure is a loose set of rules whose sole purpose is to be a guideline to the three factions. &#039;&#039;&#039;These are hard rules that must be followed. They are kept short, simple, and few for that reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= The Council = &lt;br /&gt;
The council is made up of each direct faction head of staff, secondary positions such as the penumbra, master of the forge, and speaker do not get a vote nor are they considered council members except where explicitly noted. A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code ruby scenario. Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All residents must respect a decision made by the council and follow said decision. This includes even dissenting options from heads of staff. Issues with a vote can be taken to the High Council via faxes for an appeal. All low council votes are to be followed, even if contested, unless overruled by High Council or another Low Council vote.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff are required to vote yes or no during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. This is not negotiable, you are a leader and expected to make choices, especially hard choices. &#039;&#039;&#039;Any head of staff attempting to abstain or not vote is to be demoted on the spot.&#039;&#039;&#039;&lt;br /&gt;
* Second in commands are not considered apart of the low council. They do not get to vote, however they may weigh in or be present during council decisions at the discretion of the council member they answer to. Ergo a merchant can allow the penumbra in the council chambers during a vote, only he has the discretion to allow or deny the penumbra.&lt;br /&gt;
* If an incident happens and heads of staff are not present due to being on an expedition or otherwise indisposed the decision is to be postponed until they return.&lt;br /&gt;
* While any head of staff may leave at their discretion, they are required to return or remain if a vote is pending.&lt;br /&gt;
* A head of staff that plans accordingly may choose to have their second in command vote in their place during a decision. This must be explicitly stated in the event they know they will be gone for longer than usual.&lt;br /&gt;
* If no head of staff for a faction is present, their second in command can act as them for the purpose of voting and decisions.&lt;br /&gt;
* A decision is only valid if one acting HoS vote from each faction is made.&lt;br /&gt;
&lt;br /&gt;
== Demoting Staff ==&lt;br /&gt;
&lt;br /&gt;
In the event that a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
&lt;br /&gt;
* Dereliction of Duty, the subject in question failed to perform their job duty at the bare minimum satisfaction.&lt;br /&gt;
* Negligence, the subject in question performed a grossly incompetent action while on duty that resulted in injury, loss of life, damages, or loss of property.&lt;br /&gt;
* Criminal activity, the subject in question performed an orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
* Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
Faction members who have been demoted three times from their respective faction may be permanently demoted and unable to take work in any positions within that faction, unless an exemption is given  [[Job_Strikes_and_You| (This will typically lead to a job strike at staff&#039;s  discretion)]]. Not all demotions are considered valid and they are required to record with the [[Example Paperwork|proper paperwork using a dismissal]] form before being telegraphed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Evidence or testimony regarding the demotion is to be attached to the demotion form when sent. The fired employee is, similarly, to be given a full copy as well after dismissal.&lt;br /&gt;
&lt;br /&gt;
== How to order an execution ==&lt;br /&gt;
In the rare and unfortunate event that a resident has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
&lt;br /&gt;
* Assuming the person in question is successfully convicted and placed within the brig a penumbra must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
* A vote is to be made. Unlike normal votes being majority, this vote must have all three council members voting for execution to be valid.&lt;br /&gt;
* For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
* The prisoner is then executed by the Hammerlord&#039;s discretion once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
== Telegraphs == &lt;br /&gt;
As a head of staff and council member, you are the most responsible person within your faction and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response.&lt;br /&gt;
&lt;br /&gt;
=Faction-Specific SoP=&lt;br /&gt;
The situation all residents find themselves in is making the best of a bad situation, thus the guide lines are kept short and general because people are expected to use reasonable and common sense judgements. Nobody wants to be handed a fifty page bible on law, anyone who forces new additions to SoP will swiftly have the [[Laws|&#039;he had it coming&#039;]] applied to them liberally.&lt;br /&gt;
&lt;br /&gt;
==Breakers==&lt;br /&gt;
In general, breakers are considered given the free choice between patrolling the safe zone or joining expeditions down below, their armor and physical training make them the best suited for more dangerous missions. The only expectation that is given is that at least one breaker should remain in the safe zone to process any prisoners or aid with any investigations. This duty normally falls to the master of the forge but can be taken by anyone, even the hammer-lord.&lt;br /&gt;
&lt;br /&gt;
===General SoP===&lt;br /&gt;
* Read the [[Laws]] page.&lt;br /&gt;
* You&#039;re the only line between law and anarchy, proper escalation is considered important but the moment someone draws or uses a lethal weapon you may choose to respond with lethal weapons. Be sure to consider the actual lethality. A fork or rubber ducky is not reasonably lethal. A kitchen knife or crowbar is.&lt;br /&gt;
* Agents and Penumbras investigate the crimes, you fine, process, and brig the people based on their findings. If you dispute their findings the penumbra has the final say on a valid charge. The Hammerlord has the final say on the brig time.&lt;br /&gt;
* Undead are a known threat, handcuff corpses just to be safe.&lt;br /&gt;
* Residents and Freeblades that are faction-less are still protected by the law. Treat them no different than those in factions.&lt;br /&gt;
* It is up to your discretion to invoke the &#039;He had it coming&#039; clause but only an agent or penumbra can declare it justified. Do not abuse this to break the legs of people you don&#039;t like or who only mildly annoy you.&lt;br /&gt;
&lt;br /&gt;
===Processing Prisoners===&lt;br /&gt;
* If the crime can be paid via a fine, offer them first and foremost the chance to pay. This does not require taking them to the brig, it can be paid on the spot.&lt;br /&gt;
* Processing should not take a long time, explain or have the agent pushing the charge explain the evidence before the accused and why they are being brigged.&lt;br /&gt;
* If they wish to argue their case instead of being in a cell, that is their choice. If their argument takes awhile, that is on them.&lt;br /&gt;
* If the evidence is clear cut enough to be indisputable you are not required to listen to their argument and can toss them in a cell.&lt;br /&gt;
* If a cell time is less than ten minutes, you may choose to forgo stripping them and putting them in prisoner clothes at your discretion.&lt;br /&gt;
* If a person attempts suicide, you may choose to not to intervene. A corpse is easier to toss in the morgue than a dangerous prisoner and suicides are automatic &#039;Do-Not-Revive&#039;. This is considered a self solving problem at that point. ((Suicidal players should still be a-helped, as that is a PK and likely banning as well))&lt;br /&gt;
&lt;br /&gt;
==Ashwood Syndicate==&lt;br /&gt;
The syndicate has very few rules and very few concerns when it comes to much of the various potential situations they might find themselves in. As a result, most concerns are with their agents. One agent should always be on hand to investigate any crimes going on in the safe zone, the remainder may do as they wish, including joining expeditions.&lt;br /&gt;
&lt;br /&gt;
===General SoP===&lt;br /&gt;
* This is a syndicate, not a charity. Charge for your services.&lt;br /&gt;
* You set the prices, including if its free, but &#039;free&#039; does not always mean free. You might make the drinks free at the tavern to bring people in but price the food to make up for it. You should have a goal of money somewhere.&lt;br /&gt;
* The kitchen can be used by both beast masters and fixers. The bar is for fixers and the ranch for beast masters, communicate so you do not over step your bounds.&lt;br /&gt;
* The supply depot can be run by the fixers or the merchant, do not be afraid to help the merchant out.&lt;br /&gt;
* Fixers have a wide variety of tasks they perform, while the merchant can order you to focus on one, you are generally left to choose whatever you wish be it working the tavern, selling product, crafting scrap ammo, or pitching in at the supply depot.&lt;br /&gt;
&lt;br /&gt;
===Agent SoP===&lt;br /&gt;
* Read the [[Laws]] page.&lt;br /&gt;
* You are detectives first, rogues second. Being a good back stabber and handy with lockpicks does not mean your main purpose is anything but investigating potential crimes in the safe zone.&lt;br /&gt;
* You&#039;re the only line between law and anarchy, proper escalation is considered important but the moment someone draws or uses a lethal weapon you may choose to respond with lethal weapons. Be sure to consider the actual lethality. A fork or rubber ducky is not reasonably lethal. A kitchen knife or crowbar is.&lt;br /&gt;
* You investigate, gather evidence, catalogue and write paperwork of a potential crime and then hand off the recommendation of fines or brigging for a criminal to the breakers.&lt;br /&gt;
* You can make arrests, just as the breakers can, but detainment and fines should be done by breakers.&lt;br /&gt;
* You cannot evoke the &#039;he had it coming&#039; clause. You can, however, ask a breaker to do it for you if someone deserves it.&lt;br /&gt;
&lt;br /&gt;
==Ascendant==&lt;br /&gt;
The ascendant are a scholarly organization and thus have few hard rules, the only true considerations they have are for when experiments get out of hand or detailing medical procedures. A single rosaria should always be on duty in the medical wing to heal any injured that come in.&lt;br /&gt;
&lt;br /&gt;
===General SoP===&lt;br /&gt;
* The slime pens should be carefully monitored and potential break outs dealt with swiftly before they get out of hand.&lt;br /&gt;
* The rune forge is not a free for all, only the rune master should be accessing any devices in their, including the auto-forge unless permission is given.&lt;br /&gt;
* The same goes for the alchemy station and rosaria garden, they are for medical purposes and should be respected.&lt;br /&gt;
* The alchemical fridge is not a personal stocking free-for-all, take only what you justifiably need and announce if you take the last bottle of any chemical as a courtesy.&lt;br /&gt;
* The ascendant jealously guard their methods of creation, do not allow anyone to have rune plates that can create core magi-tech like the auto forge.&lt;br /&gt;
&lt;br /&gt;
===Rosaria SoP===&lt;br /&gt;
* &#039;&#039;&#039;One rosaria is required to be on duty at all times within medical, coordinate with your fellows. You are the only experts in the healing arts, without you, everyone else is screwed in the event of a crisis.&#039;&#039;&#039;&lt;br /&gt;
* The alchemy fridge should always be stocked with two of every basic healing potion.&lt;br /&gt;
* Medkits should be restocked when they run out via the garden and attached processor.&lt;br /&gt;
* Inform others when you join expeditions, you are extremely valuable and your where abouts should be accounted for, even if you are taking a break.&lt;br /&gt;
* Be ready to be on call at all times, even if it means leaving whatever it is your doing to return to the medical wing.&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Standard_Operating_Procedure&amp;diff=455</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Standard_Operating_Procedure&amp;diff=455"/>
		<updated>2024-02-07T03:49:03Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* General SoP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Standard operating procedure is a loose set of rules whose sole purpose is to be a guideline to the three factions. &#039;&#039;&#039;These are hard rules that must be followed. They are kept short, simple, and few for that reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= The Council = &lt;br /&gt;
The council is made up of each direct faction head of staff, secondary positions such as the penumbra, master of the forge, and speaker do not get a vote nor are they considered council members except where explicitly noted. A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code ruby scenario. Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All residents must respect a decision made by the council and follow said decision. This includes even dissenting options from heads of staff. Issues with a vote can be taken to the High Council via faxes for an appeal. All low council votes are to be followed, even if contested, unless overruled by High Council or another Low Council vote.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff are required to vote yes or no during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. This is not negotiable, you are a leader and expected to make choices, especially hard choices. &#039;&#039;&#039;Any head of staff attempting to abstain or not vote is to be demoted on the spot.&#039;&#039;&#039;&lt;br /&gt;
* Second in commands are not considered apart of the low council. They do not get to vote, however they may weigh in or be present during council decisions at the discretion of the council member they answer to. Ergo a merchant can allow the penumbra in the council chambers during a vote, only he has the discretion to allow or deny the penumbra.&lt;br /&gt;
* If an incident happens and heads of staff are not present due to being on an expedition or otherwise indisposed the decision is to be postponed until they return.&lt;br /&gt;
* While any head of staff may leave at their discretion, they are required to return or remain if a vote is pending.&lt;br /&gt;
* A head of staff that plans accordingly may choose to have their second in command vote in their place during a decision. This must be explicitly stated in the event they know they will be gone for longer than usual.&lt;br /&gt;
* If no head of staff for a faction is present, their second in command can act as them for the purpose of voting and decisions.&lt;br /&gt;
* A decision is only valid if one acting HoS vote from each faction is made.&lt;br /&gt;
&lt;br /&gt;
== Demoting Staff ==&lt;br /&gt;
&lt;br /&gt;
In the event that a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
&lt;br /&gt;
* Dereliction of Duty, the subject in question failed to perform their job duty at the bare minimum satisfaction.&lt;br /&gt;
* Negligence, the subject in question performed a grossly incompetent action while on duty that resulted in injury, loss of life, damages, or loss of property.&lt;br /&gt;
* Criminal activity, the subject in question performed an orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
* Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
Faction members who have been demoted three times from their respective faction may be permanently demoted and unable to take work in any positions within that faction, unless an exemption is given  [[Job_Strikes_and_You| (This will typically lead to a job strike at staff&#039;s  discretion)]]. Not all demotions are considered valid and they are required to record with the [[Example Paperwork|proper paperwork using a dismissal]] form before being telegraphed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Evidence or testimony regarding the demotion is to be attached to the demotion form when sent. The fired employee is, similarly, to be given a full copy as well after dismissal.&lt;br /&gt;
&lt;br /&gt;
== How to order an execution ==&lt;br /&gt;
In the rare and unfortunate event that a resident has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
&lt;br /&gt;
* Assuming the person in question is successfully convicted and placed within the brig a penumbra must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
* A vote is to be made. Unlike normal votes being majority, this vote must have all three council members voting for execution to be valid.&lt;br /&gt;
* For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
* The prisoner is then executed by the Hammerlord&#039;s discretion once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
== Telegraphs == &lt;br /&gt;
As a head of staff and council member, you are the most responsible person within your faction and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response.&lt;br /&gt;
&lt;br /&gt;
=Faction-Specific SoP=&lt;br /&gt;
The situation all residents find themselves in is making the best of a bad situation, thus the guide lines are kept short and general because people are expected to use reasonable and common sense judgements. Nobody wants to be handed a fifty page bible on law, anyone who forces new additions to SoP will swiftly have the [[Laws|&#039;he had it coming&#039;]] applied to them liberally.&lt;br /&gt;
&lt;br /&gt;
==Breakers==&lt;br /&gt;
In general, breakers are considered given the free choice between patrolling the safe zone or joining expeditions down below, their armor and physical training make them the best suited for more dangerous missions. The only expectation that is given is that at least one breaker should remain in the safe zone to process any prisoners or aid with any investigations. This duty normally falls to the master of the forge but can be taken by anyone, even the hammer-lord.&lt;br /&gt;
&lt;br /&gt;
===General SoP===&lt;br /&gt;
* Read the [[Laws]] page.&lt;br /&gt;
* You&#039;re the only line between law and anarchy, proper escalation is considered important but the moment someone draws or uses a lethal weapon you may choose to respond with lethal weapons. Be sure to consider the actual lethality. A fork or rubber ducky is not reasonably lethal. A kitchen knife or crowbar is.&lt;br /&gt;
* Agents and Penumbras investigate the crimes, you fine, process, and brig the people based on their findings. If you dispute their findings the penumbra has the final say on a valid charge. The Hammerlord has the final say on the brig time.&lt;br /&gt;
* Undead are a known threat, handcuff corpses just to be safe.&lt;br /&gt;
* Residents and Freeblades that are faction-less are still protected by the law. Treat them no different than those in factions.&lt;br /&gt;
* It is up to your discretion to invoke the &#039;He had it coming&#039; clause but only an agent or penumbra can declare it justified. Do not abuse this to break the legs of people you don&#039;t like or who only mildly annoy you.&lt;br /&gt;
&lt;br /&gt;
===Processing Prisoners===&lt;br /&gt;
* If the crime can be paid via a fine, offer them first and foremost the chance to pay. This does not require taking them to the brig, it can be paid on the spot.&lt;br /&gt;
* Processing should not take a long time, explain or have the agent pushing the charge explain the evidence before the accused and why they are being brigged.&lt;br /&gt;
* If they wish to argue their case instead of being in a cell, that is their choice. If their argument takes awhile, that is on them.&lt;br /&gt;
* If the evidence is clear cut enough to be indisputable you are not required to listen to their argument and can toss them in a cell.&lt;br /&gt;
* If a cell time is less than ten minutes, you may choose to forgo stripping them and putting them in prisoner clothes at your discretion.&lt;br /&gt;
* If a person attempts suicide, you may choose to not to intervene. A corpse is easier to toss in the morgue than a dangerous prisoner and suicides are automatic &#039;Do-Not-Revive&#039;. This is considered a self solving problem at that point. ((Suicidal players should still be a-helped, as that is a PK and likely banning as well))&lt;br /&gt;
&lt;br /&gt;
==Ashwood Syndicate==&lt;br /&gt;
The syndicate has very few rules and very few concerns when it comes to much of the various potential situations they might find themselves in. As a result, most concerns are with their agents. One agent should always be on hand to investigate any crimes going on in the safe zone, the remainder may do as they wish, including joining expeditions.&lt;br /&gt;
&lt;br /&gt;
===General SoP===&lt;br /&gt;
* This is a syndicate, not a charity. Charge for your services.&lt;br /&gt;
* You set the prices, including if its free, but &#039;free&#039; does not always mean free. You might make the drinks free at the tavern to bring people in but price the food to make up for it. You should have a goal of money somewhere.&lt;br /&gt;
* The kitchen can be used by both beast masters and fixers. The bar is for fixers and the ranch for beast masters, communicate so you do not over step your bounds.&lt;br /&gt;
* The supply depot can be run by the fixers or the merchant, do not be afraid to help the merchant out.&lt;br /&gt;
* Fixers have a wide variety of tasks they perform, while the merchant can order you to focus on one, you are generally left to choose whatever you wish be it working the tavern, selling product, crafting scrap ammo, or pitching in at the supply depot.&lt;br /&gt;
&lt;br /&gt;
===Agent SoP===&lt;br /&gt;
* Read the [[Laws]] page.&lt;br /&gt;
* You are detectives first, rogues second. Being a good back stabber and handy with lockpicks does not mean your main purpose is anything but investigating potential crimes in the safe zone.&lt;br /&gt;
* Your the only line between law and anarchy, proper escalation is considered important but the moment someone draws or uses a lethal weapon you may choose to respond with lethal weapons. Be sure to consider the actual lethality. A fork or rubber ducky is not reasonably lethal. A kitchen knife or crowbar is.&lt;br /&gt;
* You investigate, gather evidence, catalogue and write paperwork of a potential crime and then hand off the recommendation of fines or brigging for a criminal to the breakers.&lt;br /&gt;
* You can make arrests, just as the breakers can, but detainment and fines should be done by breakers.&lt;br /&gt;
* You cannot evoke the &#039;he had it coming&#039; clause. You can, however, ask a breaker to do it for you if someone deserves it.&lt;br /&gt;
&lt;br /&gt;
==Ascendant==&lt;br /&gt;
The ascendant are a scholarly organization and thus have few hard rules, the only true considerations they have are for when experiments get out of hand or detailing medical procedures. A single rosaria should always be on duty in the medical wing to heal any injured that come in.&lt;br /&gt;
&lt;br /&gt;
===General SoP===&lt;br /&gt;
* The slime pens should be carefully monitored and potential break outs dealt with swiftly before they get out of hand.&lt;br /&gt;
* The rune forge is not a free for all, only the rune master should be accessing any devices in their, including the auto-forge unless permission is given.&lt;br /&gt;
* The same goes for the alchemy station and rosaria garden, they are for medical purposes and should be respected.&lt;br /&gt;
* The alchemical fridge is not a personal stocking free-for-all, take only what you justifiably need and announce if you take the last bottle of any chemical as a courtesy.&lt;br /&gt;
* The ascendant jealously guard their methods of creation, do not allow anyone to have rune plates that can create core magi-tech like the auto forge.&lt;br /&gt;
&lt;br /&gt;
===Rosaria SoP===&lt;br /&gt;
* &#039;&#039;&#039;One rosaria is required to be on duty at all times within medical, coordinate with your fellows. You are the only experts in the healing arts, without you, everyone else is screwed in the event of a crisis.&#039;&#039;&#039;&lt;br /&gt;
* The alchemy fridge should always be stocked with two of every basic healing potion.&lt;br /&gt;
* Medkits should be restocked when they run out via the garden and attached processor.&lt;br /&gt;
* Inform others when you join expeditions, you are extremely valuable and your where abouts should be accounted for, even if you are taking a break.&lt;br /&gt;
* Be ready to be on call at all times, even if it means leaving whatever it is your doing to return to the medical wing.&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Standard_Operating_Procedure&amp;diff=454</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Standard_Operating_Procedure&amp;diff=454"/>
		<updated>2024-02-07T03:47:59Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Telegraphs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Standard operating procedure is a loose set of rules whose sole purpose is to be a guideline to the three factions. &#039;&#039;&#039;These are hard rules that must be followed. They are kept short, simple, and few for that reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= The Council = &lt;br /&gt;
The council is made up of each direct faction head of staff, secondary positions such as the penumbra, master of the forge, and speaker do not get a vote nor are they considered council members except where explicitly noted. A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code ruby scenario. Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All residents must respect a decision made by the council and follow said decision. This includes even dissenting options from heads of staff. Issues with a vote can be taken to the High Council via faxes for an appeal. All low council votes are to be followed, even if contested, unless overruled by High Council or another Low Council vote.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff are required to vote yes or no during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. This is not negotiable, you are a leader and expected to make choices, especially hard choices. &#039;&#039;&#039;Any head of staff attempting to abstain or not vote is to be demoted on the spot.&#039;&#039;&#039;&lt;br /&gt;
* Second in commands are not considered apart of the low council. They do not get to vote, however they may weigh in or be present during council decisions at the discretion of the council member they answer to. Ergo a merchant can allow the penumbra in the council chambers during a vote, only he has the discretion to allow or deny the penumbra.&lt;br /&gt;
* If an incident happens and heads of staff are not present due to being on an expedition or otherwise indisposed the decision is to be postponed until they return.&lt;br /&gt;
* While any head of staff may leave at their discretion, they are required to return or remain if a vote is pending.&lt;br /&gt;
* A head of staff that plans accordingly may choose to have their second in command vote in their place during a decision. This must be explicitly stated in the event they know they will be gone for longer than usual.&lt;br /&gt;
* If no head of staff for a faction is present, their second in command can act as them for the purpose of voting and decisions.&lt;br /&gt;
* A decision is only valid if one acting HoS vote from each faction is made.&lt;br /&gt;
&lt;br /&gt;
== Demoting Staff ==&lt;br /&gt;
&lt;br /&gt;
In the event that a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
&lt;br /&gt;
* Dereliction of Duty, the subject in question failed to perform their job duty at the bare minimum satisfaction.&lt;br /&gt;
* Negligence, the subject in question performed a grossly incompetent action while on duty that resulted in injury, loss of life, damages, or loss of property.&lt;br /&gt;
* Criminal activity, the subject in question performed an orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
* Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
Faction members who have been demoted three times from their respective faction may be permanently demoted and unable to take work in any positions within that faction, unless an exemption is given  [[Job_Strikes_and_You| (This will typically lead to a job strike at staff&#039;s  discretion)]]. Not all demotions are considered valid and they are required to record with the [[Example Paperwork|proper paperwork using a dismissal]] form before being telegraphed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Evidence or testimony regarding the demotion is to be attached to the demotion form when sent. The fired employee is, similarly, to be given a full copy as well after dismissal.&lt;br /&gt;
&lt;br /&gt;
== How to order an execution ==&lt;br /&gt;
In the rare and unfortunate event that a resident has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
&lt;br /&gt;
* Assuming the person in question is successfully convicted and placed within the brig a penumbra must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
* A vote is to be made. Unlike normal votes being majority, this vote must have all three council members voting for execution to be valid.&lt;br /&gt;
* For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
* The prisoner is then executed by the Hammerlord&#039;s discretion once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
== Telegraphs == &lt;br /&gt;
As a head of staff and council member, you are the most responsible person within your faction and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response.&lt;br /&gt;
&lt;br /&gt;
=Faction-Specific SoP=&lt;br /&gt;
The situation all residents find themselves in is making the best of a bad situation, thus the guide lines are kept short and general because people are expected to use reasonable and common sense judgements. Nobody wants to be handed a fifty page bible on law, anyone who forces new additions to SoP will swiftly have the [[Laws|&#039;he had it coming&#039;]] applied to them liberally.&lt;br /&gt;
&lt;br /&gt;
==Breakers==&lt;br /&gt;
In general, breakers are considered given the free choice between patrolling the safe zone or joining expeditions down below, their armor and physical training make them the best suited for more dangerous missions. The only expectation that is given is that at least one breaker should remain in the safe zone to process any prisoners or aid with any investigations. This duty normally falls to the master of the forge but can be taken by anyone, even the hammer-lord.&lt;br /&gt;
&lt;br /&gt;
===General SoP===&lt;br /&gt;
* Read the [[Laws]] page.&lt;br /&gt;
* Your the only line between law and anarchy, proper escalation is considered important but the moment someone draws or uses a lethal weapon you may choose to respond with lethal weapons. Be sure to consider the actual lethality. A fork or rubber ducky is not reasonably lethal. A kitchen knife or crowbar is.&lt;br /&gt;
* Agents and Penumbras investigate the crimes, you fine, process, and brig the people based on their findings. If you dispute their findings the penumbra has the final say on a valid charge. The Hammerlord has the final say on the brig time.&lt;br /&gt;
* Undead are a known threat, handcuff corpses just to be safe.&lt;br /&gt;
* Residents and Freeblades that are faction-less are still protected by the law. Treat them no different than those in factions.&lt;br /&gt;
* It is up to your discretion to invoke the &#039;He had it coming&#039; clause but only an agent or penumbra can declare it justified. Do not abuse this to break the legs of people you don&#039;t like or who only mildly annoy you.&lt;br /&gt;
&lt;br /&gt;
===Processing Prisoners===&lt;br /&gt;
* If the crime can be paid via a fine, offer them first and foremost the chance to pay. This does not require taking them to the brig, it can be paid on the spot.&lt;br /&gt;
* Processing should not take a long time, explain or have the agent pushing the charge explain the evidence before the accused and why they are being brigged.&lt;br /&gt;
* If they wish to argue their case instead of being in a cell, that is their choice. If their argument takes awhile, that is on them.&lt;br /&gt;
* If the evidence is clear cut enough to be indisputable you are not required to listen to their argument and can toss them in a cell.&lt;br /&gt;
* If a cell time is less than ten minutes, you may choose to forgo stripping them and putting them in prisoner clothes at your discretion.&lt;br /&gt;
* If a person attempts suicide, you may choose to not to intervene. A corpse is easier to toss in the morgue than a dangerous prisoner and suicides are automatic &#039;Do-Not-Revive&#039;. This is considered a self solving problem at that point. ((Suicidal players should still be a-helped, as that is a PK and likely banning as well))&lt;br /&gt;
&lt;br /&gt;
==Ashwood Syndicate==&lt;br /&gt;
The syndicate has very few rules and very few concerns when it comes to much of the various potential situations they might find themselves in. As a result, most concerns are with their agents. One agent should always be on hand to investigate any crimes going on in the safe zone, the remainder may do as they wish, including joining expeditions.&lt;br /&gt;
&lt;br /&gt;
===General SoP===&lt;br /&gt;
* This is a syndicate, not a charity. Charge for your services.&lt;br /&gt;
* You set the prices, including if its free, but &#039;free&#039; does not always mean free. You might make the drinks free at the tavern to bring people in but price the food to make up for it. You should have a goal of money somewhere.&lt;br /&gt;
* The kitchen can be used by both beast masters and fixers. The bar is for fixers and the ranch for beast masters, communicate so you do not over step your bounds.&lt;br /&gt;
* The supply depot can be run by the fixers or the merchant, do not be afraid to help the merchant out.&lt;br /&gt;
* Fixers have a wide variety of tasks they perform, while the merchant can order you to focus on one, you are generally left to choose whatever you wish be it working the tavern, selling product, crafting scrap ammo, or pitching in at the supply depot.&lt;br /&gt;
&lt;br /&gt;
===Agent SoP===&lt;br /&gt;
* Read the [[Laws]] page.&lt;br /&gt;
* You are detectives first, rogues second. Being a good back stabber and handy with lockpicks does not mean your main purpose is anything but investigating potential crimes in the safe zone.&lt;br /&gt;
* Your the only line between law and anarchy, proper escalation is considered important but the moment someone draws or uses a lethal weapon you may choose to respond with lethal weapons. Be sure to consider the actual lethality. A fork or rubber ducky is not reasonably lethal. A kitchen knife or crowbar is.&lt;br /&gt;
* You investigate, gather evidence, catalogue and write paperwork of a potential crime and then hand off the recommendation of fines or brigging for a criminal to the breakers.&lt;br /&gt;
* You can make arrests, just as the breakers can, but detainment and fines should be done by breakers.&lt;br /&gt;
* You cannot evoke the &#039;he had it coming&#039; clause. You can, however, ask a breaker to do it for you if someone deserves it.&lt;br /&gt;
&lt;br /&gt;
==Ascendant==&lt;br /&gt;
The ascendant are a scholarly organization and thus have few hard rules, the only true considerations they have are for when experiments get out of hand or detailing medical procedures. A single rosaria should always be on duty in the medical wing to heal any injured that come in.&lt;br /&gt;
&lt;br /&gt;
===General SoP===&lt;br /&gt;
* The slime pens should be carefully monitored and potential break outs dealt with swiftly before they get out of hand.&lt;br /&gt;
* The rune forge is not a free for all, only the rune master should be accessing any devices in their, including the auto-forge unless permission is given.&lt;br /&gt;
* The same goes for the alchemy station and rosaria garden, they are for medical purposes and should be respected.&lt;br /&gt;
* The alchemical fridge is not a personal stocking free-for-all, take only what you justifiably need and announce if you take the last bottle of any chemical as a courtesy.&lt;br /&gt;
* The ascendant jealously guard their methods of creation, do not allow anyone to have rune plates that can create core magi-tech like the auto forge.&lt;br /&gt;
&lt;br /&gt;
===Rosaria SoP===&lt;br /&gt;
* &#039;&#039;&#039;One rosaria is required to be on duty at all times within medical, coordinate with your fellows. You are the only experts in the healing arts, without you, everyone else is screwed in the event of a crisis.&#039;&#039;&#039;&lt;br /&gt;
* The alchemy fridge should always be stocked with two of every basic healing potion.&lt;br /&gt;
* Medkits should be restocked when they run out via the garden and attached processor.&lt;br /&gt;
* Inform others when you join expeditions, you are extremely valuable and your where abouts should be accounted for, even if you are taking a break.&lt;br /&gt;
* Be ready to be on call at all times, even if it means leaving whatever it is your doing to return to the medical wing.&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=The_Agreement&amp;diff=453</id>
		<title>The Agreement</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=The_Agreement&amp;diff=453"/>
		<updated>2024-02-07T02:36:08Z</updated>

		<summary type="html">&lt;p&gt;R4d6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It was the rust one smelled first when entering the shop, the age-worn and corroded stone that made the walls had long since worn away with time from whatever long forgotten purpose this underground catacomb had been built for. For now, it served as a place of commerce, a store for nick-knacks, tools, and guns as old as the men who bought them. The floor was wooden, naturally aged and smooth with the passing of a hundred foot steps marred only by a moth-eaten rug forgotten in the doorway. Across from the stone door was a counter where a man sat upon a stool, looking across the lantern lit room to the new comer. The strange customer was robed, masked, and looking to the rodentfolk as he stepped across the threshold, glancing about the random shelves and scattered racks filled with junk someone might some day buy.&lt;br /&gt;
&lt;br /&gt;
“You with the faceless?” The shopkeeper asked the stranger, not really expecting an answer. “No, just looking around. This your shop?” The stranger replied, his voice was calm and sounded reasonable. The shopkeeper paused, unsure of the man before he nodded. “Yep, it’s apart of the Ravagers too, in case you planned on making trouble.” The stranger glanced his way at that and though his face was masked, the shopkeeper fought back the urge to glance away, something about that casual look set him on edge. “I’m Argo, by the way. Owner of this fine establishment and everything in it, you won’t find better prices anywhere because I’m the only shop left in the free zone.” The stranger was still looking around the store, meandering among the shelves and racks and always making sure to stay in sight. It wasn’t a big shop to begin with and the stranger wasn’t that tall, given his lack of obvious horns or tail, Argo wagered him a rather short human.&lt;br /&gt;
&lt;br /&gt;
The stranger did not offer a reply so Argo merely watched him as he went through the shop’s wares. Yet past the short stranger, Argo could see out the dirty window where he watched a familiar stranger walk past. The shopkeeper gave a sudden start as recognition hit him. “By Baitaal, that’s Ash-Lord Tarkus!” He exclaimed, drawing the attention of the stranger who looked up from the worn pistol he was inspecting. He walked to the counter now, his voice sounding interested. “Who?” He inquired. “Tarkus.” Argo began, “I heard about him, he was a noble in the Onokrin, he fought on the front lines and was said to be a walking fire storm! How did he…&amp;quot; Argo paused, trying to piece out how a lord ended up here, especially one as respected as Tarkus. &amp;quot;The ravagers are going to kill him in his sleep, first chance they get.&amp;quot; He added, sounding slightly dismal.&lt;br /&gt;
&lt;br /&gt;
The stranger was at the counter now, his masked face revealing nothing and yet his curious tone made it easy to guess the expression beneath. “Tarkus – Tarkus, someone with some renown. Do you think the Ravagers can kill him? He sounds like a capable fighter.” The stranger mused before Argo flicked his gaze backed to the masked face. “He’s one man, warlord or not I doubt he could take on an entire gang alone with just his fists and a standard jumper. Besides, nobodies ever taken down the Ravagers ever since they destroyed the Stone Tooth and Howlers.” Argo returned his gaze to the window, perhaps hoping Tarkus would return and grace his shop with something interesting for once. When the renown warlord did not appear, he sighed, voicing his thoughts aloud now. “Bertra the Beast is just as big, maybe bigger than Tarkus. She comes by sometimes, usually to collect the ‘taxes’ they implemented. I wouldn’t want to mess with her, not without an army, ya know?”&lt;br /&gt;
&lt;br /&gt;
He spared a glance to the stranger who had not moved from the counter, he was watching Argo, but the rodentfolk could not really sense a threat from him, only that he was being sized up. Just before he could ask the stranger if he was going to buy anything or just tell him to fuck off a new pair walked past the window. An unmistakable rodent figure followed by a much larger woman. “Holy shit...” He whispered, “That’s.. That is Bagman Herod and Boss Yaga!” He turned to the stranger, forgetting the unusual masked man’s strange nature in his excitement. “Herod is famous, he’s from the same warren I am! They say he controls nearly all the trade going in and out of federation burrows. And he has Yaga with him, by the gods, that woman is...” He blew air through his nose, a smile gracing his rodent features. “Phew, I’d sell this shop and everything in it for a minute with her. Let me tell ya. But.. What are they doing here?” He sounded more curious than questioning, a frown appearing before the stranger spoke up. “Tarkus, Herod, Yaga. Big names. You think their here together?”&lt;br /&gt;
&lt;br /&gt;
Argo shrugged, still sounding shocked by what he saw. “Maybe, could be here to meet with Bertra, maybe join up. I bet they could use someone like Herod running this shop, or use someone like Yaga dealing with the monsters.” He shifted his gaze now to the masked stranger, suddenly growing a little suspicious. “Why exactly are you here?” He asked. The stranger merely shrugged, avoiding the question by not even addressing it. Argo snorted, a little annoyed but instead of pressing it he just shakes his head. “I’ve seen Herod before, they call him the bag man because they say everyone owes him something, that he ‘holds everyone else stuff in his bag of lies and tricks’ or so his enemies say. Money lending, loan sharking, plus his second Yaga is known as the lord of murder so it does not take much to figure out what she does for him. Wouldn’t surprise me if they fed into the rumors on purpose just to scare people. No shock he’s here, it was bound to catch up to him eventually.”&lt;br /&gt;
&lt;br /&gt;
Argo reached under his side of the counter now, out of sight, the gesture done casually as he spoke to distract the masked stranger. He was reaching for the double barrel shotgun he kept below, a rusted antique that functioned as well as it looked. It did the job and he was one of the few people who kept slug ammo on hand. He only had three shells left but compared to everyone else he was practically swimming in bullets. Munitions were rare down here. “It’s gonna make waves, those three being here. Hopefully it isn’t gonna effect my shop but hey, maybe people will come in looking for a few weapons or some slap dash armor.” He chuckled, faking mirth with the guile of a salesmen that was cut short when the stranger spoke, “Seems pointless to carry so many guns when you barely have any ammo.” The masked man noted.&lt;br /&gt;
&lt;br /&gt;
Argo scowled, “Do you see a factorum down here? This is a dungeon converted into a prison buried beneath a literal mountain, not like anyone can churn out gunpowder, brass, and lead.” Yet his scowl vanished as quickly as it came. “But, bullets are around, rare as they are you might get lucky if you look hard enough.” He shook his head now. “Berta has a few men who still have their rune lanterns, you want fire support try with a few elementalist or maybe that necromancer who keeps to himself. I remember seeing a lagus who was a pretty adept psion, if you want that. Not really what I se-”&lt;br /&gt;
&lt;br /&gt;
He stopped short as another, towering figure trudged past the window in slow plodding. Huge, lumpy and loose clothing fitted over a bulk that was easier to recognize than one’s own reflection. “No, it can’t be! That’s Sad King Briareus! How?! He’s the most powerful mage in the kingdom! What could he have possibly done to end up… here.” He trailed off, thrice now names of renown have walked past his shop and now he felt a sinking feeling in his gut. “Sad King Briareus.” The stranger repeated, drawing Argo’s attention. “I think things are about to get quite interesting. Perhaps you should close up shop.” The masked stranger added, moving away from the counter now, towards the door. “And, word of advice, my friend. When Herod comes to buy, sell at whatever price he offers, lest you find yourself beneath Boss Yaga and get that minute alone you so desired.” He was laughing now, a hollow revolting chuckle that made Argo flinch in response. “Good luck.” The stranger said before disappearing through the doorway.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
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Sad King Briareus trudged on, his appearance was one that drew attention and yet it was only because he deigned it instead of making himself invisible. His finery he had been allowed to keep when he was cast into this prison, if only because it was already ragged enough to blend in. The fabric was worn, stained, and had several tears. From below it started at his overly large leather boots, died in yellow varnish and severely cracked from age. Above were his pantaloons consisting of mismatched vomit green and pus brown that stretched over his rather stubby and short legs rounded with layers of fat and muscle natural to ogres. Like most ogres his torso was broad but suffered from being just a little too long with a heavy pot belly to match. It was girded now in a dirty orange vest that was far too small and jiggled and bounced with his rolls of fat while his too long arms that gave him his ape-like appearance. Framing it was a rich blue cloak so overly large that it dragged along the dusty stone floors beneath him, collecting mildew and dirt as it went. It was stained, much like his vest, with various forgotten offal and drink that matched the now deposed kings morose expression. Puffy, pursed lips that fit a prominent jowl and unevenly spaced, overly large eyes with too thick lashes stuck in a perpetual expression of pouting curiosity.  Atop his head remained his crown, a yellowing and tarnished ring of gold that sat within his curly red hair tied into a vague ponytail, strands of unruly locks around the dulled metal and uneven and too small ears. Every dull thud of his booted feet was accompanied by the dull thunk of his massive iron staff, the foci crystal at the top thrumming gently in tune with the implant in his chest.&lt;br /&gt;
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Yet, he walked with purpose, moving towards the appointed meeting place through the abandoned halls and various safe rooms of the free zone, so called for being the only place the prisoners could rest without worry of something terrible finding them. At least, something more terrible than the murderers and cut throats that made up this prison’s inmates. Sad King Briareus almost felt at home, his surroundings matching his mood, the lanterns and torches aligning the walls barely offering much light for his beady eyes, revealing just enough for him to see the down trodden and despairing prisoners milling about the free zone bored out of their mind or resting between excursions further below to the more dangerous areas. He could tell the innocent one’s among the ranks of prisoners, the ones who ended up here because of facts beyond their control. Enemy combatants, prisoners of war, failed revolutionaries, political dissidents, heretical priests, mages or psions who delved too deep into the forbidden arts. They had an air about them, just as the would be adventurers and treasure hunters did, those mad few who came here willingly in search of fortune and finding only death and despair. He saw them all and yet few saw him, even as large and towering as he was he was short for an ogre, barely coming in at a scant seven feet. Those who looked his way barely spared him a long glance, something that suited the depressed monarch.&lt;br /&gt;
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Still, on he trudged, his staff clicking against the floor with every step until he finally reached his destination. An old store room, emptied for but a few crates and tables with chairs likely older than himself. His large knuckles rapped the door once, paused, hit it three more times and then he kicked the base. After a moment the door opened to the face of Boss Yaga. Sad King Briareus was forced to look upwards, the towering lagomorphic face of Yaga looked down at him imperiously. Neither spoke, but words passed between the two with little more than facial expressions and body language. Yaga was wearing the armor and weapons she had dived into this realm with, looking much like the adventurers who came here willingly and were robbed and murdered by the more ruthless individuals for their equipment, it made Briareus muse how many would be muggers she had already butchered. He was almost bemused by her hulking forms and curves, a mirror of beauty compared to his own ugly oafish body. She would almost be attractive to the deposed king, not for her feminine figure but for the reclusive expression he saw within her. Her eyes were solid black, the fur of her rabbit-like face a faded brown that drew contrast to her onyx nose and lips. What truly impressed the downtrodden king about her was the depth of her mind, the knowledge he had of her unique and dangerous psionic ability, the myriad of observations she must have had next to the gregarious Herod. Something about that insight, that strange almost alien perception always made him so very fond of her. Yet the hulking lagus stood aside, allowing Sad King Briareus to enter as he took stock of the others.&lt;br /&gt;
&lt;br /&gt;
Tarkus was here, sitting on his chair with his legendary hammer laid upon the table before him. Even the most novice of magi could see it was a true artifact, a weapon that would pass through the ages and leave blood and bodies in its wake. It was forged by Tarkus himself, so it is said, the same hammer he used to forge the iconic armor that made him a fixture of the battlefield in the ongoing war. The ogre looked at it curiously, as if wondering what it was like when Tarkus activated the rune on the hilt and brought the head to the flames that gave the warlord is name sake. Tarkus himself was large for a salamander, with black scales and ebony skin meeting where natural armor became (supposedly) softer flesh. His prisoner’s clothes were encased in makeshift armor he likely put together himself to offer some protection, but Sad King Briareus wondered if it was to offer comfort as well as protection. The rusted plates nailed together in crude welds and tied to his uniform was little more than scrap armor at best, but it would serve. Yet, despite it, Tarkus still cut an impressive figure no matter his seemingly poor state. His eyes drew attention first, red hot pits that burned with an ambition that made it difficult to stare into, a battle scarred and aged face that had seen a hundred campaigns and lived to fight another day. A face that, the king privately thought, was perfectly designed to inspire men because his cropped short cut red hair and paternal beard gave him the appearance of a wise leader as well as warlord and Sad King Briareus did not doubt for a moment that Tarkus had already attracted a few new soldiers to follow him, even in this lawless hell pit. Yet it was Herod who broke the silence now that everyone was gathered, the wily rodentfolk with dull brown fur, black eyes, and chipped buck teeth always in a clever smirk. Herod had taken off his prisoner’s jacket and tied it around his waist, the black undershirt fitting loosely over his thin chest that danced back and forth with his excitement.&lt;br /&gt;
&lt;br /&gt;
“Yaga, my buxom bitch, how dare you do not announce the arrival of His Majesty. Sad King Briareus, the master of magic from the frozen northlands. The last true king of the ogres, the most powerful wizard to ever grace the Onokrin Empire. Herald of the ethereal vigil, lantern bearer of the solarium order and patron of mages and psions alike. It is ever a pleasure, your majesty, to have audience with you.” Herod bounded to his footpaws, bowing so deeply that his rodent nose skirted the floor while Tarkus and Yaga rolled their eyes. Sad King Briareus however, smiled in return, offering a small bow before loosing a rumbling chuckle. “Ever the showman, young Herod.” The ogre replied as he took his seat at the table, the largest chair set aside for his bulk. “I do enjoy a performance, however, and it is much appreciated.” The sad king spoke with a quiet, reserved tone, as if pondering over the meaning of his own words. “But, now that we are all here, Tarkus?” The ogre said questioningly, looking towards the salamander with a raised eyebrow.&lt;br /&gt;
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Tarkus glanced at everyone before he spoke, his gaze shifting between them slowly and deliberately. All met his gaze, the warlord speaking respectfully in return. “Do we trust each other?” He asked, his voice a far deeper rumble than even the hulking ogre. “For this to work, we have to ask ourselves. Do we trust each other?” His gaze was still shifting from face to face, meeting each in turn and looking like a savage creature seeking any sign of weakness. “You know of me, you know who I was. I know each of you, each of your pasts. But what we were brought here for...” He looked to Herod now. “You arranged this meeting, Bagman. Explain.” The salamander said, making a vague continue gesture with his hand. Herod nodded, “No doubt you&#039;re wondering what he’s going on about, Your Majesty, and you too babe.” He said with a smile towards Yaga, who merely looked back at him indifferently. “We all ended up here because we either want to be here or we fucked up. Or maybe that was the plan? Can never tell with mages and bitches right?” He was still grinning as he glanced between the king and Yaga, the former merely nodding while the latter finally loosed her own amused snort.&lt;br /&gt;
&lt;br /&gt;
The rodent was still standing, his short form climbing back into his chair as he continued, “Now, we’re all movers and shakers. Whether that be leaders of men and soldiers.” He nods to Tarkus. “Teachers and advisers to important figures.” He gestured to Sad King Briareus. “Or economic and criminal kingpins like myself and our dear silent Yaga here. My point is, this shit pit is filled with all sorts, from scum to madmen to the fuckin’ downtrodden, waiting to die venturing below trying to chase their death or escape. We, on the other hand, are cut from a finer cloth. We, my friends, can make this hole in the ground a… home in the ground. You get me?” Herod was losing his showmanship now as the brass tacks were metaphorically being laid out on the table, his cheerful candid tone giving way to a more serious voice. “Nobody has ever escaped this mountain, if I were to wager they don’t even know who built it and its precisely for that reason they turned these fucking dungeons into a prison where they dumped those too useful to hang and be done with. They ‘say’ we can be pardoned if we manage to escape, but this place is an utter labyrinth.”&lt;br /&gt;
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Herod leans back in his chair, propping himself up on the table’s edge with a foot paw. His demeanor was calm but his expression was almost sullen as he rattled off a list of woes, “For starters, the maze always changes. Every... six to eight hours the whole place reshuffles the further you get below. They call this the safe zone not because it actually is safe but because its constant. This floor and about four floors below it never seem to really change all that much, at least the lay out doesn’t.” He held up a clawed hand, counting off on his fingers now, “Except in the areas where it shuffles you have in no particular order the faceless, world shapers, havockers, a seemingly endless fucking tide of grave walkers and to top it all off you have the devouring court or so Yaga tells me.”&lt;br /&gt;
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The rodentfolk nodded to Sad King Briareus, “You’re the scholar, why not regale Yaga and Tarkus here on those first four, Your Majesty?” Said king merely frowned, pursing his puffy lips at being put on the spot so suddenly, yet much like Herod he was a bit of a showman himself in a more artistic sense and he began as he planned to go on. The ogre laid his staff on the table, looking at it pensively before a hand slowly rose to his vest, coming to his chest where his rune lantern was fused to his skin and the rib cage below. He pressed his fat fingers on the stained and cracked leather, letting it reshape to outline the source of his magical power for all to see before he finally spoke, his voice soft and thoughtful. “The faceless, so called for the featureless masks they wear. What they are, who they are. An enigma, because the shared mind of their ancient magic is as old as resonance itself. A fallen ideal, a hope to unify under a single ideal and a singular goal that would usher in an age of peace.”&lt;br /&gt;
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He lifted his hand from his chest now, bringing it to the head of his staff where the gears rotated and whirred, keeping track of some unseen force before the deposed king prodded the thrumming crystal inlaid between the cogs. “Yet those that saw the featureless mask, the loss of self determination, they brought blade, magic, and gunpowder. They brought violence to the olive branch of peace and with it forged a new mask, a death mask, the faceless became legion and marched upon men. Forcing their mask upon the unwilling and their ranks swelling with enslaved soldiers.” The ogre’s heavily lidded eyes lifted from his staff, looking to the trio before him before he merely shook his crowned head. “I have no sympathy for them, yet they at least stood for something long ago. The world shapers never did. A mistake of our elven enemies.”&lt;br /&gt;
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The giant tapped the crystal adorning his staff once more. “A weapon to slowly destroy our kingdoms, the world shapers, a terraforming vegetation that rapidly grows, fights, and spreads without the need for oversight, support, or even supplies. Naturally, as nature is want, releasing an apex predator such as this was a double-edged sword. The world shapers are named because their growth and lichen overtake any environment they reside, killing and composting any creature of flesh. A wildly effective weapon of terror, merely plant a seed and simply wait, even when an infestation is burned, the spores might just find a new place to take root. The only saving grace for us is the one feature the elves could not remove. When it grows too big, too powerful, the mass of creatures slowly hit a peak and can grow no longer. A shame we are not elves or elven kin, only they and the fey are not attacked by the green beasts.”&lt;br /&gt;
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Sad King Briareus shifted his gaze between the three, more morose than ever as each one kept their thoughts private on the dangers revealed so far. He loosed a deep sigh before he continued, “Of the havockers and grave walkers, that is a more complex topic. Like a cult or force of nature, the two represent the opposite ends of life and death. The first call upon demons and devils, bringing in outside creatures eager to drink the blood and devour the souls of mortals while the latter brings back those who have passed beyond the veil. These pale shadows of humanity thirst for the warmth of the living, bringing claws and teeth to split the bellies and warm themselves within the gore of the soon to be cold who, in a blasphemy of nature’s cycle, are doomed to rise and repeat the same fate.”&lt;br /&gt;
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The ogre’s frown deepened, “Warlocks and necromancers, the saner ones reside here even in the safe zone, calling bestial demons and making use of old bones like mindless golems. An almost fitting, if macabre, twist on those who create automatons.” The downtrodden king looked to Tarkus now, heavily lidded eyes falling upon the failed warlord. “You know death, do you not Ash-Lord? It is well known that you quit the empire&#039;s ranks because of the use of necromancy in its defense.” All eyes now turned to Tarkus, the salamander meeting the king’s almost accusatory frown without so much as raising an eyebrow.&lt;br /&gt;
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Tarkus answered without hesitation, his gaze never wavering while he replied, “I left the war front because Magnus is a monster and I would not see life desecrated, if I had stayed I would have turned those necromancers and their minions to ash. For it, the emperor gave me a fiefdom, a way for me to retire from my service but still be useful to the empire. My domain was along the norther border, just before the arctic tundras that marked the edges of the empire’s territory. The areas I controlled and the serfs I owned languished under terrible conditions when I arrived, the ground was infertile and improper for farming, food had to be imported or traded with caravans using the many ore-rich mines filling the hills. Dangerous, life shortening work, mining under ground and then to top it off they traded bricks of gold for food long since withered or molded on its journey north. A man has to eat and he’ll pay a deep price once he begins to starve, so my people paid ridiculous tithes to merchants and caravans, bartering months worth of metal and ore for scraps.” It was evident to everyone that Tarkus still felt a bit of rage, even now, at the state of the people beneath him. The pale glow of magic in his eyes, the resonance natural to his dragon-blooded kin, grew in intensity as he spoke. It stoked the flames that made his deep, rumbling voice grow more imperious with each word. “I was sworn to protect my fiefdom and when the caravans were killed by my men in a dispute I seized what remained of their food and gave it to the starving.”&lt;br /&gt;
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Tarkus finally broke his gaze now, shaking his head and looking longingly to his hammer. “Your people are devious ones, Herod.” He said quietly, not looking at the rodentfolk but instead his own hand, the tips of his black claws lighting up into a small flame. He let it dance across his finger tips, drawing out a small silence before finally breaking it. “Even now I do not know who started the fight between my enforcers and the caravan but I have reason to suspect it was done through bribe, a reason for casus-belli to be declared against me by those who wanted my fiefdom.” It was his turn to sigh now, letting the flame that danced on his finger tips go out. “ A fight over the price of food became a diplomatic incident that devolved into a border dispute. I was challenged and my fight approved by the emperor. In the end I lost, killing Linebreaker Toragg but being defeated by Wolf King Rannick.” He was leaving out something, some specific detail, everyone sensed it but nobody pressed him on it.&lt;br /&gt;
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The salamander shrugged now, laying the matter to rest. “I am a man of battle, I was never suited for the politicking of nobles and court and for that I ended up here. I can only hope those I had been sworn to protect are prospering under Rannick now.” He raked his knuckles on the head of his hammer, his make-shift plate armor clanking, “Did you ever plan to tell me or anyone that it was your caravans and syndicate behind it all?” He suddenly asked, shifting the focus back to the rodentfolk. “Figured that out did ya?” Herod replied, &amp;quot;I knew the men running the racket but it was not one of mine, it just paid its tax to my syndicate out of fear of Yaga here if they did not report the sudden income.&amp;quot; He used his prehensile rat tail to gently slap Yaga’s thigh affectionately. She frowned down at him while he returned a grin upwards before he continued. “Ironically it was your actions that lead to the meeting that became my downfall, but I do not blame you as you should not blame me. Someone would have done it, it would have happened, and in either case neither of us were truly directly involved. Cards fell how they did, sadly.”&lt;br /&gt;
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“But we get back to what Tarkus said from the start. Can we trust each other? I know I can trust Yaga and maybe even you Tarkus, been working with alot of war lords in my day. But for this to work we need everyone on board, no secret plots or betrayals, else we&#039;re not going to get out of this hell hole.” Herod was looking at Sad King Braireus now, sizing the ogre up as he was the only one besides Yaga who must have come here willingly. “Me and Yaga got a long history and I knew Tarkus&#039; father. But you, your Majesty? Don’t know ya, don’t even know why you are locked up here. So why not enlighten us?” The ugly ogre looked back at Herod, his gaze was difficult to read, his lidded eyes blinking slowly. Yet both Herod and Tarkus got the impression that the ogre knew something they didn’t. “Necromancy.” The ogre stated blunted, turning what could have been a tale to mirror the other two into something more like an informal report. “I created a magical artifact that could bring the dead back to life, true life, and for it I was charged with necromancy.”&lt;br /&gt;
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Herod spoke first, quick to a question. “No way that didn’t have a price. Come on, my king, what went wrong with it?” He asked almost teasingly, yet the ogre responded as if the question was serious, “It had limits on who could be brought back, certain conditions needing to be met. Repeated use caused a slow degradation...” He trailed off, looking thoughtful while a vague frown creased his mismatched features. “And they imprisoned you for that? Most nobles would pay entire fiefs for a device to return them from the dead intact and necromancy is hardly illegal with the likes of Magnus around.” Tarkus said, his turn to speak up now. Sad King Briareus looked at him, looking confused for a moment. “I am not Magnus, nor as useful in my old age, the device was just relatively safe and highly effective way to make the dead living instead of unliving but that did not make it legal.” He replied casually, his confusion giving way to brief amusement. His humor was over the way everyone responded, offering a moment of grim silence to so casually admitting to using such dangerous and reviled magic. &amp;quot;Necromancy is not technically illegal, thanks to Magnus, but I was not as important as the lord of Crullfield. Thus, here I am.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“But, of my trust, you need only ask dear Yaga here if I may be trusted. I will lay such a choice and my fate in her skilled hands.” The sad king giving the so far silent woman a deep bow of his crowned head, his hand rising to stop it from sliding off his bulbous brow. Yaga had been standing next to Herod, interposed between him and the door, her paw-like hands folded behind her back. She was the largest one there, towering at nearly nine feet in height, yet easily and readily forgotten when attention was not drawn to her by another. All eyes turned towards her and Yaga looked as if she was not going to answer, as if being prompted made her spiteful enough to simply refuse and let the three men sort or fight it out. Yet to everyone&#039;s surprise she did speak, her voice a calm and velvet tone that, if the men hadn’t known her history, would have guessed her from a more regal background. “We can trust him.” She began, bringing up palms from behind her back to reveal the dagger she had been concealing. “He gave me this when he entered.” The tall woman twirling the blade in her hand while Herod spoke up, “Fucking bullshit he did, I was looking when he came in. You’re so fulla shit.” He lifted a footpaw from the table, his leaning chair coming down to clack against the stone floor. “But, if Yaga says he can be trusted I got no reason to doubt her. Tarkus?” He asked the salamander, the rodentfolk rolling her shoulders as if the matter was already settled.&lt;br /&gt;
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The warlord glanced between the ogre and the lagus, perhaps wanting to ask something before he merely nodded. “Good enough. If we can trust each other then we have only one last problem. Herod here assures me he can get an economy and factory up and running. With your magical power and skills Briareus you can no doubt begin training and making new mages.” Tarkus said, not using the same honorific most others did when addressed the sad king. “I am lead to believe that all forms of teleportation only work inside here and we are effectively cut off from the outside, that true?” He asked the ogre before the giant returned a nod of affirmation. “Alright then, we’ll be going with Herod’s plan then. We’re going to take the scattered remnants here and form it into something proper, not these scattered gangs and loners. Between his skills, your magic, Yaga’s talents, and my forging ability we can make something, as long as we can trust each other. To do that, we have to take care of our first problem.”&lt;br /&gt;
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The salamander rose now and for a moment everyone in the room understood why he was known as the Ash Lord. Tarkus cut an imposing figure, tall, strong, and confident. The air about him was one of authority, one that said clearly without words that he would have his way or he would have violence. His daring plan of action came with ease, spoken like a veteran of the many conflicts and battles that he was. The conspiring four sought to build a haven in this realm, but to do it the salamander explained, they would first need to kill Bertra the Beast and her gang known as the Ravagers. These thugs and despots had ruled the safe zone for a great many years and soon, they all agreed, they would unseat them. &lt;br /&gt;
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So it began.&lt;br /&gt;
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[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=The_Agreement&amp;diff=452</id>
		<title>The Agreement</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=The_Agreement&amp;diff=452"/>
		<updated>2024-02-07T02:34:06Z</updated>

		<summary type="html">&lt;p&gt;R4d6: Typos&lt;/p&gt;
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&lt;div&gt;It was the rust one smelled first when entering the shop, the age-worn and corroded stone that made the walls had long since worn away with time from whatever long forgotten purpose this underground catacomb had been built for. For now, it served as a place of commerce, a store for nick-knacks, tools, and guns as old as the men who bought them. The floor was wooden, naturally aged and smooth with the passing of a hundred foot steps marred only by a moth-eaten rug forgotten in the doorway. Across from the stone door was a counter where a man sat upon a stool, looking across the lantern lit room to the new comer. The strange customer was robed, masked, and looking to the rodentfolk as he stepped across the threshold, glancing about the random shelves and scattered racks filled with junk someone might some day buy.&lt;br /&gt;
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“You with the faceless?” The shopkeeper asked the stranger, not really expecting an answer. “No, just looking around. This your shop?” The stranger replied, his voice was calm and sounded reasonable. The shopkeeper paused, unsure of the man before he nodded. “Yep, it’s apart of the Ravagers too, in case you planned on making trouble.” The stranger glanced his way at that and though his face was masked, the shopkeeper fought back the urge to glance away, something about that casual look set him on edge. “I’m Argo, by the way. Owner of this fine establishment and everything in it, you won’t find better prices anywhere because I’m the only shop left in the free zone.” The stranger was still looking around the store, meandering among the shelves and racks and always making sure to stay in sight. It wasn’t a big shop to begin with and the stranger wasn’t that tall, given his lack of obvious horns or tail, Argo wagered him a rather short human.&lt;br /&gt;
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The stranger did not offer a reply so Argo merely watched him as he went through the shop’s wares. Yet past the short stranger, Argo could see out the dirty window where he watched a familiar stranger walk past. The shopkeeper gave a sudden start as recognition hit him. “By Baitaal, that’s Ash-Lord Tarkus!” He exclaimed, drawing the attention of the stranger who looked up from the worn pistol he was inspecting. He walked to the counter now, his voice sounding interested. “Who?” He inquired. “Tarkus.” Argo began, “I heard about him, he was a noble in the Onokrin, he fought on the front lines and was said to be a walking fire storm! How did he…&amp;quot; Argo paused, trying to piece out how a lord ended up here, especially one as respected as Tarkus. &amp;quot;The ravagers are going to kill him in his sleep, first chance they get.&amp;quot; He added, sounding slightly dismal.&lt;br /&gt;
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The stranger was at the counter now, his masked face revealing nothing and yet his curious tone made it easy to guess the expression beneath. “Tarkus – Tarkus, someone with some renown. Do you think the Ravagers can kill him? He sounds like a capable fighter.” The stranger mused before Argo flicked his gaze backed to the masked face. “He’s one man, warlord or not I doubt he could take on an entire gang alone with just his fists and a standard jumper. Besides, nobodies ever taken down the Ravagers ever since they destroyed the Stone Tooth and Howlers.” Argo returned his gaze to the window, perhaps hoping Tarkus would return and grace his shop with something interesting for once. When the renown warlord did not appear, he sighed, voicing his thoughts aloud now. “Bertra the Beast is just as big, maybe bigger than Tarkus. She comes by sometimes, usually to collect the ‘taxes’ they implemented. I wouldn’t want to mess with her, not without an army, ya know?”&lt;br /&gt;
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He spared a glance to the stranger who had not moved from the counter, he was watching Argo, but the rodentfolk could not really sense a threat from him, only that he was being sized up. Just before he could ask the stranger if he was going to buy anything or just tell him to fuck off a new pair walked past the window. An unmistakable rodent figure followed by a much larger woman. “Holy shit...” He whispered, “That’s.. That is Bagman Herod and Boss Yaga!” He turned to the stranger, forgetting the unusual masked man’s strange nature in his excitement. “Herod is famous, he’s from the same warren I am! They say he controls nearly all the trade going in and out of federation burrows. And he has Yaga with him, by the gods, that woman is...” He blew air through his nose, a smile gracing his rodent features. “Phew, I’d sell this shop and everything in it for a minute with her. Let me tell ya. But.. What are they doing here?” He sounded more curious than questioning, a frown appearing before the stranger spoke up. “Tarkus, Herod, Yaga. Big names. You think their here together?”&lt;br /&gt;
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Argo shrugged, still sounding shocked by what he saw. “Maybe, could be here to meet with Bertra, maybe join up. I bet they could use someone like Herod running this shop, or use someone like Yaga dealing with the monsters.” He shifted his gaze now to the masked stranger, suddenly growing a little suspicious. “Why exactly are you here?” He asked. The stranger merely shrugged, avoiding the question by not even addressing it. Argo snorted, a little annoyed but instead of pressing it he just shakes his head. “I’ve seen Herod before, they call him the bag man because they say everyone owes him something, that he ‘holds everyone else stuff in his bag of lies and tricks’ or so his enemies say. Money lending, loan sharking, plus his second Yaga is known as the lord of murder so it does not take much to figure out what she does for him. Wouldn’t surprise me if they fed into the rumors on purpose just to scare people. No shock he’s here, it was bound to catch up to him eventually.”&lt;br /&gt;
&lt;br /&gt;
Argo reached under his side of the counter now, out of sight, the gesture done casually as he spoke to distract the masked stranger. He was reaching for the double barrel shotgun he kept below, a rusted antique that functioned as well as it looked. It did the job and he was one of the few people who kept slug ammo on hand. He only had three shells left but compared to everyone else he was practically swimming in bullets. Munitions were rare down here. “It’s gonna make waves, those three being here. Hopefully it isn’t gonna effect my shop but hey, maybe people will come in looking for a few weapons or some slap dash armor.” He chuckled, faking mirth with the guile of a salesmen that was cut short when the stranger spoke, “Seems pointless to carry so many guns when you barely have any ammo.” The masked man noted.&lt;br /&gt;
&lt;br /&gt;
Argo scowled, “Do you see a factorum down here? This is a dungeon converted into a prison buried beneath a literal mountain, not like anyone can churn out gunpowder, brass, and lead.” Yet his scowl vanished as quickly as it came. “But, bullets are around, rare as they are you might get lucky if you look hard enough.” He shook his head now. “Berta has a few men who still have their rune lanterns, you want fire support try with a few elementalist or maybe that necromancer who keeps to himself. I remember seeing a lagus who was a pretty adept psion, if you want that. Not really what I se-”&lt;br /&gt;
&lt;br /&gt;
He stopped short as another, towering figure trudged past the window in slow plodding. Huge, lumpy and loose clothing fitted over a bulk that was easier to recognize than one’s own reflection. “No, it can’t be! That’s Sad King Briareus! How?! He’s the most powerful mage in the kingdom! What could he have possibly done to end up… here.” He trailed off, thrice now names of renown have walked past his shop and now he felt a sinking feeling in his gut. “Sad King Briareus.” The stranger repeated, drawing Argo’s attention. “I think things are about to get quite interesting. Perhaps you should close up shop.” The masked stranger added, moving away from the counter now, towards the door. “And, word of advice, my friend. When Herod comes to buy, sell at whatever price he offers, lest you find yourself beneath Boss Yaga and get that minute alone you so desired.” He was laughing now, a hollow revolting chuckle that made Argo flinch in response. “Good luck.” The stranger said before disappearing through the doorway.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Sad King Briareus trudged on, his appearance was one that drew attention and yet it was only because he deigned it instead of making himself invisible. His finery he had been allowed to keep when he was cast into this prison, if only because it was already ragged enough to blend in. The fabric was worn, stained, and had several tears. From below it started at his overly large leather boots, died in yellow varnish and severely cracked from age. Above were his pantaloons consisting of mismatched vomit green and pus brown that stretched over his rather stubby and short legs rounded with layers of fat and muscle natural to ogres. Like most ogres his torso was broad but suffered from being just a little too long with a heavy pot belly to match. It was girded now in a dirty orange vest that was far too small and jiggled and bounced with his rolls of fat while his too long arms that gave him his ape-like appearance. Framing it was a rich blue cloak so overly large that it dragged along the dusty stone floors beneath him, collecting mildew and dirt as it went. It was stained, much like his vest, with various forgotten offal and drink that matched the now deposed kings morose expression. Puffy, pursed lips that fit a prominent jowl and unevenly spaced, overly large eyes with too thick lashes stuck in a perpetual expression of pouting curiosity.  Atop his head remained his crown, a yellowing and tarnished ring of gold that sat within his curly red hair tied into a vague ponytail, strands of unruly locks around the dulled metal and uneven and too small ears. Every dull thud of his booted feet was accompanied by the dull thunk of his massive iron staff, the foci crystal at the top thrumming gently in tune with the implant in his chest.&lt;br /&gt;
&lt;br /&gt;
Yet, he walked with purpose, moving towards the appointed meeting place through the abandoned halls and various safe rooms of the free zone, so called for being the only place the prisoners could rest without worry of something terrible finding them. At least, something more terrible than the murderers and cut throats that made up this prison’s inmates. Sad King Briareus almost felt at home, his surroundings matching his mood, the lanterns and torches aligning the walls barely offering much light for his beady eyes, revealing just enough for him to see the down trodden and despairing prisoners milling about the free zone bored out of their mind or resting between excursions further below to the more dangerous areas. He could tell the innocent one’s among the ranks of prisoners, the ones who ended up here because of facts beyond their control. Enemy combatants, prisoners of war, failed revolutionaries, political dissidents, heretical priests, mages or psions who delved too deep into the forbidden arts. They had an air about them, just as the would be adventurers and treasure hunters did, those mad few who came here willingly in search of fortune and finding only death and despair. He saw them all and yet few saw him, even as large and towering as he was he was short for an ogre, barely coming in at a scant seven feet. Those who looked his way barely spared him a long glance, something that suited the depressed monarch.&lt;br /&gt;
&lt;br /&gt;
Still, on he trudged, his staff clicking against the floor with every step until he finally reached his destination. An old store room, emptied for but a few crates and tables with chairs likely older than himself. His large knuckles rapped the door once, paused, hit it three more times and then he kicked the base. After a moment the door opened to the face of Boss Yaga. Sad King Briareus was forced to look upwards, the towering lagomorphic face of Yaga looked down at him imperiously. Neither spoke, but words passed between the two with little more than facial expressions and body language. Yaga was wearing the armor and weapons she had dived into this realm with, looking much like the adventurers who came here willingly and were robbed and murdered by the more ruthless individuals for their equipment, it made Briareus muse how many would be muggers she had already butchered. He was almost bemused by her hulking forms and curves, a mirror of beauty compared to his own ugly oafish body. She would almost be attractive to the deposed king, not for her feminine figure but for the reclusive expression he saw within her. Her eyes were solid black, the fur of her rabbit-like face a faded brown that drew contrast to her onyx nose and lips. What truly impressed the downtrodden king about her was the depth of her mind, the knowledge he had of her unique and dangerous psionic ability, the myriad of observations she must have had next to the gregarious Herod. Something about that insight, that strange almost alien perception always made him so very fond of her. Yet the hulking lagus stood aside, allowing Sad King Briareus to enter as he took stock of the others.&lt;br /&gt;
&lt;br /&gt;
Tarkus was here, sitting on his chair with his legendary hammer laid upon the table before him. Even the most novice of magi could see it was a true artifact, a weapon that would pass through the ages and leave blood and bodies in its wake. It was forged by Tarkus himself, so it is said, the same hammer he used to forge the iconic armor that made him a fixture of the battlefield in the ongoing war. The ogre looked at it curiously, as if wondering what it was like when Tarkus activated the rune on the hilt and brought the head to the flames that gave the warlord is name sake. Tarkus himself was large for a salamander, with black scales and ebony skin meeting where natural armor became (supposedly) softer flesh. His prisoner’s clothes were encased in makeshift armor he likely put together himself to offer some protection, but Sad King Briareus wondered if it was to offer comfort as well as protection. The rusted plates nailed together in crude welds and tied to his uniform was little more than scrap armor at best, but it would serve. Yet, despite it, Tarkus still cut an impressive figure no matter his seemingly poor state. His eyes drew attention first, red hot pits that burned with an ambition that made it difficult to stare into, a battle scarred and aged face that had seen a hundred campaigns and lived to fight another day. A face that, the king privately thought, was perfectly designed to inspire men because his cropped short cut red hair and paternal beard gave him the appearance of a wise leader as well as warlord and Sad King Briareus did not doubt for a moment that Tarkus had already attracted a few new soldiers to follow him, even in this lawless hell pit. Yet it was Herod who broke the silence now that everyone was gathered, the wily rodentfolk with dull brown fur, black eyes, and chipped buck teeth always in a clever smirk. Herod had taken off his prisoner’s jacket and tied it around his waist, the black undershirt fitting loosely over his thin chest that danced back and forth with his excitement.&lt;br /&gt;
&lt;br /&gt;
“Yaga, my buxom bitch, how dare you do not announce the arrival of His Majesty. Sad King Briareus, the master of magic from the frozen northlands. The last true king of the ogres, the most powerful wizard to ever grace the Onokrin Empire. Herald of the ethereal vigil, lantern bearer of the solarium order and patron of mages and psions alike. It is ever a pleasure, your majesty, to have audience with you.” Herod bounded to his footpaws, bowing so deeply that his rodent nose skirted the floor while Tarkus and Yaga rolled their eyes. Sad King Briareus however, smiled in return, offering a small bow before loosing a rumbling chuckle. “Ever the showman, young Herod.” The ogre replied as he took his seat at the table, the largest chair set aside for his bulk. “I do enjoy a performance, however, and it is much appreciated.” The sad king spoke with a quiet, reserved tone, as if pondering over the meaning of his own words. “But, now that we are all here, Tarkus?” The ogre said questioningly, looking towards the salamander with a raised eyebrow.&lt;br /&gt;
&lt;br /&gt;
Tarkus glanced at everyone before he spoke, his gaze shifting between them slowly and deliberately. All met his gaze, the warlord speaking respectfully in return. “Do we trust each other?” He asked, his voice a far deeper rumble than even the hulking ogre. “For this to work, we have to ask ourselves. Do we trust each other?” His gaze was still shifting from face to face, meeting each in turn and looking like a savage creature seeking any sign of weakness. “You know of me, you know who I was. I know each of you, each of your pasts. But what we were brought here for...” He looked to Herod now. “You arranged this meeting, Bagman. Explain.” The salamander said, making a vague continue gesture with his hand. Herod nodded, “No doubt you&#039;re wondering what he’s going on about, Your Majesty, and you too babe.” He said with a smile towards Yaga, who merely looked back at him indifferently. “We all ended up here because we either want to be here or we fucked up. Or maybe that was the plan? Can never tell with mages and bitches right?” He was still grinning as he glanced between the king and Yaga, the former merely nodding while the latter finally loosed her own amused snort.&lt;br /&gt;
&lt;br /&gt;
The rodent was still standing, his short form climbing back into his chair as he continued, “Now, we’re all movers and shakers. Whether that be leaders of men and soldiers.” He nods to Tarkus. “Teachers and advisers to important figures.” He gestured to Sad King Briareus. “Or economic and criminal kingpins like myself and our dear silent Yaga here. My point is, this shit pit is filled with all sorts, from scum to madmen to the fuckin’ downtrodden, waiting to die venturing below trying to chase their death or escape. We, on the other hand, are cut from a finer cloth. We, my friends, can make this hole in the ground a… home in the ground. You get me?” Herod was losing his showmanship now as the brass tacks were metaphorically being laid out on the table, his cheerful candid tone giving way to a more serious voice. “Nobody has ever escaped this mountain, if I were to wager they don’t even know who built it and its precisely for that reason they turned these fucking dungeons into a prison where they dumped those too useful to hang and be done with. They ‘say’ we can be pardoned if we manage to escape, but this place is an utter labyrinth.”&lt;br /&gt;
&lt;br /&gt;
Herod leans back in his chair, propping himself up on the table’s edge with a foot paw. His demeanor was calm but his expression was almost sullen as he rattled off a list of woes, “For starters, the maze always changes. Every... six to eight hours the whole place reshuffles the further you get below. They call this the safe zone not because it actually is safe but because its constant. This floor and about four floors below it never seem to really change all that much, at least the lay out doesn’t.” He held up a clawed hand, counting off on his fingers now, “Except in the areas where it shuffles you have in no particular order the faceless, world shapers, havockers, a seemingly endless fucking tide of grave walkers and to top it all off you have the devouring court or so Yaga tells me.”&lt;br /&gt;
&lt;br /&gt;
The rodentfolk nodded to Sad King Briareus, “You’re the scholar, why not regale Yaga and Tarkus here on those first four, Your Majesty?” Said king merely frowned, pursing his puffy lips at being put on the spot so suddenly, yet much like Herod he was a bit of a showman himself in a more artistic sense and he began as he planned to go on. The ogre laid his staff on the table, looking at it pensively before a hand slowly rose to his vest, coming to his chest where his rune lantern was fused to his skin and the rib cage below. He pressed his fat fingers on the stained and cracked leather, letting it reshape to outline the source of his magical power for all to see before he finally spoke, his voice soft and thoughtful. “The faceless, so called for the featureless masks they wear. What they are, who they are. An enigma, because the shared mind of their ancient magic is as old as resonance itself. A fallen ideal, a hope to unify under a single ideal and a singular goal that would usher in an age of peace.”&lt;br /&gt;
&lt;br /&gt;
He lifted his hand from his chest now, bringing it to the head of his staff where the gears rotated and whirred, keeping track of some unseen force before the deposed king prodded the thrumming crystal inlaid between the cogs. “Yet those that saw the featureless mask, the loss of self determination, they brought blade, magic, and gunpowder. They brought violence to the olive branch of peace and with it forged a new mask, a death mask, the faceless became legion and marched upon men. Forcing their mask upon the unwilling and their ranks swelling with enslaved soldiers.” The ogre’s heavily lidded eyes lifted from his staff, looking to the trio before him before he merely shook his crowned head. “I have no sympathy for them, yet they at least stood for something long ago. The world shapers never did. A mistake of our elven enemies.”&lt;br /&gt;
&lt;br /&gt;
The giant tapped the crystal adorning his staff once more. “A weapon to slowly destroy our kingdoms, the world shapers, a terraforming vegetation that rapidly grows, fights, and spreads without the need for oversight, support, or even supplies. Naturally, as nature is want, releasing an apex predator such as this was a double-edged sword. The world shapers are named because their growth and lichen overtake any environment they reside, killing and composting any creature of flesh. A wildly effective weapon of terror, merely plant a seed and simply wait, even when an infestation is burned, the spores might just find a new place to take root. The only saving grace for us is the one feature the elves could not remove. When it grows too big, too powerful, the mass of creatures slowly hit a peak and can grow no longer. A shame we are not elves or elven kin, only they and the fey are not attacked by the green beasts.”&lt;br /&gt;
&lt;br /&gt;
Sad King Briareus shifted his gaze between the three, more morose than ever as each one kept their thoughts private on the dangers revealed so far. He loosed a deep sigh before he continued, “Of the havockers and grave walkers, that is a more complex topic. Like a cult or force of nature, the two represent the opposite ends of life and death. The first call upon demons and devils, bringing in outside creatures eager to drink the blood and devour the souls of mortals while the latter brings back those who have passed beyond the veil. These pale shadows of humanity thirst for the warmth of the living, bringing claws and teeth to split the bellies and warm themselves within the gore of the soon to be cold who, in a blasphemy of nature’s cycle, are doomed to rise and repeat the same fate.”&lt;br /&gt;
&lt;br /&gt;
The ogre’s frown deepened, “Warlocks and necromancers, the saner ones reside here even in the safe zone, calling bestial demons and making use of old bones like mindless golems. An almost fitting, if macabre, twist on those who create automatons.” The downtrodden king looked to Tarkus now, heavily lidded eyes falling upon the failed warlord. “You know death, do you not Ash-Lord? It is well known that you quit the empire&#039;s ranks because of the use of necromancy in its defense.” All eyes now turned to Tarkus, the salamander meeting the king’s almost accusatory frown without so much as raising an eyebrow.&lt;br /&gt;
&lt;br /&gt;
Tarkus answered without hesitation, his gaze never wavering while he replied, “I left the war front because Magnus is a monster and I would not see life desecrated, if I had stayed I would have turned those necromancers and their minions to ash. For it, the emperor gave me a fiefdom, a way for me to retire from my service but still be useful to the empire. My domain was along the norther border, just before the arctic tundras that marked the edges of the empire’s territory. The areas I controlled and the serfs I owned languished under terrible conditions when I arrived, the ground was infertile and improper for farming, food had to be imported or traded with caravans using the many ore-rich mines filling the hills. Dangerous, life shortening work, mining under ground and then to top it off they traded bricks of gold for food long since withered or molded on its journey north. A man has to eat and he’ll pay a deep price once he begins to starve, so my people paid ridiculous tithes to merchants and caravans, bartering months worth of metal and ore for scraps.” It was evident to everyone that Tarkus still felt a bit of rage, even now, at the state of the people beneath him. The pale glow of magic in his eyes, the resonance natural to his dragon-blooded kin, grew in intensity as he spoke. It stoked the flames that made his deep, rumbling voice grow more imperious with each word. “I was sworn to protect my fiefdom and when the caravans were killed by my men in a dispute I seized what remained of their food and gave it to the starving.”&lt;br /&gt;
&lt;br /&gt;
Tarkus finally broke his gaze now, shaking his head and looking longingly to his hammer. “Your people are devious ones, Herod.” He said quietly, not looking at the rodentfolk but instead his own hand, the tips of his black claws lighting up into a small flame. He let it dance across his finger tips, drawing out a small silence before finally breaking it. “Even now I do not know who started the fight between my enforcers and the caravan but I have reason to suspect it was done through bribe, a reason for casus-belli to be declared against me by those who wanted my fiefdom.” It was his turn to sigh now, letting the flame that danced on his finger tips go out. “ A fight over the price of food became a diplomatic incident that devolved into a border dispute. I was challenged and my fight approved by the emperor. In the end I lost, killing Linebreaker Toragg but being defeated by Wolf King Rannick.” He was leaving out something, some specific detail, everyone sensed it but nobody pressed him on it.&lt;br /&gt;
&lt;br /&gt;
The salamander shrugged now, laying the matter to rest. “I am a man of battle, I was never suited for the politicking of nobles and court and for that I ended up here. I can only hope those I had been sworn to protect are prospering under Rannick now.” He raked his knuckles on the head of his hammer, his make-shift plate armor clanking, “Did you ever plan to tell me or anyone that it was your caravans and syndicate behind it all?” He suddenly asked, shifting the focus back to the rodentfolk. “Figured that out did ya?” Herod replied, &amp;quot;I knew the men running the racket but it was not one of mine, it just paid its tax to my syndicate out of fear of Yaga here if they did not report the sudden income.&amp;quot; He used his prehensile rat tail to gently slap Yaga’s thigh affectionately. She frowned down at him while he returned a grin upwards before he continued. “Ironically it was your actions that lead to the meeting that became my downfall, but I do not blame you as you should not blame me. Someone would have done it, it would have happened, and in either case neither of us were truly directly involved. Cards fell how they did, sadly.”&lt;br /&gt;
&lt;br /&gt;
“But we get back to what Tarkus said from the start. Can we trust each other? I know I can trust Yaga and maybe even you Tarkus, been working with alot of war lords in my day. But for this to work we need everyone on board, no secret plots or betrayals, else we&#039;re not going to get out of this hell hole.” Herod was looking at Sad King Braireus now, sizing the ogre up as he was the only one besides Yaga who must have come here willingly. “Me and Yaga got a long history and I knew Tarkus&#039; father. But you, your Majesty? Don’t know ya, don’t even know why you are locked up here. So why not enlighten us?” The ugly ogre looked back at Herod, his gaze was difficult to read, his lidded eyes blinking slowly. Yet both Herod and Tarkus got the impression that the ogre knew something they didn’t. “Necromancy.” The ogre stated blunted, turning what could have been a tale to mirror the other two into something more like an informal report. “I created a magical artifact that could bring the dead back to life, true life, and for it I was charged with necromancy.”&lt;br /&gt;
&lt;br /&gt;
Herod spoke first, quick to a question. “No way that didn’t have a price. Come on, my king, what went wrong with it?” He asked almost teasingly, yet the ogre responded as if the question was serious, “It had limits on who could be brought back, certain conditions needing to be met. Repeated use caused a slow degradation...” He trailed off, looking thoughtful while a vague frown creased his mismatched features. “And they imprisoned you for that? Most nobles would pay entire fiefs for a device to return them from the dead intact and necromancy is hardly illegal with the likes of Magnus around.” Tarkus said, his turn to speak up now. Sad King Briareus looked at him, looking confused for a moment. “I am not Magnus, nor as useful in my old age, the device was just relatively safe and highly effective way to make the dead living instead of unliving but that did not make it legal.” He replied casually, his confusion giving way to brief amusement. His humor was over the way everyone responded, offering a moment of grim silence to so casually admitting to using such dangerous and reviled magic. &amp;quot;Necromancy is not technically illegal, thanks to Magnus, but I was not as important as the lord of Crullfield. Thus, here I am.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“But, of my trust, you need only ask dear Yaga here if I may be trusted. I will lay such a choice and my fate in her skilled hands.” The sad king giving the so far silent woman a deep bow of his crowned head, his hand rising to stop it from sliding off his bulbous brow. Yaga had been standing next to Herod, interposed between him and the door, her paw-like hands folded behind her back. She was the largest one there, towering at nearly nine feet in height, yet easily and readily forgotten when attention was not drawn to her by another. All eyes turned towards her and Yaga looked as if she was not going to answer, as if being prompted made her spiteful enough to simply refuse and let the three men sort or fight it out. Yet to everyone&#039;s surprise she did speak, her voice a calm and velvet tone that, if the men hadn’t known her history, would have guessed her from a more regal background. “We can trust him.” She began, bringing up palms from behind her back to reveal the dagger she had been concealing. “He gave me this when he entered.” The tall woman twirling the blade in her hand while Herod spoke up, “Fucking bullshit he did, I was looking when he came in. You’re so fulla shit.” He lifted a footpaw from the table, his leaning chair coming down to clack against the stone floor. “But, if Yaga says he can be trusted I got no reason to doubt her. Tarkus?” He asked the salamander, the rodentfolk rolling her shoulders as if the matter was already settled.&lt;br /&gt;
&lt;br /&gt;
The warlord glanced between the ogre and the lagus, perhaps wanting to ask something before he merely nodded. “Good enough. If we can trust each other then we have only one last problem. Herod here assures me he can get an economy and factory up and running. With your magical power and skills Briaerues you can no doubt begin training and making new mages.” Tarkus said, not using the same honorific most others did when addressed the sad king. “I am lead to believe that all forms of teleportation only work inside here and we are effectively cut off from the outside, that true?” He asked the ogre before the giant returned a nod of affirmation. “Alright then, we’ll be going with Herod’s plan then. We’re going to take the scattered remnants here and form it into something proper, not these scattered gangs and loners. Between his skills, your magic, Yaga’s talents, and my forging ability we can make something, as long as we can trust each other. To do that, we have to take care of our first problem.”&lt;br /&gt;
&lt;br /&gt;
The salamander rose now and for a moment everyone in the room understood why he was known as the Ash Lord. Tarkus cut an imposing figure, tall, strong, and confident. The air about him was one of authority, one that said clearly without words that he would have his way or he would have violence. His daring plan of action came with ease, spoken like a veteran of the many conflicts and battles that he was. The conspiring four sought to build a haven in this realm, but to do it the salamander explained, they would first need to kill Bertra the Beast and her gang known as the Ravagers. These thugs and despots had ruled the safe zone for a great many years and soon, they all agreed, they would unseat them. &lt;br /&gt;
&lt;br /&gt;
So it began.&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=FAQ&amp;diff=309</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=FAQ&amp;diff=309"/>
		<updated>2023-08-29T13:52:38Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* I can code/sprite, can I contribute? */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Commonly Asked Questions==&lt;br /&gt;
This page better summarizes commonly asked questions to avoid repeats, if anyone asks something answered here, link this page.&lt;br /&gt;
&lt;br /&gt;
===Server Goal===&lt;br /&gt;
To create a fun community serve with some serious roleplay and good PvE mechanics that make for a fun and interesting game for SS13. Additionally, having a server with a focus on quality over quantity and a place where you do not have to be worried about being banned or condemned for being disliked by staff. A fair and reasonable system with a good, quality community is the end goal. See [[Server Culture]] for more.&lt;br /&gt;
&lt;br /&gt;
===What are arc events?===&lt;br /&gt;
Arc events are eight week long events which grow the story of the server by offering player/faction choices that are shaped by the decisions players make, each arc event comes with bonuses and development in code inspired by the players decisions and notable players will be mentioned under the events section of the [[Stories]] page as well as taking part in the expanding written story line.&lt;br /&gt;
&lt;br /&gt;
===Is this a Life Web or Rogue Town knock off?===&lt;br /&gt;
No, this is a high fantasy setting that can be considered noble grim rather than grim dark and smeared in shit color pallets. Evil exist in the world but noble heroes and nations fight to vanquish them and magic is a widespread and colorful realm closer to traditional D&amp;amp;D settings.&lt;br /&gt;
&lt;br /&gt;
===Is this just a generic D&amp;amp;D setting then?===&lt;br /&gt;
Nope, the lore is entirely custom made and while some tropes are used it can be considered its own thing. See the [[Lore]].&lt;br /&gt;
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===Why can&#039;t I observe in game?===&lt;br /&gt;
Only staff may observe largely to prevent meta gaming and exploration of content from ghosts to learn enemy locations and loots.&lt;br /&gt;
&lt;br /&gt;
===I can code/sprite, can I contribute?===&lt;br /&gt;
We are sadly a closed code base. Submissions can be made but would have to be coded/sprited independently and the files sent to Possum who will have it approved by the lead artist Hound.&lt;br /&gt;
&lt;br /&gt;
===I&#039;ve read the lore and noticed lords are special, can I play one?===&lt;br /&gt;
No, players cannot play lords, but in the event a player gains such a huge reputation they could become one. That would, however, instantly retire that character from play to instead become part of various plots.&lt;br /&gt;
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===I would like to write my own custom faction of species===&lt;br /&gt;
See the [[Chimerics]] page for details on both.&lt;br /&gt;
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===I see alot of beast races, is this a furry or furry friendly server?===&lt;br /&gt;
Absol-fucking-lutely not. Anyone who exhibits stereotypical furry traits like unwarrented self importance, drama whoring, overtly lewd speech, or anything normally associated with the furry community will be very swiftly banned. That kind of bullshit is not tolerated. We are indifferent to people ERPing privately, that is as far as our goodwill extends.&lt;br /&gt;
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===The sprites and code are similar to Eris and Sojourn, why?===&lt;br /&gt;
The server host/owner Possum created and popularized Sojourn, which is a down stream from Eris.&lt;br /&gt;
&lt;br /&gt;
===Why do you give so much more weight to contributors over regular players/staff?===&lt;br /&gt;
Servers live and die on three things. Community, content, and code. Those who contribute enough to be worthwhile are what keeps a server alive and none can survive without at least two of those important aspects. Thus, contributors get far more say in the server direction and in decisions. Nothing is stopping you from contributing and gaining the same say.&lt;br /&gt;
&lt;br /&gt;
===Favoring Contributors is unfair!===&lt;br /&gt;
Tough shit.&lt;br /&gt;
&lt;br /&gt;
===How come there are no guides on most of the game?===&lt;br /&gt;
Guides, while useful, I feel are weaker than having the player community learn and experiment by trial and error or being taught by others. Plus, the amount of work is not worth the small benefit it offers.&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Magic&amp;diff=285</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Magic&amp;diff=285"/>
		<updated>2023-08-21T12:31:04Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Types */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Magic and You=&lt;br /&gt;
The world of Amerilia is one of high magic and &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Runic Magic==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Magi-Tech&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Battlemage, Freedom, Occult, Order, Rosaria, Rune Master&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Dwarven Kingdoms (Formerly), Onokrin Empire (Ogres)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; Rune lanterns are an ornately carved implant set in the center of the chest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Disciplines===&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Supernatural&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Elementalist, Mesmerist, Mindwright, Telekinetics, Vitalist&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Warren Federation (Lagus), Kaxxis (Racially)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; Psions have discolored purplish brains.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Psionics is a branch of magic that is considered supernatural in essence and uses an internal resource known as Essence that is directly derived from the users intellect. Psions are often born as psions but a select few later develop their psionic abilities over time, sometimes through being inducted by others or more often through methods not quite understood. Psionics are greatly effected by their personal emotions and their powers are thus far more unpredictable than other fields of magic. The environment is also said to heavily affect psions, with high magic areas sometimes manifesting into strange and temporary powers which alters the psion for a time. Unlike rune lanterns, psions may attune themselves to different disciplines through a many hour ritual that requires intense levels of focus often supported by incense and personal objects used as foci. Some psions are locked into a specific disciplines, their personalities and minds incapable of representing the varied aspects of another discipline.&lt;br /&gt;
&lt;br /&gt;
===Disciplines===&lt;br /&gt;
Elementalist - The ability to psychically control and produce elemental effects ranging from fireballs, lightning blasts, and orbs of frost. While powerful, elementalist are often said to burn out quickly and have brash natures due to their powers taking much of their essence per use.&lt;br /&gt;
&lt;br /&gt;
Mesmerist - The ability to modify and overwhelm others thoughts for good or ill. Mesmerist can hypnotise people to put them to sleep, greatly enhance their body and mind through suggestion, call and banish creatures with their psychic screams, and ensure total self control but freeing themselves of all forms of pain, stuns, paralysis, or restraints. The most iconic abilities of the mesmerist of being able to locate people by their thoughts, including the recently deceased and being able to completely overwhelm creatures they can grapple to serve them. Mesmerist are said to be very introverted and introspective.&lt;br /&gt;
&lt;br /&gt;
Mindwright - The more tool inclined path of psionics. Mindwrights can forge tools or manifest temporary ones with their psychic abilities. They have limited abilities to change and adjust magical oddities as well, though this is less refined than most methods. Mindwrights favor creation and thus serve as rune masters. Most are described as inquisitive and thoughtful.&lt;br /&gt;
&lt;br /&gt;
Telekineticist - Also known as force mages, the telekineticist can manifest physical changes around them and create force weapons such as psychic blades and shields. They are experts are moving objects with their mind and have a variety of supportive powers. Telekineticists are said to be the default that most psions begin as and thus have no special disposition to any one emotion.&lt;br /&gt;
&lt;br /&gt;
Vitalist - The healing path, the vitalist are capable of healing others for vast amounts of damage and can be considered experts on the body. Thus they serve as a different type of healer and are a match to the standard rosaria in the healing arts.&lt;br /&gt;
&lt;br /&gt;
==Clockwork Magic==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Magi-Tech&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Brass Heart&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Order of Brass (Organization)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; The heart is replaced with a brass replica.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ancient Magic==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Ethereal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Varies&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Unknown, presumed gods or dragons.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; Varies&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Natural&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Varies&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Universal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; None&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Life Weaving==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Magi-Tech&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Weaver&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Steel Legion (Deerfolk)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; None, but weavers often weave themselves to appear more unique.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Runestone Magic ==&lt;br /&gt;
&lt;br /&gt;
Runestone magic relies on the user engraving runes on a titular runestone, and then activating the stone to get a reaction. Which reaction happens depend on the combination of runes engraved on a runestone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones are single-use, becoming spent after activation.&amp;lt;br/&amp;gt;&lt;br /&gt;
All runestones have a delay of 3 seconds between the activation and the actualization of its effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be engraved using any &#039;&#039;&#039;Cutting&#039;&#039;&#039; tool on a runestone.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
Each rune that can be engraved on a runestone represent a Concept. Which rune represent which concept changes every shift, meaning researchers have to keep finding which runes represent which Concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
However, all Concepts have a single-rune Effect that allow for the identification of the rune&#039;s Concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Effects are what happen when a runestone is successfully activated with a correct combination of runes depending on their Concepts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be required to be repeated multiple times, but the order of engraving does not matter.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones with a invalid combination will fizzles upon activation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Any extra runes added to a valid combination will make it invalid, unless you happened on another valid combination.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lightstone ====&lt;br /&gt;
Required Concepts : Light&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone glow indefinitely.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Firestone ====&lt;br /&gt;
Required Concepts : Fire&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone catch on fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fwompstone ====&lt;br /&gt;
Required Concepts : Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone fwomp. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Icestone ====&lt;br /&gt;
Required Concepts : Ice&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone become ice-cold. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Earthstone ====&lt;br /&gt;
Required Concepts : Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone become denser and heavier. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Zapstone ====&lt;br /&gt;
Required Concepts : Lightning&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone lightly zap its user. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flashbang ====&lt;br /&gt;
Required Concepts : Light, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone act as a flash-bang.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fireball ====&lt;br /&gt;
Required Concepts : Fire, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone explode in a shrapnel-less ball of fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Floor Freezing ====&lt;br /&gt;
Required Concepts : Ice, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone freeze the floor around it, making it slippery until the ice melt.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instant Wall ====&lt;br /&gt;
Required Concepts : Earth, Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone create a 3x3 rock wall around itself, which will crumble after some time has passed.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fragstone ====&lt;br /&gt;
Required Concepts : Earth, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone shatter into deadly shrapnel, albeit without any fire involved.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Teslastone ====&lt;br /&gt;
Required Concepts : Lightning, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : Consecutively shock up to 10 creatures around itself.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Aetherium ==&lt;br /&gt;
&lt;br /&gt;
Aetherium is a type of green crystal found deep underground. First found during a disastrous expedition in Hammer&#039;s Fall, lesser and weaker variants have since appeared in the caves used as mining areas by those living in Hammer&#039;s Fall&#039;s safe zone, the crystal&#039;s useful properties have seen it exported outside the Dungeon, where it hasn&#039;t seen wide-spread usage due to its recent appearance and the more overall useful variant having the tendency to break out and overrun entire districts if not contained quickly.&lt;br /&gt;
&lt;br /&gt;
===Types===&lt;br /&gt;
Aetherium come in three types, each weaker and less useful than those before it.&lt;br /&gt;
&lt;br /&gt;
&#039;True&#039; Aetherium refer to the first discovered instances of the green crystal, and although it hasn&#039;t reappeared since, its deadliness remained outmatched among all other types of Aetherium, lacking most of their limitations and weaknesses, while keeping all of their strength. It is unknown where it came from, or why it has not appeared again.&lt;br /&gt;
&lt;br /&gt;
&#039;Active&#039; Aetherium refer to local growths of the crystal. The only known way of creating Active Aetherium is to plant an Aetherium Gem, made from alchemically concentrating a huge quantity of Inactive Aetherium, in order to create an Aetherium Spire, which will convert all non-organic matter in its surrounding into more Active Aetherium over time. Active Aetherium can only spread in a limited radius around a Spire, but that any Active Aetherium growth can spread as long as it is within that radius. It is worth noting that Active Aetherium has more magical energy than it should be able to contain, and that standing too close will result in manaburns.&lt;br /&gt;
A common practice for dealing with Active Aetherium Outbreaks is to send a strike force to shatter the Spire at the center of the outbreak, allowing for a slow and steady cleanup that would otherwise be impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;Inactive&#039; Aetherium is what you get when breaking Active Aetherium. Although it cannot spread or grow, this inactivity mean that it is the easiest type to work with, as it is just a piece of green crystal. Inactive Aetherium is alchemically reactive, containing a multitude of elements that can be refined and extracted in specialized machinery, such as iron, gold, silver, and more. The shards themselves, despite only having traces amount of magical energy, are still durable and sharp, allowing them to be used as ranged projectiles.&lt;br /&gt;
&lt;br /&gt;
&#039;Aetherium Gems&#039; is not considered its own Type of Aetherium, but is instead a weird mix between Active and Inactive Aetherium. Made from a ridiculous quantity of Inactive Aetherium, it is choke-full of seemingly endless quantities of magical energy, allowing it to start new Active Aetherium growth in the right condition. It is also a catalyst, essential in the alchemical process of refining Inactive Aetherium into materials, and its magical energy make it great as a power source for devices able to draw from it. The only drawback is the time required to grow and gather all of the Aetherium necessary for its creation, preventing it from entering wide-spread usage.&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Magic&amp;diff=284</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Magic&amp;diff=284"/>
		<updated>2023-08-21T02:00:13Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Psionics */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Magic and You=&lt;br /&gt;
The world of Amerilia is one of high magic and &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Runic Magic==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Magi-Tech&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Battlemage, Freedom, Occult, Order, Rosaria, Rune Master&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Dwarven Kingdoms (Formerly), Onokrin Empire (Ogres)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; Rune lanterns are an ornately carved implant set in the center of the chest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Disciplines===&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Supernatural&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Elementalist, Mesmerist, Mindwright, Telekinetics, Vitalist&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Warren Federation (Lagus), Kaxxis (Racially)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; Psions have discolored purplish brains.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Psionics is a branch of magic that is considered supernatural in essence and uses an internal resource known as Essence that is directly derived from the users intellect. Psions are often born as psions but a select few later develop their psionic abilities over time, sometimes through being inducted by others or more often through methods not quite understood. Psionics are greatly effected by their personal emotions and their powers are thus far more unpredictable than other fields of magic. The environment is also said to heavily affect psions, with high magic areas sometimes manifesting into strange and temporary powers which alters the psion for a time. Unlike rune lanterns, psions may attune themselves to different disciplines through a many hour ritual that requires intense levels of focus often supported by incense and personal objects used as foci. Some psions are locked into a specific disciplines, their personalities and minds incapable of representing the varied aspects of another discipline.&lt;br /&gt;
&lt;br /&gt;
===Disciplines===&lt;br /&gt;
Elementalist - The ability to psychically control and produce elemental effects ranging from fireballs, lightning blasts, and orbs of frost. While powerful, elementalist are often said to burn out quickly and have brash natures due to their powers taking much of their essence per use.&lt;br /&gt;
&lt;br /&gt;
Mesmerist - The ability to modify and overwhelm others thoughts for good or ill. Mesmerist can hypnotise people to put them to sleep, greatly enhance their body and mind through suggestion, call and banish creatures with their psychic screams, and ensure total self control but freeing themselves of all forms of pain, stuns, paralysis, or restraints. The most iconic abilities of the mesmerist of being able to locate people by their thoughts, including the recently deceased and being able to completely overwhelm creatures they can grapple to serve them. Mesmerist are said to be very introverted and introspective.&lt;br /&gt;
&lt;br /&gt;
Mindwright - The more tool inclined path of psionics. Mindwrights can forge tools or manifest temporary ones with their psychic abilities. They have limited abilities to change and adjust magical oddities as well, though this is less refined than most methods. Mindwrights favor creation and thus serve as rune masters. Most are described as inquisitive and thoughtful.&lt;br /&gt;
&lt;br /&gt;
Telekineticist - Also known as force mages, the telekineticist can manifest physical changes around them and create force weapons such as psychic blades and shields. They are experts are moving objects with their mind and have a variety of supportive powers. Telekineticists are said to be the default that most psions begin as and thus have no special disposition to any one emotion.&lt;br /&gt;
&lt;br /&gt;
Vitalist - The healing path, the vitalist are capable of healing others for vast amounts of damage and can be considered experts on the body. Thus they serve as a different type of healer and are a match to the standard rosaria in the healing arts.&lt;br /&gt;
&lt;br /&gt;
==Clockwork Magic==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Magi-Tech&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Brass Heart&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Order of Brass (Organization)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; The heart is replaced with a brass replica.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ancient Magic==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Ethereal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Varies&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Unknown, presumed gods or dragons.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; Varies&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Natural&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Varies&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Universal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; None&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Life Weaving==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Magi-Tech&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disciplines:&#039;&#039;&#039; Weaver&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Steel Legion (Deerfolk)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bodily Changes:&#039;&#039;&#039; None, but weavers often weave themselves to appear more unique.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Runestone Magic ==&lt;br /&gt;
&lt;br /&gt;
Runestone magic relies on the user engraving runes on a titular runestone, and then activating the stone to get a reaction. Which reaction happens depend on the combination of runes engraved on a runestone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones are single-use, becoming spent after activation.&amp;lt;br/&amp;gt;&lt;br /&gt;
All runestones have a delay of 3 seconds between the activation and the actualization of its effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be engraved using any &#039;&#039;&#039;Cutting&#039;&#039;&#039; tool on a runestone.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
Each rune that can be engraved on a runestone represent a Concept. Which rune represent which concept changes every shift, meaning researchers have to keep finding which runes represent which Concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
However, all Concepts have a single-rune Effect that allow for the identification of the rune&#039;s Concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Effects are what happen when a runestone is successfully activated with a correct combination of runes depending on their Concepts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be required to be repeated multiple times, but the order of engraving does not matter.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones with a invalid combination will fizzles upon activation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Any extra runes added to a valid combination will make it invalid, unless you happened on another valid combination.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lightstone ====&lt;br /&gt;
Required Concepts : Light&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone glow indefinitely.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Firestone ====&lt;br /&gt;
Required Concepts : Fire&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone catch on fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fwompstone ====&lt;br /&gt;
Required Concepts : Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone fwomp. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Icestone ====&lt;br /&gt;
Required Concepts : Ice&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone become ice-cold. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Earthstone ====&lt;br /&gt;
Required Concepts : Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone become denser and heavier. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Zapstone ====&lt;br /&gt;
Required Concepts : Lightning&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone lightly zap its user. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flashbang ====&lt;br /&gt;
Required Concepts : Light, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone act as a flash-bang.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fireball ====&lt;br /&gt;
Required Concepts : Fire, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone explode in a shrapnel-less ball of fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Floor Freezing ====&lt;br /&gt;
Required Concepts : Ice, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone freeze the floor around it, making it slippery until the ice melt.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instant Wall ====&lt;br /&gt;
Required Concepts : Earth, Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone create a 3x3 rock wall around itself, which will crumble after some time has passed.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fragstone ====&lt;br /&gt;
Required Concepts : Earth, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone shatter into deadly shrapnel, albeit without any fire involved.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Teslastone ====&lt;br /&gt;
Required Concepts : Lightning, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : Consecutively shock up to 10 creatures around itself.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Aetherium ==&lt;br /&gt;
&lt;br /&gt;
Aetherium is a type of green crystal found deep underground. First found during a disastrous expedition in Hammer&#039;s Fall, lesser and weaker variants have since appeared in the caves used as mining areas by those living in Hammer&#039;s Fall&#039;s safe zone, the crystal&#039;s useful properties have seen it exported outside the Dungeon, where it hasn&#039;t seen wide-spread usage due to its recent appearance and the more overall useful variant having the tendency to break out and overrun entire districts if not contained quickly.&lt;br /&gt;
&lt;br /&gt;
===Types===&lt;br /&gt;
Aetherium come in three types, each weaker and less useful than those before it.&lt;br /&gt;
&lt;br /&gt;
&#039;True&#039; Aetherium refer to the first discovered instances of the green crystal, and although it hasn&#039;t reappeared since, its deadliness remained outmatched among all other types of Aetherium, lacking most of their limitations and weaknesses, while keeping all of their strength. It is unknown where it came from, or why it has not appeared again.&lt;br /&gt;
&lt;br /&gt;
&#039;Active&#039; Aetherium refer to local growths of the crystal. The only known way of creating Active Aetherium is to plant an Aetherium Gem, made from alchemically concentrating a huge quantity of Inactive Aetherium, in order to create an Aetherium Spire, which will convert all non-organic matter in its surrounding into more Active Aetherium over time. Active Aetherium can only spread in a limited radius around a Spire, but that any Active Aetherium growth can spread as long as it is within that radius. It is worth noting that Active Aetherium has more magical energy than it should be able to contain, and that standing too close will result in manaburns.&lt;br /&gt;
A common practice for dealing with Active Aetherium Outbreaks is to send a strike force to shatter the Spire at the center of the outbreak, allowing for a slow and steady cleanup that would otherwise be impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;Inactive&#039; Aetherium is what you get when breaking Active Aetherium. Although it cannot spread or grow, this inactivity mean that it is the easiest type to work with, as it is just a piece of green crystal. Inactive Aetherium is alchemically reactive, containing a multitude of elements that can be refined and extracted in specialized machinery, such as iron, gold, silver, and more. The shards themselves, despite only having traces amount of magical energy, are still durable and sharp, allowing them to be used as ranged projectiles.&lt;br /&gt;
&lt;br /&gt;
&#039;Aetherium Gems&#039; is a not considered its own Type of Aetherium, but is instead a weird mix between Active and Inactive Aetherium. Made from a ridiculous quantity of Inactive Aetherium, it is choke-full of seemingly endless quantities of magical energy, allowing it to start new Active Aetherium growth in the right condition. It is also a catalyst, essential in the alchemical process of refining Inactive Aetherium into materials, and its magical energy make it great as a power source for devices able to draw from it. The only drawback is the time required to grow and gather all of the Aetherium necessary for its creation, preventing it from entering wide-spread usage.&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Laws&amp;diff=269</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Laws&amp;diff=269"/>
		<updated>2023-08-19T19:56:45Z</updated>

		<summary type="html">&lt;p&gt;R4d6: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The safe zone laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all residents inside the safe zone. The breakers and ashwood agents are expected to uphold and enforce these laws, and all factions are expected to follow them. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. You are expected to follow the bare minimum of [[Standard Operating Procedure]] and use common sense, if you lack that maybe you should not be an agent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to residents. Outsiders are dangerous and should be mistrusted unless reason is given not to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== He Had It Coming Clause ===&lt;br /&gt;
This clause is a special rule that can only be invoked by breakers and must be approved &#039;&#039;&#039;prior&#039;&#039;&#039; by agents to be carried out. The situation the safe zone finds itself in is making the best of a bad situation and often deals with people who were not innocent when thrown into Hammer&#039;s Fall. As a result, enforcement of the law is done ruthlessly and effective to keep the peace. &#039;He had it coming&#039; is a clause for those who actively and directly attempt to provoke or otherwise frustrate enforcers. When invoked by a breaker and approved by an agent or penumbra, breakers may smash the legs of whoever is causing a problem. One or both legs may be broken. If the intended problem begins complaining about having their legs broken, in particular over their comms crystal, their comms crystal may be taken and one or both arms broken next. In the event the person in question has their limbs severed or is otherwise rendered immobile, they are to be denied medical treatment (beyond stabilizing them with the bare minimum to prevent death) until their brig time is up.&lt;br /&gt;
&lt;br /&gt;
If properly invoked, approved, and carried out the clause is considered completely legal. Those who find themselves having this clause invoked onto them often may be permanently removed from the safe zone as they are clearly enough of a trouble making shit that nobody wants them around. On the other end, enforcers are expected to use this clause sparingly, as it is not an excuse to break the limbs of every person that mildly inconveniences or otherwise is rude to you. Greater discretion or examination of the situation when this clause is invoked (ooc and ic) will be considered if it is misused. Additionally breakers should take care not to kill the receipant of this clause and make an attempt not to sever their limbs, blunt weapons are thus required to be used for carrying this out.&lt;br /&gt;
&lt;br /&gt;
The only exception to this rule is it can be invoked without over sight on anyone who is incapable of being detained. Anyone attempting to escape arrest through the use of teleport spells, freedom of movement runes, or simply can&#039;t be handcuffed is considered to having it coming by default. Breaking their legs or severing them without agent approval is not only allowed, it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Agents&#039;&#039;&#039;&lt;br /&gt;
| To aid members of enforcers, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to enforcers; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worthy of Holding until Transfer may be overturned at Penumbra&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting agents to determine this modifier.&lt;br /&gt;
&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039;&lt;br /&gt;
|To act in what one, or any other reasonable person, would believe is in good faith and with due caution and regards for the safety of others. Including in the defense of a person’s life or to act if another person is in imminent threat of serious injury and/or death. Failure to comply with an investigation of any crimes is not considered a “Good Samaritan” as it falls out of the category of a ‘reasonable person’.&lt;br /&gt;
&lt;br /&gt;
Examples include pulling a gun to rescue a resident from hostile lifeforms, breaking a faction’s window to pull out a wounded resident, etc. A ‘Good Samaritan’ does not do such acts for financial compensation; any exchanging of goods for the service is no longer covered by such a modifier. Acts found to be without reason, or with flawed logic (I.e misinterpreting calls for help, ignorance of a situation or ‘over-escalation’ of a tense situation) do not count as reasonable actions and are thus not protected by this clause.&lt;br /&gt;
| Immediate Release, with all charges (barring that of Friendly Fire) being dropped against the individual.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow resident and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as agents placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of enforcers operated entrapment offenses the agents running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. This only is applied for repeated crimes on the same shift.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Savage Tribal&#039;&#039;&#039;&lt;br /&gt;
|  To be a known tribal or belonging to a savage group.&lt;br /&gt;
&lt;br /&gt;
This includes all uncivilized gnolls, stone crusher goblins, tribal orcs, and those acting too uncivilized to be considered proper. Appearance and behavior is taken into account. Wearing hides or loin cloths is enough no matter how they speak and act. Discretion is given to those pressing the charges.&lt;br /&gt;
&lt;br /&gt;
| All fines and prison times are automatically doubled.&lt;br /&gt;
&lt;br /&gt;
Whether a person is considered a tribal or not is determined by an agent or penumbra.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an agent with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury the rosaria must be called and the prisoner escorted to the medical wing to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a resident with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing, 105 for stealing an item and 204 for attacking an resident trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Espionage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Sending a Time Wasting Telegraph&lt;br /&gt;
|Forgery&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an agent or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty resident, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the safe zone or it’s enforcers team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 100 coins may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 50 coins. Injuries such as fractures or injuries that leave a patient in codification condition should be 100 coins.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Breakers committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through general communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until the rosaria can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a resident or faction without provocation, stalking a resident or refusing to leave an area, yelling over ones comms crystal, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 100 coins may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the safe zone without any form of qualified records.&lt;br /&gt;
|This does not apply to Freeblades, only faction members.&lt;br /&gt;
&lt;br /&gt;
All members of the safe zone are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a resident does not meet this requirement, enforcer personnel should interview the resident and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the resident is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface safe zone or faction property without malicious intent. Damaging golems counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 50 coins.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 25 coins.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Faction Rights&lt;br /&gt;
|To deliberately deny a faction member certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically enforcers or medical staff for a major SoP violation due to it going against another resident’s rights. The resident or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from enforcers using thermals without reason, rosaria sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 100 coins to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a resident, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a resident when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 50 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another factionand/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a faction or owned by a person. This includes people taking items from their own faction they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 50 coins with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the safe zone.&lt;br /&gt;
&lt;br /&gt;
Contraband is often considered items that are being or can easily be misused. For example, hallucinogenics added to unsuspecting individuals drinks can land a contraband charge. Using them for your own personal enjoyment is not. Discretion is offered for those placing the charge.&lt;br /&gt;
&lt;br /&gt;
|Items that can only be misused, such as highly cursed or dangerous magical items, should be considered contraband.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as an illusionary weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
If someone has a justified reason for having said item, that should be kept into account.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 75 coins.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other residents, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other people, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who purposefully brandish weapons, such as held in their hands or at the ready, near other staff as non-enforcers when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another faction&#039;s job while capable staff are present or posing as a staff member in another faction.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 25 coins. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking runes may be issued upon repeat offenses or cases where enforcers concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a faction lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant faction staff. Those with access typically should not be in those areas unless they have a good reason or permission from the faction&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;enforcers personnel and council members conducting colony related investigations may not be asked or made to leave if they have access to that area normally.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, or other sensitive areas see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 25 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a resident, previous violent convictions approaching while threatening a resident, or if a resident was to chase another member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 75 coins. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting telegraph; See [[Telegraphs]]&lt;br /&gt;
|To send a telegraph to a faction leader or its allies that is considered unnecessary or unneeded. Do note that in [[Telegraphs]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner, not by heads of staff.&lt;br /&gt;
|15 minute in a cell or a 75 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the penumbra or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above comms ban. They can be applied by the penumbra only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where residents are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. An agent can request a male resident to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 50. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping residents out of a crisis zone.&lt;br /&gt;
|Non-rune masters opening sealed doors, civilians breaking down enforcers barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a resident is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a enforcers agent trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a resident is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If a resident dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 125 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish a resident without proper cause or reason, or in violation of due process procedure.&lt;br /&gt;
|This is mainly for agents or breakers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the Penumbra or Hammerlord where applicable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another resident, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or coins takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the faction head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an agent who attempts a proper arrest, or to cause a manhunt by hiding from enforcers. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the agent trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An agent should take into account their reason for not reporting to enforcers immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that enforcers wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in enforcers has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a enforcers member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to enforcers who run afoul with an incorrectly applied &#039;he had it coming&#039; clause.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 200 coins paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a telegraph to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 75 coins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical or scientific desecration of a corpse to cannibalistic acts.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, enforcers beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or restored also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. Those who consume body parts are to be considered hostile to all and its well-being; being held in HuT and may have additional charges placed on them.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
If the corpse is in anyway consumed, or eaten, the suspect should immediately be put into HuT and be examined by the exalted or rosaria to determine if they are a monster in disguise. Execution for said crime may be viable via Low Council vote.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 125 coins.&lt;br /&gt;
&lt;br /&gt;
This does not apply to destroying undead bodies, even if they were former residents. A zombie is a dangerous entity and should be destroyed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another resident.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes alongside a 250 coin fine.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because an faction member ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the residents&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If a resident is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are rosaria ignoring theexalted while patients are piling up in medical wing, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a resident in excess for their crime, to give a resident incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge another person with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels the interviewee mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband that was unreasonably deemed so or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the penumbra or hammerlord where applicable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or resident, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by enforcers; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the hammerlord or penumbra where applicable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-enforcers area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-enforcers areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring a resident in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring a resident attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge. This charge may ```NOT``` be placed alongside any theft or grand-theft charges.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 25 credit fine. As defined, whoever has salvage claims is the first person or group to enter a room or territory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or resident well-being don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a resident. Tamed in this case means that they will not attack other residents, or damage safe zone infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 75 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named safe zone pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as an agent attempting to brig someone, a second in command trying to over rule his head of staff, or a head of staff acting like a high council member.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the faction head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a telegraph should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a resident without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the residential blueprints, the hammerlords main weapon, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
Items from the ascendant, such as rune lanterns, rune plates, and unique magical objects are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the hammerlord.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the safe zone or even the safe zone&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, etc. In cases of terrorism, the Ashlord Tarkus must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the safe zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If a resident is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the faction through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a residential member or an ally. Or to prevent a rightful revival or else render a resident unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Espionage&lt;br /&gt;
|To gain access to in-house or proprietary designs, documents, artifacts, or otherwise vital assets of a faction.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed ascendant items or items purchased through the ashwood supply depot -- only the theft of the item itself or the designs to make more.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;506&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an telemancy rooms or the breaker armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a member may not be active. In rare cases, such as a code ruby incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as a hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;507&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so. Attempts to escape should result in immediate execution and a &#039;do-not-revive&#039; order.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a resident who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a resident or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The penumbra is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact with Ashlord Tarkus if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Ashlord Tarkus may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly, such as but not limited to: A player OOCly not consenting to a scene and reporting it. &#039;&#039;&#039;A-help staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Enforcers&#039;&#039;&#039;: These means breaks, agents, and the penumbra in general. A catch all term for law enforcers.&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual faction.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including the resident position. Requires the judgment of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Refers to the Hammerlord, Exalted, and Merchant or those acting as one in their place such as the speaker, master of the forge, or penumbra.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by enforcers agents. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal enforcers.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the game. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=212</id>
		<title>User talk:R4d6</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=212"/>
		<updated>2023-08-16T19:59:08Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Aetherium */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Runestone Magic ==&lt;br /&gt;
&lt;br /&gt;
Runestone magic relies on the user engraving runes on a titular runestone, and then activating the stone to get a reaction. Which reaction happens depend on the combination of runes engraved on a runestone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones are single-use, becoming spent after activation.&amp;lt;br/&amp;gt;&lt;br /&gt;
All runestones have a delay of 3 seconds between the activation and the actualization of its effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be engraved using any &#039;&#039;&#039;Cutting&#039;&#039;&#039; tool on a runestone.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
Each rune that can be engraved on a runestone represent a Concept. Which rune represent which concept changes every shift, meaning researchers have to keep finding which runes represent which Concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
However, all Concepts have a single-rune Effect that allow for the identification of the rune&#039;s Concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Effects are what happen when a runestone is successfully activated with a correct combination of runes depending on their Concepts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be required to be repeated multiple times, but the order of engraving does not matter.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones with a invalid combination will fizzles upon activation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Any extra runes added to a valid combination will make it invalid, unless you happened on another valid combination.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lightstone ====&lt;br /&gt;
Required Concepts : Light&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone glow indefinitely.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Firestone ====&lt;br /&gt;
Required Concepts : Fire&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone catch on fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fwompstone ====&lt;br /&gt;
Required Concepts : Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone fwomp. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Icestone ====&lt;br /&gt;
Required Concepts : Ice&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone become ice-cold. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Earthstone ====&lt;br /&gt;
Required Concepts : Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone become denser and heavier. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Zapstone ====&lt;br /&gt;
Required Concepts : Lightning&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone lightly zap its user. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flashbang ====&lt;br /&gt;
Required Concepts : Light, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone act as a flash-bang.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fireball ====&lt;br /&gt;
Required Concepts : Fire, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone explode in a shrapnel-less ball of fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Floor Freezing ====&lt;br /&gt;
Required Concepts : Ice, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone freeze the floor around it, making it slippery until the ice melt.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instant Wall ====&lt;br /&gt;
Required Concepts : Earth, Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone create a 3x3 rock wall around itself, which will crumble after some time has passed.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fragstone ====&lt;br /&gt;
Required Concepts : Earth, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone shatter into deadly shrapnel, albeit without any fire involved.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Teslastone ====&lt;br /&gt;
Required Concepts : Lightning, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : Consecutively shock up to 10 creatures around itself.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Aetherium ==&lt;br /&gt;
&lt;br /&gt;
Aetherium is a type of green crystal found deep underground. First found during a disastrous expedition in Hammer&#039;s Fall, lesser and weaker variants have since appeared in the caves used as mining areas by those living in Hammer&#039;s Fall&#039;s safe zone, the crystal&#039;s useful properties have seen it exported outside the Dungeon, where it hasn&#039;t seen wide-spread usage due to its recent appearance and the more overall useful variant having the tendency to break out and overrun entire districts if not contained quickly.&lt;br /&gt;
&lt;br /&gt;
===Types===&lt;br /&gt;
Aetherium come in three types, each weaker and less useful than those before it.&lt;br /&gt;
&lt;br /&gt;
&#039;True&#039; Aetherium refer to the first discovered instances of the green crystal, and although it hasn&#039;t reappeared since, its deadliness remained outmatched among all other types of Aetherium, lacking most of their limitations and weaknesses, while keeping all of their strength. It is unknown where it came from, or why it has not appeared again.&lt;br /&gt;
&lt;br /&gt;
&#039;Active&#039; Aetherium refer to local growths of the crystal. The only known way of creating Active Aetherium is to plant an Aetherium Gem, made from alchemically concentrating a huge quantity of Inactive Aetherium, in order to create an Aetherium Spire, which will convert all non-organic matter in its surrounding into more Active Aetherium over time. Active Aetherium can only spread in a limited radius around a Spire, but that any Active Aetherium growth can spread as long as it is within that radius. It is worth noting that Active Aetherium has more magical energy than it should be able to contain, and that standing too close will result in manaburns.&lt;br /&gt;
A common practice for dealing with Active Aetherium Outbreaks is to send a strike force to shatter the Spire at the center of the outbreak, allowing for a slow and steady cleanup that would otherwise be impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;Inactive&#039; Aetherium is what you get when breaking Active Aetherium. Although it cannot spread or grow, this inactivity mean that it is the easiest type to work with, as it is just a piece of green crystal. Inactive Aetherium is alchemically reactive, containing a multitude of elements that can be refined and extracted in specialized machinery, such as iron, gold, silver, and more. The shards themselves, despite only having traces amount of magical energy, are still durable and sharp, allowing them to be used as ranged projectiles.&lt;br /&gt;
&lt;br /&gt;
&#039;Aetherium Gems&#039; is a not considered its own Type of Aetherium, but is instead a weird mix between Active and Inactive Aetherium. Made from a ridiculous quantity of Inactive Aetherium, it is choke-full of seemingly endless quantities of magical energy, allowing it to start new Active Aetherium growth in the right condition. It is also a catalyst, essential in the alchemical process of refining Inactive Aetherium into materials, and its magical energy make it great as a power source for devices able to draw from it. The only drawback is the time required to grow and gather all of the Aetherium necessary for its creation, preventing it from entering wide-spread usage.&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=209</id>
		<title>User talk:R4d6</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=209"/>
		<updated>2023-08-16T19:19:26Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Runestone Magic */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Runestone Magic ==&lt;br /&gt;
&lt;br /&gt;
Runestone magic relies on the user engraving runes on a titular runestone, and then activating the stone to get a reaction. Which reaction happens depend on the combination of runes engraved on a runestone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones are single-use, becoming spent after activation.&amp;lt;br/&amp;gt;&lt;br /&gt;
All runestones have a delay of 3 seconds between the activation and the actualization of its effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be engraved using any &#039;&#039;&#039;Cutting&#039;&#039;&#039; tool on a runestone.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
Each rune that can be engraved on a runestone represent a Concept. Which rune represent which concept changes every shift, meaning researchers have to keep finding which runes represent which Concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
However, all Concepts have a single-rune Effect that allow for the identification of the rune&#039;s Concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Effects are what happen when a runestone is successfully activated with a correct combination of runes depending on their Concepts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be required to be repeated multiple times, but the order of engraving does not matter.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones with a invalid combination will fizzles upon activation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Any extra runes added to a valid combination will make it invalid, unless you happened on another valid combination.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lightstone ====&lt;br /&gt;
Required Concepts : Light&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone glow indefinitely.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Firestone ====&lt;br /&gt;
Required Concepts : Fire&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone catch on fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fwompstone ====&lt;br /&gt;
Required Concepts : Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone fwomp. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Icestone ====&lt;br /&gt;
Required Concepts : Ice&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone become ice-cold. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Earthstone ====&lt;br /&gt;
Required Concepts : Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone become denser and heavier. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Zapstone ====&lt;br /&gt;
Required Concepts : Lightning&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone lightly zap its user. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flashbang ====&lt;br /&gt;
Required Concepts : Light, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone act as a flash-bang.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fireball ====&lt;br /&gt;
Required Concepts : Fire, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone explode in a shrapnel-less ball of fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Floor Freezing ====&lt;br /&gt;
Required Concepts : Ice, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone freeze the floor around it, making it slippery until the ice melt.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instant Wall ====&lt;br /&gt;
Required Concepts : Earth, Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone create a 3x3 rock wall around itself, which will crumble after some time has passed.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fragstone ====&lt;br /&gt;
Required Concepts : Earth, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone shatter into deadly shrapnel, albeit without any fire involved.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Teslastone ====&lt;br /&gt;
Required Concepts : Lightning, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : Consecutively shock up to 10 creatures around itself.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=208</id>
		<title>User talk:R4d6</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=208"/>
		<updated>2023-08-16T19:18:57Z</updated>

		<summary type="html">&lt;p&gt;R4d6: Remove Runestone Magic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Factions&amp;diff=207</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Factions&amp;diff=207"/>
		<updated>2023-08-16T19:06:22Z</updated>

		<summary type="html">&lt;p&gt;R4d6: Reverted edits by Possum (talk) to last revision by R4d6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The factions represent the place of belonging to each resident. Each faction is expected to cooperate for the good of the safe zone but retain their autonomy and thus cannot be ordered to do anything by other factions. Only a decision by the safe council (each primary head of staff) can force a faction to follow an order. Residents can only belong to a singular faction (excluding freeblades) and may perform any job they are qualified for. For a example, an exalted could also be the speaker or a seeker but not an ashwood agent. No exceptions.&lt;br /&gt;
&lt;br /&gt;
=Player Factions=&lt;br /&gt;
&lt;br /&gt;
==The Safe Zone Council==&lt;br /&gt;
&#039;&#039;“We need to maintain unity if we want to survive out here. The people within need direction or they will fracture and turn on each other. Our external threats would want nothing more for us to weaken so they, like so many vultures before them, can opportunistically pick us clean of our life and wealth.” -Ashlord Tarkus, during the first meeting that formed the council.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Joint ownership by each acting faction leader.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader:&#039;&#039;&#039; None.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The council represents the combined leadership of the factions within the safe zone headed by a triumvirate. The acting council members are made up of the current leader of each faction or, in place of them, a subordinate acting in their place should they not be present. In this way the acting directors of each faction are allowed to pursue their own interests and tasks and the day to day operations are delegated to those they trust with the responsibility. The council is formed strictly for the cooperation between factions to handle greater disputes and events concerning the safe zone as a whole. Nobody is considered the head of the council as each member holds equal sway and voting power. Decisions are decided by majority vote (2/3 as there are three factions) and leaders cannot abstain from a vote under any circumstance. The council answers only to the faction leaders, who rarely visit the safe zone for varied reasons, but are largely expected to be autonomous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Safe Zone Factions==&lt;br /&gt;
&lt;br /&gt;
===The Breakers===&lt;br /&gt;
&#039;&#039;“Who but we stand between order and chaos? Who but we fashion for ourselves an armor with which we protect our people? Many of us who were cast into this hell are guilty, yet that does not mean we cannot find redemption. My people do not just hold the line against the horrors below, they dive into the darkness with weapon in hand ready to face the lurking evil.” -Ashlord Tarkus, in conversation with Sad King Briareus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Ashlord Tarkus&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acting Leader:&#039;&#039;&#039; [[Hammerlord]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Second in Command:&#039;&#039;&#039; [[Master of the Forge]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The breakers are a faction formed as the first and last line of defense for the safe zone. They make up the more militant individuals interested in both keeping the peace and delving into the dungeons below. Breakers focus on armor, weapons, and pragmatic means of building themselves into a strong and fit fighting force to keep the safe zone safe. Breakers range from the heavily armored [[Sledge]] to the expert marksmen making up the [[Ashman]] and [[Firebrand]] teams. Maintaining their weapons and equipment is the master of the forge, lead by the hammerlord. &lt;br /&gt;
&lt;br /&gt;
Breakers are more deeply tied to the Ashwood than the Ascendant, as they rely heavily on agents for the pursuit and investigation of criminals. A secondary but no less important matter to the breakers is enforcing and aiding in the investigation, detainment, and arrest of rule breakers within the safe zone. A common motto among the breakers is &#039;carry a big hammer and swing it hard&#039;, though the best breakers have as much muscle as they do brawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Ashwood Syndicate ===&lt;br /&gt;
&#039;&#039;“He who has a will to live can bear almost anything. And I am not just quoting something His Majesty told me, after all it was my own arrogance that lead me here, rebuilding an entire new market and economy from the ground up.” -Bagman Herod, in conversation with Ashlord Tarkus.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;“I don’t mind being the villain in your story because you&#039;re a clown in mine.” -Boss Yaga, speaking to Bagman Herod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Bagman Herod and Boss Yaga&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acting Leader:&#039;&#039;&#039; [[Merchant]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Second in Command:&#039;&#039;&#039; [[Penumbra]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ashwood make up the hospitality of the safe zone by concerning themselves with creature comforts like food, drink, and supplying others through their depot. The ashwood controls the tavern, kitchen, ranch, and warehouses that deal in coin created and minted by the ashwood to give a stabilized currency. The merchant heads the [[Fixer|Fixers]] and [[Beast Master|Beast Masters]] who respectively cover a wide variety of trades ranging from ammunition to food to various types of creature comforts. This represents the biggest face of the ashwood but in truth they are split into turn rather autonomous roles.&lt;br /&gt;
&lt;br /&gt;
The second half of the ashwood is lead by the penumbra and their [[Agent|Agents]] which serve as detectives and gumshoes focused on keeping the safe zone properly safe by investigating potential crimes and breaks in the agreement. Agents catalogue, record, investigate, and recommend fines and arrests for the breakers to carry out to detain those causing trouble within the safe zone. While most of the ashwood is friendly by nature with other factions, the penumbra and their agents work closely with the breakers both in the safe zone and beyond, as agents are expert locksmiths and skilled with their daggers, a valued trait when in dangerous areas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Ascendant===&lt;br /&gt;
&#039;&#039;“When I first became a magi, my fellow apprentices were filled with wonder, the potential, the power, the limitless bounds of what magic could and would be if we only dreamed. Yet in the end, we shackled ourselves to our own self-imposed limits. A rune lantern will make a magi, but it will never give them what magic truly needs, the realization of dreams. Magic is art and so few artists like myself are left...” -Sad King Briareus, bemoaning the state of magic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Sad King Briareus&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acting Leader:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Second in Command:&#039;&#039;&#039; [[Speaker]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ascendant are the magical back bone of the safe zone by making up the magical research and creation through the [[Rune Master|Rune Masters]], alchemical and magical healing by the [[Rosaria]], and magical offensive and defensive might of the [[Seeker|Seekers]]. The ascendant are a wildly varied faction, focused upon all fields of magic from ancient, clockwork, runic, supernatural, and weaving. Because of their less ordered nature and a greater focus on research and creation, the ascendant are considered less disciplined than the ashwood and breakers but more than make up for it with the magical powers they bring to the table.&lt;br /&gt;
&lt;br /&gt;
While powerful, the ascendant are very aware of their weaknesses and thus work with the other factions to make up for their short comings. After all, a magi without spells is not worth much besides their intellectual ability and that rarely matters in the brutal realm of Hammer&#039;s Fall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Freeblades===&lt;br /&gt;
&#039;&#039;“The heaviest penalty for declining to rule is to be ruled by someone inferior to yourself.” -Unknown, a saying commonly carved into the walls of Freeblade areas.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; None&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leadership:&#039;&#039;&#039; None&lt;br /&gt;
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The freeblades represent the faction-less residents working within the safe zone, providing useful skills and auxiliary separate from the three primary factions. Some freeblades, such as the [[Prospector]] provide an incredible use to the safe zone through the obtainment of materials for the various forges needing to churn out constructed items. Others, such as the [[Gardener]] and [[Jester]] are merely present so some freeblades have work. [[Resident|Residents]] and other freeblades might also be off-duty members of factions, looking to make a bit of coin for themselves or merely take a break from their usual faction business. The [[Custodian]] is the most valued of all the freeblades and is thus paid and equipped by every faction to keep the safe zone clean and livable.&lt;br /&gt;
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== External Factions ==&lt;br /&gt;
These factions are ones outside the safe zone, either outside of Hammer&#039;s Fall itself or simply outside the safe zone. They are notable enough to be common backgrounds for some and can be treated as common knowledge by most.&lt;br /&gt;
&lt;br /&gt;
===Sons of Baitaal===&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Factions&amp;diff=203</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Factions&amp;diff=203"/>
		<updated>2023-08-16T18:57:58Z</updated>

		<summary type="html">&lt;p&gt;R4d6: Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The factions represent the place of belonging to each resident. Each faction is expected to cooperate for the good of the safe zone but retain their autonomy and thus cannot be ordered to do anything by other factions. Only a decision by the safe council (each primary head of staff) can force a faction to follow an order. Residents can only belong to a singular faction (excluding freeblades) and may perform any job they are qualified for. For a example, an exalted could also be the speaker or a seeker but not an ashwood agent. No exceptions.&lt;br /&gt;
&lt;br /&gt;
=Player Factions=&lt;br /&gt;
&lt;br /&gt;
==The Safe Zone Council==&lt;br /&gt;
&#039;&#039;“We need to maintain unity if we want to survive out here. The people within need direction or they will fracture and turn on each other. Our external threats would want nothing more for us to weaken so they, like so many vultures before them, can opportunistically pick us clean of our life and wealth.” -Ashlord Tarkus, during the first meeting that formed the council.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Joint ownership by each acting faction leader.&lt;br /&gt;
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&#039;&#039;&#039;Leader:&#039;&#039;&#039; None.&lt;br /&gt;
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The council represents the combined leadership of the factions within the safe zone headed by a triumvirate. The acting council members are made up of the current leader of each faction or, in place of them, a subordinate acting in their place should they not be present. In this way the acting directors of each faction are allowed to pursue their own interests and tasks and the day to day operations are delegated to those they trust with the responsibility. The council is formed strictly for the cooperation between factions to handle greater disputes and events concerning the safe zone as a whole. Nobody is considered the head of the council as each member holds equal sway and voting power. Decisions are decided by majority vote (2/3 as there are three factions) and leaders cannot abstain from a vote under any circumstance. The council answers only to the faction leaders, who rarely visit the safe zone for varied reasons, but are largely expected to be autonomous.&lt;br /&gt;
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==Safe Zone Factions==&lt;br /&gt;
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===The Breakers===&lt;br /&gt;
&#039;&#039;“Who but we stand between order and chaos? Who but we fashion for ourselves an armor with which we protect our people? Many of us who were cast into this hell are guilty, yet that does not mean we cannot find redemption. My people do not just hold the line against the horrors below, they dive into the darkness with weapon in hand ready to face the lurking evil.” -Ashlord Tarkus, in conversation with Sad King Briareus.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Owner:&#039;&#039;&#039; Ashlord Tarkus&lt;br /&gt;
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&#039;&#039;&#039;Acting Leader:&#039;&#039;&#039; [[Hammerlord]]&lt;br /&gt;
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&#039;&#039;&#039;Second in Command:&#039;&#039;&#039; [[Master of the Forge]]&lt;br /&gt;
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The breakers are a faction formed as the first and last line of defense for the safe zone. They make up the more militant individuals interested in both keeping the peace and delving into the dungeons below. Breakers focus on armor, weapons, and pragmatic means of building themselves into a strong and fit fighting force to keep the safe zone safe. Breakers range from the heavily armored [[Sledge]] to the expert marksmen making up the [[Ashman]] and [[Firebrand]] teams. Maintaining their weapons and equipment is the master of the forge, lead by the hammerlord. &lt;br /&gt;
&lt;br /&gt;
Breakers are more deeply tied to the Ashwood than the Ascendant, as they rely heavily on agents for the pursuit and investigation of criminals. A secondary but no less important matter to the breakers is enforcing and aiding in the investigation, detainment, and arrest of rule breakers within the safe zone. A common motto among the breakers is &#039;carry a big hammer and swing it hard&#039;, though the best breakers have as much muscle as they do brawn.&lt;br /&gt;
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===The Ashwood Syndicate ===&lt;br /&gt;
&#039;&#039;“He who has a will to live can bear almost anything. And I am not just quoting something His Majesty told me, after all it was my own arrogance that lead me here, rebuilding an entire new market and economy from the ground up.” -Bagman Herod, in conversation with Ashlord Tarkus.&#039;&#039;&lt;br /&gt;
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&#039;&#039;“I don’t mind being the villain in your story because you&#039;re a clown in mine.” -Boss Yaga, speaking to Bagman Herod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner:&#039;&#039;&#039; Bagman Herod and Boss Yaga&lt;br /&gt;
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&#039;&#039;&#039;Acting Leader:&#039;&#039;&#039; [[Merchant]]&lt;br /&gt;
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&#039;&#039;&#039;Second in Command:&#039;&#039;&#039; [[Penumbra]]&lt;br /&gt;
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The ashwood make up the hospitality of the safe zone by concerning themselves with creature comforts like food, drink, and supplying others through their depot. The ashwood controls the tavern, kitchen, ranch, and warehouses that deal in coin created and minted by the ashwood to give a stabilized currency. The merchant heads the [[Fixer|Fixers]] and [[Beast Master|Beast Masters]] who respectively cover a wide variety of trades ranging from ammunition to food to various types of creature comforts. This represents the biggest face of the ashwood but in truth they are split into turn rather autonomous roles.&lt;br /&gt;
&lt;br /&gt;
The second half of the ashwood is lead by the penumbra and their [[Agent|Agents]] which serve as detectives and gumshoes focused on keeping the safe zone properly safe by investigating potential crimes and breaks in the agreement. Agents catalogue, record, investigate, and recommend fines and arrests for the breakers to carry out to detain those causing trouble within the safe zone. While most of the ashwood is friendly by nature with other factions, the penumbra and their agents work closely with the breakers both in the safe zone and beyond, as agents are expert locksmiths and skilled with their daggers, a valued trait when in dangerous areas.&lt;br /&gt;
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===The Ascendant===&lt;br /&gt;
&#039;&#039;“When I first became a magi, my fellow apprentices were filled with wonder, the potential, the power, the limitless bounds of what magic could and would be if we only dreamed. Yet in the end, we shackled ourselves to our own self-imposed limits. A rune lantern will make a magi, but it will never give them what magic truly needs, the realization of dreams. Magic is art and so few artists like myself are left...” -Sad King Briareus, bemoaning the state of magic.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Owner:&#039;&#039;&#039; Sad King Briareus&lt;br /&gt;
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&#039;&#039;&#039;Acting Leader:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
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&#039;&#039;&#039;Second in Command:&#039;&#039;&#039; [[Speaker]]&lt;br /&gt;
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The ascendant are the magical back bone of the safe zone by making up the magical research and creation through the [[Rune Master|Rune Masters]], alchemical and magical healing by the [[Rosaria]], and magical offensive and defensive might of the [[Seeker|Seekers]]. The ascendant are a wildly varied faction, focused upon all fields of magic from ancient, clockwork, runic, supernatural, and weaving. Because of their less ordered nature and a greater focus on research and creation, the ascendant are considered less disciplined than the ashwood and breakers but more than make up for it with the magical powers they bring to the table.&lt;br /&gt;
&lt;br /&gt;
While powerful, the ascendant are very aware of their weaknesses and thus work with the other factions to make up for their short comings. After all, a magi without spells is not worth much besides their intellectual ability and that rarely matters in the brutal realm of Hammer&#039;s Fall.&lt;br /&gt;
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===The Freeblades===&lt;br /&gt;
&#039;&#039;“The heaviest penalty for declining to rule is to be ruled by someone inferior to yourself.” -Unknown, a saying commonly carved into the walls of Freeblade areas.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Owner:&#039;&#039;&#039; None&lt;br /&gt;
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&#039;&#039;&#039;Leadership:&#039;&#039;&#039; None&lt;br /&gt;
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The freeblades represent the faction-less residents working within the safe zone, providing useful skills and auxiliary separate from the three primary factions. Some freeblades, such as the [[Prospector]] provide an incredible use to the safe zone through the obtainment of materials for the various forges needing to churn out constructed items. Others, such as the [[Gardener]] and [[Jester]] are merely present so some freeblades have work. [[Resident|Residents]] and other freeblades might also be off-duty members of factions, looking to make a bit of coin for themselves or merely take a break from their usual faction business. The [[Custodian]] is the most valued of all the freeblades and is thus paid and equipped by every faction to keep the safe zone clean and livable.&lt;br /&gt;
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== External Factions ==&lt;br /&gt;
These factions are ones outside the safe zone, either outside of Hammer&#039;s Fall itself or simply outside the safe zone. They are notable enough to be common backgrounds for some and can be treated as common knowledge by most.&lt;br /&gt;
&lt;br /&gt;
===Sons of Baitaal===&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Races&amp;diff=193</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Races&amp;diff=193"/>
		<updated>2023-08-16T04:02:56Z</updated>

		<summary type="html">&lt;p&gt;R4d6: Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Small Races=&lt;br /&gt;
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{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = green&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Goblin&lt;br /&gt;
|imagebgcolor = lightyellow&lt;br /&gt;
|fullname = Goblin&lt;br /&gt;
|commonality = Very Common&lt;br /&gt;
|civilization = Onokrin Imperium, Tribes/Outer factions&lt;br /&gt;
|appearance = Short, varying colors, pointed ears, sharp teeth and claws.&lt;br /&gt;
}}&lt;br /&gt;
Goblins are a race of conflict, ranging from the vicious outer goblins belonging to the feral tribes known as the Stone Crushers or the more civilized and well liked city goblins, colloquially called the Iron Bound. Goblins are well known for their appetites for the finer things, be it food, drink, drugs, or sex and many carry vices with them that are indulged with reckless abandon. While goblins can be described as wild by the standards of the Onokrin, the city born Iron Bound have made goblins renowned for their ability to tinker, construct, and ultimately work extremely well with all things mechanical. This innate cunning also extends into other fields, such as alchemy and magic, allowing for goblins to supplement their small size and lacking strength for a wide variety of applicable skills. As a result, many goblins are experts in the way of magi-tech and even the most humble of goblins can boast a passing knowledge on such devices.&lt;br /&gt;
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&#039;&#039;&#039;Subtypes&#039;&#039;&#039;&lt;br /&gt;
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* Ironbound - The typical goblin, iron bound are almost exclusively from the Onokrin and view themselves as the proper standard for their race. While many goblins are prone to vice, they are far more civilized and proper than most other races beyond the empire&#039;s borders. Ironbound can be considered highly intelligent and are almost universally skilled with tools of any kind.&lt;br /&gt;
* Stone Crusher - Tribal goblins that eke out an existence in the southern plains, sometimes as independent tribes and more commonly as slaves or tribesman within gnoll tribes. Stone crushers are still good with tools and slightly stronger than their ironbound cousins, who view them with open disdain as most others do. Most stone crushers are also considered quite stupid and violent, but clever ones have been known to appear.&lt;br /&gt;
* Erkling - Also known as forest goblins, erklings are considered a deviant form of goblins. All erklings are born with yellow eyes, black claws, and deer-like antlers that shed and regrow every few years. Unlike other goblins who almost universally have talents in mechanics, erklings are more in tune with nature and possess greater skills in matters of healing and magic. Erklings technically are residents within the onokrin empire, living in small tribes within the nations many dangerous forests. Though treated with slight disdain, they are far more liked than stone crushers, as many erklings openly trade and deal in magic items and healing arts with anyone willing.&lt;br /&gt;
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{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = brown&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Rodentfolk&lt;br /&gt;
|imagebgcolor = tan&lt;br /&gt;
|fullname = Rodentfolk&lt;br /&gt;
|commonality = Very Common&lt;br /&gt;
|civilization = Warren Federation&lt;br /&gt;
|appearance = Rat-like Humanoids&lt;br /&gt;
}}&lt;br /&gt;
Rodentfolk are a wide spread and well known group of short rodent-like people who travel across the world in groups ranging from caravans, train crews, and sometimes ships. They are best known for their adept skill at merchantry and caravanning, a talent that seats them at the head of most thriving markets. While skilled at all manner of trade, rodentfolk are widely traveled and adept at both living and thriving anywhere, an aspect that has seen them at home in nearly any town or city. Within their own home federation rodentfolk often take up roles as engineers and industrialists, forming the complex and specialist labors while working closely with their federation allies. &lt;br /&gt;
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* Mousefolk - Mousefolk are the shorter, thinner, and often times weaker residents of the rodentfolk, considered skilled scouts, gunslingers, and menials. Mousefolk tend to travel less, preferring to live in communities they are well known and work within as more humble positions, with a preference for cooking and food related work. Many regard the mousefolk as the best cooks in the world and others speak of their legendary skills with most firearms, but in truth mousefolk often pride themselves most by the communities they live within.&lt;br /&gt;
* Ratfolk - The tallest and often considered strongest of the rodentfolk, the ratfolk are prone to travel and trade and as widely spread as humans are. Most ratfolk were either part of, actively in, or know others connected to trading through either caravans or the railway lines dotting the world. Ratfolk are so synonymous with trains that it is said that if a ratfolk caravan appears more than once in a town, then a railway is soon to follow.&lt;br /&gt;
* Capybarakin - The &#039;spirit touched&#039; as they are known in the federation, the capybarakin are short, broad, and often exceedingly calm compared to the average rodentfolk. Most are set apart by their broader noses and patient demeanor. They are most renowned for their engineering skills, making up the backbone of federation artisans that construct the amazing underground empire the federation calls home. Though calm, most of the capybarakin can be considered strong of temperament and brusque, with a passion for work. If mousefolk live by their stomach and ratfolk live to wander, capybarakin can be said to live to work.&lt;br /&gt;
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{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Kaxxis&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|fullname = Kaxxis/Kaxxi&lt;br /&gt;
|commonality = Rare&lt;br /&gt;
|civilization = Independent (Isolated Clans)&lt;br /&gt;
|appearance = Caprini Humanoids&lt;br /&gt;
}}&lt;br /&gt;
Kaxxis mostly exist in the northern-eastern mountains with their salamander allies, living high on the peaks and keeping to themselves, often only interacting with the salamanders to trade or barter supplies. Kaxxis are psionically adept and believed to have killed and absorbed the avatar of their god in pre-history, making them supernaturally strong despite their size. This open fact of their history leaves them as often distrusted by other factions and races, but they can still be found being employed for their unique psionic talents that they make no pretense of not boasting about. Most kaxxis are unnaturally strong for their size after all.&lt;br /&gt;
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&#039;&#039;&#039;Subtypes&#039;&#039;&#039;&lt;br /&gt;
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* Caprinae - The more goat-like of the kaxxis who bear horns and are physically stronger. Caprinae are considered are often considered arrogant despite their size due to their innate strengths, but compared to the ovinae can be considered less intelligent. Most make for good psions, if they train their innate abilities.&lt;br /&gt;
* Ovinae - The more sheep-like of the kaxxis, who lack horns and often have shaggier bodies of woolen fur. Ovinae are less arrogant than their goat-like cousins but are physically weaker, having far more accomplished intelligence and thus greater psionic abilities and aptitudes towards artisan work. Most ovinae still work in more menial roles, developing their psionic powers into hypnotic talents to beguile beasts into cattle, protection, or sometimes pets.&lt;br /&gt;
* Ifrit - An example of kaxxis arrogance, the ifrit are kaxxis born with natural talents towards magic over psionics, granting them exceptional control over natural pyromancy. This talent, similar to salamanders, makes many kaxxis believe their god in the old legends whom power they absorbed was a dragon they had slain. Aside from trading their super natural powers for magical, ifrits are similar to most kaxxis and can appear as caprinae or ovinae with impressive sets of horns. Though their draconic similarity makes them exceptionally arrogant, even by kaxxis standards, unless dealing with a salamander who they see as worthwhile cousins. &lt;br /&gt;
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{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Kobold&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|fullname = Kobold&lt;br /&gt;
|commonality = Common&lt;br /&gt;
|civilization = Warren Federation&lt;br /&gt;
|appearance = Short Draconic Humanoid or Short Canine Humanoid&lt;br /&gt;
}}&lt;br /&gt;
Kobolds are an often disregarded race hailing from the federation where they make up the largest demographic of unskilled and domestic laborers. Though often humble by nature, most kobolds are keenly aware that the federation largely lives and thrives on their labors and leverage this as a group. Once second class citizen in their own nation, they have since become a powerful political block and well respected within their areas of expertise. Kobolds are also one of the rare species who know how to intentionally create their spirit-touched, making them a race with a dichotomy split between their natural draconian appearance and a highly changed more canine appearance. Equally unusual, kobolds see no distinction between themselves and are loathe to be prejudicial, even to outside races.&lt;br /&gt;
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&#039;&#039;&#039;Subtypes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Draconic - The baseline kobold, being more common than canine kobolds, draconic kobolds are said to be sun-touched and come from kobolds living on the surface. Appearing like shorter salamanders with less fearsome features draconic kobolds can be found anywhere ratfolk can, as they are widely skilled and prone to wander.&lt;br /&gt;
* Canine - The second type of kobold, sometimes called dogbolds, are considered &#039;spirit touched&#039; by the federation but unlike other off-shoot subtypes, canine kobolds can be reliably made and do not appear randomly. Canine kobolds are born when a kobold mother does not expose herself to natural sunlight for long enough. Dogbolds are stronger and tougher than draconic kobolds, but more dim-witted.&lt;br /&gt;
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&lt;br /&gt;
=Medium Races=&lt;br /&gt;
&lt;br /&gt;
{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Human&lt;br /&gt;
|imagebgcolor = lightyellow&lt;br /&gt;
|fullname = Humanity&lt;br /&gt;
|commonality = Very Common&lt;br /&gt;
|civilization = Onokrin Empire&lt;br /&gt;
|appearance = Human.&lt;br /&gt;
}}&lt;br /&gt;
Humans, you know them and either hate or love them. Humans are one of the most common races among the Onokrin Empire, letting them be known far and wide among all races for better or worse. As a result, humans are highly varied, in both physicality and in body as many humans are considered half breeds or chimerics, making them visually quite unusual in appearance as well as body and mind. All humans share an intrinsic bond to orcs, making them largely interchangeable in many regards. Most consider orcs the brawn and the humans the brains of the empire.&lt;br /&gt;
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* Chimeric - See below.&lt;br /&gt;
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{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Orc&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|fullname = Orc&lt;br /&gt;
|commonality = Very common&lt;br /&gt;
|civilization = Onokrin Empire&lt;br /&gt;
|appearance = Humanoid, bulky, tusks, pointed ears, green to onyx skin.&lt;br /&gt;
}}&lt;br /&gt;
Orcs are often considered like humans, everywhere and common, what sets them apart is their greater focus on class, higher tempers, and much greater strengths. Orcs are loathe to act or be seen as bestial or tribal and hold a great deal of open and direct bigotry towards anyone they consider uncivilized. To an orc, nothing is more important than living as a gentlemen or lady and getting into vicious but sporting fights. Offer an orc a fine cigar and he will thank you, compare him to a pig and he will challenge you to boxing duel before beating you half to death with a tusked grin and a glass of fine bourbon afterwards. Orcs are deeply bonded with humans, with most considering orcs the brawn to the humans brains.&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
* Onokrin - Onokrin orcs can be considered the common or standard orc, far more civilized and posh than other races by leagues. A proper onokrin orc dresses in fine, high class clothing, smokes quality cigars, and drinks only the best vintage. Despite this, onokrin orcs are strong and prone to indulging in &#039;sporting&#039; violence through boxing, duels, and hunting. Orcs are consummate indulgers of vice, with a large portion of their culture centered around the intricacies of social rituals that they share with humans. Unlike other orc types, onokrin orcs are intrinsically tried to humans and consider themselves the same race in many way even if they recognize their differences.&lt;br /&gt;
* Tribal - The rarest form of orc, tribal orcs are universally hated by their other kin, even the oni. Tribal orcs are seen not only as pariahs but barely sentient creatures. Many orcs are more than willing to kill a tribal if given a chance and an open bounty exists across the onokrin empire to bring in the head of known tribal orcs. Even bandit and outlaw orcs will refuse to associate with tribal orcs. This hatred and combative situation tribal orcs find themselves in often mean they only exist in small numbers in gnoll tribes, where they are respect for their great strength.&lt;br /&gt;
* Oni - A deviant orc, usually born as an oni or becoming one through a process no one understands. Oni orc are similar to onokrin orcs but often lose some of their desire and focus to be more civilized, indulging heavily in drinking and growing far stronger as their appearance changes to grow horns and discolor their skin to more vibrant tones. Their more rambunctious nature is not apperciated in the empire, but members of the steel legion culturally believe that oni are good luck charms. As a result, most oni move to the steel legion where they are treated much better and often paid simply to appear in a daimyo&#039;s court as a symbol of that houses affluence and appeasement to the yokai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = darkgreen&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Salamander&lt;br /&gt;
|imagebgcolor = lightgreen&lt;br /&gt;
|fullname = Salamander&lt;br /&gt;
|commonality = Rare&lt;br /&gt;
|civilization = Independent (Isolated Families)&lt;br /&gt;
|appearance = Hybrid draconic and humanoid. Scale color varies heavily.&lt;br /&gt;
}}&lt;br /&gt;
Salamanders are an offshoot of humans are considered stable enough to be considered their own separate race. The end result of magically compatible humans cross breeding with dragons, human-exemplar salamanders resemble humans in the force, torso, and upper thighs whilst their forearms, shins, feet, glutes, and head display draconic traits ranging from claws, scales, tails, horns, and slit-like lizard eyes. Draconian-exemplar resemble more of a dragon that has taken human shape. Salamanders are inherently magical, but this natural display of magic only manifests as pyromancy, though some salamanders do become mages to further train these abilities or branch out into other magics. Most however, tend to become blacksmiths, weaponsmiths, and armorsmiths as their affinity for fire and natural talents make them exceptionally skilled, with their natural magics being easily infused into their metallic creations much like how dwarves used runes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtypes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Draconic Exemplar - Draconic exemplar salamanders have better skills with magic and can be considered natural smiths when working with most metals and crafts. They are often tall, fearsome, and strong.&lt;br /&gt;
* Human Exemplar - Human exemplar salamanders appear more human, having less skill with magic but a wide variety of talents and skills, even in smithing. They can be likened to the best aspects of dragons and humans combined.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = red&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Gnoll&lt;br /&gt;
|imagebgcolor = pink&lt;br /&gt;
|fullname = Gnoll&lt;br /&gt;
|commonality = Uncommon&lt;br /&gt;
|civilization = Scattered Tribes&lt;br /&gt;
|appearance = Hyaenidae humanoids&lt;br /&gt;
}}&lt;br /&gt;
Gnolls are perhaps the most contentious of all races, being violent and vicious slavers who form tribalistic war bands to raid and attack various other tribes, villages, and even factions. While the average gnoll can be described as sadistic and cruel, this trait is not universal, with many gnolls treating their more useful slaves and family members in a way that could be somewhat considered respectful. A Gnoll&#039;s natural endurance and will to dominate makes them difficult to root out, leading to them being widespread in the wilds as both bandits and mercenaries. Gnolls are well known (and hated) for hitting supply caravans and committing train robberies, but a few isolated gnolls are accepted into various more civilized society despite the obvious prejudice they face.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtypes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Tribal - Your standard gnoll, xenophobic, violent, and prone to taking slaves. Gnolls believe that every creature they kill is forced to serve them in the after life, as a result gnolls are consummate killers and prefer to pick the strongest and most dangerous targets to further improve their standing in the afterlife. Aiding them is the fact that gnolls are absurdly durable and exceptional fighters, capable of surviving wounds that would kill other races.&lt;br /&gt;
* Hell Touched - A gnoll considered to be touched by Xaal, trading their absurd durability for a ferocious and unstoppable frenzy. Hell touched cannot hold a position in leadership in gnoll tribes besides temporary war host leaders and raider captains, as a result they are often seen as a bad omen, as seeing one usually signals an impending gnoll raid.&lt;br /&gt;
* Civilized - The rare few gnolls that choose to live outside their tribes, often facing prejudice and hatred from not only their tribal kin but most other races whom have a great dislike for gnolls in general. They are considered weaker than most gnolls, but still carry their absurd durability in their tough hides.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Garm&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|fullname = Garm&lt;br /&gt;
|commonality = Rare&lt;br /&gt;
|civilization = Independent (Federation Residents)&lt;br /&gt;
|appearance = Humanoid wolves, many suffering from monstrous mutation.&lt;br /&gt;
}}&lt;br /&gt;
The garm are from a destroyed kingdom further south than even the warren federation, being victims of the elves first outward incursions. Formerly a civilized assembly of clans living in partially buried homes that formed large communities, much of their culture and ways have been destroyed in the preceding wars. Many garm also suffer from an affliction known as the feasting, a supernatural curse that causes garm to eventually devolve into wendigo if exposed to too much death and violence, a fact that leads many garm to face prejudice, if not outright bigotry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtypes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Pure - A pure garm that has not been afflicted by the feasting, looking normal and otherwise unscarred.&lt;br /&gt;
* Afflicted - A garm that has started to show signs of the feasting, usually manifesting in longer black claws, bigger more vicious teeth, eye color darkening, or horns/antler beginning to grow.&lt;br /&gt;
* Wendigo - A garm that has fully succumbed to the feasting but managed to retain their sanity instead of becoming a super natural beast. These garm are inherently monstrous, with the most common manifestation being the flesh of the face falling off and being replaced with bone-like dermal deposits that appear skull-like. Despite not becoming a full fledged monster, wendigo are said to be undying revenants with unholy life-forces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = pink&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Deerfolk&lt;br /&gt;
|imagebgcolor = purple&lt;br /&gt;
|fullname = Deerfolk&lt;br /&gt;
|commonality = Somewhat Common&lt;br /&gt;
|civilization = Steel Legion&lt;br /&gt;
|appearance = Humanoid deer.&lt;br /&gt;
}}&lt;br /&gt;
The deerfolk make up the commonfolk of the steel legion, forming most of the servant and menial labor roles beneath their minotaur masters. Deerfolk are often seen as second class citizens within their own nation despite the fact their minotaur masters would not survive without them. Deerfolk are adept farmers, sailors, artisans, and the creators of the life weaving magic path. Though accomplished and treated poorly by their bovid masters, deerfolk are loathe to leave their island nation as it is the only place one is safe from wild predators, as the minotaurs have slain them all and ensured the safety of their nation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtypes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Nodo - The landbound deerfolk who make up most of their kind, humble and skilled farmers and artisans whom work the lands and commerce of the steel legion. While considered second class citizens, deerfolk are the only ones capable of using the weaving machines that minotaurs lack the ability or training to do. Many nodo deerfolk, despite their status, live peaceful and largely happy lives.&lt;br /&gt;
* Yayoi - The coastal bound deerfolk, adapted to swimming and sailorwork and most likely to travel the world aboard vessels of trade and monster hunting. Yayoi are often conscripted as footsoldiers and sailors for minotaur vessels, be they merchant or hunting ships seeking to take down kaiju for meat and magical reagents. As a result, yayoi are more often adept warriors compared to the nodo.&lt;br /&gt;
* Yuki - Known as the yokai of the deerfolk, the yuki are set apart by their fanciful white pelts that they are born with, though they usually gain their coloration later on during puberty, the only remaining sign being white speckles within the fur. Yuki are magical conduits, much the way that ogres are and thus are often taken by their local daimyo to be raised in the art of magic, life weaving, or as court officials to be displayed as a sign of status like oni.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Large Races=&lt;br /&gt;
{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Ogre&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|fullname = Ogre/Ogres&lt;br /&gt;
|commonality = Somewhat Rare&lt;br /&gt;
|civilization = Onokrin Empire&lt;br /&gt;
|appearance = Massive lumbering humanoids, varying skin tones.&lt;br /&gt;
}}&lt;br /&gt;
Ogres, sometimes called oni, are massive hulking creatures of incredible strength and intelligence. While ogres are both cunning and brutal, their main claim to fame comes from their innate magical prowess, allowing them to become powerful wizards, mages, and summoners in addition to warriors, leading many ogres to becoming mage knights, battle wizards, and elemental warriors. Ogres and Oni are considered one in the same by most, though ogres internally have a distaste for oni, leading to ogres to having widely varied appearances, from blue and red to brown and pink skin tones, varying numbers of horns from one to three (which they are loathe to use as weapons), or glowing eyes of unusual colors and numbers, such as one or three eyes. All ogres have thick manes of hair, sometimes curly and sometimes straight, usually colored red, white, black, or gray. Among themselves, ogres believe themselves to be the eldest race behind dwarves and dragons and therefore have a level of haughty nature sometimes considered reasonable given their exceptional talents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtypes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Traditional - The standard ogre, often called the traditional ogre, ogres seem themselves as the current eldest race that is only contested by the salamanders. Intelligent, exceptional at magic, and quite strong, a traditional ogre represents the pinnacle that others should strive for, or so they believe. Ogres see themselves as the guides and shepherds of other races, despite their low numbers and their destroyed kingdom. While haughty to say, ogres understand that is through their magical prowess that the onokrin empire has risen to the heights it currently maintains.&lt;br /&gt;
* Oni - The deviants of ogres, sometimes born this way and other times changing through a process that is not at all understood. Oni lose the intelligence and refinement the average ogre carries and, much like their colorful skin and horns, gain more vibrant and wild personalities. Most oni are not looked upon favorable by other members of the empire and thus move to the steel legion, where oni are considered signs of good luck and prosperity. Most oni are thus share kinship with orc oni and the yuki deerfolk, of which they find similar ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = darkgreen&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Troll&lt;br /&gt;
|imagebgcolor = lightgreen&lt;br /&gt;
|fullname = Troll&lt;br /&gt;
|commonality = Extremely Rare&lt;br /&gt;
|civilization = Independent (Isolated Families)&lt;br /&gt;
|appearance = Massive lumbering humanoids, varying skin tones.&lt;br /&gt;
}}&lt;br /&gt;
Trolls are by no means stupid, but their sheer physical brawn often leads to this misconception. Physically trolls are the strongest race around, hulking in size and easily able to overpower ogres and even orcs thanks to their natural brawn. Trolls are solitary creatures, however, and are extremely rare as a result, often living as hermits or in singular family units claiming wide swathes of wild territories to hunt or farm in. Though trolls generally enjoy solitude, this is by no means required, and it is not unusual for a troll ranger or woodsman to appear from time to time in various rural towns where they come to trade. Trolls also eagerly sell their skills as mercenaries for exotic and unusual foods, making them a common sight in populated areas as even the most frugal mercenary company is willing to put up with the logistics of keeping a troll fed and happy, if it means having one under their command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtypes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* None - Trolls are so rare and wildly different from each other that there is no true consensus on what a true troll is or looks like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Minotaur&lt;br /&gt;
|imagebgcolor = darkorange&lt;br /&gt;
|fullname = Minotaur&lt;br /&gt;
|commonality = Common&lt;br /&gt;
|civilization = Steel Legion&lt;br /&gt;
|appearance = Massive lumbering bovine humanoids, varying horns.&lt;br /&gt;
}}&lt;br /&gt;
Minotaurs are an unusual race of giants, being huge, amply armed, and strong of body and mind. Minotaurs are considered the larger cousins of the Kaxxi and Deerfolk, due to the faint visual similarity. Minotaurs have a reputation for being as brutal and dominating as orcs, with a known trait among them being their cultural desire for dominance in both males and females. As a result, many minotaurs are looked upon with more apprehension than even the Kaxxi,  but are tolerated due to their propensity to work in large families living together as formidable, intelligent for-hire workforces for a wide range of basic physical tasks ranging from building, transport, security, fighting, or even artists and specialized artisans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtypes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Auroch - Auroch minotaurs favor a more bull-type feature, with larger horns and heavier muscles. Auroch minotaurs are often warriors, said to be stronger and faster than others of their kind. However, unlike other racial groups, one is not born an auroch but established by their growth and training. Technically, any minotaur can become an auroch if proven strong enough.&lt;br /&gt;
* Bovine - The remaining minotaurs who do not focus on physical training or lack the title of samurai are considered bovine. They still carry the speed and ability in combat most minotaur do, but focus more heavily on other pursuits such as politics, administration, artisanry, and promotion of prosperity. Though often in hire echelons of society, some bovine minotaurs end up in menial or lower ranked positions amongst the deerfolk.&lt;br /&gt;
* Yak - The yokai of the minotaur, with shaggy fur and broad horns the yak have much bigger, broader bodies than normal minotaurs. Where a auroch of even bovine are exceptionally fast, a yak loses this for immense durability and staying power. Many liken them to gnolls, with hides tough enough to withstand shotgun blasts and still keep moving.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpeciesHeader&lt;br /&gt;
|headerbgcolor = Purple&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|speciesname = Lagus&lt;br /&gt;
|imagebgcolor = pink&lt;br /&gt;
|fullname = Lagus&lt;br /&gt;
|commonality = Common&lt;br /&gt;
|civilization = Warren Federation&lt;br /&gt;
|appearance = Giant humanoid lagomorph&lt;br /&gt;
}}&lt;br /&gt;
Lagus are a race of giant humanoid lagomorphs who are the most adept psions in the world, yet are set apart from the other races of the worlds due to their strange nature and communal living styles. Lagus formed the Warren Federation in league with the kobolds and later rodentfolk, creating a vast underground empire where they made marvels of stone masonry and architecture supported by their telekinetic abilities. While considered the de-facto leaderships and administration of the Warren Federation, Lagus can be found at most levels of their society and have extreme body dimorphism between males and females coupled with an extreme disparity between birth rates, setting them apart from others and leading some to believe male lagus do not exist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtypes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Hare - The hare lagus is often thinner, taller, and much more prone to travel and speed than the other variations. Known to be good with firearms and quicker to draw steel than the normally diplomatic rabbit lagus, the hares are thus prone to wanderlust. Many can be found among ratfolk caravans, serving as coachman or employing their natural psionic abilities for pay. Those who remain within the federation often become enforcers and guards, thanks to their natural talents.&lt;br /&gt;
* Rabbit - The physically weakest of the lagus, the rabbit lagus are the most adept at psionics, carrying exceptional levels of intellect that set them apart from most races, not merely their own. The rabbit lagus are the best psions in the world, barring perhaps the kaxxis. They make up the majority of the direct political administration within the federation, serving all manner of positions from clerk to minister to diplomat.&lt;br /&gt;
* Jackalope - The spirit touched of the lagus, jackalopes are set apart by the growth of antlers on their heads, their teeth replaced with fangs, and their normally herbivore nature becoming obligate carnivores. Jackalopes make for poor psions, but are much tougher, faster, and stronger than even the hares. While a hare can be said to be quick to draw steel, only the jackalopes are known to seek conflict. This aspect often sees them falling in with the garm, whom they find kinship with given their similar physical changes and monstrous natures/appearances for those garm whom become afflicted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chimeras==&lt;br /&gt;
Chimeras are an off shoot race that came about as a result of humans interbreeding or being weaved into a separate and distinct race. Chimeras can range from a human who merely exhibits minor cosmetic changes, like a half-orc or has slightly pointed ears, subdued tusks, and red eyes to full blown changes that barely resemble humans at all. Many more exotic chimera are the result of weaving, a type of life magic commonly used in the Steel Legion, that for other races only allows minor changes from hair and eye color to the regrowth of bones, missing limbs, and other bodily repairs. Humans are the only known race to be easily and readily weaved into greater changes, with some humans even being weaved to resemble other races, at least in appearance.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, interbreeding between races results in a child of the sire. Ergo, an orc male and salamander female produces a full blooded orc child. In humans, regardless of sire the child can be a pure blooded human or exhibit qualities of the non-human parent. In some rare circumstances, such as with salamanders, this creates a stable sub-race but more often than not the resulting changes are merely considered chimeric. Most groups recognize chimerics as human and they can be found anywhere.&lt;br /&gt;
&lt;br /&gt;
For rules regarding custom chimeric lore or custom races, see the [[Chimerics]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Guides]] [[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Rosaria&amp;diff=180</id>
		<title>Rosaria</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Rosaria&amp;diff=180"/>
		<updated>2023-08-13T16:17:02Z</updated>

		<summary type="html">&lt;p&gt;R4d6: Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#DDA0DD; | Rosaria&lt;br /&gt;
&amp;quot;Do no harm.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction: &lt;br /&gt;
Ascendant&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access Rune: &lt;br /&gt;
Ascendant&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction Boss:&lt;br /&gt;
Exalted&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Medium to Hard&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The rosaria are the first and foremost experts in medical healing through alchemy and magic, it is only by the rosaria that people can get back up and capable so easily.&lt;br /&gt;
&lt;br /&gt;
==Stat Requirement==&lt;br /&gt;
* Biology: 30&lt;br /&gt;
* Cognition: 10&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
The rosaria is primarily a doctor, being the only role within the various factions that acts as a dedicated doctor and healer. Rosaria come in two primary forms, the first being the better known and more widely common rosaria rune lantern bearers. Rosaria corps, on the surface, often hail from the Sons of Baitaal and as such have a more religious and priest-like bent to them than others, though this is by no means mandatory. The second form is the vitalist, the psionic variant that is more widely known across the warren federation. Regardless of type, rosaria are often simply referred to as rosaria regardless of talents and all are well trained alchemist and surgeons in addition to their other abilities. Rosaria are the only ones capable of using advanced medicines and using the complex alchemy stations, additionally rosaria are given specialized surgical training, allowing them to repair bones and patch organs internally.&lt;br /&gt;
&lt;br /&gt;
Rosaria who use rune lanterns are given a suite of spells that focus on area healing and utility. A traditional rosaria can heal everyone within range for a general amount of healing or a single individual for a slightly greater amount. Additionally, they also have spells with utility such as allowing another to overcome addiction or stabilizing a single person to prevent ramping injuries. While useful, rosaria have few specialized forms of healing and are limited by the delay between castings as well as how much resonance their lantern currently carries.&lt;br /&gt;
&lt;br /&gt;
The vitalist rosaria is more focused on healing an individual, able to treat specific types of damage directly and healing for vast amounts, but only towards a single person. A vitalist must spend an essence point per type of damage healed with their various abilities, but heal a much larger amount than what a rune lantern can do. Vitalist suffer from the downside of needing to be hold the target they wish to heal, making it difficult to heal in the middle of an active fight. While a vitalist does not need to worry about delays between castings, essence points take longer to restore naturally and require cerebrix inhalers to restore essence, further limiting their abilities. Vitalist also come with some utility spells, able to fix specialty damage like organ and brain damage or cure wild magic instability.&lt;br /&gt;
&lt;br /&gt;
Regardless of their chosen path as a magi, every rosaria is trained as an alchemist and a surgeon, allowing them to mix chemicals at their lab to provide additional item based healing through potions or injections. Once made, potions and needles do not require a rosaria to administer them, though needles require a bit of medical knowledge to use appropriately. Surgery is exclusive to rosaria, allowing them to use surgical kits to open up those with broken bones or damage organs for direct healing. A skilled rosaria can bring a surgical kit with them and with nothing but a table and a sterilized pair of gloves remove a bullet, fix a bone, or repair a damaged heart before the person being operating on even passes out.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Only your surgical table contains a soporific plant that puts people to sleep, try not to perform surgery anywhere else, as whomever is cut up will be in great agony.&lt;br /&gt;
* Consider carefully what your specialty as a healer is and plan accordingly, having pills or syringes loaded with healing the damage you cannot with your spells is a good practice.&lt;br /&gt;
* Work with those not of your type, a rosaria and a vitalist working together allows them to triage effectively. Highly injured people on the verge of death should be given to the vitalist, large amounts of wounded should be tended to by the rune lantern bearer.&lt;br /&gt;
&lt;br /&gt;
=== Unique Equipment ===&lt;br /&gt;
Alot, you have a wide variety of bottles, syringes, health scanners, medical kits, and many sundries that allow you to easily heal others.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Tips ===&lt;br /&gt;
* Regular bandages and potions can be given to even the dumbest people to allow for light or temporary healing. A bandage can stop bleeding and a potion can provide a slow but capable healing, further compounded with additional methods of healing, it can stack effectively!&lt;br /&gt;
* Medicines that heal the same damage type stack, adding three different types of brute healing means three different sources of direct healing. Mixing potions is not only recommend, but damn near required for the worst cases.&lt;br /&gt;
* Stabilize then heal, it does you no good to load a patient full of healing alchemical compounds if their vitals are dropping too fast for it to matter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Roles}}&lt;br /&gt;
[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Rules&amp;diff=176</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Rules&amp;diff=176"/>
		<updated>2023-08-13T16:00:52Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* You are expected to forget events that are deemed non-canon */ Another typo&lt;/p&gt;
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&lt;div&gt;{{GetStartedHeader}}&lt;br /&gt;
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These are the rules for the server and &#039;&#039;are subject to change without notice&#039;&#039;. For further clarification, use common sense. If you did get banned, there&#039;s probably a good reason for it, but if you disagree, you can always make an appeal on the discord. Although these are rules, but they are not infallible, complete, or concrete, and probably never will be despite our best efforts. If &#039;&#039;ever&#039;&#039; something feels wrong, either don&#039;t do it, or admin-help it first. Above all, use your common sense, listen to the game staff, and try to keep the game fun for everyone; not just yourself.&lt;br /&gt;
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If you disagree with the rules as they currently stand, talk about it on the discord or with admins and maybe we can improve them through some healthy criticism and debate.&lt;br /&gt;
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&#039;&#039;&#039;These rules are designed to be written in such a way that you can &#039;&#039;usually&#039;&#039; understand them just by reading the headers&#039;&#039;&#039;, because reading &#039;&#039;all of this&#039;&#039; would be insanity for most people. If you cannot understand a rule just by looking at it, or wish to know about possible exceptions or examples, click the rule to learn more.&lt;br /&gt;
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If you find yourself spending too much time reading this page, or are confused about any rules, please contact an admin on Discord to make suggestions on how these rules could be better worded.&lt;br /&gt;
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== You must be 18 or older to play on this server ==&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;There are no exceptions.&#039;&#039;&#039;&amp;lt;/font&amp;gt; If the staff suspects that you are underage for any reason, you will be banned from playing on the server until you are able to prove to the satisfaction of the staff that you are at least 18 years old.&lt;br /&gt;
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*Use of real world slurs, ‘lolspeak’, and other indications of immaturity may be taken as signs that you are underage.&lt;br /&gt;
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*Knowing another user is underaged but not reporting it is considered grounds for an immediate, permanent ban.&lt;br /&gt;
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*The age of consent in your country is irrelevant. Your opinion about this rule is irrelevant.&lt;br /&gt;
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*You may also not play a character who is under 18 years of age.&lt;br /&gt;
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== Obey the community&#039;s global rules ==&lt;br /&gt;
These rules apply &#039;&#039;everywhere&#039;&#039;, including Discord, the server, and even private discussions with non-admins. However, not all of the global rules are even possible to break in the server, so this wiki page only covers what&#039;s relevant to the game server. The overlap from the global rules are:&lt;br /&gt;
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* No spam.&lt;br /&gt;
* No OOCly illegal discussions or content (such as child porn, drugs, piracy, real world threats, etc).&lt;br /&gt;
* Respect other users, don&#039;t use real-world slurs, and don&#039;t intentionally drag private conflicts or in-game conflicts into public OOC (such as on the Discord server, the in-game global OOC channel, or anywhere else).&lt;br /&gt;
* Don&#039;t intentionally abuse server functions to upset (grief) people, or derail discussions. You know what this means, don&#039;t play stupid.&lt;br /&gt;
* No complaining about bans unless done properly via an appeal on our forums/discord or in an ahelp or otherwise private means as an inquiry to administration staff.&lt;br /&gt;
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== Don&#039;t be an asshole ==&lt;br /&gt;
It&#039;s fine to say stuff and whatnot but being a outright dick isn&#039;t alright, and there&#039;s a fine line with that. Also, spamming racist words is still not okay. &lt;br /&gt;
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=== Do not inconvenience AFK or disconnected characters ===&lt;br /&gt;
Under normal circumstances, do not harm or otherwise inconvenience characters whose player is idle, ghosted, or disconnected entirely. There are some exceptions to this rule, as follows:&lt;br /&gt;
*Circumstance that warrant the interactions of AFK/SSD players are few and far between if there is ever a case were you are REQUIRED for to take any ID/Bag/Gear from someone that is SSD, Ahelp before hand and with your reason why. Not ahelping before may result in HARSH OOC punishment if you are found to be manipulating them while away, or causing any sort of general tampering with the player. (IE. Don&#039;t be an asshole who steals shit from afk players unless its required)&lt;br /&gt;
Note: If your moving someone to the elevator after the time, this is ok, as long as you do not remove their items unless it&#039;s faction important and you have the means to return them properly&lt;br /&gt;
*If they&#039;ve disconnected/idle for more than 15 minutes, you can put them in the elevator to log them out. If you do that, take away all of their belongings except for their clothes, shoes, ID, etc; and return everything else to its rightful department.&lt;br /&gt;
*If they&#039;ve committed a crime, jail them as you normally would and conduct their sentence even if they aren&#039;t connected. 20 minutes in the brig is still 20 minutes in the brig.&lt;br /&gt;
*Emergencies bypass this rule. If it&#039;s an emergency and you need something an idle player has to fix it, you may take it. If a fire starts in a room and the AFK player is the only one who can open the door then it&#039;s an emergency. Needing to get a snack from the kitchen and robbing the chef does not count as an emergency.&lt;br /&gt;
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=== ERP preferences must be respected ===&lt;br /&gt;
Players should have their ERP prefs listed in their “OOC Meta info” or “OOC Notes” on their characters. You are required to respect these preferences so long as they pertain to ERP. If you are unsure about the meaning of some of their preferences, then use LOOC to discuss it with them. If you accidentally go against someone’s preferences, or someone else goes against yours, work to correct it as quickly as possible, even if that means just deciding in LOOC amongst yourselves that ‘this didn’t happen’ and going your separate ways.&lt;br /&gt;
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*If you do not like someone&#039;s erp preferences you won&#039;t be punished for saying so, but do not harass someone just because they like something you don&#039;t. It&#039;s far easier to simply avoid someone and causing drama will get you into trouble.&lt;br /&gt;
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*If you are uncomfortable with an ERP theme that you hadn&#039;t thought to add (or didn&#039;t know existed) to a list of dislikes in your OOC notes, speak up in LOOC as normal. Conversely, those of you foolish enough to put &#039;anything goes&#039; into your preferences, or anything else vague like this, do so at your own risk. &#039;&#039;&#039;You forfeit your right to complain about preference breaking&#039;&#039;&#039; if you do not put &#039;&#039;some&#039;&#039; indication of your dislikes into OOC preferences.&lt;br /&gt;
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**&#039;&#039;&#039;Do not OOCly consent to an non-consensual scene and attempt to report it ICly or OOCly.&#039;&#039;&#039; This is effectively &#039;&#039;forcing&#039;&#039; players to engage in your fetish scene. Topics like this may make players incredibly uncomfortable or distressed. Do not do this. If you have &#039;&#039;not&#039;&#039; consented to the scene - A-help &#039;&#039;&#039;IMMEDIATELY&#039;&#039;&#039;.&lt;br /&gt;
**Do not do scenes such as this in public. Ever. You will not only be player killed (PK) but also have further punishments put upon you. If you want to opt-in for a scene as such, take it to dorms or a area defined properly as a private area.&lt;br /&gt;
**Do not make false allegations of non-consensual scenes in game. Falsely accusing someone of rape or other non-consensual material will result in an immediate ban. This is incredibly bad faith and petty.&lt;br /&gt;
**&#039;&#039;&#039;Being found in violation of NON-CON rule(s) will be met with an automatic player kill (PK) and Perma Ban with no appeal given investigation. You&#039;ve been warned as this is not tolerated here.&#039;&#039;&#039;&lt;br /&gt;
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*Do not attempt to force yourself into ERP scenes where the other party (or parties) involved are not comfortable with it, or not even actually participating. This includes (but is not limited to) repeatedly trying to do ERP that a player has blatantly stated they are uncomfortable with, trying to guilt players into having a pity RP with you, etc. You get the idea. Don&#039;t do it.&lt;br /&gt;
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*AFK/SSD/Disconnected players are not valid targets for any ERP.&lt;br /&gt;
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=== The private areas are protected ===&lt;br /&gt;
The ‘dorms’ area on the map are reserved for ERP and are ‘protected’ from interruption. It is a violation of this rule to break into occupied dorms or harass players in dorms. Dorm areas are any personal apartments generally restricted to a specific person such as a head of staffs private bedroom or a dorm area claimed by a specific person, usually through a labeled door.&lt;br /&gt;
*The only exception is for law enforcers to arrest those who have committed crimes. Law enforcers are not allowed to indiscriminately inspect dorms for crimes, but a known criminal hiding in a dorm is not protected by this rule.&lt;br /&gt;
*Conversely, it is not permissible to attempt to use dorms to hide from breakers, or to make their job of finding you harder. The dorms are for people who want to ERP in privacy. Don’t involve them in your shenanigans.&lt;br /&gt;
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=== Do not disrupt non-public ERP scenes ===&lt;br /&gt;
TL;DR is you should avoid screwing with scenes that are not in public areas. The problem is, not everyone knows what is considered public or private. This is especially important for [[Security]] players to know.&lt;br /&gt;
*Dorms are considered private obviously. Don&#039;t mess with those under any circumstances unless someone inside actively invites you. (Calling for help is considered an invite.)&lt;br /&gt;
*If a person is ERPing in a public location they should be asked to vacate to a private dorm room. If they refuse they may be arrested immediately.&lt;br /&gt;
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=== Speak English ===&lt;br /&gt;
We are an English server. All OOC communications are expected to be done in English. It&#039;s alright if your English is rough and imperfect, just as long as we can reasonably understand it.&lt;br /&gt;
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*This also extends into IC communications, but is more flexible as some characters have heavy accents.&lt;br /&gt;
*Having a character sometime speak smatterings of other languages is acceptable, but speaking exclusively in these languages for entire sentences is not.&lt;br /&gt;
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=== Roleplay as long as it&#039;s feasible ===&lt;br /&gt;
*This is an HRP (Heavy RolePlay) server. You are expected to roleplay your actions with other players as long as it&#039;s feasible. If someone engages you in purely ‘robust’ (aka game-mechanics driven) combat while you were attempting to roleplay with them, with no reasonable provocation, please use the admin-help feature to inform an admin.&lt;br /&gt;
**Reasonable provocation would be things that deem you too dangerous to be given even a chance to talk. For example, openly wielding a gun while threatening people, charging someone with a knife, trying to create a hazard, or being the target of a manhunt.&lt;br /&gt;
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*If a fight does begin, you&#039;re not expected to type out every gunshot and dodge and attack. That would be absurd. Generally, you roleplay up until the point that it makes sense to start attacking, and then use game mechanics from there. You are allowed to respond to ‘robust’ violence with your own, if you desire, though you should attempt to return to roleplaying as soon as feasible. The environment is not designed for a focus on action, but rather for character-building and roleplaying. When a fight is over, resume roleplaying.&lt;br /&gt;
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*Movement is considered a game mechanic for the purpose of this rule. Wordlessly running at an enforcer who is attempting to arrest you, or wordlessly fleeing from them, is considered engaging in game-mechanic combat. The enforcer has valid cause to stop trying to roleplay and stunlock you into the ground.&lt;br /&gt;
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*Death is not uncommon, even in the safe zone, but it is still impactful. When a character dies, or your own character dies and is revived, death should be considered an immensely painful and graphic experience. One should stay in character during said experiences, statements of ‘oh well’ or mutilating a corpse for ‘fun’ would not be reasonable responses.&lt;br /&gt;
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*&#039;&#039;&#039;You are to have fleshed out character records.&#039;&#039;&#039; These are used not only for roleplay but are to be utilized, if specified by staff, for long-term consequences for actions. Players are supported to use these as roleplay documents and treat others with these seriously. Our expectations for what should be in these can be found in [[Example Paperwork]].&lt;br /&gt;
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=== Do not join with an inappropriate ckey ===&lt;br /&gt;
Ckeys, better known as BYOND user names, must be appropriate. If any are deemed inappropriate, the ckey will be banned and you will be unable to play on our server until you make an account with an appropriate name.&lt;br /&gt;
*Ckeys that mock certain players or groups are an example of inappropriate.&lt;br /&gt;
*Ckeys that violate BYOND&#039;s terms of service may also be reported.&lt;br /&gt;
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=== Do not misuse Global OOC ===&lt;br /&gt;
Global OOC begins muted, it being turned on is not a chance to abuse it.&lt;br /&gt;
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* Global OOC is used, for instance, to contact someone you were typing a reply to had walked out of the room before you were done, and you&#039;re trying to ask them to come back. It&#039;s also useful if you&#039;re a new player, or an old player exploring new mechanics, who asks something like, &amp;quot;How do I make Tricord again?&amp;quot; or something short and similar. Short, sweet, and relevant OOC messages are generally okay. Welcoming old players returning, or new players joining, is also generally okay.&lt;br /&gt;
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* Global OOC is &#039;&#039;not&#039;&#039; for idle banter, ranting, things pertaining to incidents in the current round (see previous rule), in-depth explanations (an explanation that takes more than a few lines), shitposting memes, or discussing topics not relating directly to the game. If you want to chatter OOCly, go to our Discord channel, which is linked from the home page or use LOOC so as to not disturb the rest of the server.&lt;br /&gt;
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* Also, if someone does misuse OOC, do not complain in global OOC about their misusing of global OOC. Not only are you just making the problem worse, that is considered being a backseat admin, which is prohibited by other rules.&lt;br /&gt;
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== Keep IC and OOC separate ==&lt;br /&gt;
*Don&#039;t complain in OOC or LOOC when your actions IC get you in trouble. If its a rules violation then Ahelp or open a ticket on the discord.&lt;br /&gt;
*IC (In-character) and OOC (Out-of-Character) actions and knowledge should be separated as much as possible. Don&#039;t use OOC channels to discuss what&#039;s going on IC until after the round is finished, don&#039;t use OOC knowledge to do things your character wouldn&#039;t know, such as operating the weaving machines as a custodian. You are not playing yourself in the game, you are controlling a character with their own wants and knowledge and the IC/OOC boundary is to help reflect that.&lt;br /&gt;
**Note that these same rules apply to LOOC as well.&lt;br /&gt;
*Disconnecting or using other OOC means to avoid IC consequences is against the rules. If you do urgently need to leave the server even though you&#039;re being punished, your options are either to surrender and get it over with, or use admin help to inform the admins, &amp;quot;I know enforcers are after me, but I have to go because (some emergency).&amp;quot; Failure to take ten seconds to tell an admin before disconnecting may result in harsher punishment.&lt;br /&gt;
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=== Metacomms, metagaming, multi-keying, (etc) are not allowed ===&lt;br /&gt;
*Metacomms: Using third-party programs, such as Discord, IRC, Skype, or even the BYOND pager, to discuss and share information of the ongoing round. This excludes other players, can contribute to toxicity among the playerbase, and is often a tactic used by griefers and thus is a no-go.&lt;br /&gt;
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*Metagaming: Using information obtained from elsewhere to influence IC decisions and actions. Your opinions or knowledge of other players or characters obtained via OOC methods should not direct your IC actions. If you have an OOC grudge against someone, you may not try to antagonize them IC, for example.&lt;br /&gt;
** Metagaming sometimes happens by accident due to game mechanics behaving undesirably due to intentional features or unintentional bugs and oversights. If it happens, ask an admin to help straighten things out if you can&#039;t do so among yourselves.&lt;br /&gt;
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*Multi-keying: Logging in with multiple BYOND accounts on our game server. There is never any legitimate reason for you to do this and thus is not allowed.&lt;br /&gt;
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= Create and play server-appropriate characters =&lt;br /&gt;
Although this is a roleplaying server based around 2D spess mans, that doesn&#039;t mean anything goes because that is possible. Suspension of disbelief is still important to a good experience, and breaking that suspension of disbelief is bad for roleplaying. Characters who break that suspension of disbelief are not allowed. Saying &amp;quot;it&#039;s what my character would do&amp;quot; isn&#039;t an automatic protection against this rule if what your character is doing breaks that immersion.&lt;br /&gt;
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*Play a reasonably sane and mature character, give them a non-immersion breaking first and last name, do not play obvious reference characters, or characters from published works.&lt;br /&gt;
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*Keep in mind that people do not like pain or dying and usually try to avoid it without good reason. Give your character a reasonable set of strengths, fears, and weaknesses. When writing things for IC, write things out that sound like speech, not emoticons or lolspeak.&lt;br /&gt;
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*Just because the setting has magic does not mean that is carte blanche to view the sky as the limit. Magic is heavily defined and has hard rules that are difficult, if not outright impossible, to violate. Do not claim to be special or have special powers or the gods themselves will intervene to make your life harder and put you in your place.&lt;br /&gt;
**The exception to this is purely private roleplay. For example: If your character and another character are in a dorm by themselves, and the other is OOCly fine with it, your character can display anything they wish. Keep in mind if it ever ceases to be private, this exemption disappears entirely.&lt;br /&gt;
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*Obscenely oversized or undersized characters are forbidden. Minimum height is at least three feet. Maximum height is about nine feet. Anything more or less really pushes the already shaky believably of lore and in-game visuals.&lt;br /&gt;
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*You are expected to play to your race and character lore, even if you are chimeric, if you are from the empire you are expected to act, think, and believe what one would reasonably expect from an empire citizen. Same goes for the federation and legion.&lt;br /&gt;
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*OOC Notes and Flavor Text are &#039;&#039;&#039;required&#039;&#039;&#039;. Your OOC notes must detail your ERP preferences, and your flavor text should not include non-physical attributes (do not include feelings your character has, or how they act). Character records are something that should be filled out, if you have an issue or don&#039;t know how to do it properly, contact a member of staff for help.&lt;br /&gt;
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*To be a resident your character &#039;&#039;&#039;must&#039;&#039;&#039; have at least a &#039;&#039;basic&#039;&#039; understanding of the common language.&lt;br /&gt;
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*If your character is suspended, permanently killed off, or otherwise removed from the safe zone as a consequence for something horrible they did in-character, you are expected to not play that character anymore. If found playing the character again, or a &#039;copy&#039; to circumvent this result, OOC punishment will be issued.&lt;br /&gt;
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* &#039;&#039;&#039;Do not play vibrantly colored or &amp;quot;sparkle dog&amp;quot; type characters.&#039;&#039;&#039; This basically means you should mainly have natural fur coloration and a relatively normal appearance. Yes, our character editor has a ton of color options, including neon colors and many design sprites to do strange things. Creativity is fun, making your appearance incredibly unrealistic or as obnoxious as possible will result in admin intervention. Some leeway is given to races with canonically vibrant colors such as salamanders, kobolds, or chimerics but try to keep them muted instead of neon. Following the custom species guide does not make you immune from this rule. If an admin asks you to change your color, do so, we have this rule to maintain HRP.&lt;br /&gt;
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== Do not kill or attack things (including yourself) for no good reason ==&lt;br /&gt;
*This includes yourself. Even in self-defense your goal is to fight off your attacker and survive, killing in a fight should only be done as a last-ditch effort when it&#039;s clear it&#039;s a you or them situation.&lt;br /&gt;
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*Suicide or self-mutilation is not allowed without prior allowance by an admin. The reason for this is to maintain an atmosphere of reasonable and, at least mostly, mentally sound workers. The subject can be a poor attention grab, be used for guilt, or remove any immersion or story from someone. If you believe you have a reason, ask an admin.&lt;br /&gt;
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*Excessive force responses are not allowed by our rules. Excessive force responses would be, for example, crushing someone’s skull for cutting you in line, stabbing someone’s eyes with a screwdriver for boredom, killing someone over a single punch, etc. Use proper reasoning for when you act in such a manner.&lt;br /&gt;
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*Hiding player corpses as a self-antag / antag is not allowed. Staff may give an exemption in the case of an event but the body should still be possible to be found.&lt;br /&gt;
**Similarly, do not destroy bodies purposefully. Accidents happen regarding gibbing of a skull, destruction of someone’s body due to a bomb, etc. But whacking a target that is dead until it starts gibbing its limbs is not. &lt;br /&gt;
**Antags have some exemption to this; such as Blitzshells or Carrions. However admins are to specify if an antag may use these abilities or not as they can possibly end up being round-ending for a player.&lt;br /&gt;
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*Make it clear through actions or words if you are moving into combat against someone. Even something as simple as “I’m killing you” will suffice - or even placing paper at the entrance to a cave saying ‘KEEP OUT’. Wordlessly shooting people without any clear intent or reasoning may result in administrative action depending on the context. We are a roleplay server.&lt;br /&gt;
**Players are, by no means, required to emote. They may choose to do so if they please. Drawing a gun when in a heated situation, such as when a gun is already drawn on them, or even being visibly armed during a fight is clear intent enough to meet this requirement. Use proper reasoning and judgment. &lt;br /&gt;
**If a player makes their intent known (I.e ‘get on the ground, now’, ‘give me your shit’) - you, as the person receiving said demand, are not required to say anything further. You may retaliate with force at this point if you deem fit. Sometimes ICly is preferable to try and talk, but you are not required to. Just know that actions have consequences ICly and they may apply to you depending on the legality of the order or reasoning of it.&lt;br /&gt;
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* You are not allowed to act rounds later on someone legally. This goes for both Breakers/Agents and non-enforcer members. Admins may permit actions to take place regarding previous round charges if seen reasonable (such as a trial), but unless you are given direct permission this is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
** You may, however, use previous conflicts as a justification for hostility with a person. This however falls under the act of Self-Antaging if you pick a fight on your own. This is allowed, but by doing so, you accept consequences for this action. This action will not be considered legal icly.&lt;br /&gt;
** Fax-complaints about character&#039;s behavior may be faxed inter-round. These faxes should clarify when the event took place and if it is relevant to a current ongoing situation in-round. When in doubt if you can act on an inter-round issue, fax or A-help.&lt;br /&gt;
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== Do not powergame ==&lt;br /&gt;
*Better known as &#039;playing to win&#039;. As an enforcer this can be seen as going out of your way and needlessly endangering others to ‘win against’ criminals. &lt;br /&gt;
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*While this shares several things in common with other rules, it still is it&#039;s own entity. Play to have fun, allow yourself to lose now and again and roll with the blows as it can make things potentially even more interesting.&lt;br /&gt;
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*Having &#039;&#039;&#039;way&#039;&#039;&#039; too many skills for one character is another example of this. Just because you&#039;re the premier and have access to everywhere doesn&#039;t mean you should (or can) know how to do all the different jobs. (See [[Character Creation#Give them a set of skills|Character Creation]] regarding skills for more information.)&lt;br /&gt;
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*[[Identifying Antagonists]] when you shouldn&#039;t be able to is also a violation of this rule.&lt;br /&gt;
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== Do not godmode ==&lt;br /&gt;
* Often confused with powergaming, godmoding is to create abilities out of nowhere, or do impossible things. If the action cannot be reasonably emulated in the confines of the game&#039;s mechanics, and it gives you some kind of advantage or is exceptionally weird, it&#039;s probably not allowed. For example, if you don&#039;t have access to a mechanic for turning invisible, you can&#039;t turn invisible. Saying you&#039;re invisible doesn&#039;t mean squat.&lt;br /&gt;
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* Creating a character who is immune to injuries or pain also falls under this. The game won&#039;t let you ignore getting shot, why would any player allow it either?&lt;br /&gt;
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* Accidental injuries are still in-character injuries unless an admin heals you. Admin heals are generally out of character to void the injury.&lt;br /&gt;
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* &#039;&#039;&#039;Admins who are caught abusing admin powers to godmod will be immediately dealt with.&#039;&#039;&#039;&lt;br /&gt;
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== Do not abuse whispers ==&lt;br /&gt;
Any actions that would obviously be visible should not be hidden using whispers, this includes ERP, whispers longer than a sentence, or actions that would obviously be visible to anyone glancing you way. If you need to speak something longer than a sentence but want to keep it quiet use the whisper command. Anyone caught using whispers to hide obviously visible actions of paragraphs of texts will get slapped for it.&lt;br /&gt;
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== Rules of ‘Self-Antag’ ==&lt;br /&gt;
To start with, here are some of the bare bone basic rules when self-antagging.&lt;br /&gt;
* Your goal should be to provide fun for players in the round. Not just for yourself. Create scenarios others can enjoy and interact or involve other players who are receptive to your antics.&lt;br /&gt;
* Don’t Self-Antag without proper IC reasoning. Reasoning along the lines of &amp;quot;I&#039;m bored&amp;quot; or &amp;quot;Giving Security something to do&amp;quot; is NOT a valid reason to be an asshole. Make sure your reason(s) are believable and why your actions make logical IC sense to any Admin.&lt;br /&gt;
* Your main goal should be to get away with something and live to fight another day. Not to aim to murder everyone in your sight.&lt;br /&gt;
* Don’t break machines or items when you are self-antaging, steal them instead. If the item has no worth to you nor any credit worth, don’t take it. If it does or would sell for a pretty penny, you may steal it and use or pawn it off.&lt;br /&gt;
** Similarly, don’t destroy or otherwise effectively grief Ascendant medical or other faction machines that are needed for life-saving or are not replaceable. I.e - alchemy station, medkits, etc.&lt;br /&gt;
** This includes infrastructure.&lt;br /&gt;
* Think about how a normal person would behave under similar circumstances. A well established character who has been around awhile may be given a bit of wiggle room to keep rounds interesting.&lt;br /&gt;
* By Self-Antaging, you are consenting to consequences to your actions. Be it from a normal player, or any result that may come from command or security personnel.&lt;br /&gt;
** Do not complain about the consequences you face upon doing such actions. Being fired, brigged, or killed - depending on the severity of your actions - are all possible outcomes. If you value your character and their reputation, don’t do it.&lt;br /&gt;
&lt;br /&gt;
Due to the importance of certain items or objects, to get permission to break into certain high security places or steal specific rare or strong objects requires staff permission first. These include:&lt;br /&gt;
&lt;br /&gt;
* Breaking into any of the safe zone armories.&lt;br /&gt;
* Heads of Staff rooms to steal unreplaceable gear/artifacts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key goal to self antagging is to create roleplay that is enjoyable or otherwise fun for players to interact with to differ from the norm. Below are a list of examples but you should always consider &amp;quot;are other people having fun or am I just being a dick?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Buying and selling contraband.&lt;br /&gt;
* Starting a drug production operation in a secluded spot in the safe zone.&lt;br /&gt;
* Disguising yourself as a specific department and gaining access to it while pretending to be a member of that department until someone notices.&lt;br /&gt;
* Extorting people for cash with a good old fashioned mugging.&lt;br /&gt;
* Stealing money, cutting profits, etc.&lt;br /&gt;
&lt;br /&gt;
Now that the guidelines are out of the way, this rule set are examples of what self-antagonists are &#039;&#039;&#039;NOT&#039;&#039;&#039; to do without admin permission.&lt;br /&gt;
&lt;br /&gt;
* Large explosives are NOT allowed without admin permission.&lt;br /&gt;
** Grenades in casings and the like are, however, free to use as you see fit.&lt;br /&gt;
* Being a self-antag does not mean a license to murder. Doing so may result not only in perma-brig or a PK depending on your actions outcome, but staff involvement as well.&lt;br /&gt;
** Shooting at enfocers while on the run for example is fully fine and acceptable rules-wise, but you are not to purposefully kill people at random.&lt;br /&gt;
Do not self antag more than once per day. This is generous as is, you shouldn’t be running around multiple rounds in a row breaking stuff, stealing stuff, etc. There is a fine line between a self-antagonist and a shitter.&lt;br /&gt;
* Do not use self-antagonism as an excuse to ruin a player&#039;s experience. This includes targeting players you know you do not like, providing purposefully no enjoyment to the situation for them, etc. It’s just dickish behavior.&lt;br /&gt;
* Do not start hostile actions within the first 15-30 minutes of the rounds start. You may use this as prep time, or A-help asking to start early if it’s something you feel you need to do to get the proper prep time to begin with.&lt;br /&gt;
** Similarly, you are to cease escalation of antagonism once a round end vote passes. Security may hunt for you, and you may retaliate in that case - but you are NOT to start self-antaging in the last 15 minutes of a round nor continue actions of self antaging.&lt;br /&gt;
&lt;br /&gt;
Remember - we play on what most servers consider an “Extended round type” and pride ourselves, as a server, with offering a persistent atmosphere where previous actions are considered ‘canon’ versus the normal SS13 experience of Groundhog Day. We do not have normal full blown antagonists, such as a murderous traitor, a serial killer, a wizard, or Steve from accounting having a bad day and deciding it’s hijack time. We are a PvE server that wishes to allow some players driven conflict and meaningful stories from said conflict.&lt;br /&gt;
&lt;br /&gt;
IC consequences that occur from being caught range. Demotion may result in a job strike against playing a faction (these wipe every 3 months), the ‘permanent killing’ of your character in the case of heinous crimes, or other possibilities that players may decide within reason. It is for that reason that, by self-antaging, you are &#039;&#039;&#039;CONSENTING&#039;&#039;&#039; to these consequences for the action you have taken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== You are expected to perform the job you signed up for ==&lt;br /&gt;
When your character joins the round, you are accepting the responsibilities that the job you have chosen brings with it. Remember: if you are playing in a slot, you are likely preventing other players from performing that role. It is important that you fulfill the tasks that you have signed up for!&lt;br /&gt;
*Breakers should protect the safe zone from danger, the Ascendant should ensure that power is up and should provide treatment to injuries and other services, the Ashwood should bring in needed supplies on request.&lt;br /&gt;
&lt;br /&gt;
*A player must take into account the qualifications (both physical and mental) of their character’s role before placing them into it. If staff find your character to be unsatisfactory in fulfilling the requirements of the role, we may instruct you to revise your character.&lt;br /&gt;
**This includes majorly disabled characters — quadruple amputees, deaf, or blind characters, and so on — which are only permitted in the safe zone in the resident (and associated alt-titles) job slot.&lt;br /&gt;
&lt;br /&gt;
*Repeatedly failing to perform to an acceptable standard can result in a ban until appealed.&lt;br /&gt;
&lt;br /&gt;
*Job [[Job_Strikes_and_You | Strikes]] are a counter of 0/3 which is noted on your character, after 3 job strikes, which can be earned by bad faxes or legitimate demotions from a head of staff, your character is permanently removed from that faction until an appeal is made. Job strikes last 3 months, with the timer resetting with each strike.&lt;br /&gt;
&lt;br /&gt;
*If you are going AFK for an extended period of time (more than 15 minutes), and are occupying a limited-number job slot (any slot other than resident), you must remove your character from the round using an elevator (or other similar means) to free the slot. Repeated failure to do this may result in being banned from that job.&lt;br /&gt;
&lt;br /&gt;
*Do not do other people’s jobs. If you joined as a rosaria, do not attempt to hunt down criminals. If you joined as a rune master, do not attempt to perform medical treatment on your coworkers. If you are a head position, allow your underlings to do work before you do the work yourself; you are a supervisor and manager first and foremost as a head position.&lt;br /&gt;
&lt;br /&gt;
*Do not hijack other people&#039;s jobs. For example, breakers are for making arrests, agents are for investigating crimes. While you might be able to do both, you likely are not suited for it, let others help you if their available.&lt;br /&gt;
&lt;br /&gt;
*Playing jobs that can be called upon at any time to assist other crew members in emergencies waives your right to have interruption-free (E)RP sessions in private, including the dorms. If you join as a rosaria, expect to be interrupted out of private scenes. If you’re a rune master, you are expected to set up power systems and repair any large-scale damage that hampers the rest of the residents, regardless of your intent to have sex with the whatever hole is nearby.&lt;br /&gt;
&lt;br /&gt;
*Dungeon diving is not a valid reason to be busy from your assigned job. If your job has multiple positions or is intended to dungeon dive, inform others and ensure someone is there to cover for you until you get back.&lt;br /&gt;
&lt;br /&gt;
== You are expected to obey the chain of command (within reason) ==&lt;br /&gt;
*Each head of staff is the de facto leader of their faction, so listen to them. Likewise, you should obey decisions from faction owners (if a fax arrives) or council decisions unless directly overridden by an admin. If you consistently do not follow reasonable orders, you will be job banned.&lt;br /&gt;
&lt;br /&gt;
== You are expected to forget events that are deemed non-canon ==&lt;br /&gt;
*Though most rounds are canon, if one is considered non-canon you are expected to forget it ICly. &lt;br /&gt;
&lt;br /&gt;
*The round ending does not make you immune to a character perma-kill. Just because you evaded capture or was not killed by the time it restarted does not mean everyone forgets what your character did. If you get caught and the evidence is ironclad enough, you will be PK&#039;d.&lt;br /&gt;
&lt;br /&gt;
*This rule also applies to events that cause catastrophic damage to the safe zone, such as a Code Ruby/Onyx scenario. As a general rule event coordinators &#039;&#039;&#039;should&#039;&#039;&#039; say before or after an event if it is non-canon or not.&lt;br /&gt;
&lt;br /&gt;
*If you are killed in a round and then revived in the same round, your memory is entirely intact and may act accordingly.&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;b&amp;gt;The intent of the rules is more important than the letter&amp;lt;/b&amp;gt; =&lt;br /&gt;
The purpose of the rules is to preserve a fun and enjoyable environment for all players. If everyone is enjoying themselves even while the ‘letter’ of a rule is not being followed, it’s likely that no staff intervention will be required. On the other hand, just because something isn&#039;t in the rules doesn&#039;t mean it&#039;s okay or allowed if it&#039;s upsetting a large number of players.&lt;br /&gt;
&lt;br /&gt;
*It is within admin staff&#039;s discretion to decide that certain actions violate one or more rules, even if the specific action is not listed as part of the rule. This is simply the job of the staff to interpret the rules. You can appeal decisions to other admins if you believe one has a bias against you, but doing so after a ruling is passed will get you in trouble.&lt;br /&gt;
&lt;br /&gt;
*Plenty of rules are left vague enough to cover as much as possible without being too oppressing. Attempting to rules-lawyer saying that &amp;quot;this rule doesn&#039;t specifically say I can&#039;t do X&amp;quot;, even if what you are doing is disrupting the server, will generally be ignored. We assume most of you have enough common sense to recognize what a [[#Create_and_play_server-appropriate_characters|sane and stable individual]] would and wouldn&#039;t do within this fictional setting.&lt;br /&gt;
&lt;br /&gt;
=== Listen to admin staff ===&lt;br /&gt;
* One admin&#039;s word is usually as good as any other. Though, just because one admin says something is okay in that moment does not mean it will always be okay under another admin or even the same admin.&lt;br /&gt;
** If this causes a contradiction, you can (and should) inform the new admin of what you were told previously. For example, a Head Admin says you can do something, but that admin has left the server. A lower ranked admin shows up and asks you to stop doing that thing. You can explain that the Head Admin previously said you could do this, but if the lower ranked admin &#039;&#039;still&#039;&#039; wants you to stop, then you should stop. (This obviously works vise-versa as well.)&lt;br /&gt;
** Intentionally not telling a new admin about a contradiction is considered lying. It&#039;s like asking your mom for ice cream, but she says no, so you go ask dad because you think he&#039;ll be less strict.&lt;br /&gt;
* Sojourn is not a straight democracy; our rules and guidelines exist for a reason and we have staff dedicated to enforcing them and help set further guidelines if necessary. &#039;&#039;&#039;However, these rules are always going to be incomplete, and as such, just because something isn&#039;t written doesn&#039;t mean it&#039;s allowed.&#039;&#039;&#039; If a staff member tells you to do something, do it. They tell you to stop, then stop. If you disagree with a ruling, don&#039;t try to argue it then and there, especially if things are hectic. Once things have calmed down, or preferably after the round has ended, you can try to contact the staff member privately to discuss the ruling, or talk to another admin if you cannot talk to or cannot convince the offending admin.&lt;br /&gt;
&lt;br /&gt;
* If you have a question over something unclear or questionable, never be afraid to adminhelp. The staff on hand should discuss it among themselves and give you a ruling, from there on if the ruling is in bad judgement, it&#039;s on the admin who cleared it, not &#039;&#039;you&#039;&#039;. &#039;&#039;&#039;The staff should also &amp;lt;u&amp;gt;NEVER&amp;lt;/u&amp;gt; ban you purely for a complaint against them.&#039;&#039;&#039; Even if you&#039;re a complete asshole about it, as long as the argument stays private, you cannot be banned just for arguing. &amp;lt;font size=&amp;quot;-5&amp;quot;&amp;gt;Although being an asshole usually won&#039;t win an argument, so you probably shouldn&#039;t do that anyway.&amp;lt;/font&amp;gt;&lt;br /&gt;
** Don&#039;t confuse this for &amp;quot;complaining grants you immunity to bans&amp;quot;, because that&#039;s not how it works. If you are told to not break windows and you complain how that isn&#039;t fair, you&#039;re still getting banned for breaking windows if we disagree with your complaint. What this means is we won&#039;t ban you or make an existing ban worse just because you tell us we&#039;re being excessively mean, confusing, or unfair to you or someone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Rules&amp;diff=175</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Rules&amp;diff=175"/>
		<updated>2023-08-13T15:59:25Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* You are expected to forget events that are deemed non-canon */ Forgotten space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GetStartedHeader}}&lt;br /&gt;
&lt;br /&gt;
These are the rules for the server and &#039;&#039;are subject to change without notice&#039;&#039;. For further clarification, use common sense. If you did get banned, there&#039;s probably a good reason for it, but if you disagree, you can always make an appeal on the discord. Although these are rules, but they are not infallible, complete, or concrete, and probably never will be despite our best efforts. If &#039;&#039;ever&#039;&#039; something feels wrong, either don&#039;t do it, or admin-help it first. Above all, use your common sense, listen to the game staff, and try to keep the game fun for everyone; not just yourself.&lt;br /&gt;
&lt;br /&gt;
If you disagree with the rules as they currently stand, talk about it on the discord or with admins and maybe we can improve them through some healthy criticism and debate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These rules are designed to be written in such a way that you can &#039;&#039;usually&#039;&#039; understand them just by reading the headers&#039;&#039;&#039;, because reading &#039;&#039;all of this&#039;&#039; would be insanity for most people. If you cannot understand a rule just by looking at it, or wish to know about possible exceptions or examples, click the rule to learn more.&lt;br /&gt;
&lt;br /&gt;
If you find yourself spending too much time reading this page, or are confused about any rules, please contact an admin on Discord to make suggestions on how these rules could be better worded.&lt;br /&gt;
&lt;br /&gt;
== You must be 18 or older to play on this server ==&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;There are no exceptions.&#039;&#039;&#039;&amp;lt;/font&amp;gt; If the staff suspects that you are underage for any reason, you will be banned from playing on the server until you are able to prove to the satisfaction of the staff that you are at least 18 years old.&lt;br /&gt;
&lt;br /&gt;
*Use of real world slurs, ‘lolspeak’, and other indications of immaturity may be taken as signs that you are underage.&lt;br /&gt;
&lt;br /&gt;
*Knowing another user is underaged but not reporting it is considered grounds for an immediate, permanent ban.&lt;br /&gt;
&lt;br /&gt;
*The age of consent in your country is irrelevant. Your opinion about this rule is irrelevant.&lt;br /&gt;
&lt;br /&gt;
*You may also not play a character who is under 18 years of age.&lt;br /&gt;
&lt;br /&gt;
== Obey the community&#039;s global rules ==&lt;br /&gt;
These rules apply &#039;&#039;everywhere&#039;&#039;, including Discord, the server, and even private discussions with non-admins. However, not all of the global rules are even possible to break in the server, so this wiki page only covers what&#039;s relevant to the game server. The overlap from the global rules are:&lt;br /&gt;
&lt;br /&gt;
* No spam.&lt;br /&gt;
* No OOCly illegal discussions or content (such as child porn, drugs, piracy, real world threats, etc).&lt;br /&gt;
* Respect other users, don&#039;t use real-world slurs, and don&#039;t intentionally drag private conflicts or in-game conflicts into public OOC (such as on the Discord server, the in-game global OOC channel, or anywhere else).&lt;br /&gt;
* Don&#039;t intentionally abuse server functions to upset (grief) people, or derail discussions. You know what this means, don&#039;t play stupid.&lt;br /&gt;
* No complaining about bans unless done properly via an appeal on our forums/discord or in an ahelp or otherwise private means as an inquiry to administration staff.&lt;br /&gt;
&lt;br /&gt;
== Don&#039;t be an asshole ==&lt;br /&gt;
It&#039;s fine to say stuff and whatnot but being a outright dick isn&#039;t alright, and there&#039;s a fine line with that. Also, spamming racist words is still not okay. &lt;br /&gt;
&lt;br /&gt;
=== Do not inconvenience AFK or disconnected characters ===&lt;br /&gt;
Under normal circumstances, do not harm or otherwise inconvenience characters whose player is idle, ghosted, or disconnected entirely. There are some exceptions to this rule, as follows:&lt;br /&gt;
*Circumstance that warrant the interactions of AFK/SSD players are few and far between if there is ever a case were you are REQUIRED for to take any ID/Bag/Gear from someone that is SSD, Ahelp before hand and with your reason why. Not ahelping before may result in HARSH OOC punishment if you are found to be manipulating them while away, or causing any sort of general tampering with the player. (IE. Don&#039;t be an asshole who steals shit from afk players unless its required)&lt;br /&gt;
Note: If your moving someone to the elevator after the time, this is ok, as long as you do not remove their items unless it&#039;s faction important and you have the means to return them properly&lt;br /&gt;
*If they&#039;ve disconnected/idle for more than 15 minutes, you can put them in the elevator to log them out. If you do that, take away all of their belongings except for their clothes, shoes, ID, etc; and return everything else to its rightful department.&lt;br /&gt;
*If they&#039;ve committed a crime, jail them as you normally would and conduct their sentence even if they aren&#039;t connected. 20 minutes in the brig is still 20 minutes in the brig.&lt;br /&gt;
*Emergencies bypass this rule. If it&#039;s an emergency and you need something an idle player has to fix it, you may take it. If a fire starts in a room and the AFK player is the only one who can open the door then it&#039;s an emergency. Needing to get a snack from the kitchen and robbing the chef does not count as an emergency.&lt;br /&gt;
&lt;br /&gt;
=== ERP preferences must be respected ===&lt;br /&gt;
Players should have their ERP prefs listed in their “OOC Meta info” or “OOC Notes” on their characters. You are required to respect these preferences so long as they pertain to ERP. If you are unsure about the meaning of some of their preferences, then use LOOC to discuss it with them. If you accidentally go against someone’s preferences, or someone else goes against yours, work to correct it as quickly as possible, even if that means just deciding in LOOC amongst yourselves that ‘this didn’t happen’ and going your separate ways.&lt;br /&gt;
&lt;br /&gt;
*If you do not like someone&#039;s erp preferences you won&#039;t be punished for saying so, but do not harass someone just because they like something you don&#039;t. It&#039;s far easier to simply avoid someone and causing drama will get you into trouble.&lt;br /&gt;
&lt;br /&gt;
*If you are uncomfortable with an ERP theme that you hadn&#039;t thought to add (or didn&#039;t know existed) to a list of dislikes in your OOC notes, speak up in LOOC as normal. Conversely, those of you foolish enough to put &#039;anything goes&#039; into your preferences, or anything else vague like this, do so at your own risk. &#039;&#039;&#039;You forfeit your right to complain about preference breaking&#039;&#039;&#039; if you do not put &#039;&#039;some&#039;&#039; indication of your dislikes into OOC preferences.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Do not OOCly consent to an non-consensual scene and attempt to report it ICly or OOCly.&#039;&#039;&#039; This is effectively &#039;&#039;forcing&#039;&#039; players to engage in your fetish scene. Topics like this may make players incredibly uncomfortable or distressed. Do not do this. If you have &#039;&#039;not&#039;&#039; consented to the scene - A-help &#039;&#039;&#039;IMMEDIATELY&#039;&#039;&#039;.&lt;br /&gt;
**Do not do scenes such as this in public. Ever. You will not only be player killed (PK) but also have further punishments put upon you. If you want to opt-in for a scene as such, take it to dorms or a area defined properly as a private area.&lt;br /&gt;
**Do not make false allegations of non-consensual scenes in game. Falsely accusing someone of rape or other non-consensual material will result in an immediate ban. This is incredibly bad faith and petty.&lt;br /&gt;
**&#039;&#039;&#039;Being found in violation of NON-CON rule(s) will be met with an automatic player kill (PK) and Perma Ban with no appeal given investigation. You&#039;ve been warned as this is not tolerated here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Do not attempt to force yourself into ERP scenes where the other party (or parties) involved are not comfortable with it, or not even actually participating. This includes (but is not limited to) repeatedly trying to do ERP that a player has blatantly stated they are uncomfortable with, trying to guilt players into having a pity RP with you, etc. You get the idea. Don&#039;t do it.&lt;br /&gt;
&lt;br /&gt;
*AFK/SSD/Disconnected players are not valid targets for any ERP.&lt;br /&gt;
&lt;br /&gt;
=== The private areas are protected ===&lt;br /&gt;
The ‘dorms’ area on the map are reserved for ERP and are ‘protected’ from interruption. It is a violation of this rule to break into occupied dorms or harass players in dorms. Dorm areas are any personal apartments generally restricted to a specific person such as a head of staffs private bedroom or a dorm area claimed by a specific person, usually through a labeled door.&lt;br /&gt;
*The only exception is for law enforcers to arrest those who have committed crimes. Law enforcers are not allowed to indiscriminately inspect dorms for crimes, but a known criminal hiding in a dorm is not protected by this rule.&lt;br /&gt;
*Conversely, it is not permissible to attempt to use dorms to hide from breakers, or to make their job of finding you harder. The dorms are for people who want to ERP in privacy. Don’t involve them in your shenanigans.&lt;br /&gt;
&lt;br /&gt;
=== Do not disrupt non-public ERP scenes ===&lt;br /&gt;
TL;DR is you should avoid screwing with scenes that are not in public areas. The problem is, not everyone knows what is considered public or private. This is especially important for [[Security]] players to know.&lt;br /&gt;
*Dorms are considered private obviously. Don&#039;t mess with those under any circumstances unless someone inside actively invites you. (Calling for help is considered an invite.)&lt;br /&gt;
*If a person is ERPing in a public location they should be asked to vacate to a private dorm room. If they refuse they may be arrested immediately.&lt;br /&gt;
&lt;br /&gt;
=== Speak English ===&lt;br /&gt;
We are an English server. All OOC communications are expected to be done in English. It&#039;s alright if your English is rough and imperfect, just as long as we can reasonably understand it.&lt;br /&gt;
&lt;br /&gt;
*This also extends into IC communications, but is more flexible as some characters have heavy accents.&lt;br /&gt;
*Having a character sometime speak smatterings of other languages is acceptable, but speaking exclusively in these languages for entire sentences is not.&lt;br /&gt;
&lt;br /&gt;
=== Roleplay as long as it&#039;s feasible ===&lt;br /&gt;
*This is an HRP (Heavy RolePlay) server. You are expected to roleplay your actions with other players as long as it&#039;s feasible. If someone engages you in purely ‘robust’ (aka game-mechanics driven) combat while you were attempting to roleplay with them, with no reasonable provocation, please use the admin-help feature to inform an admin.&lt;br /&gt;
**Reasonable provocation would be things that deem you too dangerous to be given even a chance to talk. For example, openly wielding a gun while threatening people, charging someone with a knife, trying to create a hazard, or being the target of a manhunt.&lt;br /&gt;
&lt;br /&gt;
*If a fight does begin, you&#039;re not expected to type out every gunshot and dodge and attack. That would be absurd. Generally, you roleplay up until the point that it makes sense to start attacking, and then use game mechanics from there. You are allowed to respond to ‘robust’ violence with your own, if you desire, though you should attempt to return to roleplaying as soon as feasible. The environment is not designed for a focus on action, but rather for character-building and roleplaying. When a fight is over, resume roleplaying.&lt;br /&gt;
&lt;br /&gt;
*Movement is considered a game mechanic for the purpose of this rule. Wordlessly running at an enforcer who is attempting to arrest you, or wordlessly fleeing from them, is considered engaging in game-mechanic combat. The enforcer has valid cause to stop trying to roleplay and stunlock you into the ground.&lt;br /&gt;
&lt;br /&gt;
*Death is not uncommon, even in the safe zone, but it is still impactful. When a character dies, or your own character dies and is revived, death should be considered an immensely painful and graphic experience. One should stay in character during said experiences, statements of ‘oh well’ or mutilating a corpse for ‘fun’ would not be reasonable responses.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You are to have fleshed out character records.&#039;&#039;&#039; These are used not only for roleplay but are to be utilized, if specified by staff, for long-term consequences for actions. Players are supported to use these as roleplay documents and treat others with these seriously. Our expectations for what should be in these can be found in [[Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
=== Do not join with an inappropriate ckey ===&lt;br /&gt;
Ckeys, better known as BYOND user names, must be appropriate. If any are deemed inappropriate, the ckey will be banned and you will be unable to play on our server until you make an account with an appropriate name.&lt;br /&gt;
*Ckeys that mock certain players or groups are an example of inappropriate.&lt;br /&gt;
*Ckeys that violate BYOND&#039;s terms of service may also be reported.&lt;br /&gt;
&lt;br /&gt;
=== Do not misuse Global OOC ===&lt;br /&gt;
Global OOC begins muted, it being turned on is not a chance to abuse it.&lt;br /&gt;
&lt;br /&gt;
* Global OOC is used, for instance, to contact someone you were typing a reply to had walked out of the room before you were done, and you&#039;re trying to ask them to come back. It&#039;s also useful if you&#039;re a new player, or an old player exploring new mechanics, who asks something like, &amp;quot;How do I make Tricord again?&amp;quot; or something short and similar. Short, sweet, and relevant OOC messages are generally okay. Welcoming old players returning, or new players joining, is also generally okay.&lt;br /&gt;
&lt;br /&gt;
* Global OOC is &#039;&#039;not&#039;&#039; for idle banter, ranting, things pertaining to incidents in the current round (see previous rule), in-depth explanations (an explanation that takes more than a few lines), shitposting memes, or discussing topics not relating directly to the game. If you want to chatter OOCly, go to our Discord channel, which is linked from the home page or use LOOC so as to not disturb the rest of the server.&lt;br /&gt;
&lt;br /&gt;
* Also, if someone does misuse OOC, do not complain in global OOC about their misusing of global OOC. Not only are you just making the problem worse, that is considered being a backseat admin, which is prohibited by other rules.&lt;br /&gt;
&lt;br /&gt;
== Keep IC and OOC separate ==&lt;br /&gt;
*Don&#039;t complain in OOC or LOOC when your actions IC get you in trouble. If its a rules violation then Ahelp or open a ticket on the discord.&lt;br /&gt;
*IC (In-character) and OOC (Out-of-Character) actions and knowledge should be separated as much as possible. Don&#039;t use OOC channels to discuss what&#039;s going on IC until after the round is finished, don&#039;t use OOC knowledge to do things your character wouldn&#039;t know, such as operating the weaving machines as a custodian. You are not playing yourself in the game, you are controlling a character with their own wants and knowledge and the IC/OOC boundary is to help reflect that.&lt;br /&gt;
**Note that these same rules apply to LOOC as well.&lt;br /&gt;
*Disconnecting or using other OOC means to avoid IC consequences is against the rules. If you do urgently need to leave the server even though you&#039;re being punished, your options are either to surrender and get it over with, or use admin help to inform the admins, &amp;quot;I know enforcers are after me, but I have to go because (some emergency).&amp;quot; Failure to take ten seconds to tell an admin before disconnecting may result in harsher punishment.&lt;br /&gt;
&lt;br /&gt;
=== Metacomms, metagaming, multi-keying, (etc) are not allowed ===&lt;br /&gt;
*Metacomms: Using third-party programs, such as Discord, IRC, Skype, or even the BYOND pager, to discuss and share information of the ongoing round. This excludes other players, can contribute to toxicity among the playerbase, and is often a tactic used by griefers and thus is a no-go.&lt;br /&gt;
&lt;br /&gt;
*Metagaming: Using information obtained from elsewhere to influence IC decisions and actions. Your opinions or knowledge of other players or characters obtained via OOC methods should not direct your IC actions. If you have an OOC grudge against someone, you may not try to antagonize them IC, for example.&lt;br /&gt;
** Metagaming sometimes happens by accident due to game mechanics behaving undesirably due to intentional features or unintentional bugs and oversights. If it happens, ask an admin to help straighten things out if you can&#039;t do so among yourselves.&lt;br /&gt;
&lt;br /&gt;
*Multi-keying: Logging in with multiple BYOND accounts on our game server. There is never any legitimate reason for you to do this and thus is not allowed.&lt;br /&gt;
&lt;br /&gt;
= Create and play server-appropriate characters =&lt;br /&gt;
Although this is a roleplaying server based around 2D spess mans, that doesn&#039;t mean anything goes because that is possible. Suspension of disbelief is still important to a good experience, and breaking that suspension of disbelief is bad for roleplaying. Characters who break that suspension of disbelief are not allowed. Saying &amp;quot;it&#039;s what my character would do&amp;quot; isn&#039;t an automatic protection against this rule if what your character is doing breaks that immersion.&lt;br /&gt;
&lt;br /&gt;
*Play a reasonably sane and mature character, give them a non-immersion breaking first and last name, do not play obvious reference characters, or characters from published works.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind that people do not like pain or dying and usually try to avoid it without good reason. Give your character a reasonable set of strengths, fears, and weaknesses. When writing things for IC, write things out that sound like speech, not emoticons or lolspeak.&lt;br /&gt;
&lt;br /&gt;
*Just because the setting has magic does not mean that is carte blanche to view the sky as the limit. Magic is heavily defined and has hard rules that are difficult, if not outright impossible, to violate. Do not claim to be special or have special powers or the gods themselves will intervene to make your life harder and put you in your place.&lt;br /&gt;
**The exception to this is purely private roleplay. For example: If your character and another character are in a dorm by themselves, and the other is OOCly fine with it, your character can display anything they wish. Keep in mind if it ever ceases to be private, this exemption disappears entirely.&lt;br /&gt;
&lt;br /&gt;
*Obscenely oversized or undersized characters are forbidden. Minimum height is at least three feet. Maximum height is about nine feet. Anything more or less really pushes the already shaky believably of lore and in-game visuals.&lt;br /&gt;
&lt;br /&gt;
*You are expected to play to your race and character lore, even if you are chimeric, if you are from the empire you are expected to act, think, and believe what one would reasonably expect from an empire citizen. Same goes for the federation and legion.&lt;br /&gt;
&lt;br /&gt;
*OOC Notes and Flavor Text are &#039;&#039;&#039;required&#039;&#039;&#039;. Your OOC notes must detail your ERP preferences, and your flavor text should not include non-physical attributes (do not include feelings your character has, or how they act). Character records are something that should be filled out, if you have an issue or don&#039;t know how to do it properly, contact a member of staff for help.&lt;br /&gt;
&lt;br /&gt;
*To be a resident your character &#039;&#039;&#039;must&#039;&#039;&#039; have at least a &#039;&#039;basic&#039;&#039; understanding of the common language.&lt;br /&gt;
&lt;br /&gt;
*If your character is suspended, permanently killed off, or otherwise removed from the safe zone as a consequence for something horrible they did in-character, you are expected to not play that character anymore. If found playing the character again, or a &#039;copy&#039; to circumvent this result, OOC punishment will be issued.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Do not play vibrantly colored or &amp;quot;sparkle dog&amp;quot; type characters.&#039;&#039;&#039; This basically means you should mainly have natural fur coloration and a relatively normal appearance. Yes, our character editor has a ton of color options, including neon colors and many design sprites to do strange things. Creativity is fun, making your appearance incredibly unrealistic or as obnoxious as possible will result in admin intervention. Some leeway is given to races with canonically vibrant colors such as salamanders, kobolds, or chimerics but try to keep them muted instead of neon. Following the custom species guide does not make you immune from this rule. If an admin asks you to change your color, do so, we have this rule to maintain HRP.&lt;br /&gt;
&lt;br /&gt;
== Do not kill or attack things (including yourself) for no good reason ==&lt;br /&gt;
*This includes yourself. Even in self-defense your goal is to fight off your attacker and survive, killing in a fight should only be done as a last-ditch effort when it&#039;s clear it&#039;s a you or them situation.&lt;br /&gt;
&lt;br /&gt;
*Suicide or self-mutilation is not allowed without prior allowance by an admin. The reason for this is to maintain an atmosphere of reasonable and, at least mostly, mentally sound workers. The subject can be a poor attention grab, be used for guilt, or remove any immersion or story from someone. If you believe you have a reason, ask an admin.&lt;br /&gt;
&lt;br /&gt;
*Excessive force responses are not allowed by our rules. Excessive force responses would be, for example, crushing someone’s skull for cutting you in line, stabbing someone’s eyes with a screwdriver for boredom, killing someone over a single punch, etc. Use proper reasoning for when you act in such a manner.&lt;br /&gt;
&lt;br /&gt;
*Hiding player corpses as a self-antag / antag is not allowed. Staff may give an exemption in the case of an event but the body should still be possible to be found.&lt;br /&gt;
**Similarly, do not destroy bodies purposefully. Accidents happen regarding gibbing of a skull, destruction of someone’s body due to a bomb, etc. But whacking a target that is dead until it starts gibbing its limbs is not. &lt;br /&gt;
**Antags have some exemption to this; such as Blitzshells or Carrions. However admins are to specify if an antag may use these abilities or not as they can possibly end up being round-ending for a player.&lt;br /&gt;
&lt;br /&gt;
*Make it clear through actions or words if you are moving into combat against someone. Even something as simple as “I’m killing you” will suffice - or even placing paper at the entrance to a cave saying ‘KEEP OUT’. Wordlessly shooting people without any clear intent or reasoning may result in administrative action depending on the context. We are a roleplay server.&lt;br /&gt;
**Players are, by no means, required to emote. They may choose to do so if they please. Drawing a gun when in a heated situation, such as when a gun is already drawn on them, or even being visibly armed during a fight is clear intent enough to meet this requirement. Use proper reasoning and judgment. &lt;br /&gt;
**If a player makes their intent known (I.e ‘get on the ground, now’, ‘give me your shit’) - you, as the person receiving said demand, are not required to say anything further. You may retaliate with force at this point if you deem fit. Sometimes ICly is preferable to try and talk, but you are not required to. Just know that actions have consequences ICly and they may apply to you depending on the legality of the order or reasoning of it.&lt;br /&gt;
&lt;br /&gt;
* You are not allowed to act rounds later on someone legally. This goes for both Breakers/Agents and non-enforcer members. Admins may permit actions to take place regarding previous round charges if seen reasonable (such as a trial), but unless you are given direct permission this is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
** You may, however, use previous conflicts as a justification for hostility with a person. This however falls under the act of Self-Antaging if you pick a fight on your own. This is allowed, but by doing so, you accept consequences for this action. This action will not be considered legal icly.&lt;br /&gt;
** Fax-complaints about character&#039;s behavior may be faxed inter-round. These faxes should clarify when the event took place and if it is relevant to a current ongoing situation in-round. When in doubt if you can act on an inter-round issue, fax or A-help.&lt;br /&gt;
&lt;br /&gt;
== Do not powergame ==&lt;br /&gt;
*Better known as &#039;playing to win&#039;. As an enforcer this can be seen as going out of your way and needlessly endangering others to ‘win against’ criminals. &lt;br /&gt;
&lt;br /&gt;
*While this shares several things in common with other rules, it still is it&#039;s own entity. Play to have fun, allow yourself to lose now and again and roll with the blows as it can make things potentially even more interesting.&lt;br /&gt;
&lt;br /&gt;
*Having &#039;&#039;&#039;way&#039;&#039;&#039; too many skills for one character is another example of this. Just because you&#039;re the premier and have access to everywhere doesn&#039;t mean you should (or can) know how to do all the different jobs. (See [[Character Creation#Give them a set of skills|Character Creation]] regarding skills for more information.)&lt;br /&gt;
&lt;br /&gt;
*[[Identifying Antagonists]] when you shouldn&#039;t be able to is also a violation of this rule.&lt;br /&gt;
&lt;br /&gt;
== Do not godmode ==&lt;br /&gt;
* Often confused with powergaming, godmoding is to create abilities out of nowhere, or do impossible things. If the action cannot be reasonably emulated in the confines of the game&#039;s mechanics, and it gives you some kind of advantage or is exceptionally weird, it&#039;s probably not allowed. For example, if you don&#039;t have access to a mechanic for turning invisible, you can&#039;t turn invisible. Saying you&#039;re invisible doesn&#039;t mean squat.&lt;br /&gt;
&lt;br /&gt;
* Creating a character who is immune to injuries or pain also falls under this. The game won&#039;t let you ignore getting shot, why would any player allow it either?&lt;br /&gt;
&lt;br /&gt;
* Accidental injuries are still in-character injuries unless an admin heals you. Admin heals are generally out of character to void the injury.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Admins who are caught abusing admin powers to godmod will be immediately dealt with.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Do not abuse whispers ==&lt;br /&gt;
Any actions that would obviously be visible should not be hidden using whispers, this includes ERP, whispers longer than a sentence, or actions that would obviously be visible to anyone glancing you way. If you need to speak something longer than a sentence but want to keep it quiet use the whisper command. Anyone caught using whispers to hide obviously visible actions of paragraphs of texts will get slapped for it.&lt;br /&gt;
&lt;br /&gt;
== Rules of ‘Self-Antag’ ==&lt;br /&gt;
To start with, here are some of the bare bone basic rules when self-antagging.&lt;br /&gt;
* Your goal should be to provide fun for players in the round. Not just for yourself. Create scenarios others can enjoy and interact or involve other players who are receptive to your antics.&lt;br /&gt;
* Don’t Self-Antag without proper IC reasoning. Reasoning along the lines of &amp;quot;I&#039;m bored&amp;quot; or &amp;quot;Giving Security something to do&amp;quot; is NOT a valid reason to be an asshole. Make sure your reason(s) are believable and why your actions make logical IC sense to any Admin.&lt;br /&gt;
* Your main goal should be to get away with something and live to fight another day. Not to aim to murder everyone in your sight.&lt;br /&gt;
* Don’t break machines or items when you are self-antaging, steal them instead. If the item has no worth to you nor any credit worth, don’t take it. If it does or would sell for a pretty penny, you may steal it and use or pawn it off.&lt;br /&gt;
** Similarly, don’t destroy or otherwise effectively grief Ascendant medical or other faction machines that are needed for life-saving or are not replaceable. I.e - alchemy station, medkits, etc.&lt;br /&gt;
** This includes infrastructure.&lt;br /&gt;
* Think about how a normal person would behave under similar circumstances. A well established character who has been around awhile may be given a bit of wiggle room to keep rounds interesting.&lt;br /&gt;
* By Self-Antaging, you are consenting to consequences to your actions. Be it from a normal player, or any result that may come from command or security personnel.&lt;br /&gt;
** Do not complain about the consequences you face upon doing such actions. Being fired, brigged, or killed - depending on the severity of your actions - are all possible outcomes. If you value your character and their reputation, don’t do it.&lt;br /&gt;
&lt;br /&gt;
Due to the importance of certain items or objects, to get permission to break into certain high security places or steal specific rare or strong objects requires staff permission first. These include:&lt;br /&gt;
&lt;br /&gt;
* Breaking into any of the safe zone armories.&lt;br /&gt;
* Heads of Staff rooms to steal unreplaceable gear/artifacts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key goal to self antagging is to create roleplay that is enjoyable or otherwise fun for players to interact with to differ from the norm. Below are a list of examples but you should always consider &amp;quot;are other people having fun or am I just being a dick?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Buying and selling contraband.&lt;br /&gt;
* Starting a drug production operation in a secluded spot in the safe zone.&lt;br /&gt;
* Disguising yourself as a specific department and gaining access to it while pretending to be a member of that department until someone notices.&lt;br /&gt;
* Extorting people for cash with a good old fashioned mugging.&lt;br /&gt;
* Stealing money, cutting profits, etc.&lt;br /&gt;
&lt;br /&gt;
Now that the guidelines are out of the way, this rule set are examples of what self-antagonists are &#039;&#039;&#039;NOT&#039;&#039;&#039; to do without admin permission.&lt;br /&gt;
&lt;br /&gt;
* Large explosives are NOT allowed without admin permission.&lt;br /&gt;
** Grenades in casings and the like are, however, free to use as you see fit.&lt;br /&gt;
* Being a self-antag does not mean a license to murder. Doing so may result not only in perma-brig or a PK depending on your actions outcome, but staff involvement as well.&lt;br /&gt;
** Shooting at enfocers while on the run for example is fully fine and acceptable rules-wise, but you are not to purposefully kill people at random.&lt;br /&gt;
Do not self antag more than once per day. This is generous as is, you shouldn’t be running around multiple rounds in a row breaking stuff, stealing stuff, etc. There is a fine line between a self-antagonist and a shitter.&lt;br /&gt;
* Do not use self-antagonism as an excuse to ruin a player&#039;s experience. This includes targeting players you know you do not like, providing purposefully no enjoyment to the situation for them, etc. It’s just dickish behavior.&lt;br /&gt;
* Do not start hostile actions within the first 15-30 minutes of the rounds start. You may use this as prep time, or A-help asking to start early if it’s something you feel you need to do to get the proper prep time to begin with.&lt;br /&gt;
** Similarly, you are to cease escalation of antagonism once a round end vote passes. Security may hunt for you, and you may retaliate in that case - but you are NOT to start self-antaging in the last 15 minutes of a round nor continue actions of self antaging.&lt;br /&gt;
&lt;br /&gt;
Remember - we play on what most servers consider an “Extended round type” and pride ourselves, as a server, with offering a persistent atmosphere where previous actions are considered ‘canon’ versus the normal SS13 experience of Groundhog Day. We do not have normal full blown antagonists, such as a murderous traitor, a serial killer, a wizard, or Steve from accounting having a bad day and deciding it’s hijack time. We are a PvE server that wishes to allow some players driven conflict and meaningful stories from said conflict.&lt;br /&gt;
&lt;br /&gt;
IC consequences that occur from being caught range. Demotion may result in a job strike against playing a faction (these wipe every 3 months), the ‘permanent killing’ of your character in the case of heinous crimes, or other possibilities that players may decide within reason. It is for that reason that, by self-antaging, you are &#039;&#039;&#039;CONSENTING&#039;&#039;&#039; to these consequences for the action you have taken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== You are expected to perform the job you signed up for ==&lt;br /&gt;
When your character joins the round, you are accepting the responsibilities that the job you have chosen brings with it. Remember: if you are playing in a slot, you are likely preventing other players from performing that role. It is important that you fulfill the tasks that you have signed up for!&lt;br /&gt;
*Breakers should protect the safe zone from danger, the Ascendant should ensure that power is up and should provide treatment to injuries and other services, the Ashwood should bring in needed supplies on request.&lt;br /&gt;
&lt;br /&gt;
*A player must take into account the qualifications (both physical and mental) of their character’s role before placing them into it. If staff find your character to be unsatisfactory in fulfilling the requirements of the role, we may instruct you to revise your character.&lt;br /&gt;
**This includes majorly disabled characters — quadruple amputees, deaf, or blind characters, and so on — which are only permitted in the safe zone in the resident (and associated alt-titles) job slot.&lt;br /&gt;
&lt;br /&gt;
*Repeatedly failing to perform to an acceptable standard can result in a ban until appealed.&lt;br /&gt;
&lt;br /&gt;
*Job [[Job_Strikes_and_You | Strikes]] are a counter of 0/3 which is noted on your character, after 3 job strikes, which can be earned by bad faxes or legitimate demotions from a head of staff, your character is permanently removed from that faction until an appeal is made. Job strikes last 3 months, with the timer resetting with each strike.&lt;br /&gt;
&lt;br /&gt;
*If you are going AFK for an extended period of time (more than 15 minutes), and are occupying a limited-number job slot (any slot other than resident), you must remove your character from the round using an elevator (or other similar means) to free the slot. Repeated failure to do this may result in being banned from that job.&lt;br /&gt;
&lt;br /&gt;
*Do not do other people’s jobs. If you joined as a rosaria, do not attempt to hunt down criminals. If you joined as a rune master, do not attempt to perform medical treatment on your coworkers. If you are a head position, allow your underlings to do work before you do the work yourself; you are a supervisor and manager first and foremost as a head position.&lt;br /&gt;
&lt;br /&gt;
*Do not hijack other people&#039;s jobs. For example, breakers are for making arrests, agents are for investigating crimes. While you might be able to do both, you likely are not suited for it, let others help you if their available.&lt;br /&gt;
&lt;br /&gt;
*Playing jobs that can be called upon at any time to assist other crew members in emergencies waives your right to have interruption-free (E)RP sessions in private, including the dorms. If you join as a rosaria, expect to be interrupted out of private scenes. If you’re a rune master, you are expected to set up power systems and repair any large-scale damage that hampers the rest of the residents, regardless of your intent to have sex with the whatever hole is nearby.&lt;br /&gt;
&lt;br /&gt;
*Dungeon diving is not a valid reason to be busy from your assigned job. If your job has multiple positions or is intended to dungeon dive, inform others and ensure someone is there to cover for you until you get back.&lt;br /&gt;
&lt;br /&gt;
== You are expected to obey the chain of command (within reason) ==&lt;br /&gt;
*Each head of staff is the de facto leader of their faction, so listen to them. Likewise, you should obey decisions from faction owners (if a fax arrives) or council decisions unless directly overridden by an admin. If you consistently do not follow reasonable orders, you will be job banned.&lt;br /&gt;
&lt;br /&gt;
== You are expected to forget events that are deemed non-canon ==&lt;br /&gt;
*Though most rounds are canon, if one is considered non-canon you are expected to forget it ICly. &lt;br /&gt;
&lt;br /&gt;
*The round ending does not make you immune to a character perma-kill. Just because you evaded capture or was not killed by the time it restarted does not mean everyone forgets what your character did. If you get caught and the evidence is ironclad enough, you will be PK&#039;d.&lt;br /&gt;
&lt;br /&gt;
*This rule also applies to events that cause catastrophic damage to the safe zone, such as a Code Ruby/Onyx scenario. As a general rule event coordinators &#039;&#039;&#039;should&#039;&#039;&#039; say before or after an event if it is non-canon or not.&lt;br /&gt;
&lt;br /&gt;
*If you are killed in a round and then revived in the same round, you&#039;re memory is entirely intact and may act accordingly.&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;b&amp;gt;The intent of the rules is more important than the letter&amp;lt;/b&amp;gt; =&lt;br /&gt;
The purpose of the rules is to preserve a fun and enjoyable environment for all players. If everyone is enjoying themselves even while the ‘letter’ of a rule is not being followed, it’s likely that no staff intervention will be required. On the other hand, just because something isn&#039;t in the rules doesn&#039;t mean it&#039;s okay or allowed if it&#039;s upsetting a large number of players.&lt;br /&gt;
&lt;br /&gt;
*It is within admin staff&#039;s discretion to decide that certain actions violate one or more rules, even if the specific action is not listed as part of the rule. This is simply the job of the staff to interpret the rules. You can appeal decisions to other admins if you believe one has a bias against you, but doing so after a ruling is passed will get you in trouble.&lt;br /&gt;
&lt;br /&gt;
*Plenty of rules are left vague enough to cover as much as possible without being too oppressing. Attempting to rules-lawyer saying that &amp;quot;this rule doesn&#039;t specifically say I can&#039;t do X&amp;quot;, even if what you are doing is disrupting the server, will generally be ignored. We assume most of you have enough common sense to recognize what a [[#Create_and_play_server-appropriate_characters|sane and stable individual]] would and wouldn&#039;t do within this fictional setting.&lt;br /&gt;
&lt;br /&gt;
=== Listen to admin staff ===&lt;br /&gt;
* One admin&#039;s word is usually as good as any other. Though, just because one admin says something is okay in that moment does not mean it will always be okay under another admin or even the same admin.&lt;br /&gt;
** If this causes a contradiction, you can (and should) inform the new admin of what you were told previously. For example, a Head Admin says you can do something, but that admin has left the server. A lower ranked admin shows up and asks you to stop doing that thing. You can explain that the Head Admin previously said you could do this, but if the lower ranked admin &#039;&#039;still&#039;&#039; wants you to stop, then you should stop. (This obviously works vise-versa as well.)&lt;br /&gt;
** Intentionally not telling a new admin about a contradiction is considered lying. It&#039;s like asking your mom for ice cream, but she says no, so you go ask dad because you think he&#039;ll be less strict.&lt;br /&gt;
* Sojourn is not a straight democracy; our rules and guidelines exist for a reason and we have staff dedicated to enforcing them and help set further guidelines if necessary. &#039;&#039;&#039;However, these rules are always going to be incomplete, and as such, just because something isn&#039;t written doesn&#039;t mean it&#039;s allowed.&#039;&#039;&#039; If a staff member tells you to do something, do it. They tell you to stop, then stop. If you disagree with a ruling, don&#039;t try to argue it then and there, especially if things are hectic. Once things have calmed down, or preferably after the round has ended, you can try to contact the staff member privately to discuss the ruling, or talk to another admin if you cannot talk to or cannot convince the offending admin.&lt;br /&gt;
&lt;br /&gt;
* If you have a question over something unclear or questionable, never be afraid to adminhelp. The staff on hand should discuss it among themselves and give you a ruling, from there on if the ruling is in bad judgement, it&#039;s on the admin who cleared it, not &#039;&#039;you&#039;&#039;. &#039;&#039;&#039;The staff should also &amp;lt;u&amp;gt;NEVER&amp;lt;/u&amp;gt; ban you purely for a complaint against them.&#039;&#039;&#039; Even if you&#039;re a complete asshole about it, as long as the argument stays private, you cannot be banned just for arguing. &amp;lt;font size=&amp;quot;-5&amp;quot;&amp;gt;Although being an asshole usually won&#039;t win an argument, so you probably shouldn&#039;t do that anyway.&amp;lt;/font&amp;gt;&lt;br /&gt;
** Don&#039;t confuse this for &amp;quot;complaining grants you immunity to bans&amp;quot;, because that&#039;s not how it works. If you are told to not break windows and you complain how that isn&#039;t fair, you&#039;re still getting banned for breaking windows if we disagree with your complaint. What this means is we won&#039;t ban you or make an existing ban worse just because you tell us we&#039;re being excessively mean, confusing, or unfair to you or someone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Rune_Master&amp;diff=169</id>
		<title>Rune Master</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Rune_Master&amp;diff=169"/>
		<updated>2023-08-13T15:51:27Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Advanced Tips */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#DDA0DD; | Rune Master&lt;br /&gt;
&amp;quot;Engineering, research, magic. I can do it all.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction: &lt;br /&gt;
Ascendant&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access Rune: &lt;br /&gt;
Ascendant&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction Boss:&lt;br /&gt;
Exalted&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Medium&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rune masters are the magical and mundane researchers of the Ascendant, experts at creating regular items, magical items, golems, and clockwork contraptions.&lt;br /&gt;
&lt;br /&gt;
==Stat Requirement==&lt;br /&gt;
* Mechanical: 30&lt;br /&gt;
* Cognition: 10&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
As a rune master your primary purpose is maintaining the power grid that powers the safe zone through the use of the biogenerator, a massive fantastical machine that grinds down life and turns it into recycled power for every light and machine across the safe zone. This produced slop of alchemical mixture can also be refined into organic items, allowing you to make a variety of useful items that can be distributed to others. &lt;br /&gt;
&lt;br /&gt;
In addition to maintaining the power you are also called upon for complex repairs, such as damage to power grids, replacing destroyed doors, or fixing broken walls and other systems both magic and mundane. Your rune forge is capable of creating a variety of materials from weapons to rune plates to build magical machines. This complex device requires resonance and materials to work and can provide schematics for your golem forge so you can make minor and major golem creatures to serve the Ascendant.&lt;br /&gt;
&lt;br /&gt;
Beyond your forges, you also have access to the clockwork lab where specialized brass systems can be put together using wiring and know how. The sky is truly the limit. Finally, your last concern is the slime pens, where slimes are bred and tinkered with to create various magical cores that can prove quite useful for day-to-day operations. Though dangerous, it is highly versatile. You need a wide variety of materials for your work so you will find yourself often bartering with prospectors, the Ashwood, or dungeon divers and much of what can be found below are highly valued for your rune forge.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Your exalted has access to your faction account, ask them to give you a stipend to buy materials with.&lt;br /&gt;
* You have a wide variety of tasks you can perform, but priority should always be ensuring that the power is set up and working.&lt;br /&gt;
* Biomass is highly adaptable, useful for making medkits, bandages, and even some chemicals. Be sure to inform the rosaria if you have a surplus.&lt;br /&gt;
&lt;br /&gt;
=== Unique Equipment ===&lt;br /&gt;
None, but your ability to manipulate the biogenerator is unique to your spells.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Tips ===&lt;br /&gt;
* Most people, in particular prospectors, are willing to part with materials and items for creations at your rune forge, just because you do not have access to your faction&#039;s funds does not mean you cannot barter.&lt;br /&gt;
* The custodian can handle minor repairs in your place, coordinating with them can save you time for more important work.&lt;br /&gt;
* A few extra canisters of liquid biomatter can be set aside and swapped easily to restore power reserves when it gets low, usually only four cans will be enough for most shifts. More canisters can be solidified and turned into processed items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Roles}}&lt;br /&gt;
[[Category: Roles]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Speaker&amp;diff=114</id>
		<title>Speaker</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Speaker&amp;diff=114"/>
		<updated>2023-08-09T22:20:32Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Purpose */ typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:white; background-color:#DDA0DD; | Speaker&lt;br /&gt;
&amp;quot;Magic is might.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction: &lt;br /&gt;
Ascendant&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access Rune: &lt;br /&gt;
Ascendant&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction Boss:&lt;br /&gt;
Exalted&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Hard&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The speaker is the right hand to the [[Exalted]], functioning in mixed position between advisor, secretary, and bodyguard. In many ways, you are the muscle to the exalted&#039;s brains.&lt;br /&gt;
&lt;br /&gt;
==Stat Requirement==&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
Of all the faction heads, the speaker is the least restrained in terms of duties. Officially, you are nothing more than the exalted&#039;s secretary, bodyguard, and advisor, and does not need be anything more than that. Unofficially, you are in many ways a second exalted who has greater enhancements in power and less responsibility. This does not make you a thug or fighter, nor does it make you expendable, as your unofficial purpose is to question the exalted and ensure he is taking the best course of action. The best course of action is one that is examined carefully from multiple viewpoints and that is your main duty.&lt;br /&gt;
&lt;br /&gt;
Beyond this, you may aid the exalted in any task he is actively working on, ranging from using the weaving machines to aiding the various magi working below you. As you are not as key to decision making as the exalted, you may also accompany seekers on expeditions more easily. If the exalted is headed out on an expedition, then you act as his protector. One benefit you have as a speaker over the exalted is you have greater enhancements towards whatever your magical knack is, regardless of if its rune lanterns, psionics, or using a brass heart.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
TIPS&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
EQUIPMENT&lt;br /&gt;
&lt;br /&gt;
=== Advanced Tips ===&lt;br /&gt;
HERE&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Exalted&amp;diff=111</id>
		<title>Exalted</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Exalted&amp;diff=111"/>
		<updated>2023-08-07T16:43:39Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Purpose */ Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:black; background-color:#EEEEFF; | Exalted&lt;br /&gt;
&amp;quot;True power is held within the self.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction: &lt;br /&gt;
Ascendant&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access Rune: &lt;br /&gt;
Ascendant&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Faction Boss:&lt;br /&gt;
Sad King Briareus&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Very Hard&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The exalted is the defacto leader of all lantern bearers, gear hearts, and psions within the safe zone. Along with the speaker, your direct your magical underlings in providing various means of support, ranging from magic items, enchantments, to magical healing.&lt;br /&gt;
&lt;br /&gt;
==Stat Requirement==&lt;br /&gt;
* Cognition: 30&lt;br /&gt;
* Spirit: 10&lt;br /&gt;
* Biology: 10&lt;br /&gt;
* Mechanical: 10&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
The exalted has two primary purposes, managing the mages of the safe zone and making use of the weaving machine. At your side your have your speaker, who acts as both a secretary and your body guard. Managing your underlings is often a simple and straight forward process, as most of your mages will be talented enough to perform their jobs with little oversight or need from you. However, this does not mean you cannot aid them where possible. Your rune masters will always need materials for their rune forge, your seekers can always use weapons and medical supplies for dungeon dives, and your rosaria can always benefit from a helping hand in the garden.&lt;br /&gt;
&lt;br /&gt;
Your rune masters grind down magical and mundane items to generate flux within their forge, this flux can then be spent to unlock more complex forms of magical and sometimes mundane items. Since rune masters primarily need materials to create and then break down items to generate flux or be given magical items obtained elsewhere, it can be beneficial for you to keep an eye out for anything worthwhile for them. Keep in mind, you do not have access to the rune forge, so if you want anything produced at it you must request it.&lt;br /&gt;
&lt;br /&gt;
Your rosaria are capable healers, having access to both the alchemy stations and the general medical machines. Keep in mind what type of rosaria you have under your command, a traditional rune lantern rosaria is an expert at healing multiple types of damage in a radius across multiple people while a vitalist is much better at healing lots of damage but only on a per person basis. Most rosaria will supplement their healing through the use of alchemy, generating potions and pills to use when they run out of mana or power points. Preparing alchemical healing takes time and often requires growing specific plants to make the greatest medicines. Additionally your vitalists rely much more heavily on their slower to restore Essence and thus benefit the most from being given cerebrix inhalants to restore their supernatural spells. While you do not have access to the alchemy station of medical machines, you can help out in the garden and stock the important produce to be later ground down for alchemical mixing.&lt;br /&gt;
&lt;br /&gt;
Finally, your seekers are your dungeon diving dare devils and the most likely people to come back in body bags. Seekers rely heavily on spells and teamwork, they are frail and will likely die quickly when they run out of spells or bodies to put between them and an angry monster. Your seekers will vary heavily, from gear hearts to psions to rune lantern users and will have a wide variety of spells and fighting styles. It does not hurt to help arrange getting them supplied with items from the rune masters or rosaria or even having an extra rosaria tag along with them for good healing on the go. Further more, you can also encourage them to seek out help from breakers and agents to cover for their short comings. Your seekers are one of the few people trained to break through magical traps and magical seals, making them valuable to any team beyond their innate spells.&lt;br /&gt;
&lt;br /&gt;
On your own end of work, you and your speaker are the only ones who can operate the weaving machine, special magical machines that allow you to enchant a person directly. The weaving machine is a complicated device, requiring life force and essence from various creatures that need to be tinkered with to create a new enchantment. Enchantments can be spliced together to make new and more interesting variants, but experimentation is key for proper creation. Though a difficult task, you have your speaker to help you.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* You cannot perform most of the jobs your underlings can, but you can help them by giving them materials or doing menial work. Helping is not beneath you.&lt;br /&gt;
* You are not much more powerful than your seekers, in fact you could be considered weaker. However, your speaker is given special enchantments and can be considered above and beyond even your best seekers, use that.&lt;br /&gt;
* Refined materials and rune plates are a rune masters best friend, obtain them for your men.&lt;br /&gt;
* Your rosaria can focus on doing alchemy if you provide work at the garden or, better yet, instruct your rune master to create a helper golem that can do the work for you.&lt;br /&gt;
&lt;br /&gt;
=== Unique Equipment ===&lt;br /&gt;
* None, unless you count the numerous unique enchantment items you can make.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Tips ===&lt;br /&gt;
* Some enchantments can be situally very powerful, like making yourself friendly to one enemy type, increasing your size and strength, etc. etc. Make sure people know what you can offer.&lt;br /&gt;
* Your weaving machine requires bodies and meat, remind your seekers to butcher bodies and bring the remains back to you. Failing that, contact the beast master.&lt;br /&gt;
* Your speaker is your second in command, he might be your servant but the best exalteds treat their speakers like friends.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Roles&amp;diff=89</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Roles&amp;diff=89"/>
		<updated>2023-08-02T17:57:09Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Breakers */ Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what you are assigned to do. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Safe Zone Factions]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Relays]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Laws]], so you know your rights, and [[Standard Operating Procedure]] so you know what you should usually do.&lt;br /&gt;
&lt;br /&gt;
Due to the safe zone&#039;s open recruitment principle, you might encounter some interesting new [[Core Races|Races]] working alongside you.&lt;br /&gt;
&lt;br /&gt;
== Breakers ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[Hammerlord]]&lt;br /&gt;
|The hammerlord serves as the head of office of the local regiment of the breakers. The breakers are contracted to protect the safe zone, working between the position of mercenaries and an order of knights. Your main objective is to maintain the law and safety of the safe zone, intervening when the agreement is breached and handling disputes between factions, freeblades, and outsiders. Secondarily, you lead your men into delving into the dungeons below, slaying monsters and collecting supplies for both yourselves and your fellow factions.&lt;br /&gt;
!Colossal&lt;br /&gt;
|-&lt;br /&gt;
![[Master of the Forge]]&lt;br /&gt;
|The master of the forge is the right hand of the hammerlord and the defacto controller of the armory. The master of the forge has the primary role of improving, modifying, and otherwise making weapons and armor better. Your job will often call you to use your forge to enchant or improve the armor and melee weapons of your breakers or create modifications for tools. Since your duties often keep you within the breaker&#039;s bunker, you will also be expected to process and manage prisoners, ranging from collecting fines to moving prisoners in and out. When the breakers do not need you, you can offer your services to the other factions for money and materials for your forge. You answer to the hammerlord, but if he leaves the bunker, you&#039;ll be expected to manage everything in his stead.&lt;br /&gt;
!Soul-Crushing&lt;br /&gt;
|-&lt;br /&gt;
![[Sledge]]&lt;br /&gt;
|The sledges serves as the closest thing to law and order that the safe zone has, positioned somewhere between a guard and knight-errant. Your primary job is to act as an enforcer for each faction, ensuring crime is kept to a minimum and intervening when someone violates the agreement. Your secondary job is being a walking tank of steel and armor, able to move swiftly into hundreds of pounds of armor that lets you absorb blows that would kill lesser men. When not actively aiding dungeon divers, you act as a guard, carrying a big stick and letting the thunder of your boots and swings from your hammer speak for you.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[Ashman]]&lt;br /&gt;
|The ash men form the base of the breaker&#039;s marksmen, they make up the wall of guns between the safe zone and external hazards. While much of the safe zone is enclosed hallways, your rifle is the backbone of the breaker&#039;s defensive lines, with every hall being a potential kill zone. Tactics and teamwork are vital, you carry incredibly powerful guns and need to pick your shots carefully, from sniping down long halls to point blank shotgun surgery. When no active threats are going on, your most common job is aiding your fellow breakers and dungeon divers with your powerful firearms. Though you are easily the most powerfully equipped in the breakers, remember that ammunition is expensive and extremely rare to find. Make every bullet count.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[Fireband]]&lt;br /&gt;
|The firebrands represent the moving of the times, being men of the frontier and scouts who use only the most advanced form of six-shooters. Like the ashmen, firebrands are equipped with two firearms, a custom designed revolver and a magical pistol that fires exceptionally deadly gouts of flame. Unlike the ashmen and to a lesser extent the sledges, firebrands favor mobility over entrenched positions and heavy armor, giving them a knack for leaping and dodge rolling. While a crack shot with your pistols, the main purpose of the firebrands is to act as scouts and performing reconnaissance in dangerous locations, often working with small teams or alone. In times of peace, you are a guard like any other breaker, enforcing the agreement and maintaining the safe zones peace.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ashwood Syndicate ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[Merchant]]&lt;br /&gt;
|The merchant is responsible for the current operations of the Ashwood, maintaining a thriving economy through their various shops. Your main objective, bluntly, is to make as much money as you can. Purchase and acquire goods, and sell them on for a profit. Your fixers will handle most of the grunt work and your hospitality employees will provide drinks and food. They are capable - utilize them well. The clockwork vendors found through out the safe zone are operated by your company, earning you profits, be sure to keep an eye on them. There is a market for contraband and more unscrupulous services. Venturing into this area may prove profitable, but comes with risk. Lastly, you should always be considering what your fellow syndicate members needs for their jobs, such as supplying the kitchen with greens or fixers with materials.&lt;br /&gt;
!Complicated&lt;br /&gt;
|-&lt;br /&gt;
![[Penumbra]]&lt;br /&gt;
|The penumbra is an enforcer for the Ashwood Syndicate, relying on their innate skills and knowledge to keep the syndicate in working order. While you technically answer only to Boss Yaga, you are expected to follow the direct orders of the merchant during day to day operations. The skills of a penumbra make them an excellent at picking locks and killing specific targets, but that is considered secondary to your main job. When not helping the merchant the penumbra is expected to aid the breakers and the general populace as an investigator, using their shadowy talents to keep and observant eye on things. Aid you is your team of agents who answer to you and only you, you must guide them in assisting others be it as detectives or dungeoneers. Though you are largely independent, your primary goal should be to always aid the members of the Syndicate, be they your agents or otherwise.&lt;br /&gt;
!Complex&lt;br /&gt;
|-&lt;br /&gt;
![[Fixer]]&lt;br /&gt;
|When it comes to making money the heart and soul of the syndicate&#039;s wealth comes from its fixers, providing services to any and all. Your primary job is multipurpose, fixers can tend to the bar and kitchen, manage the supply depot, and provide a variety of crafting services. At the bar, you serve drinks and talk with patrons, offering specific drinks and foods while talking about the day to day. In the kitchen you cook exotic and specific meals for patrons, using your supply of secret spices to do it better than anyone else. From the supply depot your the main supplier of expensive guns, ammunitions, and otherwise supplies, working as the middleman between customers and the Ashwood&#039;s storage depot. Finally, as a fixer you know a variety of different crafts, letting you expertly modify, fix, restore, and create all manner of tools, weapons, and even firearms to both trade and sell.&lt;br /&gt;
!Busy&lt;br /&gt;
|-&lt;br /&gt;
![[Agent]]&lt;br /&gt;
|Agents are a group of clandestine employees hired by the Ashwood Syndicate to act as investigators, dungeon explorers, and at rare times assassins. Your primary job as an agent is to keep crime to a minimum in the safe zone, investigating crimes and working with the breakers to imprison those who violate the agreement. When not working as a gumshoe, you have a wide variety of talents useful to dungeoneers, such as being able to unlock chests and doors. To further aid you in supporting others, you are well equipped to perform lethal backstabs with your daggers, executing enemies with ease provided you can get behind them. You also have access to a special laboratory, giving you a wide selection of methods to investigate potential crimes. Unlike other members of the Ashwood, you answer only to the penumbra, who answers directly to Boss Yaga.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[Beast Master]]&lt;br /&gt;
|Beast matters derive their name from the animals they manage, be it chickens and cows for the kitchen or more volatile beasts meant to aid in keeping the safe zone secure. The beast masters primary duty is tending to their many animals, breeding fighting beasts for any willing to buy one and farming those meant for food. Your second duty is using left over animal parts to make higher quality equipment out of lower quality materials, ranging from leather armor to bone forged weapons. You know a fair bit about farming to aid in tending to your animals, so you will often be supplying the kitchen with meats and greens. Finally you are an expert in the bodies and anatomy of monsters and creatures, letting you find additional useful, rare, and potentially valuable parts when butchering them. All in all, you are the wild man of the safe zone, trying to make use of the nature and ecology in the closed ecosystem of Hammerfall.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ascendant ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[Exalted]]&lt;br /&gt;
|The exalted is the chief magi of the ascendant, directing all the lantern bearers, psions, and brass hearts within the safe zone. The exalteds main purpose is directing the rune masters and rosaria to supply other residents with magical items and magical healing. The exalted also has access to the ascendants vast resources of wealth, giving them the ability to broker deals to keep their magi supplied. Your work is often misunderstood, as you and your speaker are the only ones able to use the weaving chambers, which provide numerous enchantments to the body directly. Of course, you are a powerful magi in your own right, and should support your fellows in any way they need, be it buying supplies or direct magical aid. The speaker is also your direct assistant and, more than likely, closest associate. You are expected not only to work closely with them, but get along.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[Speaker]]&lt;br /&gt;
|The speaker is the exalted&#039;s right hand man and functions as an advisor and assistent. Your main purpose is to accompany the exalted and provide whatever aid they need, be it working at the weaving stations or direct protetion. While the exalted functions more as a face and benefactor, you are more directly concerned with the day to day operations of the ascendant. When not working directly with the exalted, you should be assisting anyone who can make use of your skills. Just like the exalted, you have access to the weaving machines, allowing you to research and create various enchantments.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[Rune Master]]&lt;br /&gt;
|The rune master is a magical researcher and creator, capable of creating and using runes to forge magical items. While rune masters are most known for creating magical items and weapons, you also maintain the safe zones power grid and structural integrity. Like a primitive engineer and archtitect, rune masters repair and fix parts of the safe zone to prevent them from fully breaking down. When not doing repairs, rune masters run the arcane lab where they produce all manners of interesting and useful magical items. Lastly, you have access to the golem manufactorum, where various golems and golem accessories are produced, ranging from magical armors to autonomous servants.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[Rosaria]]&lt;br /&gt;
|The rosaria is a professional medic and surgeon dedicated to healing the sick and injured, at all costs. A broad range of medical procedures fall under your purview - diagnostics, general treatment, surgery, and magical healing. What cannot be fixed using spells can be done with alchemy or surgery, giving you a wide variety of treatment options. In addition to healer, you are also an alchemist, with a fully stocked and capable alchemy lab that allows you to refine natural chemicals into powerful medicines. While secondary to your main goal, the rosaria also has access to industrial farming equipment so you may harvest raw healing chemicals to further refine.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[Seeker]]&lt;br /&gt;
|The seeker is the rank and file of the ascendants magical fighters, those capable of supprt through rune lanterns or fighting with psionics. While you are by no means a heavy hitter or front liner like someone from the ashwood or breakers, as a seeker you provide magical aid through various methods. This includes summoning daemons, creating undead minions, giving party wide enchantments, or providing range support via spells and psionics abilities. Additionally, you are one of the few people capable of disarming magical traps, making you a valued asset for dungeon divers. Lastly, you also make up the main security force for the ascendant, using your spells to defend and protect everyone within.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Freeblades ==&lt;br /&gt;
{| style=&amp;quot;background-color:#8b8c8f;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[Resident]]&lt;br /&gt;
|The ideal newcomer role. You have no official position within Hammerfall or are simply off duty. You will not be paid a wage.&amp;lt;br&amp;gt;&lt;br /&gt;
	Where did you come from? Why are you here? These things are up to you.&amp;lt;br&amp;gt;&lt;br /&gt;
	&amp;lt;br&amp;gt;&lt;br /&gt;
	Perhaps you&#039;re a new arrival, who had no other options but to come here willingly. What are you seeking, or what are you running from?&amp;lt;br&amp;gt;&lt;br /&gt;
	Perhaps you&#039;re with one of the main factions, having followed your leader during their banishment?&amp;lt;br&amp;gt;&lt;br /&gt;
	Perhaps you&#039;re a former prisoner, ready to join these upstart gangs that made the safe zone. What was your crime?&amp;lt;br&amp;gt;&lt;br /&gt;
	Perhaps you&#039;re an enemy of the empire, condemned here for your crimes against the nation?&amp;lt;br&amp;gt;&lt;br /&gt;
	Perhaps you&#039;re a known resident, just taking time off to enjoy yourself?&amp;lt;br&amp;gt;&lt;br /&gt;
	&amp;lt;br&amp;gt;\&lt;br /&gt;
	Your story is yours to write. What matters is that you&#039;re here now - find some purpose.&amp;lt;br&amp;gt;&lt;br /&gt;
	To form connections, strive to help out anyone you can. Or at least, anyone who offers you a paying job.&amp;lt;br&amp;gt;&lt;br /&gt;
	Find a way to make money, stay out of trouble, and survive.&lt;br /&gt;
!Easiest&lt;br /&gt;
|-&lt;br /&gt;
![[Prospector]]&lt;br /&gt;
|The prospector is a professional resource procurer, acquiring valuable minerals for anyone willing to pay. Your primary responsibility is to descend into the deep tunnels and dig up as much ore as you can. Accessed by portal, the magical teleporter can take you deep underground to mine and scavenge whatever you can. Whatever you dig up is yours to do with as you please, from selling, hoarding, or bartering it at your discretion. Pack well and consider teaming up with other prospectors or hiring a few toughs to defend you while you work, prospectors disappear all the time.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[Gardener]]&lt;br /&gt;
|The gardener toils in their personal gardens - utilizing seeds, tools, and fertilizers to grow bountiful crops. More talented gardeners may dip into ranching. Your paddocks contain a few chickens and a cow. More exotic animals can be acquired from the beast master or ascendants. You are the go-to expert for flora destruction - use shovels and hatchets. Remember that your goods come at a price, and more exotic crops can command a higher price.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[Jester]]&lt;br /&gt;
|The jester serves as a versatile performance artist here to entertain residents. You may find your fellows distracted by boring duties or senseless bickering, so work hard to bring them some real culture. As a freeblade, you make next to nothing on your paycheck, consider selling your various items and bits of art for money. Unlike others who are inspired, you instead use your inspiration at your work bench to create wondrous works of art that have a variety of uses.&lt;br /&gt;
!Random&lt;br /&gt;
|-&lt;br /&gt;
![[Custodian]]&lt;br /&gt;
|The lowly custodian, well paid but rarely respected, nevertheless provides a valuable service. You will trundle around the safe zone, armed with your trusty janicart full of cleaning supplies, disposing of trash and pests. Some minor maintenance also falls within your duties. Fix broken braziers, correct broken vendors, replace floor tiles - ease the rune master&#039;s burden. You are as well paid as most faction leaders, each one giving a portion of your income so you can keep the safe zone spotless.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=88</id>
		<title>User talk:R4d6</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=88"/>
		<updated>2023-08-01T04:32:34Z</updated>

		<summary type="html">&lt;p&gt;R4d6: Swap the description and concepts of the effects, at Possum&amp;#039;s demand.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
== Runestone Magic ==&lt;br /&gt;
Runestone magic relies on the user engraving runes on a titular runestone, and then activating the stone to get a reaction. Which reaction happens depend on the combination of runes engraved on a runestone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones are single-use, becoming spent after activation.&amp;lt;br/&amp;gt;&lt;br /&gt;
All runestones have a delay of 3 seconds between the activation and the actualization of its effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be engraved using any &#039;&#039;&#039;Cutting&#039;&#039;&#039; tool on a runestone.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
Each rune that can be engraved on a runestone represent a Concept. Which rune represent which concept changes every shift, meaning researchers have to keep finding which runes represent which Concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
However, all Concepts have a single-rune Effect that allow for the identification of the rune&#039;s Concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Effects are what happen when a runestone is successfully activated with a correct combination of runes depending on their Concepts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be required to be repeated multiple times, but the order of engraving does not matter.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones with a invalid combination will fizzles upon activation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Any extra runes added to a valid combination will make it invalid, unless you happened on another valid combination.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lightstone ====&lt;br /&gt;
Required Concepts : Light&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone glow indefinitely.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Firestone ====&lt;br /&gt;
Required Concepts : Fire&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone catch on fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fwompstone ====&lt;br /&gt;
Required Concepts : Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone fwomp. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Icestone ====&lt;br /&gt;
Required Concepts : Ice&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone become ice-cold. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Earthstone ====&lt;br /&gt;
Required Concepts : Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone become denser and heavier. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Zapstone ====&lt;br /&gt;
Required Concepts : Lightning&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone lightly zap its user. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flashbang ====&lt;br /&gt;
Required Concepts : Light, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone act as a flash-bang.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fireball ====&lt;br /&gt;
Required Concepts : Fire, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone explode in a shrapnel-less ball of fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Floor Freezing ====&lt;br /&gt;
Required Concepts : Ice, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone freeze the floor around it, making it slippery until the ice melt.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instant Wall ====&lt;br /&gt;
Required Concepts : Earth, Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone create a 3x3 rock wall around itself, which will crumble after some time has passed.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fragstone ====&lt;br /&gt;
Required Concepts : Earth, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : The runestone shatter into deadly shrapnel, albeit without any fire involved.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Teslastone ====&lt;br /&gt;
Required Concepts : Lightning, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
Description : Consecutively shock up to 10 creatures around itself.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=87</id>
		<title>User talk:R4d6</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=87"/>
		<updated>2023-07-31T14:49:12Z</updated>

		<summary type="html">&lt;p&gt;R4d6: Added linebreaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
== Runestone Magic ==&lt;br /&gt;
Runestone magic relies on the user engraving runes on a titular runestone, and then activating the stone to get a reaction. Which reaction happens depend on the combination of runes engraved on a runestone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones are single-use, becoming spent after activation.&amp;lt;br/&amp;gt;&lt;br /&gt;
All runestones have a delay of 3 seconds between the activation and the actualization of its effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be engraved using any &#039;&#039;&#039;Cutting&#039;&#039;&#039; tool on a runestone.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
Each rune that can be engraved on a runestone represent a Concept. Which rune represent which concept changes every shift, meaning researchers have to keep finding which runes represent which Concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
However, all Concepts have a single-rune Effect that allow for the identification of the rune&#039;s Concept.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Effects are what happen when a runestone is successfully activated with a correct combination of runes depending on their Concepts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runes can be required to be repeated multiple times, but the order of engraving does not matter.&amp;lt;br/&amp;gt;&lt;br /&gt;
Runestones with a invalid combination will fizzles upon activation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Any extra runes added to a valid combination will make it invalid, unless you happened on another valid combination.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lightstone ====&lt;br /&gt;
Description : The runestone glow indefinitely.&amp;lt;br/&amp;gt;&lt;br /&gt;
Required Concepts : Light&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Firestone ====&lt;br /&gt;
Description : The runestone catch on fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
Required Concepts : Fire&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fwompstone ====&lt;br /&gt;
Description : The runestone fwomp. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Required Concepts : Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Icestone ====&lt;br /&gt;
Description : The runestone become ice-cold. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Required Concepts : Ice&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Earthstone ====&lt;br /&gt;
Description : The runestone become denser and heavier. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Required Concepts : Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Zapstone ====&lt;br /&gt;
Description : The runestone lightly zap its user. (No in-game effects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Required Concepts : Lightning&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flashbang ====&lt;br /&gt;
Description : The runestone act as a flash-bang.&amp;lt;br/&amp;gt;&lt;br /&gt;
Required Concepts : Light, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fireball ====&lt;br /&gt;
Description : The runestone explode in a shrapnel-less ball of fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
Required Concepts : Fire, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Floor Freezing ====&lt;br /&gt;
Description : The runestone freeze the floor around it, making it slippery until the ice melt.&amp;lt;br/&amp;gt;&lt;br /&gt;
Required Concepts : Ice, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Instant Wall ====&lt;br /&gt;
Description : The runestone create a 3x3 rock wall around itself, which will crumble after some time has passed.&amp;lt;br/&amp;gt;&lt;br /&gt;
Required Concepts : Earth, Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fragstone ====&lt;br /&gt;
Description : The runestone shatter into deadly shrapnel, albeit without any fire involved.&amp;lt;br/&amp;gt;&lt;br /&gt;
Required Concepts : Earth, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Teslastone ====&lt;br /&gt;
Description : Consecutively shock up to 10 creatures around itself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Required Concepts : Lightning, Explosion&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=86</id>
		<title>User talk:R4d6</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=86"/>
		<updated>2023-07-31T14:46:56Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Runestone Magic */ Forgot to put how to engrave the runes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
== Runestone Magic ==&lt;br /&gt;
Runestone magic relies on the user engraving runes on a titular runestone, and then activating the stone to get a reaction. Which reaction happens depend on the combination of runes engraved on a runestone.&lt;br /&gt;
Runestones are single-use, becoming spent after activation.&lt;br /&gt;
All runestones have a delay of 3 seconds between the activation and the actualization of its effect.&lt;br /&gt;
Runes can be engraved using any &#039;&#039;&#039;Cutting&#039;&#039;&#039; tool on a runestone.&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
Each rune that can be engraved on a runestone represent a Concept. Which rune represent which concept changes every shift, meaning researchers have to keep finding which runes represent which Concept.&lt;br /&gt;
However, all Concepts have a single-rune Effect that allow for the identification of the rune&#039;s Concept.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Effects are what happen when a runestone is successfully activated with a correct combination of runes depending on their Concepts.&lt;br /&gt;
Runes can be required to be repeated multiple times, but the order of engraving does not matter.&lt;br /&gt;
Runestones with a invalid combination will fizzles upon activation.&lt;br /&gt;
Any extra runes added to a valid combination will make it invalid, unless you happened on another valid combination.&lt;br /&gt;
&lt;br /&gt;
==== Lightstone ====&lt;br /&gt;
Description : The runestone glow indefinitely.&lt;br /&gt;
Required Concepts : Light&lt;br /&gt;
&lt;br /&gt;
==== Firestone ====&lt;br /&gt;
Description : The runestone catch on fire.&lt;br /&gt;
Required Concepts : Fire&lt;br /&gt;
&lt;br /&gt;
==== Fwompstone ====&lt;br /&gt;
Description : The runestone fwomp. (No in-game effects)&lt;br /&gt;
Required Concepts : Explosion&lt;br /&gt;
&lt;br /&gt;
==== Icestone ====&lt;br /&gt;
Description : The runestone become ice-cold. (No in-game effects)&lt;br /&gt;
Required Concepts : Ice&lt;br /&gt;
&lt;br /&gt;
==== Earthstone ====&lt;br /&gt;
Description : The runestone become denser and heavier. (No in-game effects)&lt;br /&gt;
Required Concepts : Earth&lt;br /&gt;
&lt;br /&gt;
==== Zapstone ====&lt;br /&gt;
Description : The runestone lightly zap its user. (No in-game effects)&lt;br /&gt;
Required Concepts : Lightning&lt;br /&gt;
&lt;br /&gt;
==== Flashbang ====&lt;br /&gt;
Description : The runestone act as a flash-bang.&lt;br /&gt;
Required Concepts : Light, Explosion&lt;br /&gt;
&lt;br /&gt;
==== Fireball ====&lt;br /&gt;
Description : The runestone explode in a shrapnel-less ball of fire.&lt;br /&gt;
Required Concepts : Fire, Explosion&lt;br /&gt;
&lt;br /&gt;
==== Floor Freezing ====&lt;br /&gt;
Description : The runestone freeze the floor around it, making it slippery until the ice melt.&lt;br /&gt;
Required Concepts : Ice, Explosion&lt;br /&gt;
&lt;br /&gt;
==== Instant Wall ====&lt;br /&gt;
Description : The runestone create a 3x3 rock wall around itself, which will crumble after some time has passed.&lt;br /&gt;
Required Concepts : Earth, Earth&lt;br /&gt;
&lt;br /&gt;
==== Fragstone ====&lt;br /&gt;
Description : The runestone shatter into deadly shrapnel, albeit without any fire involved.&lt;br /&gt;
Required Concepts : Earth, Explosion&lt;br /&gt;
&lt;br /&gt;
==== Teslastone ====&lt;br /&gt;
Description : Consecutively shock up to 10 creatures around itself.&lt;br /&gt;
Required Concepts : Lightning, Explosion&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=85</id>
		<title>User talk:R4d6</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=User_talk:R4d6&amp;diff=85"/>
		<updated>2023-07-31T14:44:46Z</updated>

		<summary type="html">&lt;p&gt;R4d6: Runestone Guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
== Runestone Magic ==&lt;br /&gt;
Runestone magic relies on the user engraving runes on a titular runestone, and then activating the stone to get a reaction. Which reaction happens depend on the combination of runes engraved on a runestone.&lt;br /&gt;
Runestones are single-use, becoming spent after activation.&lt;br /&gt;
All runestones have a delay of 3 seconds between the activation and the actualization of its effect.&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
Each rune that can be engraved on a runestone represent a Concept. Which rune represent which concept changes every shift, meaning researchers have to keep finding which runes represent which Concept.&lt;br /&gt;
However, all Concepts have a single-rune Effect that allow for the identification of the rune&#039;s Concept.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Effects are what happen when a runestone is successfully activated with a correct combination of runes depending on their Concepts.&lt;br /&gt;
Runes can be required to be repeated multiple times, but the order of engraving does not matter.&lt;br /&gt;
Runestones with a invalid combination will fizzles upon activation.&lt;br /&gt;
Any extra runes added to a valid combination will make it invalid, unless you happened on another valid combination.&lt;br /&gt;
&lt;br /&gt;
==== Lightstone ====&lt;br /&gt;
Description : The runestone glow indefinitely.&lt;br /&gt;
Required Concepts : Light&lt;br /&gt;
&lt;br /&gt;
==== Firestone ====&lt;br /&gt;
Description : The runestone catch on fire.&lt;br /&gt;
Required Concepts : Fire&lt;br /&gt;
&lt;br /&gt;
==== Fwompstone ====&lt;br /&gt;
Description : The runestone fwomp. (No in-game effects)&lt;br /&gt;
Required Concepts : Explosion&lt;br /&gt;
&lt;br /&gt;
==== Icestone ====&lt;br /&gt;
Description : The runestone become ice-cold. (No in-game effects)&lt;br /&gt;
Required Concepts : Ice&lt;br /&gt;
&lt;br /&gt;
==== Earthstone ====&lt;br /&gt;
Description : The runestone become denser and heavier. (No in-game effects)&lt;br /&gt;
Required Concepts : Earth&lt;br /&gt;
&lt;br /&gt;
==== Zapstone ====&lt;br /&gt;
Description : The runestone lightly zap its user. (No in-game effects)&lt;br /&gt;
Required Concepts : Lightning&lt;br /&gt;
&lt;br /&gt;
==== Flashbang ====&lt;br /&gt;
Description : The runestone act as a flash-bang.&lt;br /&gt;
Required Concepts : Light, Explosion&lt;br /&gt;
&lt;br /&gt;
==== Fireball ====&lt;br /&gt;
Description : The runestone explode in a shrapnel-less ball of fire.&lt;br /&gt;
Required Concepts : Fire, Explosion&lt;br /&gt;
&lt;br /&gt;
==== Floor Freezing ====&lt;br /&gt;
Description : The runestone freeze the floor around it, making it slippery until the ice melt.&lt;br /&gt;
Required Concepts : Ice, Explosion&lt;br /&gt;
&lt;br /&gt;
==== Instant Wall ====&lt;br /&gt;
Description : The runestone create a 3x3 rock wall around itself, which will crumble after some time has passed.&lt;br /&gt;
Required Concepts : Earth, Earth&lt;br /&gt;
&lt;br /&gt;
==== Fragstone ====&lt;br /&gt;
Description : The runestone shatter into deadly shrapnel, albeit without any fire involved.&lt;br /&gt;
Required Concepts : Earth, Explosion&lt;br /&gt;
&lt;br /&gt;
==== Teslastone ====&lt;br /&gt;
Description : Consecutively shock up to 10 creatures around itself.&lt;br /&gt;
Required Concepts : Lightning, Explosion&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
	<entry>
		<id>https://hammersfall.wiki/index.php?title=Lore&amp;diff=11</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://hammersfall.wiki/index.php?title=Lore&amp;diff=11"/>
		<updated>2023-07-29T22:02:10Z</updated>

		<summary type="html">&lt;p&gt;R4d6: /* Introduction */ Smol typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;big&amp;gt; &#039;&#039;&#039;Welcome to the Hammerfall Lore page!&#039;&#039;&#039; &amp;lt;/big&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
The pages and links within contain in-character content which pertains to the game&#039;s world that may or may not be represented in-game mechanically, and is more meant to provide background information on which to build the world and characters off of. It is commonly known as &amp;quot;fluff&amp;quot; due to this. Things such as a economics or a kingdom culture are two such examples of lore that serves as fluff, which can then be used in a character&#039;s background to provide more immersive detail. The vast majority of these pages can be read as if your character is reading it unless stated otherwise. Please keep in mind that the content within however can be changed or edited at any time as corrections to help maintain continuity are not unheard of. If you have any questions, comments or concerns about the lore, please contact [[User:Possum]] for more information.&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Note from Server Maintainers=&lt;br /&gt;
Any and all species OR RACES from other servers do not exist in our lore. Any attempt to bring an alien/outsider species from another server will be met with character removal. Any attempt to use lore from other servers will be met with administrative action. Custom species are required to be in the realm of possibility, and if you want to create a new race that is not a chimeric you are required to use this [[Creating a Race|guide]] or contact a lore maintainer.&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
You are a trapped in the realm known as Hammer&#039;s Fall, a mysterious and ancient mountain dungeon of renown and fear through out the land. Perhaps you were a criminal, whose crime was troublesome enough to have you cast into this hell by the magistrates of the three nations. You may have been innocent or you were truly guilty, none of that truly matters now. Yet within this dungeon no one has ever escaped from a fledgling society has formed in an area known as the safe zone, three powerful factions holding sway. The militaristic brotherhood of soldiers and knights known as the Breakers, lead by the legendary war hero Tarkus the Ash Lord. The former supply syndicate of the Ashwood, maintaining this small economy and overseeing the logistics of its growing wealth and strength under the careful eye of Bagman Herod and his enforcer Boss Yaga. Then, the Ascendant, the newly made industrious magi-tech faction that supplies all manner of magical aid from weapons to golems to training in the arts of rune magic, psionics, and clockwork machines.&lt;br /&gt;
&lt;br /&gt;
These factions, lead by lords whom were cast into this dungeon themselves, extends a hand to all who will aid them in their goal of escaping this prison and finding the rumored dragon&#039;s horde hidden within. Whether you choose to be apart of them or merely one of the many Freeblades who live within the safe zone, you are welcomed here to rebuild your life.&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Relative stability is the status quo of the world, the three great empires unified in an alliance against a common threat. The midland and greatest power known as the militarist Onokrin Empire has consolidated power between the southern egalitarian Warren Federation and the island shogunate of the Steel Legion to fend off the mutual enemy of the Blood Rose Pact, vile and twisted elves on the southern fringes of the world hell bent on slaughtering any who will not submit to them. Though the war has been on going for decades the world has peace and stability beyond the front lines where conflict ebbs and wanes every month. Across this storied and varied realm many races and factions work in unity. Cities, towns, and villages dot the landscape of a hostile and dangerous world, where even trained soldiers are loathe to leave the safety of the fortified walls and batteries serving to keep vicious magical creatures and other potential dangers.&lt;br /&gt;
&lt;br /&gt;
The sprawling city states of the Onokrin Empire are home to the humans, orcs, ogres, and goblins who make up the true mobilization and logistical efforts of the on-going war. Lead by the Emperor Lucius Aratus and his appointed oligarchs known as Lords the Onokrin is an immense power house of a faction and considered the strongest of the three empires. The empire is the current leading polity on rune magic and technology, having the advantage of an extensive network of railroads facilitating trade between their allies. Yet the empire is far from an empire of authoritarian brutalism one would expect from a militarist monarchy, it is a center of trade and culture, with citizens caring deeply for the expression of art, culture, and individual freedom. Though towns and cities are fiefdoms ruled by lords, men and women of legendary skills and talents, the average citizen is highly free to pursue their own aims thanks to a robust and effective system of laws. The current emperor, Lucius, maintains a clear focus between supporting the ongoing war and ensuring quality of life for those maintaining support. All is not perfect within the empire, however, as while the local lords can be considered people of higher moral character in general, the nobles that surround them are little more than craven and corrupt collections of coat-tail hangers whom are tolerated for their uses as administrators and clerks. The empire chaffs under the corruption rife within its noble ranks, with the law only managing a single step ahead.&lt;br /&gt;
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The underground mountain bunkers of the Warren Federation are massive cities of life, three major holds that contain the three races of the original federation accord. The hulking and physically tall lagus, the diminutive and industrious kobolds, and the wily and clever rodentfolk. These three races came to a peaceful accord long ago, forging a bastion of thriving commerce, industry, and magical research. Where the empire can be considered a militaristic empire, the federation can be easily thought of as egalitarian, its realms largely based on democratic ideals. Kobolds run most of the industries, from factories to individual business and services, exporting goods through the rodentfolk who maintain labyrinthine and complex trade routes through the use of caravans, trains, and networks of runners. Overseeing the administration and enforcement of laws and government are the lagus, whose natural psionic ability make them skilled both in the realms of peace keeping and in maintaining a cohesive democracy. Yet the federation faces its own challenges, down the mountains and to its southern borders is the front line of the ongoing war, held together by the unified front of the three empires are miles upon miles of continent spanning trenches filled with soldiers, guns, magi-tech artillery, and commanders coordinating a decade spanning defense. Only once have the elves ever breached the line, but the single time was enough to leave many living in fear, even behind the wall of guns and mortar that protect them.&lt;br /&gt;
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Finally, the last polity, the Steel Legion hailing from its island paradise where the minotaur and deerfolk reside. The Steel Legion is an aloof and often mysterious faction, lead by the shogun Hayta and his daiymo who rule with an iron fist. Among the lands of the Steel Legion only the minotaurs are considered to be true citizens, the deerfolk little more than a race of serfs whom toil beneath their masters for protection and governorship. A barbaric policy to many, however the Steel Legion is the only realm in which one may walk freely in the wilds without fear of predators, the minotaurs had long since slain all who would threaten the stability of their nation and are unified under a single banner. This attitude of supremacy extends beyond their borders to the sea, with Steel Legion ships the best in the world, crewed by merchants and samurai armed to the teeth with slow firing but powerful guns used to fell sea-born kaiju. Great and mighty beasts are hunted for wealth and sport, their parts hacked off and sold for magical reagents and use in complex networks of commerce. The Steel Legion controls the sea, forgoing direct aid to its allies to ensure relative peace among the waters of the world.&lt;br /&gt;
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=Standard Information=&lt;br /&gt;
Here is the basic information that you should look over to get acquainted with the lore, background, and fluff of the Sojourn universe.&lt;br /&gt;
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===Timeline===&lt;br /&gt;
[[Timeline]]&amp;lt;br&amp;gt;&lt;br /&gt;
For a general overview of when the Big Things happened, check here.&lt;br /&gt;
&lt;br /&gt;
===Nations===&lt;br /&gt;
[[Nations]]&amp;lt;br&amp;gt;&lt;br /&gt;
The primary nations, a deeper dive on their structure, culture, and nature.&lt;br /&gt;
&lt;br /&gt;
===Laws===&lt;br /&gt;
[[Laws]]&amp;lt;br&amp;gt;&lt;br /&gt;
Laws of the safe zone, designed to offer civilization in a hostile prison.&lt;br /&gt;
&lt;br /&gt;
===Known Factions===&lt;br /&gt;
[[Factions]]&amp;lt;br&amp;gt;&lt;br /&gt;
Factions and forces both present and former that once or still exist within Hammer&#039;s Fall. Includes the primary core factions players are apart of.&lt;br /&gt;
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===Safe Zone===&lt;br /&gt;
[[Safe Zone]]&amp;lt;br&amp;gt;&lt;br /&gt;
A basic guide to the structure of the safe zone, from the upper residential to the lower industrial areas.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
[[Roles]]&amp;lt;br&amp;gt;&lt;br /&gt;
Every faction has its leaders and roles, from their unique commanders and their important second in commands to the rank and file. Those not affiliated with a faction are known as Freeblades, people deemed worthy of residing in the safe zone but swear no allegiance.&lt;br /&gt;
&lt;br /&gt;
===Guides===&lt;br /&gt;
[[Guides]]&amp;lt;br&amp;gt;&lt;br /&gt;
General guides for the more complex jobs. For basic guides, simply play the game and learn.&lt;br /&gt;
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===Races===&lt;br /&gt;
[[Races]]&amp;lt;br&amp;gt;&lt;br /&gt;
The empires of the world are widely varied, citizens and outsiders come from all manner of backgrounds and races, from exotic chimeric humans to regular and normal orcs or rodentfolk.&lt;br /&gt;
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===Cities and Towns===&lt;br /&gt;
[[Cities and Towns]]&amp;lt;br&amp;gt;&lt;br /&gt;
You must come from somewhere, cities and towns are well explored and detailed to allow for bringing a character to life by giving them a place in the world.&lt;br /&gt;
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===Technologies===&lt;br /&gt;
[[Technologies]]&amp;lt;br&amp;gt;&lt;br /&gt;
A collection of well-known universal technologies that in some form or another completely altered the course of history, or are so endemic to the modern age, that few live lives without coming into regular contact with these technologies. &lt;br /&gt;
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===Magic===&lt;br /&gt;
[[Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
The various types of magic ranging from the barely understood ancient magic, the formulaic and often scientific runic and clockwork magic, to the ethereal and super natural psionic magic.&lt;br /&gt;
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[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>R4d6</name></author>
	</entry>
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