Short code of laws
For fuller information read the Criminal Code, since these notes carry no legal force.
On protected territory you may not:
- attack players, steal from them, do them indirect harm (nightfall, disgrace, disperse, magic jar etc.), charm or put to sleep; or hold duels. For warring clans, none of the above may be done on Holy Ground either.
- Attack special mobs, put them to sleep, steal from them, charm them, change their location and so on.
No matter where the crime is committed (i.e. anywhere in the world), the following are punishable:
- Perjury, abuse of authority by a Ruler, failure to appear before the court at a Ruler's summons, resisting a Ruler during arrest, any attack on a character locked in shackles.
- Attacking Rulers, stealing from Rulers, attempting to break into the prison, assaulting the Rulers' residence, attempting or abetting the escape of the detained or imprisoned.
Clans at feud with the Rulers and characters on the wanted list forfeit the protection of the Law.
-------------------------------------------------------------------------- Protected territories: Midgaard, New Thalos, Valley of the Titans, New Ofcol, Old Midgaard, Solace, Drow City, Shire, Gerighelm -- all the rooms that the where command reports under these zone names.
Special mobs: mayors, healers, questers, trainers, teachers, shopkeepers, and also Hassan, the Valkyrie, Otto, the Old Jew, city guards, the Rulers' guards, the Secretaries of Court Sessions.
Holy territories grounds: the whole Temple of Themis, those rooms in protected territories where special mobs are stationed by default, except guards, and also the guild rooms, the Temple of Leo and the Temple of Fools.
Warring clans: clans in a state of "aggression" or "war" by clan diplomacy.
------------- Edition v1.22 (c) Galen
- the yellow text marks additions made in the Fifth Epoch by Taiphoen.
