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Criminal code of the World

For a shortened version of the code read the Short Code of Laws. Rulers and gods are granted the right to any interpretations and updates of this law on the basis of the de facto parameters of the world that correspond to the paragraphs of this Code.

THE CRIMINAL CODE OF THE DREAM WORLD

1. General definitions

1.1 The law applies to all characters of Dreamland without exception, from 1 to 101 level inclusive.

1.2 Protected territories: Midgaard, New Thalos, Valley of the Titans, New Ofcol, Old Midgaard, Solace, Drow City, Shire, Gerighelm. (Everything that where reports under these zone names.)

1.3 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.

1.4 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.

1.5 Warring clans: clans in a state of "aggression" or "war" by clan diplomacy.

1.6 Suspect, accused: a character against whom a charge has been brought of committing a crime, but whose guilt has not been proven.

1.7 Guilty: a character whose guilt in committing a crime has been proven, but who has not yet borne the punishment.

1.8 Wanted: a character who has refused to appear before the court, or has not appeared within the term set by a Ruler -- but not more than 15 and not less than 3 ticks -- before the court.

2. Types of crimes

2.1 Infliction of direct harm on a character within protected territory.

2.1.1 Attacking a character (including all actions that bring about the Adrenaline status in the victim).

2.1.2 Theft of a character's personal property.

2.1.3 Actions leading to the damage or loss of a character's property, or inflicting direct damage upon it (the property).

2.1.4 In the case of applying any kind of effect falling under para. 2.1.1-2.1.3 that acts at a distance, the place of the crime is deemed protected (holy) territory if at least one of the participants is within protected (holy) territory respectively.

2.1.5 All actions described in para. 2.1.1-2.1.4 are crimes, even when committed by characters by mutual agreement. (Duels)

2.1.6 Actions committed in accordance with para. 2.1.1-2.1.4 are not classed as crimes if the character was previously subjected to an attack, including beyond the bounds of protected territory. Self-defence is permitted until the Adrenaline status fades from the victim.

2.1.7 Actions described in para. 2.1.1-2.1.3 are crimes in the case where they are committed against a suspect held in shackles, including on unprotected territory.

2.2 Infliction of indirect harm on a character within protected territory.

2.2.1 Actions leading to a change in the location of special mobs.

2.2.2 Actions leading to a temporary or permanent, partial or complete loss by special mobs of the ability to perform their functions.

2.2.3 Attacking special mobs, including the use upon them of all kinds of sleep and psychological influence.

2.2.4 Killing special mobs. Excepting cases of self-defence.

2.2.5 Theft from special mobs.

2.3 Perjury (a false account of events. A refusal to give testimony is not perjury).

2.4 Abuse of authority by a ruler (actions of a ruler that contravene the law).

2.5 Infliction of harm on a Ruler, per para. 2.1.1-2.1.4 (including on unprotected territory), excepting cases of duels by mutual agreement on unprotected territory.

2.6 An assault on the Rulers' Residence (an attempt at intrusion, theft of a clan relic), an intrusion into the prison of the Temple of Themis.

2.7 Failure to appear before the court within the time announced by a Ruler (from 3 to 15 ticks).

2.8 Resisting a Ruler during arrest or detention. An attempt to flee from shackles or from prison. Aiding the detained, arrested or imprisoned in an attempt to flee.

2.9 Players declared wanted forfeit the protection of the law.

2.10 Clans that have declared war or aggression upon the Order of Rulers forfeit the protection of the law.

2.11 The scope of the law for crimes committed in accordance with para. 2.1 is narrowed to Holy Ground for warring clans.

3. Measures of restraint

3.1.1 A player is recognised as a suspect in committing a crime in the case of a complaint lodged by another character (letter, say, gossip, yell, shout, tell), preferably confirmed by one witness. In the case of no witness, the decision is taken by a Ruler.

3.1.2 A player is recognised as a suspect in committing a crime in the case where a Ruler was able, by direct or indirect methods not stepping beyond the bounds of the game, to establish the fact of the crime and the presumed culprit.

3.2.1 A player is recognised as guilty of committing a crime if, at the moment of committing the crime, a Ruler was able to determine the character's guilt unambiguously, either by direct observation or by indirect means not stepping beyond the bounds of the game. A verdict may be passed without trial, immediately after the crime is committed.

3.2.2 A player is recognised as guilty of committing a crime on the basis of the victim's complaint and the testimony of one witness, or the testimony of two witnesses. In this case a trial of the suspect is held, which renders a decision on the guilt or innocence of the suspect. The suspect may act as a witness. The verdict is passed by the court.

3.2.3 A player is recognised as guilty of committing a crime on the basis of the victim's complaint and the observations and conclusions of a Ruler that allow the suspect's guilt to be determined unambiguously. The verdict is passed by the court.

3.2.4 A player is recognised as guilty of committing a crime on the basis of the observations and conclusions of a Ruler, direct and indirect evidence, that allow the suspect's guilt to be determined unambiguously. The verdict is passed by the court.

3.2.5 For the passing of a verdict under para. 2.3, 2.4 the witnesses may be the Gods.

3.3 A suspect may be detained until the circumstances of the incident are clarified, for a term of no more than 15 ticks.

3.4 A guilty party may be arrested for a term of up to 20 ticks for delivery to court and the passing of a verdict. Against a guilty party who fails to appear at a court session, a stalker may be summoned.

3.5 In the case of a suspect's refusal to appear in the courtroom, or upon the expiry of the time set by a Ruler -- but not less than 3 and not more than 15 ticks -- in the suspect's absence from the session, he may be declared wanted. Upon the expiry of a further 30 ticks a stalker may be sent.

3.6 A guilty party may be subjected to punishment at once, per para. 4.

4. Measures of punishment

4.1 For the crimes described in para. 2.1.1, 2.5 the guilty party may be punished by imprisonment for a term of 10-180 ticks (minutes of real time), by a declaration of wanted, by a lowering of law-abidance by 20-100 points, by death, depending on the gravity of the crime.

4.2 For the crimes described in para. 2.1.2 the guilty party may be punished by imprisonment for a term of 10-60 ticks, by confiscation of property in favour of the victim, by a lowering of law-abidance by 10-60 points.

4.3 For the crimes described in para. 2.1.3 the guilty party may be punished by a fine in favour of the victim (up to ((victim's level)^2)*2 gold), by confiscation of property in favour of the victim, by a lowering of law-abidance by 5-50 points.

4.4 For the crimes described in para. 2.2.1-2.2.4, the guilty party may be punished by imprisonment for a term of 5-60 ticks, by a lowering of law-abidance by 5-50 points, by a fine (up to level*8 gold).

4.5 For the crimes described in para. 2.2.5 the guilty party may be punished by a fine of (up to ((guilty party's level)^2)*2 gold), by confiscation of property, by a lowering of law-abidance by 5-40 points, by imprisonment for a term of 20-40 ticks.

4.6 For the crime described in para. 2.3 the guilty party may be punished by imprisonment for a term of 30-300 ticks, by a lowering of law-abidance by 50-200 points, by a declaration of wanted, by confiscation of property, by death.

4.7 For the crime described in para. 2.4 the guilty party may be punished by a demotion in rank, by a ban on conducting investigations and bringing charges for a term of 60 ticks -- 7 days (real time), by removal from the held office (expulsion from the Rulers), with possible subsequent imprisonment for a term of 60-300 ticks, by a declaration of wanted, by the summoning of a stalker, by a lowering of law-abidance by 10-200 points, by confiscation of property, by death.

4.8 For the crimes described in para. 2.6, 2.8 the guilty party may be punished by imprisonment for a term of 10-180 ticks, by a declaration of wanted, by a lowering of law-abidance by 20-100 points, by death.

4.9 For the crime described in para. 2.7 the guilty party is declared wanted, and law-abidance may be lowered by 20-85 points.

4.10 In the case of repeat offences (the commission of more than two crimes in a row) or where the guilty party's law-abidance is below -500, and also in the case where the guilty party committed a crime while wanted, the verdict may be accompanied by the summoning of a stalker, as well as an additional punishment at the court's discretion.

4.11 A verdict may be commuted to a suspended one where there are mitigating circumstances (ignorance of the law not being such) at the court's discretion. Upon a repeat commission of any crime, even a light one, the guilty party is punished with a combined punishment.

5. Rules of the court.

5.1 At the conduct of a trial, present must be the suspect and a representative of the Order of Rulers (acting as prosecutor and/or judge). The presence of a representative (advocate) of each of the parties is permitted, as is that of the victim.

5.2 The order of a court session: the prosecutor reads out the charge, then the floor is given to the injured party, then to the accused. After this the judge renders the judicial decision. Then the floor is given to the accused party for a possible lodging of protest with a higher instance.

5.3 The accused has the right to one appeal, immediately after the verdict is passed and before it is carried out. The appeal must be considered by the highest-ranking Ruler or, if there is none at the moment, by the gods. If even this is impossible (within 3 ticks) -- the verdict is carried out per para.3.6.

6. Rewards.

6.1 For the killing/detention of a wanted character, from 5 to 100 points.

6.2 For aiding the Order of Rulers in catching a criminal, from 2 to 80 points.

6.3 For aiding in the solving of a crime, from 5 to 75 points, monetary rewards are possible.

Edition v1.4 1.3 (c) Galen 1.4 (c) Miyamoto, Hinore

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