== STATUTES OF THE WORLD OF AMBREA ==
Encompassing the following regions:
Karamoon 1, Karamoon 2, Karamoon 3, Ravenscraig, RavensGlenn, RavensLoch, BloodRaven Isle, Kratas, City of Peace, Earandilor, Ambrea Sea, BNJ RP Extended, BNJ RP Island, Cinders, Afire, and others as they are added to the community.
NOTE: While the following rules are law throughout all of Ambrea, several regions will have a few additional regulations that they enforce on their player base (such as a no child-avatar policy). You are responsible for abiding by all rules of a region when visiting that region.
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FORWARD
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By entering the World of Ambrea you:
* Agree to abide by the Second Life Terms of Service
* Agree to abide by the rules listed below
* Agree that any conversations - public or private - may be recorded in the instance or initiation of an administrator-involved issue. For your protection it is also agreed that these recorded conversations will not be used outside of adjudication of such issue unless specific permission is given to do so.
Entering the IC (In Character) Zones of Ambrea indicates automatic and full consent for the following:
* The reality that you are entering a role-play area in which all avatars are expected to take on a fictional persona that fits with the world as it has been presented to you. Ambrea is a role-play area, not a combat area. Persons just looking for a good hack-and-slash walk through dead bodies should not proceed.
* The possibility of meter-based, dice-based, or text-based combat with other players. If there are disagreements as to the method of combat to be used, players are to default to meter-based combat. Your combat options are to fight, surrender, or flee - there is no OOC refusal of combat permitted.
* The possibility of capture by another player or players (though any events occuring during your capture remain subject to the law of consent).
If you do not feel that you can abide by any or all of the above listed rules, please feel free to explore opportunities elsewhere.
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THE 10 GOLDEN RULES OF AMBREA
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1 - ROLE-PLAY
Ambrea is a medieval/fantasy role-play environment. That means that everyone in Ambrea is playing a fictional character in a fictional, medieval environment. We welcome visitors, but if you are to join with us in our role-play you will need to create a character role that will fit into our character creation guidelines. Furthermore, an avatar may role-play only --one-- character at a time. If a player wishes to switch character-persona's they must either a) use an alt or b) completely stop playing their current character and start over with a New Character (that includes pressing "New Char" on the RPS meter and starting over from level 1).
2 - CONSENT
The most important rule of role-play is the rule of consent. Some things we consent to by entering the region (like abiding by the rules), and we ask that you realize such before entering into role-play with us. However, you should never feel forced to participate in a storyline or situation that you do not feel comfortable participating in. If you do find yourself in such a situation, we encourage you to IM those who are making you uncomfortable and ask them politely to stop. If they do not stop, please teleport away and contact a world administrator. Conversely, if someone asks you to cease in your current line of action because they are uncomfortable, please do. You are expected to try to find a simple role-play reason to change directions, but regardless of whether or not you can change the direction of role-play successfully, you must immediately work to pull away from the uncomfortable situation.
3 - METER
Ambrea uses the Blackflag & Jezebel Role-Play System. If you intend to role-play in any of the regions of Ambrea, you MUST be wearing the RPS HUD and overhead meter. Additionally, your meter MUST be set to -RP- Mode at any time you are engaged in any sort of role-play situation. The only exception here is if you find yourself needing to run AFK for a short time, at which point you may choose to enter AFK mode while still engaged in an RP situation.
Though text-combat and dice-combat is allowed throughout the role-play environment, meter-combat is the 'final solution' in any combat situation. If you and your opponent cannot agree on text-combat or dice-combat, you must either engage in meter combat, surrender, or flee.
4 - CONDUCT
All players within the world of Ambrea are expected to act in a mature and responsible manner and treat their fellow players with respect. Griefing, whining, OOC insults, and/or real-life threats will not be tolerated. This also includes the use of listening devices, radars, and shields. The Second Life teleport-feature is banned throughout the world of Ambrea (you may, of course, teleport OUT of Ambrea when you are done role-playing here - just be sure to walk away, out of view from others before you do). These functions are not deemed appropriate to a medieval-fantasy role-play environment.
5 - RESPECT YOUR ADMINISTRATORS
Your administrators are here to help you out. They spend a lot of time providing assistance to new players, maintaining the world, and creating role-play opportunities. Your administrators are also available to resolve role-play disputes, claims of griefing, and other issues of conflict. These people sacrifice a great deal of their time and energy to provide you with the best role-play environment possible. Respect them. Their word is law; it cannot be overidden - even if you type walls of text in all capital letters.
6 - CHARACTER APPEARANCE
Ambrea is a fictional environment in which a certain genre of species, clothing, equipment, and weapons exist. You must ensure that your character fits within the requirements of the environment. Walking through Ambrea dressed as a modern-day mercenary or a cartoon rabbit, for instance, would be absolutely inappropriate. Clothing is not optional. All 'private parts' must remain covered anytime you are in any public-gathering area of Ambrea. When in doubt regarding the requirements of clothing in a specific area, stay clothed and ask. If you do not feel that you are appropriately able to express your creativity or 'true self' within the restrictions of Ambrea, we invite you to explore role-play elsewhere.
7 - SLAVERY / SERVITUDE
Ambrea is a medieval role-play world, and endeavors to mirror the likes of medieval Europe with the added excitement of magic, monsters, and fae. As such, the presence of 'servants or indentured servants, or slaves' is allowed for those who wish to own them and those who wish to play as them. Please note, however, that because slavery is a special and sensitive subject, some Ambrean regions will not recognize it at all. You will need to check the local-rules of an area in order to ensure your compliance with their slavery policies. Additionally, the type of slavery made popular by certain other role-play environments in Second Life is not permitted or acceptable in any region of Ambrea. They should not kneel, nor beg permission to speak, nor fail to recognize themselves by name. Ambrea is not Gor, it is Ambrea. Gorean-type slavery is not acceptable in public. You may, however, do as you wish within the privacy of your own rental or faction base.
8 - SAFE ZONES AND DANGER ZONES
Throughout the world of Ambrea there are scattered 'safe zones'. These safe zones are areas in which players are protected from any form of combat while they remain inside the area's borders (exception: When being pursued in active battle, a safezone is not safe for the one fleeing combat). Conversely, there are also areas that are 'danger zones' in which combat may occur at any time and without warning. Most of Ambrea, however, is a 'normal combat zone' in which combat is allowed, but a sort of role-played or out-of-character warning must be given before actual combat is initiated (allowing for both combatants to prepare for battle). Both safe zones and danger zones will provide characters with clear indication of entry into the area.
9 - CHILD / UNDERAGE AVATARS
The world of Ambrea is a mature area, and Second Life is an 18+ environment. The Second Life Terms of Service also puts very stringent restrictions on what is allowed for adults playing the role of a child on any region. Because Ambrea is a mature role-play area, it has been determined that it is never appropriate for a child avatar to be present within any of the Ambrea regions. If you have a burning desire to play a young person, you may play as a teen of 18 years or older. Thank you for understanding the sensitive social and legal issues involved in this decision.
10 - GOD MODING AND METAGAMING
A good, balanced role-play environment requires that all characters within the environment share a certain 'baseline of power'. No one can or should be permitted to play a super-hero type character in Ambrea. While creativity is certainly encouraged in medieval-fantasy role play, excessive special abilities and/or powers cannot be tolerated. Each of your abilities must follow from a realistic and valid role-play background and no ability should carry such power as to make your character appear unbalanced or beyond the power of a normal character within the world.
The act of meta-gaming is absolutely unacceptable. Using a mini-map to determine the location of an avatar you are chasing, scanning through hidden areas with your camera, and/or reading group-tags or names over an avatar's head and bringing any of that information into role-play is forbidden. It's understandable that sometimes mistakes are made, but please understand that it is against the rules to bring 'meta-information' into role-play and that you may be reminded of such if you accidentally break protocol.
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GENERAL RULES - NO LESS IMPORTANT THAN THE FIRST 10
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11- PRIVATE RESIDENCES
Private residences are just that: Private. The owner/tenant decides what happens there and what doesn't. In separate parcels that includes the right to eject or restrain from entering by technological means. Also, in separate parcels, that means the owner/tenant's consent is needed for sabotage, breaking and entering, spying and similar in-character activities.
12- FACTION BASES / STRONGHOLDS
a) Strongholds are locations set apart as safe locations for resident factions. Faction members may generally feel safe from combat within their stronghold. Strongholds are a place to live, love, storytell, and engage in everyday 'non-epic' role-play. While the safe nature of strongholds may make it tempting for some faction members to spend all of their time within them, doing so is inappropriate. The world (and the story) cannot move forward if its characters are afraid to leave their own bedroom.
b) Any stronghold that is determined by the administration team to be "inactive" may have its home-faction removed and replaced with an active faction in order to further facilitate active role-play within the region. While we'd love to keep a base always open for every faction that has ever been in our world, limitations on prims and space make doing so impossible.
c) Any faction leader who is absent from SL or RP for 15 days or more without prior notification of administrators (and seating of a temporary faction leader for the duration of absence) should expect to have their active membership polled for the voting in of a new faction leader. After 30 days of such absence, a new leader will be instated.
d) Some strongholds will be protected by "magic wards" or similar defenses. If you intend to enter the stronghold of another faction, it is your responsibility to check for such defenses (usually in the form of a fancy notecard dispenser). There is a weakness to every stronghold defense, which will be specified on the ward.
e) You are not permitted to initiate combat in another faction's stronghold. This restriction includes excessive goading in an attempt to be attacked. You may occassionally taunt or jab (verbally), but excessive goading will result in an administrator calling your immediate capture by the faction you are harassing. If you are attacked within the faction base of another, you do have a right to defend yourself - but as it is another faction's base of power, you would likely be best served running away.
13- METER COMBAT
a) All attacks must have a valid in-character reason. A guard protecting a stronghold has as much reason as a bandit in the wilderness, however, and yes, you CAN play a madman - but any sort of violent-madman character will be watched closely. It is highly advised that you have already shown a capacity for mature and appropriate role-play within the environment before attempting to play a violent-madman type character. Making up contrived stories to justify numerous attacks in order to gain experience (or just for fun) will be considered griefing.
b) Meter-based Combat is by use of the BNJ RPS meter only. When a character loses a meter-based combat, they are considered 'defeated', not 'killed'. A character can only be 'killed' (which means that character is permanently - with ressurrection allowed only upon administrator approval - removed from play) by player approval of such an action. Remember that you consent to the possibility of capture by entering an IC area of Ambrea and may find yourself in such a situation if you are defeated in combat. Additionally, once 'defeated', you may not - under any circumstances - recover and rejoin the same battle.
c) You may not engage in meter combat with characters who are currently engaged in text-combat or dice-combat, just as they may not engage in text-combat or dice-combat with you if you are already engaged in a meter-combat. If a combat scene has already begun, all newcomers must adhere to the combat methods being used by those already engaged. Those who originated the combat scene may, however, declare change of combat method at any time. Once meter-combat has begun, the combat scene may not change to text or dice combat -- it must remain as a meter-combat until the scene is complete.
d) Fair warning of an impending attack must be given in all areas not specifically designated as 'danger zones'. Fair warning is described as an IC (In-Character) or OOC (Out of Character) notice of impending attack that gives the other party (or parties) adequate opportunity to defend themselves, surrender, or flee. Please remember that the act of entering any in-character area of Ambrea indicates automatic consent to be engaged in meter combat.
e) The surrender of a character -must- be accepted by the attacker and -must- be genuine by the character claiming surrender. Surrender immediately excludes the surrendered character from any combat during that 'scene'/'encounter' and makes them subject to capture as if they were defeated.
f) A character may 'flee' from combat at any time. If the character has not provoked (engaged in disagreeable actions with the opponent - including exchange of words) nor engaged (by attacking ... even via text) their opponent, their flight from combat must be automatically accepted as "successful" and the fleeing character must move to at least 50 meters distant from the area. If a character has provoked or engaged an opponent, flight results in 'hot pursuit' (explained below).
g) Safe zones are clearly posted. No combat may be initiated from these areas. Additionally, those fleeing combat in 'hot pursuit' are forbidden from fleeing into a safe zone. If, however, a character fleeing from 'hot pursuit' enters a safe zone the pursuers may demand the immediate surrender of the fleeing character (while respecting the idea of 'fair play' and allowances for 'accidental entry and quick re-exit'). OOC areas are considered safe zones and are subject to the same rules in relation to combat.
h) If fleeing from an attacker and not under the protections stated in section f above, a fleeing character must "lose" their pursuers by remaining out-of-sight and/or 'hidden' in the same location for at least 60 seconds. Until that point, 'hot pursuit' is in order. The character is not safe anywhere and may not flee into a safe zone or OOC area. Once a character has managed to 'lose pursuit', 'hot pursuit' is considered over and the pursuing character(s) are required to disengage from the battle.
i) If wounded (but not defeated - if defeated see section b of this rule above) in battle, you may not retreat from the battlefield and heal on a 'healing bed', only to return to the same battle. You may, however, be bandaged by other players, use a healing salve/potion/etc, or be healed by magic and return to the same battle.
j) If you are actively engaged in an action where battle is likely, you are considered to have been 'warned' of any potential attack automatically. The act of guarding a prisoner is one such situation. Conversely, if you are in the act of trying to rescue a prisoner, you must expect the guards to attack you in defense of their charge.
14- TEXT COMBAT AND DICE COMBAT
a) Text or dice-based combat is by consent of all involved only. If engaged parties cannot agree upon text or dice-based combat, they are to revert to meter-combat. One cannot 'cancel' combat just because they do not wish to enter into meter-combat (they are, however, allowed to surrender or flee). If even one party is set upon meter-combat as the resolution of the scene, then all parties must adhere to it and follow the rules of meter combat as set above.
b) Once text or dice-based combat has been engaged, the combat method cannot be changed unless all originating parties agree. If there is a dispute as to how to proceed with combat, an administrator may be called to adjudicate. A word of warning - if the parties involved cannot work out their own issues, most admins will simply tell them to draw their weapons and fight by meter.
c) You may not engage in meter combat with characters who are currently engaged in text-combat or dice-combat, just as they may not engage in text-combat or dice-combat with you if you are already engaged in a meter-combat. If a combat scene has already begun, all newcomers must adhere to the combat methods being used by those already engaged. Those who originated the combat scene may, however, declare change of combat method at any time. Once meter-combat has begun, the combat scene may not change to text or dice combat -- it must remain as a meter-combat until the scene is complete.
d) If engaging in text or dice-based combat, all actions must be consented to by both parties every step of the way. God moding will not be tolerated. If you find yourself engaged in a deteriorating text or dice-combat, ask your opponent for consent to switch to meter-combat. If consent is not given and you do not feel that you can continue the combat in its current form, call an administrator.
15- FLIGHT AND FLYING COMBAT
a) To fly at all, you need to acquire flying skill on the BNJ RPS meter
b) Once injured to 75% health, your flight-mechanism (wings or otherwise) is 'hit' and you are no longer able to fly (your meter will shout when this level of injury has occured). You must land and continue the battle on the ground. If you are battle-healed, your meter will shout once again when you are allowed to take back to the air.
c) You may not fire a ranged weapon while in flight. You may, however, fly from perch to perch and fire from each landing spot.
d) Melee attacks may occur while in flight
e) A flyer may land and attack and fly away as long they are not hit or injured
f) Flyers are subject to the same rules as other combatants. The ability to fly does not excuse them from any global combat rules (including rules about retreating from battle to heal).
16- HOT PURSUIT
a) A character who is fleeing from a combat in which they were provoking the opponent or directly engaged in blows is considered to be fleeing from 'hot pursuit'. During this period of hot pursuit, the character is not safe anywhere. They may not flee into safe zones (those who do will be considered to have 'surrendered') or into an OOC area (those who do will be considered either to have 'surrendered' or must remain absent from the kingdom they have fled for at least 1 hour).
b) Pursuit into a faction base is allowed, but is not an excuse for a raid. Pursuers are permitted to continue their attack on the fleeing character(s) and/or those who actively defend them only. They are then required to immediately leave the stronghold with either their prey or their wounded. Raids on strongholds are governed by the raid rules further down on this notecard.
c) Hot pursuit ends when the fleeing characters are able to spend a period no shorter than 60 seconds 'hidden' in a singular general area without being attacked and/or spotted by their pursuers. At this point in time, all pursuit must cease. The fleeing character is considered as having escaped.
d) Flight behind locked doors, barred gates, etc. is allowed and considered a valid method of escape. Note, however, that fleeing into a private residence with access restriction (beyond a simple locked door) is considered meta-gaming and cause for administrative action. By fleeing to a private residence, you are bringing that residence into valid play through action and may not use your rights as owner/renter of that residence to ban or eject pursuers from the parcel.
17- CAPTURE AND CAPTIVES
a) Remember that you consent to the possibility of being captured by virtue of entering any IC area of Ambrea. Consent to capture, however, does not mean automatic consent to events following capture. Both captor and prisoner are encouraged to communicate during a period of capture and are reminded that the law of consent still holds true. Any prisoner who feels their captor is not respecting their comfort level may teleport out of capture and contact an administrator (do so immediately so that you are not accused of irresponsibly running off from your capture situation).
Except for in cases where the captor is not respecting the boundaries of consent put forth by the prisoner, it is illegal to teleport out of capture - period.
b) A prisoner must always be in a situation that grants the realistic possibility of escape and/or rescue. While this possibility does not need to be easy (a captor does want to keep their prisoner), it must not be so egregious as to be near impossible. After a period of capture compassing either 48 hours of time or 8 hours of online play as a prisoner with captor(s) present (whichever comes first), the prisoner must be given a generous role-play opening for escape (basically allowed to escape if they wish). A prisoner who wishes to remain captured after this opening is given is not required to be given another opportunity at any time.
c) All cells, jails, cages, dungeons, etc can be considered as enchanted by a ward that prevents magic and mental abilities from being used in them. Prisoners may not teleport out, send messages from them (beyond chat-range speaking to persons at the cell), or engage in any other action that infers the ability to move and/or communicate in a way not consistent with an imprisoned character.
18- RESCUE OF CAPTIVES
a) Rescue may occur through one of three methods: infiltration, siege, or negotiation.
b) During the first 48 hours of capture, rescue attempts may only be made while the captor (or designated representative of the captor) is in the same region as the prisoner. If you as a prisoner are bored during your time of capture and lament having to sit around in a cell - simply log off as that avatar and login as an alt. If you do not have an alt, excuse yourself from RP and turn your meter to OOC Mode. While you may wander anywhere in all of Ambrea, you may not engage in RP storylines while OOC.
c) Defenders are not required to make the rescue of a prisoner easy, but they are not permitted to create a situation in which rescue is impossible. Prisoners must always have a "realistic chance" for rescue/escape, even if that chance is slim.
19- INFILTRATION
a) Infiltration is defined as the act of sneaking into a faction stronghold by a small group of avatars for purposes not related to combat, conquer, or conflict. Most infiltration is done for the purpose of spying and/or quiet prisoner rescue.
b) The actions of infiltrators are to be -by definition- quiet. Bashing doors down is the act of an aggressive raiding force, not a quiet infiltration force (infiltrators would pick the lock on a door rather than bash it down). Infiltrators are not permitted to taunt, harass, or goad other characters during an infiltration (doing so ruins the whole idea of sneaking in and out without notice).
c) Infiltration can be done without need for annoucement to administrators, the faction being infiltrated, or anyone else. There are, however, several exceptions to to this rule:
- If the intent of infiltration is to perform a 'major act of sabotage' (setting a building on fire, poisoning the water supply, etc), the faction leader must be notified through an OOC message and agree to the possibility of such action before you may attempt it.
- If the intent of infiltration is to perform an assassination or kidnapping, the faction leader must be notified through an OOC message and agree to the possibility of such an action before you may attempt it.
d) Infiltrators are not allowed to initiate an attack on any member of the 'home faction' while infiltrating a stronghold with the exception of targets for assassination/kidnapping (remembering that assassination/kidnapping targets must be approved by the faction leader ahead of time). If attacked, an infiltrator may defend themself.
20- SIEGE
a) Sieges are initiated and played through by use of 'siege stones' and 'base stones'. These stones result in a sort of 'capture the flag' game that helps determine a definite winner and definite loser in the case of a siege.
b) Sieges may ONLY occur as the result of placing a siege stone within range of a faction 'base stone', essentially declaring the intent to siege the faction stronghold. Siege stones are purchased for RP$ from an RP$ vendor.
c) Once a siege stone is placed, the defending faction has 24 hours to determine when the siege will occur. The window of time chosen will be somewhere between 24 and 72 hrs after the siege stone has been placed. Should the defending faction not pick a time of defense within 24 hours, the siege will default to occur exactly 72 hrs (3 days) after placement of the siege stone.
d) The result of victory for either side is expected to be negotiated by faction leaders from both sides before the siege occurs. Results that include major-change (such as temporary loss of a stronghold by the defenders in the case of loss) need to also be approved by an overseeing administrator.
e) Both sides of the conflict may recruit and gather as many able bodies as they wish (faction members, friends, allies, mercenaries), but all recruiting must be done PRIOR to the beginning of a siege. Once the siege stone announces the beginning of a siege, no additional characters may be brought into the battle. Observers and other uninvolved non-combatants must remove themselves from the area, though they may watch from a distance.
f) Sieges are subject to the normal rules of combat - including restriction from rejoining a battle in progress if defeated.
g) If the siege stone is captured, the attackers are defeated. If the base stone is captured, the defenders are defeated. Once either stone has been captured, the siege is over - all battle must cease immediately.
h) If a siege continues for more than two hours, the siege is 'called', combat ends, and the defenders are declared winners by default.
21- MAGIC
a) The only magic systems recognized for use within Ambrea are systems explicitly designed to be compatible with RPS. We all have objects that can cage, trap, orbit, push, etc. Some may even have expensive and visually stunning magic systems developed by persons who had no intent of creating a balanced set of magical spells for use within a specific role play area. We recognize how cool you feel each of these items are, but must restate that the only magic permitted within Ambrea is that magic specifically built to be compatible with the RPS.
b) The only exception to the rule stated above is the use of spells that have no purpose other than to show light and/or sound effects. These 'cantrips' can be used simply to add visual immersion, but cannot be said to have any effect on characters or the environment.
c) Trap spells and teleportation spells are not currently available for use with the system. Such is not an excuse for using alternate system spells to achieve the desired trap or teleportation results. Casters in the world of Ambrea simply do not have the ability to trap others through spellcasting or to teleport any distance at this time.
d) If desiring to cast a spell/use magic in a 'freeform' manner (a spell not directly tied to an RPS-approved system), said spell or magic must have been met with approval by your administration team during character-card approval. If you desire to learn additonal magical abilities/spells, you will need to resubmit the proposal to your character approval team. Any magical ability 'used' without it being prior-approved by the admin team will be considered null and void.