THE RHYDIN CODE OF HONOR
Version 2.6
The following is a codification of the
customs and ways of many citizens of
the land of Rhydin. They are not rules or laws in the classic sense, but rather
a compilation of expectations and modes of conduct used.
I. Courtesy
A. Treat others as you yourself would expect to be treated.
1. Entrance into another person's home, lands, or
sovereign state
is done only after
permission for such is given.
B. Privileged information of any kind (including aliases, true
parentage, hidden
powers, or anything that is not in the public
domain) should be considered
confidential unless prior permission is given
for divulgence.
C. Mail received by one party may be forwarded on to another if
permission
is first sought from the author. Any notices
from the realms outside of
Rhydin or the powers outside this universe must
be treated as
confidential and held only by the recipient
unless express permission is
given to quote from said document or share it
with others.
D. If one party knows that another travels in these lands under an
assumed
name or another identity, such knowledge must
be held in confidence.
II. Combat
A. Protection
1. One may declare themselves protectors of
another if the other agrees
to this arrangement.
This protector is responsible for the protected's
safety from attack from
others.
2. One that is under protection should not
initiate combat. This act will
void protection. They
may defend if attacked.
3. If one initiates combat with one under
protection, said combat will be
held with the protector
first and resolved before the protected may be
targeted.
B. Champions
1. If challenged or provoked, one may have
another conduct combat for
the challenged or
provoked party. This person will be designated the
champion of the party
involved.
2. A champion is not a protector, they are a
surrogate combatant only.
They have no other
responsibility than to fight for their party.
3. Before combat, all parties must agree the
use of a champion to be
involved. At the end of
the combat, if the champion loses, the party
that designated the
champion is responsible for fulfilling the terms of
the duel except death.
C. Seconds
1. A challenged or challenging party has the
right to have one other
person stand with them
during the duel. This person shall be
designated the second.
2. Seconds shall be designated and announced
prior to combat.
3. The second shall act as witness to the
combat to ensure fairness
for their combatant.
They will not interfere with the battle unless
treachery is detected.
a. Treachery shall be
trickery in combat or multiple combatants
attacking against the primary combatant.
4. The second may not initiate combat if
his/her party falls unless
challenge given and
accepted for a new combat.
D. Duels for Cause
1. This is a duel designated for a specific
gain for one party or the
other.
2. Duels for cause should have at least one
witness present
throughout the entire
duration of the combat.
3. Duels for cause should have a Proctor
present. The Proctor shall
be agreed upon by both
combatants prior to the duel. If
acceptance is not
verbalized, actual engagement in combat shall
be considered implied
consent.
4. The Proctor shall record the combat and keep
score by whatever
rules both combatants
agree upon. The Proctor will announce the
score as each round
ends and designate the victor at the conclusion
of combat. The
Proctor's decision is absolute and binding on all
participants.
5. A combatant has the right to challenge the
outcome of their combat
and request a review
for outside influences and technical errors. In
the event that such
aberrations are discovered, the Proctor's decision
may be invalidated or
reversed.
6. The combatants will agree to the terms and
conditions of the duel
before combat begins.
The Proctor should announce these
stipulations (once
agreed upon) to everyone present. The Proctor
shall ask for verbal
agreement from both combatants. If formal
agreement is not given
at that time, engagement in the initiative
phase (or beginning the
combat, if no initiative is taken) shall be
considered to be
implied consent.
E. Death Match
1. A duel resulting in the death of one of the
combatants shall be
designated a Death
Match. They shall adhere to the guidelines
mentioned for duels of
cause, with the following stipulations:
a. A Death Match
requires that at least one witness be present
for the entire duration of the combat.
b. A Death Match
requires the presence of a third party as a
Proctor.
F. Death
1. Death ends the life of a person in Rhydin,
unless it is found
possible to perform a
resurrection upon the departed soul.
2. Ghosts of the departed may choose to walk
within the realm
after death, but may
not carry the same name as was held by
the living person.
G. Assassination
1. There are no accepted guidelines for
assassination in Rhydin.
Independent
organizations may develop protocol for this
scenario; however, they
shall be recognized only within those
mediums.
H. Combat Conventions
1. Combatants may use any set of conventions
they agree on to
resolve combat. If no
prior special conventions are agreed on,
the following general
conventions may be observed.
a. The combatants may
deliver a blow, toss a coin, or roll a
die to determine the order of strikes. Generally, the person
who delivers a heavier blow, calls the coin, or rolls highest on
the die, will take first strike. The second strike in each round
is called the honor strike. This selection process is known
as the "initiative" and the completion of this procedure
indicates consent to the duel and the authority of the proctor.
b. A round is complete
when both combatants strike once.
c. The standard weapon
of choice is a twenty-weight blade.
This is the suggested scoring method:
0-14 = 0 Points \ 15-19 = 1 Point \ 20 = 2 Points
This scale can be extrapolated to use weapons of heavier
weight.
d. The Proctor shall
announce the score at the completion of
each round. This is the suggested format:
ProctorX: Round 3, 7-4, (Current Leader's Name)
e. The standard combat
typically ends when a combatant
reaches twenty points (or more) at the end of a round. In
the event of a tie, the duel continues until one combatant
has more points than the other at the end of a round.
f. There are several
optional / nonstandard rules that may be
used. When these are introduced, they must be explained
prior to the duel.
I. Resurrection
1. Resurrection is the return from death of a
slain individual. Death
may be due to combat
loss or some other tragic circumstance.
2. Resurrection after combat death is never
automatic unless agreed
on by combatants prior
to combat.
J. Resurrection Process
1. To be resurrected from a combat loss, the
victor must agree to the
terms of resurrection
in addition to the resurrected.
2. Generally, resurrection terms are negotiated
by an independent
third party. Terms may
be anything agreeable to all concerned but
generally involve an
exchange of services or status.
3. When successful resurrection negotiations
have been concluded,
a letter shall be sent
to everyone concerned to reflect the resurrection
and its terms.
III. Arbitration
A. When there is a conflict with this Code or working agreements are
desired between different parties, arbitration
may be used.
1. An Arbitrator is any third party agreed upon
by all parties involved
prior to dispute
resolution.
2. Parties will present to the designated
Arbitrator their dispute or
desired agreement in
writing. The Arbitrator shall render a decision
in writing back to the
parties involved within seventy-two hours.
3. Since submitting to arbitration is
voluntary, the Arbitrator's
decision is final and
binding on all parties
IV. Allegiance
A. Characters may swear allegiance to another or to an institution,
realm,
etc.
1. If sworn to a Liege, the Liege may call on
that person's services at
need for defense of the
Liege or the Liege's interests. Such would
include but is not
necessarily limited to combat, spying, acting as
protector for
designated parties, second, and champion.
2. A Liege may not order death of a sworn
character. That option
always belongs to the
individual.
3. A sworn character is under the Liege's
protection for him/herself and
others under the sworn
character's protection, as well as, designated
family members. This
should be sent to the Liege, in writing, before
the character is sworn.
4. If a Liege with sworn people does
him/herself swear to another Liege
or an institution,
those sworn to the original Liege do not automatically
transfer allegiance to
the new Liege or institution unless they wish to.
5. Either party may terminate sworn allegiance
at any time. It must be
so designated in
writing to both parties.
V. Civil Ceremony
A. Marriage, Divorce, Annulment
1. Marriage may involve any character set of
terms, genders, species,
or numbers desired by
the parties involved.
a. Marriages are
generally performed by clerics or a Liege. Marriages
shall be witnessed and a wedding log prepared at its conclusion.
Terms of the marriage are for whatever the involved characters wish.
b. The wedding log is
the legal record of the wedding and shall be
considered the equivalent of a marriage license.
c. If sworn, the
married party must inform their Liege.
2. Divorce is the termination of a marriage by
one or more of the parties
involved. If a multiple
marriage, the divorced party leaves the marriage
and the other parties
continue in it.
a. A letter of divorce
should be prepared by the original cleric or Liege
that performed the ceremony, stating that the marriage is terminated
or that one or more parties is leaving the marriage.
b. If the cleric or
Liege who performed the ceremony cannot be located,
or is unreasonably opposed to dissolution of the marriage, divorce
might be obtained if irreconcilable differences can be established by
the petitioning party. Testimony to the charge of irreconcilable
differences must be made to a warden cleric and backed by witness
or supportive evidence.
c. If sworn, the
divorced party must inform their Liege.
d. If the divorce is
complicated, then Arbitration or Adjudication may
be used to assist in effecting a settlement.
______________________________________________________________________
THE CODE OF CONDUCT
Version 2.6
The following is an OOC explanation of the customs and ways of many RPers
on AOL. They are not rules or laws in the classic sense, but rather a compilation
of expectations and modes of conduct used.
I. Courtesy
A. Treat others as you yourself would expect to be treated.
1. Posting information on the story boards is
done only after
permission for such is
given.
B. Privileged information of any kind (including various screen names,
personal affiliations, true name, or anything
that is not in the public
domain should be confidential unless prior
permission is given for
divulgence.
C. Mail received by one party may be forwarded on to another if
permission is first sought from the author.
Personal mail must be
treated as confidential and held only by the
recipient unless express
permission is given to quote from said document
or share it with
others.
D. If one party knows that another uses other screen names, such
knowledge must be held in confidence.
II. Combat
A. Protection
1. One may declare themselves protectors of
another if the other agrees
to this arrangement.
This protector is responsible for the protected's
safety from attack from
others.
2. One that is under protection should not roll
dice or request a combat.
This act will void
protection. They may defend if attacked.
3. If one rolls dice with one under protection,
said combat will be
held with the protector
first and resolved before the protected may be
targeted.
B. Champions
1. If challenged or provoked, one may have
another roll the dice for the
challenged or provoked
party. This person will be designated the
champion of the party
involved.
2. A champion is not a protector, they are an
alternate combatant with
no other responsibility
than to fight for their party.
3. Before rolling the dice, the use of a
champion must be agreed to by
all parties involved.
At the end of the combat, if the champion loses,
the party that
designated the champion is responsible for fulfilling the
terms of the duel
except death.
C. Seconds
1. A challenged or challenging party has the
right to have one other
person stand with them
during the duel. This person shall be
designated the second.
2. Seconds shall be designated and announced
prior to combat.
3. The second shall act as witness to the
combat to ensure fairness
for their combatant.
They will not interfere with the battle unless
treachery is detected.
a. Treachery shall be
trickery in combat or multiple combatants
attacking against the primary combatant.
4. The second may not initiate combat if
his/her party falls unless
challenge is given and
accepted for a new combat.
D. Duels for Cause
1. A duel designated for a specific gain for
one party or the other.
2. Duels for cause should have at least one
witness present
throughout the entire
duration of the combat.
3. Duels for cause should have a Proctor
present. The Proctor shall
be agreed upon by both
combatants prior to the duel. If
acceptance is not
verbalized, rolling the dice shall be considered
implied consent.
4. The Proctor shall log the combat and keep
score by whatever
rules both combatants
agree upon. The Proctor will announce the
score as each round
ends and designate the victor at the conclusion
of combat. The
Proctor's decision is absolute and binding on all
participants.
5. A combatant has the right to challenge the
outcome of their combat
and request a review
for RNG failure and technical errors. In the
event that such
aberrations are discovered, the Proctor's decision
may be invalidated or
reversed.
6. The combatants will agree to the terms and
conditions of the duel
before combat begins.
The Proctor should announce these
stipulations (once
agreed upon) to everyone present. The Proctor
shall ask for verbal
agreement from both combatants. If formal
agreement is not given
at that time, engagement in the initiative
roll of the dice (or
beginning the combat, if no initiative is taken)
shall be considered to
be proper consent.
E. Death Match
1. A duel resulting in the death of one of the
combatants shall be
designated a Death
Match. They shall adhere to the guidelines
mentioned for duels of
cause, with the following stipulations:
a. A Death Match
requires that at least one witness be present
for the entire duration of the combat.
b. A Death Match
requires the presence of a third party as a
Proctor.
F. Death
1. Death ends the life of a character on AOL,
unless it is found
possible to restore the
deleted screen name.
2. "Ghosts" of the departed character
may be seen, but may not
carry the same screen
name as was held by original character.
G. Assassination
1. There are no accepted guidelines for
assassination of a
character. Various
online groups may develope guidelines
for the scenario;
however, they shall be recognized only
within those mediums.
H. Combat Conventions
1. Combatants may use any set of conventions
they agree on to
resolve combat. If no
prior special conventions are agreed on,
the following general
conventions may be observed.
a. The combatants may
deliver a blow, toss a coin, or roll a
die to determine the order of strikes. Generally, the person
who delivers a heavier blow, calls the coin, or rolls highest on
the die, will take first strike. The second strike in each round
is called the honor strike. This selection process is known
as the "initiative" and the completion of this
procedure
indicates consent to the duel and the authority of the proctor.
b. A round is complete
when both players have rolled the dice
for their respective character.
c. The standard dice
roll is 2d20. This is the suggested scoring
method:
0-14 = 0 Points \ 15-19 = 1 Point \ 20 = 2 Points
This scale can be extrapolated to use higher dice.
d. The Proctor shall
announce the score at the completion of
each round. This is the suggested format:
ProctorX: Round 3, 7-4, (Current Leader's Name)
e. The standard combat
typically ends when a combatant
reaches twenty points (or more) at the end of a round. In
the event of a tie, the duel continues until one combatant
has more points than the other at the end of a round.
f. There are several
optional \ nonstandard rules that may be
used.
When these are introduced, they must be explained
prior to the duel.
I. Resurrection
1. Resurrection is the return from death of a
slain character. Death
may be due to combat
loss or some other tragic circumstance.
2. Resurrection after combat death is never
automatic unless agreed
on by combatants prior
to combat.
J. Resurrection Process
1. To be resurrected from a combat loss, the
victor must agree to the
terms of resurrection
in addition to the resurrectee.
2. Generally, resurrection terms are negotiated
by an independent
third party. Terms may
be anything agreeable to all concerned but
generally involve an
exchange of services or status.
3. When successful resurrection negotiations
have been concluded,
a letter shall be sent
to everyone concerned to reflect the resurrection
and its terms.
III. Arbitration
A. When there is a conflict with this Code or working agreements are
desired between different parties, arbitration
may be used.
1. An Arbitrator is any third party agreed upon
by all parties involved
prior to dispute
resolution.
2. Parties will present to the designated
Arbitrator their dispute or
desired agreement in
writing. The Arbitrator shall render a decision
in writing back to the
parties involved within three days.
3. Since submitting to arbitration is
voluntary, the Arbitrator's
decision is final and
binding on all parties
IV. Allegiance
A. Players may, at their option, have a character swear allegiance to
another or to an institution, realm, etc.
1. If sworn to a Liege, the Liege may call on
that character's
services at need for
defense of the Liege or the Liege's interests.
Such would include but
is not necessarily limited to combat,
spying, acting as
protector for designated parties, second, and
champion.
2. A Liege may not order death of a sworn
character. That option
always belongs to the
individual.
3. A sworn character is under the Liege's
protection for him/herself and
others under the sworn
character's protection, as well as, designated
family members. This
should be sent to the Liege, in writing, before
the character is sworn.
4. If a Liege with sworn people does
him/herself swear to another Liege
or an institution,
those sworn to the original Liege do not automatically
transfer allegiance to
the new Liege or institution unless they wish to.
5. Either party may terminate sworn allegiance
at any time. It must be
so designated in
writing to both parties.
V. Civil Ceremony
A. Marriage, Divorce, Annulment
1. Marriage may involve any character set of
terms, genders, species,
or numbers desired by
the parties involved.
a. Marriages are
generally performed by clerics or a Liege. Marriages
shall be witnessed and a wedding log prepared at its conclusion.
Terms of the marriage are for whatever the involved characters wish.
b. The wedding log is
the legal record of the wedding and shall be
considered the equivalent of a marriage license.
c. If sworn, the
married party must inform their Liege.
2. Divorce is the termination of a marriage by
one or more of the parties
involved. If a multiple
marriage, the divorced party leaves the marriage
and the other parties
continue in it.
a. A letter of divorce
should be prepared by the original cleric or Liege
that performed the ceremony, stating that the marriage is terminated
or that one or more parties is leaving
the marriage.
b. If the cleric or
Liege who performed the ceremony cannot be located,
or is unreasonably opposed to dissolution of the marriage,
divorce
might be obtained if irreconcilable differences can be
established by
the petitioning party. Testimony to the charge of irreconcilable
differences must be made to a warden cleric and backed by witness
or supportive evidence.
c. If sworn, the
divorced party must inform their Liege.
d. If the divorce is
complicated, then IC Arbitration or Adjudication may
be used to assist in effecting a settlement.
These documents are the
property of the Wardens of Loreil and are provided to
the citizens of Rhydin freely.