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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.