RULES AND REGULATIONS PERTANING TO THE ACTIVE WORLD: HALIFAX




Below are some of the rules and conciseness of my world as I see them, these are subject to change and may indeed do so. Many of the rules are dependent on class so they will be incorporated into that section below. Input and suggestions are always welcome.

1. The first rule I list is by far the most important. This one is at the core of my world. The rule states
: No avatar not assigned, or granted to a person, shall be allowed to be displayed or worn by them.
An example of this would be if a Novice fighter was found or seen wearing a full Paladins avatar. Or any other avatar which is above his rank, in any class. Punishment for this crime varies in accordance to the number of times this act has accrued by the individual, and by the severity of the avatar in which they choos to wear without permission. A novice displaying an avatar of one of the next higher rank may be punished by a public sentencing, in which they may be expelled for a short period of time. If the individual has land holdings, the lands may become forfeit and given over to the Kingdome. If anyone other than the High Council is found wearing one of the avatars of the fore mentioned then that is grounds for a public execution, no matter what there ranking or class. Execution means permanent expulsion from HALIFAX all lands occupied by the individual are forfeited and a grave stone is placed in the cemetery with that persons name on it and last known rank. That person will be expelled indefenatnly. And can return no earlier than three months. And, if allowed to return, they would be at the bottom of the classes once again. Reentrance is based entirely on the High Council, and dos not have to be granted.

2. The second rule is a standard one I think for most worlds.
: Individuals may not build in excess of the land in which they are provided.
An example of this would be if an individual granted a small dwelling of say 5x5 area, and were found to build larger than that, it may result in punishment. Punishments can be as severe as those listed above for rule one, or may be as simple as the objects built over the limit being removed and a reprimand being given to the individual.

3. The third rule is a not so much a rule as a notification.
: The commands for shifting threw objects, and the command for floating, shall remain off.
This is again, mainly so ranking among classes will be smooth and fair. And it IS possible to build extraordinary structures without being able to fly. I know this from experience. I have built some extremely complicated building with my feet never leaving the ground. It is a challenge. Those who enjoy challenges will enjoy this.


Now, on to the Classes, and ranks. For most of the other rules pertain to either one class or another individually. Classes are divided into five categories, three of which are listed as Guilds. There are the Builders Guild, the Fighters Guild, and the Wizards Guild, and High Council member. The last Class is held special and if and when a person achieves it they will no lose there position, without committing a treasonous act. Now on to explaining the individual classes.

THE COMMONER.
This rank every individual will hold upon entering HALIFAX. They must were the avatar assigned to them during this time. IT will be the guest avatar. This must be worn until such time as an individual is excepted into a Guild. At that time they are granted a new avatar, one befitting there Guild.

BUILDERS GUILD.
This is the group of people who will be doing most of the building in HALIFAX . They are the backbone, and truly visible part of the world. There are four ranks among this Class, and the avatar which goes along with each will be named correctly in the avatar list upon entering. They are clearly marked and there will be no excuses for wearing ones not assigned. they are as follows.
1. Peasant- fist rank, a true novice in the guild, they are awarded a small section of land, up to, but no grater than 5x5 area. In this area they are required to build. To increase ones standing in the guild, all one need do is build better than the others. The more fanciful and imaginative, the better. A Peasant will remain as such for no less than two weeks. There is no limit as to how long one may stay a Peasant, if your not a good builder, you wont advance.
2. Merchant- second rank, finally one achieves a little bit of note worthiness. Permission to this rank, is held in the public square, or other assigned meeting place, and the rank is given by the Guild Master and the Emperor of the land, King Thett. It is made public, so all will know of ones new rank. At this rank one is awarded more land, up to but not over a 5x10. A Merchant will remain as such for no less than one month. Again, to advance, one must build better than others.
3. Noblemen- third rank, nearly the highest you can go in the Guild, here you are once again promoted with a public ceremony, and awarded even more land, up to but not over 10x10 area. At this rank, you can also be hired to build for others, of different classes, and may also be hired by the High Council to do special projects. A Noblemen will remain as such for no less than six weeks.
4. MasterBuilder-fourth rank, truly the highest rank one can achieve in this Guild. A master builder is called upon to do most of the special projects for the High Council. And is given some responsibility in training young peasants. And choosing who moves up in rank. From the ranks of master builder the Guild Master is named, its not a higher rank, but a title. Master Builders can hold different titles along with that of Master builder. Also, upon reaching this rank, one is awarded with a custom avatar, built to the individuals request. One is not granted any more land holdings, but they will have plenty to do, within the public domain.
5. Baron- this is not really a rank among the Builders Guild. But more so there Representative upon the High Council. It is Held by Baron Lagwag. He outranks all among the Builders Guild. And will have say in the matters of building, to obtain a true noble title, such as baron, or earl or such, one must surpass the master builder rank, and own there own world, this world must be a subsiterary of HALIFAX, meaning that it follows most of the same rules, and has all the same classes, avatars, and building objects. ( it shares the same object path as HALIFAX)

FIGHTERS GUILD
This is the group who may work the hardest, but also have the most fun. It is the job of the fighters guild to keep the laws in order, to maintain and watch to make sure that no one is braking the law. They are as there medieval counter parts were, there guards, and fighters who protect the land. Thou we have no enemies at this time. There are four ranks in this class, and again they each have a specific avatar for them.

1. Soldger- fist rank, the lowest rank a fighter can hold, they get to do a lot of the leg work, guarding and things like that, going out on patrol, etc. during this time, they will be trained in the ways of the knights. Taught about there code of honor and things of that nature. There is no real qualification to advance to the next level. Other than ones willingness to do so. One will however, only be advanced if it is thought that they would make a good knight. A soldger will remain as such for no less than two weeks.
2. Knighterent- second rank, finally a knight in waiting. This rank holds promise of adventure. While still maintaining some of the duties of the lesser rank, one will be put in a position where they can prove themselves worthy of continuing in the rise of rank. At this level the knighterent will be sent on a quest. The particulars of it will be different for each, and its difficulty deepening on the individual. To raise to the next rank, one must successfully complete the quest given to them. A Kighterent will remain as such for no less than one month.
3. RavenKnight- third rank, at this rank the individual has proven themselves to be classed as a full knight, and is so rewarded. At this rank one is allowed to be castle guards, and given squads of younger, inexperienced solders who they can help train. Once again they will be called on to perform a great quest, this one will be even more difficult than the last, as should be. Ones goodness, and honor will also be tested at this level. A RavenKnight will remain as such for no less than six weeks.
4. Paladin- fourth rank, the highest rank one can achieve in this guild, they are the hart of the Fighters, the most honored, they are done so to such a degree, that they are the only ones, who are awarded horses on which to ride. Thus they have two avatars for this class, paladin and paladinride. From this rank, the Captain of the guards is chosen and also the paladin is awarded a 5x5 area in which they can build. They are also awarded with a costume avatar of there own design. Paladins can quest whenever they wish, they need but to ask the High Council for permission.
5. First Knight- this position is displayed in the avatar list by the one holding the position, Bugsy. This is the Fighters Guilds representative on the High Council. He holds sway over the course of a fighters courier, and the quests upon which one in allowed to partake. No others may hold this title, or one equal to in the fighters guild. It is his until he gives it up, or commits a gave crime against the Laws of the World.

WIZARDS GUILD
This class, I know, will be hardest to get people to join, it is made up of the intellectuals. People who basically know stuff, after all knowledge is power. And that is what the wizards are for. There are four ranks among the wizards guild. They are, once again, listed on the avatar list plainly and without mistake. The full use of this guild has not yet been fully established, and some of the requirements for each individual rank may change as time goes on.

1. Apprentice- first rank, a novice for sure, at this rank there is nothing much to do but study, and learn. Sharing of information is vital to the wizards guild, and each wizard, right from the get go, will be tasked with finding certain information. Unlike the other Guilds, there is no time limit on how long one must remain a certain rank among the guild of wizards, ones knolage dictates there rank. Althoe all must start as Apprentice?s they can achieve higher ranks in days rather than weeks like the other guilds.
2. Redwizard- second rank, at this stage, one has proven that they need not were the white robes of an apprentice, and do not need some one holding there hand. They can figure things out for themselves and , althoe guided in the things they are to study and Lear, they are given more freedom.
3. FullWizard- third rank, at this rank , you are for all practical purposes, a full wizard, you may ask to be herd at any time before the high council, and you will be given over to training young apprentice?s. At this rank you must posses certain knolages which will be made known to you. This rank is one which dos hold a time limit on how long you must remain at this class. A Fullwizard will remain as such for no less than two months.
4. Duid- fourth rank, this is the highest rank among the wizards, here you are awarded some land upon which you may build your own tower, and also given your own personal avatar, custom made to you. at this stage, you are considered vital to the knolage of the world. To hold this rank you must be skilled in finding things out, and being able to teach what you know. Druids are a rare, yet powerful figure, this shows in there humble avatar which has no real movements. Its simpelness, displays its power, until one requests there own avatar at least.
5. First Wizard- this figure is displayed in the avatar list by the one who holds the position. Zen. Her Royal title is really Sorceress Zen. She is the Wizards rep on the High Council. She dictates what should be learned ant known by the wizards. She also is the founder of the wizards Keep. No others are her equal in here guild, and no other may hold her position, unless she gives it up, or commits some grave act agents the worlds laws.