
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.