Laws
(Laws and policies regarding internal Chantry matters)
Politics and Administration
Keris' Politics are kept to a minimum, as might be warranted by a yet, small population of Chantry-Fellows, and law is made through a Tribunal made up of one of each of the Nine Tradtions present in Ashland, these Tribunal members being elected by their respective Traditions.
Acting as advisor to that council and executor of the laws administered by it, is the Chantry Deacon and founding member of the Keris Chantry, Anwwn MacLyr, known informally as Winterbourne.

First and foremost in priority to the internal governing of Keris and its Fellows are the laws laid down by the High Council of Nine, which governs the actions of Tradition Willworkers all over the world, and is superior to the governing body of Keris. These laws are known to the Traditions as The Protocols, and are listed here for convenience:
- Respect those of Greater Knowledge
- A Tutor's Debt must be Repaid
- A Mage's Word is his Honor: Break not a Sworn Vow
- The Will of an Oracle must be Obeyed
- Betray not your Cabal or Chantry
- Conspire not with the Enemies of Ascension
- Protect the Sleepers, they are Ignorant of what they do
- Be Subtle in your Arts, lest Sleepers know you for what you are
Though these laws are open to some interpretation by Keris' Tribunal, they are mostly inviolate, and those Mages found to be in violation of the Protocols will be punished.
As for policies and laws specifically regarding Keris, much of this is yet to be made, the most recent policy is an agreement made with the Camarilla Kindred of Ashland.
One unmentioned policy, however, is a matter of maintaining membership, those willing to gain the favor of the Chantry as a whole might choose to contribute to Keris' Quintessence supply by searching out and donating Tass (a solidified form of Quintessence). It is an optional gesture, but helpful and necessary in some respects to keep Keris' Node charged with energy.

Realm's Physical Laws
Keris is a Horizon Realm, as such it is not a part of the physical world, and so does not share the same static paradigm and so-called Laws of Physics of the material world. True Magick can be performed in the bounds of Keris without the threat of reprisal from Paradox, and, for obvious reasons, without alerting sleepers to the reality of Magick.
The Keris Realm is also connected to a Node, which is a wellspring of Magickal energy called Quintessence, Mages who Meditate in Keris may regain Quintessence up to their rating in the Avatar Background (between 1 and 5 points), and those without that background may channel Quintessence from the Node (it is important to note that how much Quintessence is drawn by each member will very likely be regulated in the future, so as not to drain the node completely).

OOC Guidelines
Keris is an open room, but only under special circumstances deemed appropriate by the council and Deacon. Violence for all other reasons is strictly prohibited and will provoke a swift response. The Chantry reserves the right to hold Certamen (formal combat) as decided is appropriate to certain situations and dissagreements. Combat between Chantry Fellows in the context of anything other than the formal structure of Certamen is forbidden. Security features (which are inherent in Keris' RP makeup) also may deal violently with intrusions.
A Mage's exile from Keris as a punishment in roleplay can definitely warrant the deletion of your ID from Keris' list OOC, that measure is not negotiable, and the Room Controller for Keris will not argue with anyone over it's validity. However, deletion from Keris' list OOC will not be the result of anything but a
character death, exile, or other roleplaying circumstance.
Keris is not necessarily a Mages-only club, it may be possible, with adequate roleplaying, for certain types of characters (Bastet or other supernatural Consors, Ambassadors from other supernatural factions, certain character types favorable to the Mages seeking asylum, etc.) to be admitted to Keris. But, as I said before and will emphasize again, this is all dependent on roleplaying circumstances, do not ask to be admitted for any other reason.
Keris is not necessarily a Traditions-only club. Again, it is possible for certain types of Mages (Orphans, Hollow Ones, Crafts, etc.) to gain admittance to Keris with the merit of respective roleplaying. It is also equally possible, given that Keris is administrated by the Traditions that characters from these self-same groups might be denied access due to certain issues individual to each character. The point is, don't make the assumption that if you are not a Tradition, you cannot be a Fellow in Keris Chantry, but don't expect the best of treatment either simply because you're a Mage.
Keris does not admit, under any circumstances, as the Protocols imply, certain character types such as the Nephandi and Marauders (sorry about this folks, this isn't because I don't like these character types- I once played a Marauder, it's an issue of roleplaying... da rules is da rules, so don't feel like I have anything personally against anyone), certainly not intentionally
in any case. Known Marauders and Nephandi will be rejected membership in the Chantry. Technocrats, will almost always recieve the same sort of treatment, except for in the most dire or exceptional of circumstances, like a defecting Technocrat seeking refuge, or some sort of really shaky alliance between the Technocracy and Traditions of Ashland in a time of really dire need. The point her is do not asume that being a Mage gives you the right to be counted among the fellows of Keris Chantry.
Guest Id's
Concerning the guest ID's. These are exactly that, guest ID's, in an OOC way, they are meant for newcomers to Ashland, or to the WOD in general to witness how a Mage Chantry might conduct itself, and to use that information for player education or as a
basis for starting a Mage character in Ashland. As a roleplaying fixture, these ID's were specifically tailored to be relatively non offensive, ID's such as ::shallow::, ::astral videre::, ::videre mortuum::, and ::videre spiritus:: are vantage points from which to view the Realm, and people coming in under these handles are incapable of doing much else but percieving the events in Keris, and then only with the proper spiritual skills. ID's like ::dreamer:: are those visiting the realm in astral form, and are, again, not capable of doing much else but looking around. Taking physical actions in Astral form is sort of like trying to pick up an egg with a robotic remotely manipulated arm, not easy at all. Another thing to note is the vulnerability of Astral forms, which are like the pure mind of an individual
separated from his or her body. Mind and body are connected by a silver cord, and if that cord is severed, then the Astral form of that individual is lost from their body, and could likely be lost forever. The ID ::umbrood:: symbolizes the visitation of a spirit from the High Umbra, which are spirits made of ideas and concepts. That ID does not cover Low and Middle Umbral spirit-forms such as Wraiths and Garou Totemic spirits, and Wyrm-corrupted Banes. All of these methods of visiting Keris are nothing compared to Holistically being there, like in body and mind. Such travelers can easily be dispatched by a Holistically
present individual, so any thoughts of combat using these ID's is not a really good idea on a roleplaying level. Similarly, as an OOC issue any use of these ID's in a way that is clearly in violation of the spirit in which they were created will result in the deletion of those ID's.

This site was authored quite laughably by QuinDeath Publishing~ "You state the debt, I break the sweat..." All references to White Wolf Games and the World of Darkness are not intended to challenge any copyright White Wolf Game Systems has on any of these references, and as such they are solely the creative property of White Wolf Game Systems.