Introduction
Chapter I — The Watch
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Chapter II — Duties & Responsibilities
Chapter III — Arrests & Investigations
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Chapter IV — Use of Force & Escalation
Chapter V — Courts, Trials & Sentencing
Chapter VI — Military Operations, Patrols & Field Doctrine
Chapter VII — The Laws of the Realm
The Laws of the Realm
"Steel may defend a kingdom for a day, but only law preserves it for generations."
The sword carried by every Watchman derives its authority not from strength, but from law. Without law there can be no justice, without justice there can be no order, and without order even the strongest fortress eventually descends into chaos. Every arrest, investigation, sentence and execution of duty must therefore rest upon clearly established legal principles rather than personal opinion or individual prejudice.
This chapter serves as the official legal codex governing the two great settlements protected by the Watch. Although both Sanctuary Fortress and Al-Zarah pursue peace and stability, each city is shaped by different traditions, rulers and cultures. Their laws therefore reflect the customs of their respective peoples while remaining united in their commitment to lawful governance.
Every member of the Sanctuary Guard Force and the Al-Zarah Watch is expected to know these laws thoroughly, enforce them impartially and understand the distinctions between the northern and southern jurisdictions. These ordinances exist not to hinder roleplay, but to create believable governance and provide a consistent legal foundation upon which meaningful stories may unfold.
Sanctuary Fortress
A fortified northern city governed in the name of Lord Paramount Lucius Varinas, Sanctuary Fortress values discipline, modesty, commerce and public order above all else. Its ordinances reflect Hyborian traditions of civic responsibility, military professionalism and lawful authority.
- Public order and discipline.
- Respect for lawful authority.
- Protection of commerce and citizens.
- Standards of modesty and civilized conduct.
Al-Zarah
The radiant southern city ruled by Queen Mekt Tsun-Amun, whose laws preserve ancient Stygian traditions concerning hierarchy, nobility, slavery and royal authority. While equally devoted to maintaining peace, Al-Zarah recognizes customs that northern kingdoms neither practice nor accept.
- Royal authority above all.
- Respect for ancient Stygian customs.
- Lawful recognition of slavery.
- Maintenance of social hierarchy.
Justice
The law exists to protect, not to oppress.
Impartiality
Every citizen stands equal before lawful judgment.
Authority
Power exists only to uphold the peace.
Sovereignty
Each ruler possesses supreme judicial authority within their own domain.
The articles that follow are not intended to punish roleplay, but to encourage it. They provide guards with consistent legal authority, give citizens clear expectations and create believable consequences for actions taken within the realm. Every arrest should create roleplay. Every investigation should create stories. Every trial should enrich the world rather than simply conclude it.
The Sanctuary Fortress City Ordinance
By Decree of Lord Paramount Lucius Varinas
Let it be proclaimed throughout Sanctuary Fortress and every settlement owing fealty to its banners that peace shall never exist without justice, nor justice without law. These ordinances are hereby established under the authority of the Lord Paramount for the preservation of civilization, the protection of honest citizens and the punishment of those who threaten the peace of the realm.
Every citizen, merchant, mercenary, noble, traveler and foreign dignitary entering the jurisdiction of Sanctuary Fortress shall be subject to these laws equally. Neither birth, wealth, military service nor noble title shall exempt any individual from lawful investigation or judgment.
The Sanctuary Guard Force shall uphold these ordinances faithfully and without favoritism. Any punishment imposed beyond the authority granted herein shall itself constitute an abuse of office.
Concealment of Identity
No individual shall intentionally conceal their identity through masks, veils, lowered helmets or enchanted disguises while within the city. Members of the Sanctuary Guard may order any person to reveal their face whenever reasonably necessary for identification. Refusal shall constitute lawful grounds for detention until identity has been established.
Bearing Arms
Citizens and lawful visitors may openly carry personal weapons throughout Sanctuary Fortress. However, drawing, aiming, flourishing or threatening another with any weapon inside the city walls is prohibited unless performed under lawful authority or in immediate defense against an unlawful attack.
Duels & Private Combat
No dispute shall be settled through personal combat within the jurisdiction of Sanctuary Fortress. Duels, challenges of honor and arranged fights are prohibited unless expressly sanctioned by the Lord Paramount during an official tournament or ceremonial event.
Disturbing the Peace
Rioting, public disorder, excessive drunkenness, harassment, intimidation, repeated disruption of lawful commerce or any conduct likely to provoke unnecessary violence is forbidden. Officers shall restore order using only the force reasonably required to end the disturbance.
Standards of Public Decency
Sanctuary Fortress upholds the customs of a civilized northern kingdom. Public nudity, indecent exposure and openly engaging in sexual conduct within streets, taverns, marketplaces, temples or other public places are unlawful.
Likewise, slaves shall not be publicly displayed in a degrading manner intended to offend public sensibilities or disturb the peace. Visitors from foreign kingdoms remain subject to the customs of Sanctuary while residing within its jurisdiction.
Authority of the Sanctuary Guard
Members of the Sanctuary Guard Force are empowered to question individuals, conduct investigations, perform lawful arrests, disperse unlawful gatherings and preserve the peace throughout the city. Any person refusing lawful orders, obstructing an investigation or interfering with an arrest commits an offense separate from any underlying crime.
Assault & Battery
No individual shall intentionally strike, wound or inflict bodily harm upon another except where such force is immediately necessary to defend oneself or another against an unlawful attack. Every claim of self-defense shall be investigated before judgment is rendered.
The excessive use of force beyond what was reasonably required to neutralize an immediate threat shall itself constitute an offense under this Ordinance.
Attempted Murder & Murder
The unlawful taking of another person's life, or any deliberate attempt to do so, shall be regarded as one of the gravest crimes against Sanctuary Fortress. Every individual accused of such an offense shall remain in custody pending a full investigation and appearance before a Magistrate or the Lord Paramount himself.
Kidnapping & Unlawful Imprisonment
No citizen, traveler or resident may unlawfully seize, transport, confine or otherwise deprive another person of their freedom without lawful authority. The taking of hostages, unlawful imprisonment or demands for ransom shall be punished with exceptional severity.
Threats, Coercion & Extortion
The use of intimidation, threats of violence or coercion for the purpose of obtaining coin, property, services or influence is prohibited. Extortion committed through abuse of authority, organized criminal activity or repeated intimidation shall be treated as an aggravating circumstance during sentencing.
Harassment & Public Intimidation
Repeatedly following, threatening, intimidating or deliberately harassing another individual in a manner likely to disturb the public peace or place the victim in reasonable fear shall constitute a criminal offense. Persistent harassment directed toward merchants, travelers or public officials shall be considered especially serious.
Theft
The unlawful taking of coin, equipment, livestock, merchandise, provisions or any other lawfully owned property is prohibited regardless of value. Poverty, hunger or personal hardship shall not excuse theft under the laws of Sanctuary Fortress.
Whenever practicable, the convicted offender shall be required to restore or compensate the value of stolen property in addition to any sentence imposed by the court.
Robbery
The taking of property through violence, intimidation or the immediate threat of force constitutes robbery. Because robbery combines violence with theft, it shall carry a more severe punishment than ordinary theft and may warrant prolonged imprisonment or corporal punishment at the discretion of the court.
Burglary & Criminal Trespass
Entering a residence, warehouse, workshop, guildhall or any enclosed property without lawful permission for the purpose of theft, sabotage or any other criminal act is prohibited. Forced entry or entry during the hours of darkness shall be regarded as aggravating circumstances.
Fraud, Forgery & Counterfeiting
Knowingly deceiving another through forged documents, counterfeit coinage, false contracts, fraudulent trade, impersonation or other dishonest schemes intended for personal gain shall constitute fraud. Merchants repeatedly convicted of such offenses may additionally be stripped of their right to conduct commerce within Sanctuary Fortress.
Obstruction of Justice
No individual shall knowingly interfere with an investigation, conceal evidence, destroy property relevant to an inquiry, aid a wanted criminal in avoiding apprehension or otherwise hinder the lawful administration of justice. Those assisting criminals shall be considered accomplices to the underlying offense whenever appropriate.
Resisting Lawful Arrest
Any person lawfully detained by the Sanctuary Guard shall peacefully comply with the commands of the arresting officers. Attempting to flee, physically resisting, inciting others to interfere or assaulting an officer during an arrest constitutes a separate criminal offense irrespective of the original accusation.
False Testimony
Knowingly providing false testimony before a magistrate, submitting fabricated evidence or deliberately accusing another of a crime known to be false shall constitute perjury. Honest error or uncertain recollection shall not constitute an offense unless deliberate deception is proven.
Bribery & Corruption
Offering coin, gifts, favors, influence or promises in exchange for unlawful treatment by a member of the Sanctuary Guard, a magistrate or any appointed official is prohibited. Likewise, any official accepting such compensation betrays the authority entrusted to them and commits a serious offense against the Crown.
Treason
Any individual who knowingly conspires against the Lord Paramount, attempts to overthrow the lawful government, knowingly assists hostile forces or deliberately endangers the security of Sanctuary Fortress shall be guilty of treason. Such crimes shall be judged personally by the highest lawful authority whenever practicable.
Sorcery
The practice of sorcery, forbidden rituals or the unlawful manipulation of supernatural powers within the jurisdiction of Sanctuary Fortress is prohibited. Individuals reasonably suspected of engaging in such practices may be detained pending investigation and judgment by the appropriate authorities.
Demonic Summoning & Blood Rituals
The summoning of demons, unnatural entities or spirits through blood sacrifice, profane ceremonies or forbidden rites is unlawful. The creation of sacrificial altars or ritual sites intended for such purposes shall likewise constitute a criminal offense regardless of whether the ritual succeeds.
Unlawful Cults
Organizations dedicated to demon worship, human sacrifice, sedition, unlawful sorcery or the destruction of lawful authority are forbidden. Mere religious belief shall not constitute an offense unless accompanied by criminal conduct or activities prohibited by this Ordinance.
Desecration of Sacred Places
The deliberate desecration, defilement or destruction of temples, shrines, burial grounds, memorials or monuments recognized by the Crown is prohibited. Such acts are regarded not merely as damage to property, but as offenses against the faith, heritage and stability of the realm itself.
Justice within Sanctuary Fortress exists not merely to punish wrongdoing, but to preserve peace throughout the realm. Every sentence shall seek to protect honest citizens, restore public order and discourage future criminal conduct. Punishment shall always remain proportional to the offense committed.
Whenever circumstances permit, magistrates are encouraged to consider the severity of the offense, the conduct of the accused, prior criminal history, evidence presented and the safety of the community before determining an appropriate sentence.
Authority of the Magistrates
Magistrates appointed by the Lord Paramount possess the authority to hear criminal proceedings, evaluate evidence, question witnesses, determine guilt and impose lawful punishment. Their judgments shall remain binding unless overturned by the Lord Paramount or another authority expressly empowered to do so.
Searches & Warrants
The Sanctuary Guard may conduct reasonable searches of individuals lawfully detained or arrested for the purpose of securing weapons, stolen property or evidence relating to the alleged offense.
Searches of private homes, guild halls or secured properties should ordinarily be authorized by a Magistrate or the Lord Paramount unless immediate action is necessary to prevent imminent danger, preserve life or prevent the destruction of critical evidence.
Rights of the Accused
Every accused individual shall be informed of the alleged offense, afforded an opportunity to answer the accusation and permitted to present witnesses or evidence in their defense whenever reasonably practicable. A confession obtained solely through unlawful coercion shall carry little weight unless supported by independent evidence.
Appeals
Where new evidence emerges or substantial procedural error is alleged, an individual convicted of a crime may petition for review before the Lord Paramount or another authority designated by him. An appeal shall not automatically suspend an otherwise lawful sentence unless specifically ordered.
⚖ Verbal Warning
Issued for minor first-time violations where education is more appropriate than punishment.
💰 Monetary Fine
Appropriate where restitution or financial penalty adequately remedies the offense.
⛓ Imprisonment
Reserved for offenses requiring temporary removal of the offender from society.
⚔ Exile or Execution
Reserved exclusively for the gravest crimes, including murder, treason or similarly exceptional offenses, and only under lawful authority.
The strength of Sanctuary Fortress is measured not by the height of its walls nor by the sharpness of its blades, but by the fairness with which justice is administered. Let every Watchman remember that fear may command obedience for a season, yet only justice earns the lasting trust of the people. To uphold these laws faithfully is to defend not merely a city, but the very civilization it was built to protect.
The Royal Decrees of Al-Zarah
By Command of Queen Mekt Tsun-Amun
Let all who pass beneath the golden gates of Al-Zarah understand that they enter a kingdom far older than the northern realms. Here, the authority of the Crown is absolute, ancient customs possess the force of law and every citizen, foreign traveler and servant of the realm shall conduct themselves according to the Royal Decrees set forth herein.
Though many principles of justice are shared between Al-Zarah and Sanctuary Fortress, the customs of the South differ in matters of tradition, slavery, public conduct and royal authority. Visitors are expected to respect these customs regardless of the laws of their homeland.
The Al-Zarah Watch shall faithfully enforce these decrees in the Queen's name, preserving order without prejudice while safeguarding the prosperity, dignity and stability of the realm.
Concealment of Identity
No person shall conceal their identity through masks, veils, enchanted disguises or any other means intended to prevent lawful recognition while within the jurisdiction of Al-Zarah. Members of the Queen's Watch may demand that any individual reveal their identity whenever reasonably necessary.
Bearing Arms
Lawful citizens and travelers may openly bear personal arms. However, drawing weapons, threatening others or provoking violence within the city's walls without lawful cause is forbidden and shall invite immediate intervention by the Queen's Watch.
Disturbing the Peace
Rioting, unlawful violence, public intimidation, interference with trade or any conduct threatening the stability of the city is prohibited. The Queen's Watch shall restore order with only such force as circumstances reasonably require.
Public Decency
Unlike many northern kingdoms, Al-Zarah recognizes cultural traditions permitting forms of dress, public appearance and ceremonial customs that may differ from those practiced elsewhere. Public nudity alone shall not constitute a criminal offense where it accords with accepted local customs.
Nevertheless, public acts intended solely to provoke disorder, harassment, obscenity or disruption of the peace remain prohibited and shall be punished accordingly.
Slavery
The institution of slavery is recognized under the laws of Al-Zarah. Lawfully owned slaves constitute protected property, and the unlawful theft, concealment, harboring or destruction of another's slave shall be prosecuted accordingly.
Masters remain responsible for maintaining reasonable control over their slaves while within the city. Slaves committing criminal offenses may be detained by the Queen's Watch, and their owner shall be notified whenever reasonably possible.
Authority of the Queen's Watch
Members of the Al-Zarah Watch are empowered to investigate crimes, question suspects, conduct lawful arrests, preserve public order and execute the Queen's decrees throughout the city. Interfering with their lawful duties, resisting arrest or refusing lawful commands constitutes a criminal offense independent of any underlying violation.
Assault & Unlawful Violence
No person shall intentionally strike, wound or inflict bodily harm upon another except where immediately necessary in lawful self-defense or in defense of another. Every claim of self-defense shall remain subject to investigation by the Queen's Watch before judgment is rendered.
Murder
The unlawful taking of another person's life constitutes the gravest offense against the peace of Al-Zarah. Every accused individual shall be detained pending investigation and presented before the Queen, an appointed Magistrate or another authority empowered to pronounce judgment in Her name.
Kidnapping & Unlawful Imprisonment
No individual may unlawfully seize, imprison or transport another against their will without lawful authority. The taking of hostages, unlawful confinement or ransom demands shall be prosecuted with exceptional severity.
Threats, Extortion & Intimidation
Using threats, violence, intimidation or coercion to obtain coin, valuables, property, influence or obedience is prohibited. Extortion committed through organized criminal activity or abuse of official authority shall be regarded as an aggravated offense.
Harassment
Repeated intimidation, stalking, harassment or deliberate conduct intended to terrorize another person without lawful cause is prohibited. Persistent harassment of merchants, pilgrims, diplomats or public officials shall be treated as an aggravating circumstance.
Theft
The unlawful taking of another person's coin, merchandise, equipment, livestock, slaves or other lawful property is prohibited. Upon conviction, restitution may accompany any sentence imposed by the court whenever practical.
Robbery
The taking of property through violence, intimidation or immediate threat of force constitutes robbery. Because robbery combines violence with theft, it shall be punished more severely than ordinary theft.
Burglary & Criminal Trespass
Entering a residence, warehouse, estate, temple or commercial establishment without lawful permission for criminal purposes constitutes burglary. Forced entry, nighttime entry or organized participation shall increase the severity of the offense.
Fraud & Counterfeiting
Knowingly obtaining wealth through forged documents, counterfeit currency, false contracts, fraudulent trade or deliberate deception is prohibited. Merchants repeatedly convicted of fraud may lose the privilege of conducting business within Al-Zarah.
Obstruction of Justice
No individual shall knowingly obstruct an investigation conducted by the Queen's Watch, conceal evidence, harbor wanted criminals, destroy evidence or otherwise interfere with the lawful administration of justice. Those who knowingly assist offenders may themselves be prosecuted as accomplices where appropriate.
Resisting the Queen's Watch
Any individual lawfully detained or arrested shall comply with the commands of the Queen's Watch. Fleeing custody, physically resisting arrest, encouraging others to interfere or assaulting a Watchman constitutes an independent criminal offense regardless of the original accusation.
False Testimony
Knowingly providing false testimony before the Queen, a Magistrate or any lawful tribunal, presenting fabricated evidence or deliberately accusing another person of a crime known to be false shall constitute perjury and an offense against the administration of justice.
Bribery & Abuse of Office
Offering coin, wealth, influence or favors to obtain unlawful treatment from a member of the Queen's Watch or another Royal Official is prohibited. Likewise, any official accepting such offers betrays the confidence of the Crown and commits a grave offense against the realm.
Crimes Against the Crown
Conspiracy against the Queen, inciting rebellion, knowingly assisting hostile forces, espionage or any deliberate attempt to undermine the lawful government of Al-Zarah constitutes treason. Such crimes shall ordinarily be judged directly by the Crown or by an authority acting under Her express command.
Unauthorized Sorcery
The practice of sorcery, occult rites or forbidden supernatural arts without the express sanction of the Crown is prohibited. Individuals suspected of unlawful magical practices may be detained pending investigation by the appropriate royal authorities.
Forbidden Rituals
Human sacrifice, demonic summoning, unlawful blood rituals, spirit binding and ceremonies intended to invoke hostile supernatural entities are forbidden regardless of religious affiliation. The discovery of such rituals shall warrant immediate investigation by the Queen's Watch.
Unlawful Cults
Organizations devoted to sedition, unlawful sorcery, demon worship, human sacrifice or conspiracies against the Crown are prohibited. Religious devotion alone shall not constitute an offense unless accompanied by conduct forbidden under these Royal Decrees.
Desecration of Sacred Sites
The deliberate desecration of temples, royal monuments, burial grounds, sacred relics or places held holy by the Crown is prohibited. Such acts are regarded as offenses against both the gods and the sovereignty of Al-Zarah and shall be punished with the utmost severity.
Justice within Al-Zarah exists first and foremost to preserve the stability of the Kingdom, protect the authority of the Crown and maintain harmony throughout the realm. Punishment serves not only to correct the offender but also to remind all who witness it that peace is maintained through obedience to lawful authority.
While mercy may be granted where wisdom permits, no act of compassion shall ever endanger the safety of the Kingdom nor diminish the dignity of the Crown.
Authority of the Crown
Queen Mekt Tsun-Amun remains the supreme judicial authority throughout Al-Zarah. Royal Magistrates, appointed Judges and officers of the Queen's Watch exercise only those powers delegated to them by the Crown. Every judgment derives its authority from Her decree.
Searches & Seizures
Members of the Queen's Watch may search any lawfully detained individual for weapons, stolen property, evidence or contraband relevant to an ongoing investigation.
The search of private estates, noble residences, guild properties or merchant compounds should ordinarily be conducted under the authority of a Royal Magistrate unless immediate intervention is required to preserve life, prevent escape or secure critical evidence.
Rights of the Accused
Every accused individual shall be informed of the accusation brought against them and afforded a reasonable opportunity to answer the charge before judgment is rendered. Witnesses, physical evidence and sworn testimony shall be considered according to their credibility and relevance. Confessions obtained solely through unlawful coercion shall carry diminished weight unless corroborated by independent evidence.
Petitions & Appeals
Where compelling new evidence emerges or a substantial miscarriage of justice is alleged, a convicted individual may petition the Crown for reconsideration. The granting of such a petition remains entirely at the discretion of Queen Mekt Tsun-Amun or a Royal Magistrate acting under Her authority. Filing a petition shall not suspend an otherwise lawful sentence unless expressly ordered.
⚖ Royal Warning
Reserved for minor first offenses where correction is deemed preferable to harsher punishment.
💰 Fine & Restitution
Financial penalties and restitution may be imposed where property loss or commercial harm has occurred.
⛓ Imprisonment
Offenders may be confined for a period proportionate to the gravity of their crimes while awaiting further judgment or release.
⚔ Royal Sentence
Execution, permanent exile or other extraordinary punishments are reserved exclusively for the gravest offenses and may only be imposed under lawful royal authority.
The greatness of Al-Zarah has endured not because its people feared punishment, but because they understood the value of order. The Crown protects the faithful, rewards the honorable and judges the wicked without hesitation. Let every Watchman remember that they do not wield authority in their own name, but as faithful servants of the Queen and guardians of one of the oldest civilizations in the known world.
The Law Above the Sword
Whether serving beneath the banners of Sanctuary Fortress or the golden standards of Al-Zarah, every Watchman must remember that law is the foundation upon which all authority rests. Strength without justice becomes tyranny, while mercy without discipline invites chaos. By faithfully applying these ordinances with fairness, restraint and integrity, the Watch preserves not only the peace of the cities they defend but also the stories that give the realm its life.
Chapter VIII — The Watchman's Oath
The Watchman's Oath
"The greatest guard is not the one who arrests the most criminals, but the one who creates the greatest stories."
Unlike the previous chapter, these rules are entirely Out of Character (OOC). They do not represent laws enforced by the cities of Sanctuary Fortress or Al-Zarah. Instead, they establish the expectations placed upon every member of the Guard factions as roleplayers and members of the Ash & Blood community.
The purpose of the Guard is not to dominate roleplay, eliminate crime or win every encounter. Guards exist to provide believable law enforcement that encourages investigations, conflict, trials, diplomacy and long-term storytelling for the benefit of the entire server.
Every recruit, Watchman, Sergeant, Lieutenant and Captain is expected to understand these standards before assuming active duty. Failure to follow them may result in administrative action regardless of any in-character justification.
Roleplay First
Create memorable stories before pursuing victories.
Fairness
Apply the same standards to every player equally.
Cooperation
Guards and criminals create stories together, not against each other.
Storytelling
Every interaction should leave players wanting another scene.
The rules contained within this chapter should always be interpreted in the spirit of good roleplay. Whenever uncertainty exists, choose the option that creates meaningful interaction, respects fellow players and supports long-term stories rather than immediate success.
Core Principles
Roleplay Comes Before Victory
Being a member of the Guard is not about winning every confrontation, solving every investigation or ensuring that every criminal ends in chains. Your primary responsibility is to create engaging roleplay that allows the entire community to tell memorable stories together.
Sometimes the best roleplay outcome is allowing a suspect to escape after a dramatic chase. Sometimes it means gathering evidence over several days instead of making an immediate arrest. Sometimes it means accepting defeat because it creates a better story than instant success ever could.
Guards who approach every situation with a "must win" mentality quickly destroy investigations, discourage criminal roleplay and reduce meaningful conflict into mechanical gameplay. Every action should prioritize the quality of the narrative rather than personal success.
- Conducting lengthy investigations.
- Allowing suspects opportunities to lie or deceive.
- Creating negotiations before violence.
- Building court cases through evidence.
- Accepting escapes when roleplay naturally allows them.
- Encouraging future interactions with recurring criminals.
- Attempting to arrest everyone immediately.
- Escalating every encounter into combat.
- Ignoring investigations in favor of quick victories.
- Viewing criminals as opponents instead of fellow roleplayers.
- Using rules solely to "beat" another player.
- Treating Guard RP as a competitive game.
A thief narrowly escapes across the rooftops after an exciting pursuit. Although you could attempt increasingly unrealistic actions to guarantee an arrest, allowing the escape creates future investigations, witness interviews, wanted posters and additional encounters between the Guard and the criminal. The roleplay continues because nobody insisted on winning immediately.
Treat Every Citizen Equally
The law applies equally to every character regardless of friendships, rivalries, clan membership, reputation or OOC relationships. Guards are expected to remain impartial throughout every investigation and every arrest.
Likewise, personal dislike toward another player must never influence investigative decisions, sentencing recommendations or daily interactions. Every individual deserves the same opportunity to roleplay, defend themselves and participate in the story.
Professional conduct and consistency build trust between the Guard and the community. Favoritism destroys that trust.
Represent the Guard Professionally
Every Guard represents not only their own character, but the entire Guard organization. Whether speaking with a peasant, a noble, a criminal or a foreign visitor, Guards should remain respectful, composed and believable within their role.
Arguments, insults, sarcasm and unnecessary hostility should never replace proper roleplay. Firm authority is appropriate. Personal abuse is not. Professionalism creates respect, while emotional reactions often escalate situations unnecessarily.
Even when dealing with disruptive characters, Guards should strive to remain calm and continue acting as believable law enforcement officers rather than allowing frustration to dictate their actions.
- Remain respectful.
- Speak professionally.
- Stay in character.
- Lead by example.
- Needless insults.
- Mocking players.
- Power trips.
- Needless escalation.
- Abuse authority.
- Seek revenge.
- Target players OOC.
- Use Guard status to intimidate others.
Separate Characters From Players
A Guard may arrest, investigate or even execute another character without any negative feelings existing between the players behind those characters. Likewise, OOC friendships should never protect someone from lawful consequences within roleplay.
Avoid discussing OOC information while performing Guard duties. Evidence, suspicions and investigations must be built through in-character interactions rather than external knowledge.
If an OOC disagreement begins affecting an IC investigation, pause the discussion and contact staff rather than attempting to resolve it through roleplay itself.
The criminal your character hunts today may become your closest ally tomorrow in a completely different story. Preserve good relationships between players, regardless of what happens between characters.
Investigate Before You Accuse
A Guard should never rush toward an arrest simply because a crime appears obvious. Witness statements may conflict, evidence may be incomplete and appearances are often deceptive. Good investigations create roleplay for everyone involved and frequently produce far more satisfying outcomes than immediate action.
Question witnesses, inspect the scene, gather testimony, examine physical evidence and allow suspects an opportunity to explain themselves. A criminal investigation should feel like part of the world's story, not a race toward punishment.
While emergencies may require immediate intervention, most situations benefit from patience. A carefully built case is always more rewarding than a rushed conclusion.
A merchant claims his coin purse was stolen by a traveler. Rather than immediately arresting the accused based upon a single accusation, the Guard interviews nearby witnesses, searches for additional evidence and gives both parties the opportunity to present their version of events. Even if the result is ultimately the same, the investigation itself becomes meaningful roleplay.
Force Is The Final Option
Whenever circumstances reasonably allow, Guards should attempt dialogue, negotiation and lawful commands before resorting to physical force. Violence often ends roleplay, while conversation usually creates more opportunities for meaningful interaction.
Drawing weapons should never become the default response to every disagreement. Reserve force for situations where peaceful solutions have failed, immediate danger exists or the safety of others genuinely requires decisive action.
A successful Guard is measured not by how often they fight, but by how often they prevent fights from happening in the first place.
- Verbal instructions.
- Warnings.
- Negotiation.
- Detainment.
- Physical restraint.
- Force only when required.
- Drawing weapons immediately.
- Skipping dialogue.
- Threatening excessive violence.
- Escalating minor disputes.
- Using force to "win" RP.
- Ignoring peaceful alternatives.
Every time you choose conversation over combat, you create opportunities for more roleplay. Every time you immediately choose violence, you remove them.
Criminals Are Part of the Story
Guards and criminals are not enemies competing against one another. They are two sides of the same narrative. Criminal characters create investigations, political tension, courtroom drama and memorable conflicts that allow the Guard to fulfill its purpose.
Do not attempt to eliminate criminal roleplay simply because you possess the authority to do so. Every successful arrest should create future opportunities for interaction, and every escaped criminal should become a reason for continued investigations rather than frustration.
Think of criminals as recurring characters within an ongoing story, not obstacles that must be removed from the server.
- Create investigations.
- Encourage repeat encounters.
- Build rivalries through roleplay.
- Develop long-term stories.
- Respect criminal creativity.
- "We must stop all crime."
- Ending stories as quickly as possible.
- Constantly seeking executions.
- Viewing criminals as rulebreakers by default.
- Trying to remove criminal RP entirely.
Allow Others To Roleplay
Do not rush scenes, interrupt emotes or pressure other players into making immediate decisions. Allow individuals the opportunity to speak, react, defend themselves and contribute to the unfolding narrative.
Guard roleplay often involves investigations, interrogations, arrests and court proceedings. These scenes should feel collaborative rather than one-sided. Listen to what other characters say, respond naturally and avoid controlling the pace simply because you hold authority within the roleplay.
Authority grants responsibility, not ownership of the scene. Every participant deserves meaningful opportunities to influence the story through their own roleplay.
The best Guard scenes are remembered because everyone involved enjoyed participating in them, regardless of who ultimately "won."
Communicate Clearly
Many conflicts arise not because of bad intentions, but because players misunderstand one another. During lengthy investigations, arrests or court proceedings, communicate clearly both in-character and, where appropriate, through brief OOC clarification to ensure everyone understands the scene.
If confusion occurs regarding mechanics, timing or server rules, pause briefly and resolve the misunderstanding respectfully before continuing. Never allow avoidable confusion to become unnecessary conflict.
Clear communication strengthens trust between Guards, criminals, civilians and staff alike, allowing scenes to continue smoothly without breaking immersion more than necessary.
Nobody Guards Perfectly
Every Guard, regardless of rank or experience, will eventually make mistakes. You may misinterpret evidence, forget a procedure, escalate too quickly or overlook an important detail. These moments should become opportunities for improvement rather than reasons for embarrassment.
Accept constructive criticism from fellow Guards, staff members and even the players involved in your scenes. Listen carefully, ask questions and focus on becoming a better roleplayer rather than proving yourself correct.
A Guard who is willing to learn earns far more respect than one who refuses to acknowledge mistakes.
- Listen calmly.
- Ask for clarification.
- Improve for future scenes.
- Thank those offering feedback.
- Become defensive.
- Argue endlessly.
- Blame other players.
- Refuse to improve.
The purpose of these principles is not to restrict Guard roleplay, but to guide it. A Guard who communicates well, accepts criticism and values collaboration will naturally create stronger stories than one who focuses solely on authority.
Practical Standards & Daily Expectations
Your First Weapon Is Your Voice
Whenever possible, begin every encounter with dialogue. Introduce yourself, identify your authority when appropriate and clearly explain why you are approaching another character. Most situations can be improved through calm communication before any physical action becomes necessary.
Citizens who cooperate should be treated with courtesy, while those who refuse lawful instructions should be given reasonable opportunities to comply before further escalation. Patience often prevents unnecessary conflict.
Remember that even routine encounters can become memorable roleplay if both sides are given time to interact naturally.
Evidence Creates Better Stories
Whenever practical, investigations should develop over time rather than concluding within a single interaction. Interview witnesses, revisit crime scenes, compare testimony and encourage additional roleplay before reaching conclusions.
Not every crime requires an immediate arrest. Allowing suspects to remain under observation, gathering additional evidence or waiting for further developments often produces richer stories than ending the situation immediately.
Think like an investigator rather than a bounty hunter. Your goal is to uncover the truth, not simply place someone in chains.
Gather Evidence
Witnesses, observations and physical clues strengthen every investigation.
Create Leads
Every unanswered question creates future roleplay opportunities.
Rush Everything
Quick arrests often end stories before they truly begin.
Guards Should Be Part of Daily Life
Guard roleplay should not exist only during crimes. Patrol markets, greet merchants, assist travelers, speak with local citizens, attend public gatherings and participate in community events. These everyday interactions establish familiarity and create trust long before conflict occurs.
A Guard who is regularly seen helping the community becomes far more believable than one who appears only to make arrests. The strongest law enforcement factions build relationships, not merely criminal records.
The community should recognize your character because of your presence, professionalism and consistency, not simply because you arrested them once.
Every Scene Should Lead Somewhere
Whenever possible, conclude interactions in ways that encourage future roleplay. An arrest may lead to a trial, a warning may encourage future surveillance and an escaped suspect may become the subject of an ongoing investigation. Think beyond the current scene and consider how today's encounter can shape tomorrow's stories.
Avoid treating every situation as something that must be immediately resolved. Leaving unanswered questions, unresolved tensions or developing rivalries often creates some of the most memorable narratives on the server.
A successful Guard thinks in chapters rather than single scenes.
Everyone Deserves Good Roleplay
Treat newcomers, veterans, nobles, commoners, criminals and foreign visitors with the same level of roleplay quality. Every player deserves engaging interactions regardless of their experience or social standing within the server.
Some players may require additional patience, while others may already understand complex roleplay expectations. Adapt your approach without lowering your standards of professionalism or storytelling.
Great Guards elevate everyone around them by making each interaction enjoyable and believable.
Support Your Fellow Guards
Guard roleplay is collaborative. Share information, coordinate investigations and communicate with fellow Guards whenever appropriate. Avoid competing with one another for arrests, recognition or authority.
Senior Guards should guide recruits through example rather than criticism, while newer members should not hesitate to ask questions or request assistance. A supportive Guard faction produces stronger stories than one divided by ego.
Remember that the community judges the Guard as a whole, not simply as individuals. Cooperation strengthens both immersion and public confidence.
- Shares information.
- Supports investigations.
- Teaches new members.
- Communicates respectfully.
- Places the story above individual recognition.
- Competes for arrests.
- Withholds information.
- Publicly argues with teammates.
- Ignores chain of command.
- Pursues personal glory over roleplay.
The strongest Guard force is not the one with the greatest number of victories, but the one that consistently creates fair, believable and enjoyable stories for everyone who shares the world with them.
The Watchman's Oath
The Watchman's Sacred Promise
"I swear to uphold the laws of the realm with honor, fairness and restraint.
I shall protect the innocent without seeking glory,
pursue the guilty without seeking vengeance,
and place the story before my own success.
I shall judge actions, not players.
I shall seek truth before punishment.
I shall choose patience before violence whenever possible.
My authority shall never become arrogance.
My strength shall never become oppression.
My duty shall never outweigh my integrity.
Whether I stand within the walls of Sanctuary Fortress or beneath the golden banners of Al-Zarah, I shall remember that I am not merely enforcing laws, but helping create a living world where every player has the opportunity to tell unforgettable stories.
This I swear, so long as I bear the badge of the Watch."
Being accepted into the Guard is not simply receiving a new title or uniform. It is accepting responsibility for the quality of roleplay experienced by everyone around you. Every investigation, every patrol, every conversation and every arrest becomes an opportunity to strengthen the world we all share.
The greatest Guards are rarely remembered because they made the most arrests. They are remembered because they remained fair under pressure, patient during conflict and professional in every interaction. They created stories that players continued talking about long after the scene had ended.
Carry these principles proudly. Lead with integrity. Protect the realm with wisdom. Above all else, remember that the purpose of the Watch is not to defeat other players, but to help every person who enters Ash & Blood become part of an unforgettable story.
One Final Lesson
"Anyone can carry a sword.
Anyone can wear a badge.
Few can earn the respect of those they protect.
Fewer still can earn the respect of those they arrest.
Become one of them."