HUB CITIES & GUARDS


HUB CITIES & HUB GUARD RULES


HUB GUARD RULES

Hub Guards are the unnamed back bone of protection in any faction-run hub city. Conflicts that happen within hub cities do not go unnoticed for very long before guards intervene. These rules do NOT apply to player-clan settlements, or clan settlements allied with factions.   Following 5 turns of combat, NPC city guards will enter a scene and apprehend the offender(s). An ‘instant defeat’ occurs and with the next round of emotes, the offender(s) are taken into custody and the players involved will discuss how to move forward and decide on consequences (if any) to be given.   If the offender(s) are able to flee before the end of turn 5 in combat, they are not apprehended and are free to continue fleeing from the scene. The offender(s) must leave the city immediately following their exit emote. If they do not leave the city within at maximum 2 rounds of emotes or 10 minutes of fleeing, they may be engaged by another player. Combat and noted emote phases are locked scenes, as ruled on the Combat Rules page. All passerby must continue on their way or arrive after the combat/flee is over.   This does not exclude them from possible IC consequences from their actions, including but not limited to, warrants for arrest, bounties, IC bans from the hub city.   All players are expected to use proper roleplay etiquette and conduct combat as normal, following all appropriate combat and flee rules. Any suspected abuse of the Hub Guard system such as goading to pick fights or inappropriately taking actions to excessively draw out the fight to bring in the NPC guards should be reported via a ticket.   For those wishing to conduct stealth operations into guarded hub cities, an Infiltration Ticket must be opened and a DM will guide the player through the interaction.  
This rule is for small, spontaneous, non-raid/siege conflicts only. Examples of situations could be a fight broken out at the tavern, a heated argument in the street, someone attempting to steal from the marketplace.
   

ESTABLISHED HUB CITIES

Hub Cities are defined as the four main cities controlled by Factions.
  • Nesmé
  • Fjellgrif Stronghold
  • Xor'loriss
  • Uruthgar