Achaea Help Files
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6.29 ORGANISATIONAL WRITS OF REVENGE
(See also: HELP ASSASSINS and HELP CHAMPIONS) Summary ------- Writs are owned by organisations and pertain to an individual. So, for instance, a city may have three writs against Bob the Evil Overlord for offences against that city. For each writ an organisation has against an individual one assassin or champion may be legally hired to kill that individual, in the organisation's name. Writs are generated by various acts, detailed below. Keep in mind that if it's listed here as a 'writable' offence, this system is the only means of retribution open to you. You must obtain a writ for your organisation to take revenge. What is a Writ? --------------- Sometimes, a person may commit certain acts against an organisation (such as an Order, a House, a city, etc.), and the organisation needs to be able to strike back without the individuals involved violating the rules in HELP PK (PlayerKilling). In order to facilitate this, we've created what are called Writs. How does an organisation get Writs against people? -------------------------------------------------- When an individual commits one of the offences against an organisation that the code recognises, a member of that organisation will be given the opportunity to officially bear witness to that crime, generating a writ for the organisation against the offender. This is done using the WITNESS command. The writ is initially given to the witnesser of the offence, and the witnesser may choose to try to kill the offender as long as the witnesser possesses the writ. Else, the witnesser may yield the writ to his or her organisation for the organisation to handle (either by hiring a champion or assassin to kill the offender, or working it out with the offender in other ways). What can I do with a Writ? -------------------------- If you have obtained a writ against someone, you can see your writs by typing WRITS. Until your writ expires, you have reason to attack those you have writs against. The writ will expire after a time duration, or when you have successfully slain the offender. You can also yield the writ to your organisation to be handled as your organisation sees fit. The syntax is WRIT YIELD <# of writ>. What can my organisation do with Writs? --------------------------------------- Once an organisation has a writ against an individual, authorised members of the organisation may take out a contract on that individual, from either Assassins or Champions. You may only take out one contract per writ, so an individual will have to have commited multiple offences against an organisation in order for that organisation to hire a pack of assassins or champions. Further, remember that if an organisation hires an assassin or champion to kill someone, that someone may kill the champion or assassin first, nullifying the contract. The organisation does not get its writ back in that case. What specific acts generate Writs? ---------------------------------- The writs system is currently in effect only for the defiling of shrines. When someone defiles a shrine, the shrine will announce on the order channel that it is being defiled, though it will not say by whom. An Order member then has 90 seconds to get to that shrine and type WITNESS SHRINE. If the member got there in time, a writ will be generated for that organisation, against that individual. Note that you can witness -multiple times-. You'll be able to witness once for each separate person that defiled in the last 90 seconds. Commands for the Order: ORDER WRITS - List who the org has writs against. - You must have the order privilege "conwritshow." CONTRACTS ORDER - Lists what contracts your Order has. - You must have the order privilege "conwritshow." CONTRACT ASSASSIN FOR <target> AT <price> GOLD FOR ORDER <reason> -or- REQUEST CHAMPION FOR <target> AT <cost> GOLD FOR ORDER <reason> - Hires an assassin or requests a champion to eliminate an individual. - You must have the order privilege "conwritmake." - Will be logged in the order log. CANCEL CONTRACT <contract#> - Cancels a contract. - You must have the order privilege "conwritmake." ORDER WRITS FORGIVE <person> - Deletes one PK credit against that person. - You must have the order privilege "conwritmake." Commands for the individual: WITNESS SHRINE - At a shrine that has been defiled within the last 90 seconds, this will generate a writ to the witnesser against the defiler. WRITS - See what writs you possess on behalf of your organisation. WRIT YIELD <# of writ> - Yield one of your writs to the custody of your organisation. SEE ALSO: HELP PK, HELP ASSASSINS, HELP PATRONAGE, HELP SHRINES Our reasoning behind the Writs system ------------------------------------- The current PK rules are not suitable for handling adventurer vs. organisation conflict. As it stands, if a adventurer defiles a shrine or kills a city guard, whom should we let attack back? If we allow just anyone in the organisation to fight back, then the net effect is that committing one crime against an organisation, once, results in potentially hundreds of people having PK rights against you, which amounts to a death sentence. If committing a crime against an organisation is a death sentence, people know they can't really get away with anything, and so conflict is lessened. Conflict is, however, good. There is also the problem of determining who actually did defile a shrine. We don't want to let people kill shrine defilers just because someone said someone else defiled a shrine, as a single liar can cause a ton of problems that way, but requiring shrine members to actually be at a shrine that's being defiled in order to take revenge is too difficult, and functionally nearly impossible to do if your order has more than a few shrines. So can't just let people get away with defiling shrines and not empowering the organisation to retaliate in some way. Orders spend a lot of time building up their shrines. In summary then, we needed a system that: 1. Gives individuals a chance to actually get away with defiling a shrine (or killing a city guard, or exterminating a forest room, or other things we will use this system for if the shrines work out.) 2. Officially keeps track of who the organisation has PK rights against. 3. Ensures some sense of proportionality: A single offence can't be a guaranteed death. We think this system does all of this. #1 is satisfied, because an Order member has only 90 seconds to get to the shrine. We can always fine-tune the amount of time Order members have to get there. #2 is satisfied because the system does keep explicit track of who an organisation has PK rights against, and #3 is satisfied because a single offence only allows a single witnesser to gain rights to attack the defiler, OR for the organisation to hire a single assassin or champion. (See also: HELP ASSASSINS and HELP CHAMPIONS)