Sanctuary
NPC faction, Spawn
A last standing city through the great collapse, home to the many survivors that fled for safety. As the third generation has come of age, plenty still flock through the ports to this now bustling hub. Ruins still linger within the bounds of the city, telling of the history that many would see erased. Families still remain shattered, holding onto the pieces of lives they've lost. Both the fortunate that lived within some sort of comfort within the noble homes and the misfortunate that we're condemned to share houses with other families or be without entirely, everyone shares one core experience; the end of the world and the hope for a new one.
Of the monarch, now old and tired, who once fought through the masses to take much needed leadership. Of the former “kings” who only sought to be the strongest, not caring of those beneath them. Of the death and slaughter as the old god brought about this calamity, eradicating too much of the living. Now stands a single man and his council, holding the city together by what seems like strands of twine. Will this come to pass as an age to be remembered favorably, or just be another era of turmoil like all the rest.
This city is where you, my gentle soul, will find yourself starting. Find your story, or die trying.
Common Knowledge
Sanctuary is the spawn location for all players. With the start of the server almost every character made was born within the walls of this city but as time passes, the world repairs, and players create their own regions and cultures there will be more locations to claim heritage from.
It is known that there are several reigning noble families, such as the nobles who control the farmlands, the merchants who have an iron grasp on the commerce. The kind doctor and the militia leader, both having earned their titles through ceaseless efforts to keep the last remaining bastion afloat. On the surface all is well but as all things go, there is a deep darkness to the city. Orphans congregate within the ruined buildings that still line the city, many families torn apart by the blood shed before the king had come to power.
While the scrying eyes of the nobles keep the cities safe during the day and the militia patrols the walls at night, crime still slips by- either unnoticed or ignored. Monsters are known to lurk just outside of Sanctuary's zone of control, no further than a mile away from the last farm.
The king's word is final, any attempts to circumvent the will of the monarchy will result in exile or death, depending on the severity of the crime.
To uphold peace and remain protected in our homes, one must remember our first and most important rule that all must follow is the King’s Word is Final. It is his guiding hand and wisdom that we all remain safe and valued in our Sanctuary.
Crimes within Sanctuary are broad, often left to the will of the guard to enforce, and as such, subject to change with the coming and going of captains; however, some crimes are etched into the foundations of Sanctuary, so as to always maintain peace within her walls.
Our guardsmen and those taking up the role to maintain the peace and law within our Sanctuary are bound to their duty to the King and thus follow the directions appointed above them.
Captains are appointed by their commander to direct and follow the order of the Knights appointed above them. It is our Captains that are the focal point in dealing with day to day affairs and provide guidance to their fellow guardsmen.
Nobles within the guard appointed by House Lariat for their devotion and diligence to the King’s Law. These are the chosen few that stand in as commanders of Sanctuary’s forces and guide us safely in times of duress.
Taken upon their shoulders is the burden of the law, Lord Vezio and his knights under him have been appointed by King Desmon to rule over the maintenance of law within Sanctuary at the highest level below the King. It is by counsel of House Lariat that all matters of law and court are maintained and followed.
Crimes within Sanctuary are to be handled by our Enforcers, they join the guard to protect the people and investigate any breach of peace within our walls. The following crimes are subject to investigation via the Enforcers and punishment within the Court of Knights within Sactuary:
Heinous crimes are capital offenses, breaching the peace of Sanctuary, and carry the harshest punishments ranging from extended prison sentences to death. The punishment is always to be decided by a representative of House Lariat or officially by Lord Vezio. If further involvement is needed, the King’s Court will decide the final outcome.
Uncouth crimes are those of a lesser nature, while still an offence, the sentences for such crimes can never exceed five years of incarceration. Criminals found guilty of such crimes are subject to the determination made by the Guard Captains appointed to their case.
Innocuous crimes are the last category, and not entirely codified, instead, this category covers the serving guard to keep order within Sanctuary, enabling them to issue fines, temporary holding, or time in the stockade for any perceived offence. Although, should a guard abuse this power, they are charged with abuse of office and a punishment handed directly from their officials appointed over them.