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Wiki Systems Cities and Citizenship

Cities and Citizenship

The city you belong to, its channel for in character talk, and Aurin's tenets and foreign policy.

Every character is a citizen of one city. You begin as a citizen of Aurin, and you may choose another city once every seven days.

City Known as Patron
Aurin the Radiant City Loralei
Olympus the City of the Mountain Kranos
Morrigan the City of Glass Sivaine
Command What it does
citizen Your city, and when you may choose again
citizen <city> What choosing that city would mean
citizen <city> confirm Become a citizen of that city

The City Channels#

Each city has its own channel for in character talk, named for the city, which only its citizens hear: aurin, olympus and morrigan. Speak on yours with aurin <message> and act on it with aurin :smiles. The city's name on its own shows which of its citizens are online, with each one's guild (a thief or an assassin is listed as a rogue), the city's patron, and for Aurin its tenets, policy and relations.

Changing city moves you from your old city's channel to the new one. Like every other channel, a city channel can be turned off with tune. See Communication.

Aurin's Tenets#

Aurin governs itself through tenets, principles the city has adopted. While a tenet stands, every citizen of Aurin gains its bonus, wherever they are. A citizen of Olympus or Morrigan does not. city shows Aurin's tenets, policy and standing, and city tenets lists each tenet with its level and bonus.

Tenet Bonus at level 1
Prosperity 5% off what NPC shops charge
Valor 5% more experience from kills
Enterprise 5% more coin from the creatures you kill
Vitality 10% faster health and spell point recovery

Any citizen may give gold to a tenet with city contribute <tenet> <amount>. The amount is in gold unless you name another coin, as in city contribute valor 50 silver, and a tenet's name may be shortened. Every 500 gold given raises the tenet a level, up to level 5, and each level past the first adds a fifth of its starting bonus, so Valor at level 5 gives 9%. What is given stays with the tenet even while it is not adopted.

Aurin begins with two tenet slots. A third opens once its citizens have given 5,000 gold in all, and a fourth at 20,000. For now only the city's rulers may adopt or abandon a tenet or change the foreign policy.

Foreign Policy#

Aurin follows one policy towards the distant city of Valmora, and that policy adds a bonus of its own. city policy shows the choices and city foreign shows how Valmora regards Aurin.

Policy Bonus Relations
Free Trade 3% off shop prices Rise 2 a day
Exploitation 5% more coin from kills Fall 3 a day
Isolationism 5% faster recovery Do not move

Relations run from 0 to 100 and start at 50. Below 20, Valmora closes its trade, and Free Trade takes nothing off prices until relations mend.

Shop discounts from tenets, policy, the streets and your reputation together are held to 30% at most.

The Streets#

The guilds whose members spend the most time in Aurin bring the city further bonuses, also for its citizens only. city streets shows who keeps the streets and what they bring. See Social Life.

The militia and the watch#

Two forces keep order in Aurin: the patrolling watch, guards who walk set routes through the streets, and the Aurin City Militia, which players run.

The watch#

A guard of the watch looks out for three things in the streets, and deals with them in this order:

What it sees What it does
Two players fighting each other Orders the fight stopped. If the fighter it picks is still fighting a few seconds later, it arrests them for disturbing the peace. Fighting creatures does not count.
A weapon in someone's hands Asks them to put it away, then asks once more, and the third time takes the weapon and arrests them.
Something dropped in the street Picks it up and warns the one who dropped it, then warns again, and the third time arrests them for littering.

Warnings are forgotten after ten minutes without another. A guard keeps the law only in its own city, and while raiders are invading the city it keeps none at all. Someone the watch already has its eye on gets no friendly first warning about a weapon, and a merchant's bribe can pay the watch to look the other way. qwield makes it quick to put weapons away and draw them again (see Gear).

An arrest by the watch holds you in the Holding Cell for 15 minutes, up to half as long again if the city's watch already distrusts you. A weapon the guard took is given back when the arrest ends.

The militia#

The Aurin City Militia has seven ranks, from Commander down through Captain, Lieutenant, Sergeant, Corporal and Man-at-Arms to Recruit. Staff appoint the Commander. The three highest ranks are officers, who take on members and manage those below them. A militia rank pays a wage, like a guild rank, which you collect from a banker (see Economy).

Command What it does
militia The members online. militia roster lists every member, and militia status your rank and pay.
militia <message> Speaks on the militia channel.
mranks The ranks.
memploy <player> / mfire <player> An officer enlists or dismisses a member.
mpromote <player> / mdemote <player> An officer moves a member up or down a rank.
marrest <player> Arrests a player, from Corporal up.
mrelease <player> Releases a prisoner; any member may.
mpay Your pending pay; mpay rates shows each rank's rate.
mtreasury The militia treasury's balance.

An arrest must be made in Aurin, in the same room as the prisoner, who cannot be in a fight, be a member of the militia, or be an administrator, and no arrests are made while the city is under invasion. The prisoner goes to the Holding Cell for 15 minutes. Nothing gets them out early, recall and teleport included, except a militia member's mrelease. When the sentence ends they are walked back to where they were taken.

Every arrest, by the watch or the militia, appears in The Rogue Times' Watch Report and adds to your Scrutiny, which makes the watch keep a closer eye on you (see Factions).