The law of the land
Player fights are part of life in Akarra, but a town is not the place for them. Here is what happens when someone turns on the innocent in the middle of Hope.

Step 1: Someone raises their flag
Attacking anyone unlawfully raises your flag, a minute for every blow. You can also raise it yourself with /flag on: it stays up until you lower it with /flag off, and its timer runs on after that.
Step 2: The watch answers
Strike anyone in good standing inside Hope's guard range, player or townsfolk, and every guard nearby turns on you at once, whatever your record.
Step 3: Greyrock Isle
Fall to the guards and you wake in the gaol on Greyrock Isle, to serve a sentence your deeds have earned. planned
Morale
Killing someone in good standing, attacking one inside a town's guard range, looting another player's body or taking an item in trade from a criminal costs you morale. A blow in the wilds that doesn't kill costs none. Lose enough and you are a criminal: your name shows red, the townsfolk turn you away and the guards hunt you. Morale comes back slowly as you play; type /morale to see where you stand.
A morale bar, and name colours that shade from white to grey as morale falls. planned
When you fall
- Die outside the Arena and you leave a body holding your pack and one random item you wore. You and your fellowship can always take it back; anyone else waits two minutes, and after a player kill the killer's side gets the next two. A body crumbles after half an hour.
- After you respawn, no player can attack you for five minutes, or until you leave the town or attack someone yourself.
Where fights are fair
- Players can fight each other only once both are level 15 or higher.
- The Arena is the place for a fair fight: no level rule, no crime, and nobody leaves a body.
Lowmarket
Lowmarket keeps a looser law. Its enforcers don't care what you did elsewhere, but they cut down anyone who fights inside, so even criminals can trade and bank there. It lies down a hidden stair in the Wraith Woods; bring a torch.