When the Rune Knights apprehend and arrest a criminal, they will be judged and punished in court by the Magic Council. Punishments include: fines, bans from certain areas, confiscation of equipment, parols, prison and exile.
When a character gets sent to prison, this should be according to their danger level.
Danger Levels:
When a crime has been committed, the culprit will have a certain Danger Level calculated for them. This level will determine which section hey'll be held in in minimum or maximum security.
Minor crimes will add 10 points to a criminal's record. Major crimes will add 50 points. However, this is flexible and the points that are actually added depend on the officials in charge. (Rune Knights / Magic Council)
A criminal's danger level can be lowered by paying the fine, completing the sentence, bribing officials, etc.
A record will be held of all previous crimes. Even if your danger level has been reduced, repeated offenses might lead to points of previous crimes getting re-added. Records can be whiped clean by bribing the right official.
Minor crimes are overseen by the Rune Knights. They decide the minority of the crime and how many points should actually be added.
Major crimes are overseen by the Magic Council. They decide the minority of the crime and how many points should actually be added. The Inner Council functions as judge, the Outer Council functions as jury. However, the Inner Council can overrule the Outer Council if it wishes.
There are various prisons that can hold the same level criminals, but sometimes it is better not to have specific dangerous criminals in the same prison, or in a specific geographical location...
Minimum Security:
10 points = Level 1 "Holding area"
20 points = Level 2 "Holding area under private surveillance"
30 points = Level 3 "Solitary holding area"
40 points = Level 4 "Solitary holding area under private surveillance"
A minor offense while held in minimum security will add an extra 5 - 10 - 15 or 20 points depending on the severity.
Maximum Security:
When a criminal commits a major crime, extra points are added according to their rank:
D = 0 points
C = 10 points
B = 20 points
A = 30 points
S = 60 points
SS = 120 points
H = 240 points
50 points = Level 5 "Prison (access to all provided facilities)"
100 points = Level 6 "Prison with limited comfort (access to limited facilities)"
150 points = Level 7 "Prison with minimum comfort (solitary)"
200 points = Level 8 "Solitary prison (only solitary cells are provided)"
250 points = Level 9 "Specialized solitary prison (extra private surveillance)"
300 points = Level 10 "Specifically designed private solitary prison (designed to detain YOU)"
A minor offense while held in maximum security will add an extra 25 - 50 - 75 or 100 points depending on the severity.
When a character gets sent to prison, this should be according to their danger level.
Danger Levels:
When a crime has been committed, the culprit will have a certain Danger Level calculated for them. This level will determine which section hey'll be held in in minimum or maximum security.
Minor crimes will add 10 points to a criminal's record. Major crimes will add 50 points. However, this is flexible and the points that are actually added depend on the officials in charge. (Rune Knights / Magic Council)
A criminal's danger level can be lowered by paying the fine, completing the sentence, bribing officials, etc.
A record will be held of all previous crimes. Even if your danger level has been reduced, repeated offenses might lead to points of previous crimes getting re-added. Records can be whiped clean by bribing the right official.
Minor crimes are overseen by the Rune Knights. They decide the minority of the crime and how many points should actually be added.
Major crimes are overseen by the Magic Council. They decide the minority of the crime and how many points should actually be added. The Inner Council functions as judge, the Outer Council functions as jury. However, the Inner Council can overrule the Outer Council if it wishes.
There are various prisons that can hold the same level criminals, but sometimes it is better not to have specific dangerous criminals in the same prison, or in a specific geographical location...
Minimum Security:
10 points = Level 1 "Holding area"
20 points = Level 2 "Holding area under private surveillance"
30 points = Level 3 "Solitary holding area"
40 points = Level 4 "Solitary holding area under private surveillance"
A minor offense while held in minimum security will add an extra 5 - 10 - 15 or 20 points depending on the severity.
Maximum Security:
When a criminal commits a major crime, extra points are added according to their rank:
D = 0 points
C = 10 points
B = 20 points
A = 30 points
S = 60 points
SS = 120 points
H = 240 points
50 points = Level 5 "Prison (access to all provided facilities)"
100 points = Level 6 "Prison with limited comfort (access to limited facilities)"
150 points = Level 7 "Prison with minimum comfort (solitary)"
200 points = Level 8 "Solitary prison (only solitary cells are provided)"
250 points = Level 9 "Specialized solitary prison (extra private surveillance)"
300 points = Level 10 "Specifically designed private solitary prison (designed to detain YOU)"
A minor offense while held in maximum security will add an extra 25 - 50 - 75 or 100 points depending on the severity.
- Prison of Era:
Description: This prison is built into the rock that supports the Magic Council's headquarters. Prisoners can easily be processed as soon as they're brought in and allocated in the appropriate section. The deeper into the ground, the higher the security. Because this prison is directly below the Magic Council and Rune Knight Headquarters, it is one of the most secure prisons in Fiore and one of the hardest to break into and to break out of. However, due to it being in such an important location and facilitating the government of the magical world, higher level facilities are located elsewhere.
Level 1, 2, 3, 4, 5
- Era Solitary Confinement/ Level 10 Transfers:
Description: When a mage hits a guard, starts a riot, or even does something to displease a Rune Knight or Council Member. The mage can be sent all the way down to the underground Solitary Housing Unit. There will also be Level 10 Transfers sent to the council for further judgement on their cases (IE. Parole boards). Each prisoner gets their own cage and it will cause pain of equal rank to each spell used in it. The prisons can with stand up to H rank magic.
Level: 10
- Prison of Divide Island:
Description: This prison takes up the entire island it is built on and is located nearby Divide Island, though the waters the lie in between are incredibly treacherous and difficult to swim across. It is accessed by Rune Knight and Magic Council prison transport and contains a higher level facility.
Level 6,7
- Prison of Thunder Island:
Description: This prison is a rig entirely made of metal. Lacrima generators power mechanisms throughout the rig that suppress magic up to S Rank throughout the entire prison. It is located near Thunder Island which makes it a dangerous location to travel to or escape from due to frequent storms that turn the sea into a deathly embrace.
Level 6,7
- Mysterious Canyon Prison:
Description: This prison is a level 8 facility that isolates and chains prisoners up in very uncomfortable cages that suppress magic up to S Rank. The prison is located within the Canyon Mountains and is highly guarded. It only has two points of entry and exit, tunnels with checkpoint gates blocking the way between the prison and the outside world.
Level 8
- Forgotten Desert Prison:
Description: This prison is a level 9 facility that isolates and chains prisoners up in very uncomfortable and privately guarded cells that suppress magic up to S Rank. The prison is located beneath the Forgotten Desert and is highly guarded. It only has three points of entry and exit, tunnels with checkpoint gates blocking the way between the prison and the surface. Though even if a prisoner manages to get out, it's a long walk through a challenging environment before civilization is reached.
Level 9
- Mountain Village Prison:
Description: This prison is a level 10 reserved prison for a single criminal. A criminal that is on the list of the most dangerous Fiore has to suffer. Those that could break out of a level 9 prison all on their own. At the moment, this prison is still under construction and it is still a mystery who this prison is being built for.
Level 10
- River Village Prison:
Description: This prison is actually located right out side the docks. The villagers use this prison to keep their community service workers in it. The accommodations may seem like they are not up to standard, but you get three square meals a day and you have a place to rest.
Level: 1
- Snowfall Island Prison:
Description: Cold... that's all one would think in this prison. It's so cold. This prison is meant for both S rank and H rank mages who are weakest in the cold. The guards state in order to stay warm you are to mine ice with heavy picks, but then a lot of the prisoners here have been known to die from hypothermia at night because the beds aren't warm enough. The guards are all Ice Mages. This is the one prison you are not allowed in if you are an Ice Mage. The reason this is a level 10 prison is because the ice is so tough that you can't even damage it with magic.
Level: 10
- Crocus Maze Prison:
Description: Just outside of the Capital Crocus is the Maze Prison. Mages of all ranks who have committed acts of environment terrorism to war crimes. As soon as you're placed in here you will notice that this is a maze LOADED with traps like spike pits, spears coming out of the ground and walls, or even arrows coming out of the walls. No one has survived a month in this maze. Meaning that this maze is the automatic death penalty.
Level: 7
- Silent Glaciers Prison:
Description: Lower ranked mages that are prone to the cold are sent here. The guards are ice mages and the ice here resists spells up to A rank.
Level 6,7
- Karakuri Prison/ Phoenix Mountains:
Description: This prison is specifically designed for mages locked here to never escape. Prisoners are placed in hanging cages with only room to stand and sit. If given the death penalty, the executioner will take the hanging cages and send them falling into the pit below. The fall itself is harmful enough to break a few bones on an A rank mage. If the fall doesn't kill the prisoner, the pit is full of spectres from the Arcane Realm that will absorb the magic and life essences out of a prisoner in a matter of seconds. In order to break a prisoner out of this jail it will take the cooperation of two guilds. Mages placed here are pending death penalty judgments.
Level: 15
Last edited by Zeno on 18th August 2014, 12:57 am; edited 5 times in total