Lawspeaker's Grace: Considerations for Safe Zones

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Lawspeaker's Grace: Considerations for Safe Zones

Postby FaithfulToadd » Mon Jan 26, 2026 8:07 am

This suggestion is proposed alongside its sister suggestion, titled 'The Fylgjur: Forcing a Conclusion to Combat Relations'. You can read it here!

What are you proposing?

For inquiring minds, the suggestion for Lawspeaker's Grace began with this thread, in an attempt to address a perceived abuse of so-called 'public' Charterstones. I'll spare you the details; you can read them on your own. It should be noted that many of my replies to that topic were written in haste, as a reaction to some ugliness, and were influenced at least partially by a misplaced sense of moral outrage. Moreover, it must be acknowledged that the Visitor status is, in fact, a protection to claims only - not their visitors - and that this appears to be its intended function. Lastly, the game does not, at present, make a distinction between Charterstones advertised as a public destination, and Charterstones which are not: even though the practical difference is very real to the unsuspecting player reading ads on the forum or in realm chat. This lack of a mechanical distinction is (as far as this Topic is concerned) the most important point in the broader discussion about Charterstones.

The aim of Lawspeaker's Grace is to help make such a distinction, allowing villages advertising themselves as a public destination to explicitly grant safety to visitors within their borders. Further, travellers are to be warned in cases where travelling to a village by Charterstone does not grant Lawspeaker's Grace.


Why add safe zones?

We can argue all day whether safe zones should be added to the game. Indeed, for those unfamiliar, the discussion about making PvP more or less optional has gone on for over a decade, and longer. For her part, the author of this suggestion has no further interest in arguing whether this idea should be implemented. Rather, she is interested in whether it can be, by any reasonable stretch of the imagination. This is her attempt to reach a compromise that satisfies both long-term players, steeped in the (arguably toxic) culture of the game; and those whom certain long-term players insist, time and again, do not belong to the presumed 'core audience' of Haven (coarsely referred to as 'sprucecap retards'). It is the author's belief that the latter group suffers unduly under the status quo, whether by ignorance of the game's more unintuitive systems and quirks; their naïveté about what strangers on the internet are willing to do to them (or about what the game will allow); or some special blend of the two.

Only time will tell whether such a compromise was worth pursuing.


Is this a good idea?

I can't tell for certain, but it's not obvious to me that the answer is 'no'. I'm as skeptical as anyone about the validity of ideas floated from the 'remove PvP' crowd. I don't consider myself a member of that camp; for my part, I rather enjoy the wild and untamed nature of the game, in spite of its most heinous pitfalls. My suggestion is prompted less by a strong desire to see PvP 'removed' as such; rather, I am dissatisfied with the ideas put forth by others on the subject. They lack rigor.

Proponents of removing PvP often suggest the first thing that comes to mind, with no consideration for how such a system might be abused; specifically, they propose that players with devilish intent simply 'not be allowed' to Attack innocent and peaceful players, sometimes misconstruing the Crime system as a possible means of distinguishing between them. When they are told their suggestion is flawed - that the game cannot meaningfully distinguish between devils and angels, and that their idea doesn't hold up to scrutiny - they dismiss the opposition as nothing more than narrow-minded refusal, and go away sulking. These players might be better served if a more robust proposal were made on their behalf, since it seems they are not willing to do this for themselves. Frankly, I don't hold it against them for not wanting to debate with y'all. To put it mildly, the community on the forum is fairly rough around the edges.

Further, I find myself extremely dissatisfied with the assertion that there exists some law of physics - some mathematical principle - which states that all new ideas must, as a matter of course, fail. That is to say, all new ideas, as they pertain to PvP, categorically:
    • must be abusable by the PvP crowd / griefers;
    • must lead to more harm than good, as a result;
    • and must, inevitably, render the game unplayable, given time.
I've said this before: to surmise that 'no new idea can succeed', on the grounds that one hasn't thought of a successful idea, reeks of intellectual dishonesty and defeatism. I humbly and respectfully propose that such thinkers stop being lazy. :)

In spite of my own misgivings regarding the shoulds and woulds of 'safe zones', my integrity (and aforementioned dissatisfactions with the ongoing discussion elsewhere) compelled me to write this suggestion in earnest, and account for its flaws as best I could. So, on behalf of the 'remove PvP' crowd; my fellow LARPers; and every hermiting, sprucecap nub who has died to underhanded tricks from 2009 onward: allow me to present a weekend's worth of thought on the subject! I give you:


Lawspeaker's Grace: A Proposed Implementation of Player-Managed Safe Zones; Offered in Pursuit of a Safer and Mechanically Assured Shopping Experience, and Supposed to Lessen Illegitimate Instances of Player-Inflicted Ugliness


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It bears repeating that the aim of Lawspeaker's Grace is, chiefly, to help make a distinction between 'Public' and 'Private' Charterstones, allowing villages advertising themselves as a public destination to explicitly grant safety to visitors within their borders. Further, travellers are to be warned in cases where travelling to a village by Charterstone does not grant Lawspeaker's Grace.

New Status Effect: Lawspeaker's Grace
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    0.1 Lawspeaker's Grace is conferred to visitors automatically on a per-village basis, at the option of its lawspeaker. Lawspeakers may, through the government menu, toggle whether their village will confer Lawspeaker's Grace to new visitors. Once toggled, it takes 30 seconds for the change to take effect.
    0.2 Travellers visiting by Charterstone are conferred Lawspeaker's Grace for 30 minutes.
    0.3 Travellers visiting by Visitor Gate are conferred Lawspeaker's Grace for 5 minutes.
    0.4 A visitor may instantly abandon Lawspeaker's Grace at will, i.e. cause it to expire. Doing so plays a visible animation.
    0.5 Lawspeaker's Grace cannot be conferred by villages where the main province's Thingpeace has been broken. The village's 'main province' is determined by the location of the Village Idol.
    0.6 In the following situations, Lawspeaker's Grace cannot be conferred. Travellers arriving by Charterstone are warned accordingly before confirming the travel:
      • the village in question is not granting Lawspeaker's Grace to new visitors;
      • the Charterstone belongs to a village in a conflicted province, i.e. a province with the Thingpeace broken (see item 0.5);
      • the Charterstone is attempting to place the traveller in a conflicted province, i.e. a province with the Thingpeace broken;
      • the traveller in question has a cooldown from a previous instance of Lawspeaker's Grace, including one granted by another village (see item 0.8);
      • the traveller has been blacklisted (see the New Government Action: No Soliciting!);
      • the traveller is a criminal, i.e. they currently have the Red Handed or Outlawed status effects;
      • or the traveller is wearing a Bandit's Mask or similar item, concealing their identity.
    0.7 Lawspeaker's Grace expires immediately upon departing a village claim, including logging out.
    0.8 Whenever Lawspeaker's Grace expires, a cooldown is applied. The base cooldown lasts double the time that Lawspeaker's Grace was conferred, up to 1 hour. For example, if Lawspeaker's Grace lasted you 3 minutes, you get a cooldown of 6 minutes.
    0.9 Lawspeaker's Grace most notably prevents you from Attacking or Pushing others (including animals, but not including carts (see Caveats, bullet 4)), and prevents others from Attacking or Pushing you.
    0.10 Lawspeaker's Grace also prevents several other actions and conditions, which are not pertinent to its intended function as a Public Market safety feature:
      • building into an existing build sign;
      • creating a new build sign;
      • placing a new stockpile, with or without a wheelbarrow;
      • using Repair;
      • using Destroy;
      • picking up items dropped on the ground by someone else;
      • picking up from a container or stockpile, or purchasing from a barter stand, those items which have Theft scents attached to them (see Caveats, bullet 1);
      • using a cart, wagon, wheelbarrow etc., if that object contains any item which has a Theft scent attached to it (see Caveats, bullet 1);
      • lifting an object (i.e. a container or rowboat), if that object contains any item which has a Theft scent attached to it (see Caveats, bullet 1);
      • equipping a Bandit's Mask or other item used to obscure one's identity;
      • moving within 1 tile of any other hearthling, unless that hearthling is already within 1 tile (see Caveats, bullet 3);
      • pushing a wheelbarrow within 1 tile of any other hearthling, unless that hearthling is already within 1 tile (see Caveats, bullet 3);
      • moving at Sprint speed, while mounted or otherwise;
      • harvesting a World Resource;
      • moving within 15 tiles of a World Resource;
      • entering any type of boat, ship, coracle etc. (see item 3.5);
      • traversing Deep Water tiles (even with Swim active (see item 3.5));
      • crossing into a conflicted province, i.e. a province with the Thingpeace broken;
      • or interacting with a siege engine (including wrecking balls) in any way.
    0.11 Hearthlings are prevented from placing objects into the cart or wagon of a visitor under Lawspeaker's Grace, as long as the cart is being pulled, or the wagon driven. Naturally, they may still destroy the cart as an act of vandalism.
    0.12 Harvesting a World Resource adds 5 minutes to the cooldown of Lawspeaker's Grace, up to the maximum of 1 hour.

New Government Action for Lawspeakers: No Soliciting!
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    1.1 No Soliciting! immediately adds a target memorized by the caster to the village blacklist. If the target of No Soliciting! is not known to the caster, the caster automatically attempts to memorize them, if the target is onscreen.
    1.2 When a hearthling under the effect of Lawspeaker's Grace is blacklisted with this ability, they receive a warning, and their Lawspeaker's Grace effect is shortened to 1 minute. No Soliciting! does not extend the length of Lawspeaker's Grace under any circumstance.
    1.3 Any hearthling on the No Soliciting! blacklist may be pardoned, i.e. removed therefrom, either by the lawspeaker, or a deputy who has been granted permission by the lawspeaker.
    1.4 Blacklisted hearthlings may, of course, be pardoned in absentia. Blacklisted hearthlings do not need to be memorized to be pardoned - rather, they can be targeted directly from the blacklist menu.
    1.5 Only the Lawspeaker and their deputies may cast No Soliciting!
    1.6 The Lawspeaking skill is required to cast this ability.
    1.7 There is no experience or authority cost associated with this ability.
    1.8 Line of sight is not required to cast this ability, but a hearthling's description alone is not sufficient to blacklist them.

New Government Action: Deputize
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    2.1 A lawspeaker may Deputize another hearthling, such as a ranger, at the cost of some village authority. Deputies may cast No Soliciting! on behalf of the lawspeaker.
    2.2 Becoming a deputy is voluntary. Hearthlings whom the lawspeaker would Deputize must accept an invitation in order to be Deputized.
    2.3 A Deputized hearthling remains so until they, or the lawspeaker who Deputized them, revokes this. Revoking or abandoning the status of Deputy has no effect on village authority.
    2.4 New deputies cannot pardon blacklisted hearthlings (see item 1.3) until explicitly granted permission by the lawspeaker.
    2.5 Deputies do not need to be sworn members of the village in question.
    2.6 A hearthling may not be a deputy of more than one village at a time.

New Hearth Magic / Criminal Act: Seize
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    3.1 Seize is the unlawful alternative to No Soliciting! It cannot be cast by a village lawspeaker or their deputies, if the target is standing in that village's territory.
    3.2 Seize can only be cast on hearthlings under the effect of Lawspeaker's Grace.
    3.3 Attempting to Attack an otherwise valid target who is under the effect of Lawspeaker's Grace will first begin casting Seize automatically, assuming the attacker is not a lawspeaker or deputy of the village in question.
    3.4 When a hearthling is successfully Seized, they receive a warning, and their Lawspeaker's Grace effect is shortened to 1 minute. If Seize automatically began casting in an attempt to Attack the target, then a combat relation begins the instant the target's Lawspeaker's Grace expires, provided the caster is still in range, and their path unobstructed. Seize does not extend the length of Lawspeaker's Grace under any circumstance.
    3.5 Unlike a visitor who has been blacklisted (see item 1.3), Seized hearthlings may not move. They may still travel to their hearthfire before the combat relation begins. Alternatively, they may abandon Lawspeaker's Grace in order to move again (see item 0.4).
    3.6 Casting Seize requires all the same conditions that a successful Attack requires: Namely, the target must be in range, and the caster's path unobstructed.
    3.7 Seize takes 1 second to cast, and the caster must stand still for this duration. If the target moves out of range, the caster's view becomes obstructed, or the caster moves, the spell is cancelled.
    3.8 Seize is only available to hearthlings with the Rage skill learned.
    3.9 Casting Seize is a Crime of Assault.
    3.10 There is no experience cost associated with this ability.

Caveats
-----------------------
    • Marking stolen items as such is necessary for my proposed implementation of Lawspeaker's Grace. Consider item 0.10, bullets 7, 8, and 9. So far as this suggestion is concerned, it is not necessary to prevent the sale of stolen items via a barter stand - it is only necessary that players under the effect of Lawspeaker's Grace cannot handle or purchase such items. Further, I do not suggest here that selling stolen items be made a crime.
    • Carts must be less susceptible to being involuntarily dropped, i.e. 'The cart was blocked'.
    • Bandying must become possible at a distance of >1 tile, so that two players under the effect of Lawspeaker's Grace may still Bandy. Item 0.10, bullet 11 is necessary to prevent a player on the village outskirts being surrounded by alts, and forced to hearth home. Without adjusting Bandy's range to compensate, two hearthlings under the effect of Lawspeaker's Grace could not bandy with each other.
    • The Push action must work on carts dragged and wheelbarrows pushed by other hearthlings. Pushing the cart/wheelbarrow should not cause it to be dropped, nor should Push be considered a crime as it applies to vehicles. Item 0.10, bullet 12 is necessary to prevent a player on the village outskirts from being surrounded by alts operating carts or wheelbarrows, and forced to hearth home.

Parting words

Time to put my money where my mouth is. This idea isn't perfect, but as of January 2026 (the publish date for my original 'final draft' of this suggestion), I've satisfied all of my major objections to this idea, and daresay I wouldn't mind seeing this proposal implemented as-is for the next wipe. It is worth noting that there remains some weirdness with vehicles, e.g. carts and wagons, which I have not fully put to rest for myself. I don't think these issues will prove to be anything major in a practical scenario, but there are no doubt some other edge cases that I haven't examined. Please do point them out!

Thank you for considering my idea! I had a lot of fun writing it. More importantly, regardless of whether you are for or against Lawspeaker's Grace, I hope this post proves useful as a frame of reference for new players suggesting major changes to the game (as they pertain to PvP). If nothing else, it certainly goes to show the effort required to make a reasonable suggestion; I, for one, learned a lot.

Enjoy!
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby Regulus2424 » Mon Jan 26, 2026 8:27 am

Honestly, not a bad concept for the most part. Just need the usual retards to show up and nitpick everything with potential exploit opportunities that could become possible via these changes (to iron it all out).
W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby Hasta » Mon Jan 26, 2026 10:04 am

Regulus2424 wrote: the usual retards to show up


*nods* I won't even bother to start.

Making the OP so... massive was a nice touch though, good retard deterrent, most people won't even bother to read it. Although it's a decent read with a few good chuckles in it.

In all seriousness: as an excercise and for future reference, try in 10 words formulate what is the problem your idea tries to solve or what is the desired new thing it tries to add. Either the problem or the desired effect will be the subject of persecutive scrutiny. If, and only if it is defended to be legit, there should be a scrupulous examination if it is achieving the stated goal with proposed changes to game mechanics. If, and only if it's deemed an effective way to do so, there will be a wild speculation on how the proposed changes of game mechanics might ruin the existing game mechanics. If, and ONLY IF the perceived sum of the idea's necessity, it's mechanics' effectiveness and their consistency with existing game outweigh the RISKS of it being a convoluted hard-to-implement immersiveness-breaking exploit cornucopia - then, and ONLY then you will have a significant part of the community on your side and the devs will bother to read past the first 10 words.

If an idea sparks controversy and discussion, most of which is negative to the idea - jorb will just scroll past it to the next C&I post, and that's good.
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby springyb » Mon Jan 26, 2026 10:21 am

It's like Shubla never even left us
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby loleznub » Mon Jan 26, 2026 10:30 am

tldr; can you summarize it or do i just send this to chat gpt
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby terechgracz » Mon Jan 26, 2026 11:01 am

I dont understand words
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby stya » Mon Jan 26, 2026 11:40 am

The idea doesn't sound "bad" per se but this is waaaaaay too detailed and convoluted, Jorby will grant us with 3 bugs by the second bullet point if this gets implemented.

tldr; it should work like a "charterstone visitor" effect, lose it when you leave the village claim, no magic, no timers, no weird stuff and ranger or whatever.

If you really want some timer or other thing: give us options, like expel and give 1 day of "can't come back to this charterstone" debuff or expel & blacklist forever.
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby DDDsDD999 » Mon Jan 26, 2026 4:07 pm

No one is reading allat, especially jorb. The actual problem you're trying to diagnose was just that there isn't a toggle for Charterstone TP, so people can steal the names whenever there's a visitor bypass.
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Re: Lawspeaker's Grace: Considerations for Safe Zones

Postby FaithfulToadd » Tue Jan 27, 2026 3:36 pm

Thank you all for your replies!

Hasta wrote:Most people won't even bother to read [your proposal]. Although it's a decent read with a few good chuckles in it. [Wrote some good advice on making suggestions]

I appreciate the compliment, and your advice. Perhaps I overestimated the enthusiasm of debaters (eristic or otherwise) in the community. I recall there being more around, but things change.
An abridged version may be in order.

-----------------------

stya wrote:tldr; it should work like a "charterstone visitor" effect, lose it when you leave the village claim, no magic, no timers, no weird stuff and ranger or whatever.

If you really want some timer or other thing: give us options, like expel and give 1 day of "can't come back to this charterstone" debuff or expel & blacklist forever.

If I have your meaning correctly, the author's first draft did begin with a simple 'Charterstone visitor' effect, delaying the ability of the host to attack a visitor. Problems arose, however, in her attempts to identify the host, and so a short invulnerability was granted instead. In so doing, further problems arose which necessitated some means of allowing a 3rd party - i.e. someone not belonging to the village, who wants to fight or remove a visitor standing on the outskirts of the claim - to remove said visitor: hence the proposal of Seize, and the various timers and restrictions and so-forth.

In other words, a simple suggestion snowballed into a more complex one, despite the author taking only the necessary steps to waterproof her idea from the most obvious cases of abuse.

Re: an 'Expel & blacklist forever' option;

It is implied that casting No Soliciting! will blacklist the target indefinitely (see item 1.1), i.e. effectively forever, if the lawspeaker desires. At the risk of making this proposal yet longer and more 'convoluted', perhaps this should be explicitly stated. I disagree that the OP (as lengthy as it is) is particularly convoluted or overly complex; it is simply as complex as it needs to be to handle the various cases of abuse that I examined. There are several cases which, for shortage of time, I did not consider; and such cases are left as an exercise to the reader, as unpopular as exercise is these days. :)
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I think you're imagining 'Expel' as something that only the lawspeaker can do, but that does not suffice in cases where the visitor has left the village walls and can interfere with a 3rd party standing in the village outskirts. And allowing anyone to 'Expel' anyone else from a given village's property has problems as well: hence the differentiation between Seize and No Soliciting!

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DDDsDD999 wrote:The actual problem you're trying to diagnose was just that there isn't a toggle for Charterstone TP, so people can steal the names whenever there's a visitor bypass.

No; while stealing Charterstone names is a common problem, my solution is not proposed under the assumption that the visitor made a mistake in their choice of destination. I refer you to the objective:
FaithfulToadd wrote:...the aim of Lawspeaker's Grace is, chiefly, to help make a distinction between 'Public' and 'Private' Charterstones, allowing villages advertising themselves as a public destination to explicitly grant safety to visitors within their borders.

Under this new model, visitors arriving at any Public destination will have a game-mechanical assurance of safety, regardless of whether they intended to visit that particular destination.


At present, the degree of risk in visiting a Charterstone requires an extreme, and more or less radical (in the case of strangers), degree of trust in the manager(s) of that Charterstone; else, the visitor is, evidently, ignorant of the fact that they are totally at the mercy of said manager(s), as discussed elsewhere. In common parlance, nobody with 'common sense' would ever visit a Charterstone on their 'main character', or a Charterstone which they did not trust. I would go further and suggest never visiting the Charterstone of someone whom the visitor does not know personally, e.g. IRL friendships.
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