Howling Hills Laws
(Lasted Updated: 6/25/2025)
Howling Hills Laws
(Lasted Updated: 6/25/2025)
Howling Hills has its own World, City Laws, & Legal System. This information can be found below!
Laws in this world, are set by the World Council that oversees the various Countries & City Councils located in each Veil.
For Veiled Cities (this can be any RL City) not represented on sim, please see RL City Laws for the Laws of that City.
Authority By Rank in the City
World Government Authorized Representative NPC
Omega Red NPCs
Mayor = City Council = RDA Leads
Those working under City Council (RDA, Fire Dept.)
Citizens
WORLD COUNCIL LAWS
These laws were passed 2025, under the World Council Legislation Act that disbanded Nation & Country laws and enacted a Universal Law system.
This Legislation puts the right to enforce and create a legal system in the hands of each represented Veiled City with the help of the RDA enforcing the laws made by Veil City Councils.
1. Fundamental Rights & Dignity
Right to Life & Security – No person shall be unlawfully harmed, enslaved, or subjected to inhumane treatment.
Right to Free Will – No magic, technology, or coercion shall be used to strip individuals of their autonomy outside of violation of World Council & Veil City Laws.
Right to Hearings – All individuals are entitled to a fair and impartial ruling from the RDA or the representatives of a veiled City. Free from corruption or bias.
Protection from Exploitation – No individual shall be subjected to forced labor, human trafficking, or non-consensual experiments.
2. World Council Security & Stability
Prohibition of Global Terrorism & Unrest – No faction, entity, or individual shall engage in actions that destabilize global peace.
Regulation of Armed Conflict – The use of force between Nations, Factions, or within Veiled Cities must be justified and regulated under World Council Governance.
Emergency Powers & Crisis Management – The World Council may intervene during global crises to prevent large-scale harm.
5. Ethical Treatment of Humans & Supernaturals
Anti-Discrimination & Equal Rights – No individual shall be mistreated based on race, species, magical ability, or status. Criminals are subject to an adjustment of Equals Rights in the case of status on the subjects of crimes against the greater good of the world.
Humane Treatment of Supernaturals – All supernatural beings and magical entities must be treated with dignity, free from unwarranted persecution or segregation.
Magical & Scientific Ethics – All research involving magic, supernatural beings, or humans must adhere to ethical guidelines set forth by the World Council. Failure to adhere to these guidelines may result in the destruction of research.
6. Environmental & Resource Protection
Preservation of Natural & Magical Ecosystems – No entity shall exploit resources in a way that causes irreversible harm to the World or its Veiled Cities residing within it.
Responsible Use of Veil Technology – The expansion or modification of Veils must be done under strict World Council oversight.
Regulation of Magical Beings & Creatures – Endangered species & magical species. Sentient & not, must be protected, and their habitats preserved.
3. Protection of Veiled Cities & Magic Integrity
Veil Maintenance & Preservation – The integrity of Veils must be maintained to ensure protection from external threats. Should a Veiled City require funding for the repair of a City, they may petition the World Council for support. Failure to maintain a veil will result in transfer of care of the Veiled City to Omega Red. Pending possible Termination.
Restriction on Forbidden Magic – Corruptive, destructive, or world-altering magic that endangers society is strictly prohibited.
Control of Aberrations & Corruption Magical Threats – Any known corruption threats must be reported and contained under the jurisdiction of RDA & the World Council. Should it not be reported, Omega Red may be give jurisdiction.
Ethical Use of Magic Cores & Energy – All Veiled City residents must adhere to strict regulations regarding the safe use of magic cores and energy sources.
Prevention of Magical Corruption & Aberration Formation – The reckless or excessive use of magic that leads to corruption is strictly forbidden. Any individual or organization found abusing magic in a way that accelerates corruption, endangers others, or risks transformation into an Aberration will face immediate containment and rehabilitation efforts under the Jurisdiction of the RDA or World Council.
7. Governance & Law Enforcement
Global Oversight & Accountability – The World Council & Agencies, Nations, & Veiled Cities must adhere to the World Council’s laws to maintain peace.
Unified Code of Justice – A standardized legal system ensures fair treatment across all jurisdictions. All Veiled Cities must create their own Laws and enforced them.
Right to Representation – Every Veiled City and nation has the right to a representative within the World Council.
8. Technology & Innovation Ethics
Ban on Uncontrolled AI & Magic-Fueled Sentience – Artificial intelligence or magically-enhanced beings must be regulated to prevent existential threats.
Limits on Genetic & Magical Alteration – No human or supernatural shall be forcibly altered against their will.
Monitoring of Cross-Dimensional Contact – Unauthorized opening of Dimensional Gates & Portals that bypass Veiled City Protections is strictly prohibited.
Autonomy Under World Council Oversight – Veiled Cities maintain the right to self-governance, cultural preservation, and internal policy creation provided they adhere to World Council laws and do not threaten global stability.
Veil Integrity & Expansion – Cities may not modify or expand the Veil without explicit authorization from the World Council. Unauthorized tampering with the Veil will be met with immediate investigation and corrective action.
Regulation of Magic & Technology – Veiled Cities have the authority to regulate magical practices, mana battery usage, core usage, and technological advancements within their jurisdiction, as long as they comply with global safety standards set by the World Council.
Enforcement of Law Through the RDA – The RDA serves as the primary law enforcement agency within all Veiled Cities. City officials may establish localized regulations, but cannot form independent law enforcement organizations outside of RDA jurisdiction.
Controlled Trade & Resource Management – Cities within the Veil have the right to trade resources, conduct business, and manage their economy, provided that their actions do not endanger the Veil’s stability or violate intercity agreements.
Omega Red Security Act – Omega Red is a recognized military organization under the authority of the World Council, tasked with handling corruption, aberrations, and large-scale threats. The creation of independent military factions, militias, or private armies is strictly forbidden. Any group found engaging in unauthorized military activity will face immediate dissolution and legal repercussions.
Law Enforcement Protection Act – Within Veiled Cities and governed territories, the RDA serves as the exclusive law enforcement agency. No other organization, vigilante group, or private enforcement entity may operate in an official capacity. Any attempt to establish alternative law enforcement bodies will be considered a direct violation of World Council law.
Strict Regulation of Armed Groups & Security Contractors – While private security may exist for localized protection, they are restricted from operating at a scale that challenges Omega Red or the RDA. Unauthorized paramilitary actions or the formation of groups wielding excessive force will be met with immediate intervention.
Defense & Security Act – All defensive operations and security measures must adhere to World Council directives. Any city, Veiled territory, or independent group seeking to engage in large-scale (international) security efforts must operate under the guidance of Omega Red or the RDA.
CITY LICENSES
City Licenses can only be obtained after acquiring a Citizen ID (Character Approval) The picture for creating the ID should be in the approval packet.
We leave it up to the players to acquire their licenses. Players even reserve the right to obtain a 'counterfeit' license through criminal means, just don't get caught!
At this time we do not have any forms or picture for City Licenses outside of the Citizen ID / Drivers License, Military Weapon License, and Military Weapon Sales Permit.
You can obtain the licenses & permits full perm texture templates from City Hall. Players can use a program to fill it out, or fill out a notecard & save the image to it.
To the left is the template.
Right click the image & save it to get your copy.
To the right is an example of a filled out Citizen ID.
If you have a drivers license, the number is under the Driver's License Text. Feel free to make one up!
CRIMINAL CONSEQUENCES AROUND CITY LICENSES
All players have the right to retain their rentals, regardless of their character's in-character (IC) actions.
This being said, should a character who operates a business is caught committing a crime, the principle of ICA = ICC applies.
Depending on the severity of the crime, consequences may include the temporary suspension of a Citizens License. The List of City Licenses are below.
When it says a player can obtained it through an NPC at City Hall, this means a player can get the card from the box there and fill it out themselves! We trust our players to decide if their character would have the License or not. When it requires a player to speak to the Mayor, they'll need to do roleplay to acquire it from them!
Forms for Licenses & Permits can be obtained either from a member of City Council, the Mayor, or City Hall.
When a Military Weapons Permit or Military Weapon Sales Permit is issued & filled out, make sure to add the Mayors Character & SL name under the Approved By segment. RDA Reserve the right to check with the Mayor to see if its real or forged!
Citizen ID: Must own this to get any other form of License or Permit. The Citizen ID can be obtained from an NPC or Employee at City Hall. In order to Obtain a Citizen ID, the player must be checked for corruption. Should they have corruption, they will be reported to the RDA. Read up on Checking for Corruption Here.
Driver's License: This can be obtained through NPC Means at City Hall. This is also your Citizen ID. It is also given out to players in their approval pack by Staff Members.
Alcohol & Marijuana Distribution License: This can be obtained through NPC Means at City Hall.
Business License: This can be obtained through NPC Means at City Hall. Not having this license does not mean you have to give up a Business Rental.
Weapon permit: This can be obtained through NPC Means at City Hall.
Weapon Sales License: This can be obtained through NPC Means at City Hall.
Military Weapon Permit: This can only be obtained from the Mayor at City Hall. And is only good for the duration of the Mayors Term.
Military Weapon Sales License: This can only be obtained from the Mayor at City Hall. And is only good for the duration of the Mayors Term.
A suspension of a license may last until a citizen has served their sentence for said crime or paid their fines. In certain situations, a Citizen’s Business License may be temporarily suspended. If a business becomes the subject of a criminal investigation and is ordered to shut down or has its license revoked, the business owner has three (3) days to submit an appeal along with any evidence supporting their innocence.
(OOC time limitations will be considered, players simply need to communicate any time restrictions due to rl to accommodate!)
If no appeal is submitted within that timeframe, the owner will be required to pay a renewal fine to restore their license or reopen the business.
If, after the investigation and appeals process, the business owner is found not guilty, they may request a refund equal to twice the amount paid, as compensation for the inconvenience. In the situation the business owner is found to be guilty, RDA reserves the right to shut the business down until the owner has completed their sentence and justice is served. During this period, players may choose to leave the business under management of a designated NPC or another player-controlled manager as long as the business isn't central to criminal activity.
Importantly, the business owner faces no risk of losing their rental property OOC. See Law 25, Search & Seizure for further clarification.
JAIL, PAROLE, & FINES
All Fines Must be paid within 1 RL Week of being issued, to an agent within the RDA or at the RDA Main Building.
The Cost of Fines for a crime can be found in the Howling Hills City Laws Below.
A player can message their arresting RDA agent to request to leave jail if have not received roleplay after 24 hours.
The player must provide logs showing that they have attempted to reach out to other players OOCly for RP.
The Abyss & What to Expect
ALL EFFECTS OF THE ABYSS IS FOR ANYONE WHO ENTERS IT, EVEN RDA AGENTS.
ICly the character is trapped for far longer than they actually are IRL. So 24 hours RL = 5 years in the abyss.
The Abyss is a place of unrelenting torment. It makes no distinction between species, status, or strength. Everyone feels its grip. For humans, it drains nearly every ounce of vitality. The Changing struggle to shift forms and often become trapped mid-transformation. The Alluring suffer a persistent, agonizing thirst. Innates find their connection to natural energies severed and the suffering doesn't end there—every kind is affected, each in their own uniquely devastating way.
This realm is not meant to offer comfort, pleasure, or escape. The oppressive, corruptive energy of the Abyss interferes with basic bodily functions disrupting blood flow, stalling hormone production, and rendering all forms of sexual activity physically impossible. This is not a space for indulgence, it is punishment, isolation, and consequence, pure and simple.
Characters confined to the Abyss will have access to minimal sustenance food and water can be found at the Exit Platform, which also serves as the eventual point of release.
For those seeking a more immersive experience, the Abyss can be treated as a psychological and physical survival scenario especially when explored with the help of willing players or dungeon masters. It's an opportunity to tell darker, deeper, and more transformative character stories.
Things you Can’t do in the Abyss:
You cannot use magic in the abyss.
You cannot engage in any sexual activities in the abyss.
(The Abyss interferes with bodily functions disrupting blood flow & hormones.)
You cannot bring weapons into the abyss
(People are frisked before entering.)
You cannot communicate to people outside of the abyss.
Things you Can do in the Abyss:
You can explore the abyss
RDA agents can visit the Exit platform, but it is heavily monitored by the RDA global headquarters.
There are rumors to be creatures living in the abyss made of negative energy, you can struggle to survive an encounter with one of these creatures.
There is food delivered daily to the abyss, in theory you can try to overthrow whomever is delivering food or if an agent is visiting.
The Abyss and The Chamber were created to offer players in Howling Hills a meaningful opportunity to explore in-character consequences for truly heinous acts. Traditionally both in Howling Hills’ earlier structure and across most other roleplay sims punishment for serious crimes often amounted to little more than idle time in a jail cell. These periods frequently lacked depth or interaction, especially in the absence of active law enforcement characters.
In reality, crimes of a certain magnitude would carry life-altering penalties, often resulting in a death sentence. While we do not enforce permadeath as a direct consequence of crime, the Chamber serves as a powerful alternative one that introduces weighty consequences and opens the door for deep, transformative character development.
However, players should be aware: if a character chooses to end their own life within the Abyss, that choice results in a true and permanent death. There is no resurrection or return. Their spirit becomes lost, forever interwoven into the very fabric of the Abyss itself.
How players choose to interpret the Abyss’s effects is up to them. Some may choose to age their characters or reflect lasting trauma and transformation. Ultimately, the Abyss is a space for storytelling in a raw, psychological and impactful path.
Note: The Chamber is NOT known about publicly outside of the RDA Chief.
Civil Rights Petitions & Hearings
Should someone wish to contest the decisions made by the RDA, they can hire a Lawyer to issue a case against the City of Howling Hills over the actions of the RDA.
This form of Trial would be held in the manner of a hearing with the City Council vs the Citizen petitioning their case. Should the citizen provide appropriate evidence absolving them of their guilt, they will be thoroughly compensated by the City for the inconvenience. Should this matter happen too often, the City Council may investigate the RDA for Illegal Conduct.
Should City Council rule in favor of a Citizen, the Citizen will awarded two times the cost of their fines as reimbursement.
Citizen's may acquire a Lawyer to assist them in petition the City Council and facing the Hearing. However, the Citizen is responsible for finding a Lawyer. They City will not provide one.
Laws within the City of Howling Hills are currently enforced by the RDA. The old ways of Judge & Jury are No More.
The RDA reserves the right to issue fines, warrants, sentencings without trial, and handle Bail & Bonds.
Should a Citizen feel that the City requires a New Law, they can petition City Council for the passing of a New Law to address issues that have been occurring in the City.
To learn more about City Council and the Powers that they have, take a look at the Careers Page. Citizens can change this City and Help it Grow!
City Limits is defined as anything the Veil Covers. Outside the City Limits is anywhere beyond the Veil. Below, is a City Map spanning the entirety of the Veil.
"The following map is a roleplay suggestion on where one might find the areas are less patrolled by RDA Agents. However, RDA reserve the right to do Patrols in those areas should they wish as they are still under the laws."
Courthouses
City Official Buildings (RDA, Hospital, City Hall, Etc)
World Council Government Buildings, and Properties (Post Office, etc)
Civilian Firearms (Magical & Non-Magical under these categories. Explosive or Destructive Ammo fall under Military Weapons.)
Handguns (Pistols & Revolvers)
Semi-Automatic Pistols (e.g., Glock 19, Sig Sauer P320, Smith & Wesson M&P9)
Revolvers (e.g., Colt Python, Ruger GP100, Smith & Wesson Model 686)
Derringers – Small, concealable handguns with limited capacity
Rifles
Bolt-Action Rifles (e.g., Remington 700, Ruger American Rifle) – Common for hunting and precision shooting
Lever-Action Rifles (e.g., Winchester Model 94, Marlin 336) – Traditional hunting and sport shooting rifles
Shotguns
Pump-Action Shotguns (e.g., Mossberg 500, Remington 870) – Popular for home defense and hunting
Break-Action Shotguns (e.g., Stoeger Coach Gun) – Classic double-barrel designs for hunting and sport
Blades & Edged Weapons
Fixed-Blade Knives (e.g., Bowie knife, hunting knives, survival knives)
Folding Knives (e.g., Swiss Army knife, pocket knives, tactical folding knives)
Machetes – Used for clearing vegetation but can be a defensive weapon
Swords & Katanas – Primarily used for martial arts or collection purposes
Axes & Tomahawks – Used for camping, hunting, or self-defense in some rural areas
Keychain Self-Defense Tools (e.g., Kubotans, tactical pens) – Small but effective for striking pressure points
Blunt Weapons
Baseball Bats – Common sports equipment but sometimes used for self-defense
Clubs & Batons – Expandable batons, wooden clubs, and legal self-defense batons
Canes & Walking Sticks – Some are reinforced for self-defense purposes
Brass Knuckles – Enhance striking power in hand-to-hand combat
Pepper Spray / OC Spray – Legal in most places for self-defense
Tasers & Stun Guns – Deliver electric shocks to temporarily disable an attacker
Personal Alarms – Emit loud sounds to deter attackers and attract attention
Rubber Bullet Guns – Used for crowd control and non-lethal defense
Bean Bag Rounds (for Shotguns) – Used for self-defense with less lethal force
Any weapons outside of this category are considered MILITARY WEAPONS and require a permit from the Mayors Office in Town Hall. The permit is only viable for the period of a Mayor's Term and must be renewed with every acting Mayor.
10.3 Displaying disorderly or unsafe behavior while under the influence of alcohol, drugs, or unstable magical influences.
Courthouses
City Official Buildings (RDA, Hospital, City Hall, Etc)
World Council Government Buildings, and Properties (Post Office, etc)