RITUAL OF CAPTIVITY
In the island's early days, those caught trespassing into other territories or stealing resources across regional borders were thrown into holding cells. Over time, the Overlord realized isolation was ineffective; cages neither deterred inter-faction crimes nor built loyalty. Instead, he decentralized punishment, turning captives over to the regional Regents. Lawbreakers would now pay their debts through hard labor and forced service within the very territories they had wronged.
To enforce this, the Overlord forged massive regional statues, which Morrigan and the Hollowed Eye Circle infused with binding magic. At the base of these monuments rested enchanted collars, bracers, and bracelets designed to leash captives to the land.
When a captive is judged, they are brought before the statue and fitted with this enchanted jewelry. Once fastened, the binding defies all physical strength and magic, remaining unbreakable for three days. Only the Overlord, the Regent, or Morrigan can remove it early.
The jewelry functions as a living ward. If a captive tries to cross regional borders, the magic delivers a brutal shock. Each subsequent escape attempt intensifies the pain until even the strongest beasts drop unconscious. The ward also blocks access to restricted local areas unless explicit permission is granted. With the aid of a Morveth, a Regent can temporarily alter the magic, allowing captives to travel beyond the borders under strict supervision
The IC Ritual
Captives are brought to the statues of the region in which they were captured. When available, the Regent or a member of the Hollowed Eye Circle will come and help the captor perform the ritual. Please note that each region has its own guard, so if needed, the captor may NPC a guard to help with just the ritual (no personality, just the action of how they are helping).
The Ritual
The captive kneels willingly before the statue as a piece of the enchanted jewelry is prepared for them.
The captor, or an NPC, places a black stone into a hollow at the center of the statue, activating its power. The captive is then instructed to touch the statue (or is forced IC). Even the briefest contact is enough to awaken the magic. The captor speaks the name of the captive, though the statue itself cannot be deceived and instinctively recognizes the true target regardless of the name given.
Once activated, the statue begins drawing energy from the captive. Exhaustion quickly settles over them, weakening both their strength and their desire to resist as the draining magic intensifies. A collar, cuff, or bracer is then released from the statue and secured onto the captive. Once bound, the enchanted piece cannot be removed until seventy-two hours have passed.
Players can choose a collar or a cuff (bracelets, etc.). These items are not decorated and are very plain—think just a simple piece of metal. If players want to use a collar with scripts, that is their choice; it is not provided by the sim.
The Ritual of Captivity should be performed immediately after capture. Delays may occur during large scenes or if players need to log off. If a scene is paused, captors have 24 hours to complete the ritual. If the captive is unavailable, the scene remains paused until they return. If the ritual is not performed within 2 hours of capture (real time), the captive may attempt escape again. Large, multi-player scenes may be exempt if the roleplay reasonably runs longer. Contact an admin if there are questions or disputes.



