What are the Tenets of PaxLair? What is a Tenet?
Written by Winfield_Pax   
Sunday, 02 April 2006

The several cities of PaxLair have overarching tenets of Peace, Neutrality, and Role-Playing.  All cities are expected to follow these three tenets.  The definition of TENET is an opinion, doctrine, or principle held as being true by a person or especially by an organization.  The following descriptions of the tenets are extracted from the PaxLair Charter.

Peace - PaxLair "physically" exists in various places on the Chesapeake Shard from a wilderness location to places where combat is limited. Peace is sought with guilds and characters so all may use their imaginations rather than their muscle to be creative. Attacks will occur in PaxLair areas and PaxLair attempts to foster "realism" in such attacks and defense. PaxLair will attempt to defend its peaceful environment through physical defense and diplomacy with an exit strategy for peaceful outcomes. Ultimately, PaxLair strives to have people treat PaxLair as a rich opportunity to cooperate rather than to simply fight with gaming mechanics.

Neutrality - PaxLair areas are neutral ground for all people to meet, whether evil or good, murderer or bounty hunter. Neutral ground means basically "checking your weapons at the door." PaxLair attempts to remain neutral to all walks of life. This neutrality offers a place where warring groups and people may rest, have competitions, barter solutions to problems, engage in commerce, and hold events. Respect is the key to this neutrality.

Roleplaying - PaxLair is first and foremost a role-played city environment where people can intricately take on a fictitious role of an imaginary character. Role-playing simply means the characters in the game act as if they were real within the UO genre, nominally the middle ages. UO offers people the ability to talk in game (through public text conversation) and act as they wish (enabled and limited by game programming mechanics). Role-playing means that conversation should remain relevant to the genre (e.g., not talking about football) and limiting actions that the game mechanics can not control (e.g., not standing in the middle of the outdoor stage during a concert). Role-playing simply means talking and acting from the character's point of view, not the player's point of view.