
Before you even get into the problem of consequences, I'm still wondering just who out of those who were collared are known to be part of the whole 'kill everyone' scheme.
Because -- let's face it -- if no one or few enough people (whether or not they're willing to talk being the key) knows what you did then yeah, you are going to get off without any form of punishment at all.
That and if we're using history as an example, soldiers of the losing side have gone native, so to speak, when their side lost for many, many years. Leadership doesn't usually get to run away -- they are well known, and probably arrogant enough to have a gajillion portraits made. But your common run of the mill soldier? Just another anonymous face -- unless someone is dogged enough to track them down and personally see to their punishment (and even then, it depends on who that dogged person is. Some pissy cobbler probably isn't going to be given much time from a busy-ass paper pusher who already has to deal with tons of paperwork -- even if he has details on a well known bad guy. He's one of many, many people likely stepping forward with complaints, and that's not counting the corruption).
Soldier on the losing side on the battlefield: yeah, dead or captured.
Managed to slink off it, able to speak the language and blend in? Remains to be seen.
and too, don't get lost in the details. Details are good. I like it when things make sense. But sometimes it's a rabbit hole, and sometimes it's best to simplify things. Especially when you don't have full control over the setting.
more edits:
My suggestion.
1) Each collared player decides whether or not their character can get away with it. If another character wants to make that difficult for the former, discuss it.
2) Those who are turning themselves in should get together and decide, along with whatever loremongers are interested, how to handle their punishment.
3) Those who are caught should get together and decide, along with whatever loremongers are interested, how to handle their punishment.
4) Those who are caught/turning in who want an out for their character should sit down, again, to figure out a way to legit get their character out of death sentence/whatever that will carry forward consequences.
Maybe not everyone will be okay with the results. That happens sometimes. But this rp happened, and for the sake of those whose characters are involved, I think maybe a good direction to go in is to start taking things one step at a time and figuring out where those characters should go from here. Assuming that's not already happening in pms. Because I'm a dummy sometimes.
Because -- let's face it -- if no one or few enough people (whether or not they're willing to talk being the key) knows what you did then yeah, you are going to get off without any form of punishment at all.
That and if we're using history as an example, soldiers of the losing side have gone native, so to speak, when their side lost for many, many years. Leadership doesn't usually get to run away -- they are well known, and probably arrogant enough to have a gajillion portraits made. But your common run of the mill soldier? Just another anonymous face -- unless someone is dogged enough to track them down and personally see to their punishment (and even then, it depends on who that dogged person is. Some pissy cobbler probably isn't going to be given much time from a busy-ass paper pusher who already has to deal with tons of paperwork -- even if he has details on a well known bad guy. He's one of many, many people likely stepping forward with complaints, and that's not counting the corruption).
Soldier on the losing side on the battlefield: yeah, dead or captured.
Managed to slink off it, able to speak the language and blend in? Remains to be seen.
and too, don't get lost in the details. Details are good. I like it when things make sense. But sometimes it's a rabbit hole, and sometimes it's best to simplify things. Especially when you don't have full control over the setting.
more edits:
My suggestion.
1) Each collared player decides whether or not their character can get away with it. If another character wants to make that difficult for the former, discuss it.
2) Those who are turning themselves in should get together and decide, along with whatever loremongers are interested, how to handle their punishment.
3) Those who are caught should get together and decide, along with whatever loremongers are interested, how to handle their punishment.
4) Those who are caught/turning in who want an out for their character should sit down, again, to figure out a way to legit get their character out of death sentence/whatever that will carry forward consequences.
Maybe not everyone will be okay with the results. That happens sometimes. But this rp happened, and for the sake of those whose characters are involved, I think maybe a good direction to go in is to start taking things one step at a time and figuring out where those characters should go from here. Assuming that's not already happening in pms. Because I'm a dummy sometimes.