Post by SO_RealmHawk on Jul 1, 2015 16:26:20 GMT
Server Rules
Golden Rule: Rules may change or be ignored if it is for the good of the RP.
Bio Rule: You do not need to write a bio, but to receive rp gear and money, you need to write an approved bio.
Name Rule: Be sure to log on the server with Firstname_Lastname or Firstname. Please don't have unrealistic names or famous names. People with names like Sir_Dick_Of_Dickfuck will be permanently banned. Proper Capitalization please.
Player Moderators: Please refer to the Official Faction Section or Staff list for player moderators, They must always be elected lord of their faction when online.
Main Rules:
[1] No rdming - Have a valid reason to kill someone...
[2] RP wounds if knocked out. Crouch where you fell and RP accordingly. You are not going to get a small bruise from a greatsword to the arm unless you are in chain/plate. Expect to do broken bones/large cuts.
[3] No bullying. OOC harassment will NOT be accepted, and will result in a ban.
[4] No combat logging, if someone logs in combat, they have 5 minutes to return, and are considered KO'd. If not it is met with a ban.
[5] No loot, a knocked out armored man takes a while to strip gear from, assuming you happen to wear his size of outfit. Allow the person to return to their body, gather their gear, and RP wounds. Weapons and dropped gold are up for grabs, it is assumed that is all they could find after searching you.
[6]Help - If you are being robbed, people may respond as they wish. You do not need to scream help when being chased by a man with a sword for people to realize you may need a hand.
[7] Don't advertise other servers unless it is a suggestion for a better mod to host on. Talk to the admin team.
[8] Roleplay your character to the best of your abilities.
[9] Factions are official, they are not to be changed unless approved by majority of admin team.
[10] Resumable Difference Rule (RDR) - You must have a damn good reason to ck some body approved by an admin. If a character gets cked you must change your name, look of your character, character personality, and name to a point of reasonable difference. Cks need to approved by an admin.]
[11] No power gaming - unless accepted by the other player.
Assassination/Mugging
-State the target, reason, and helpers in admin chat and wait for approval or disapproval.
-Assassinations are CK's only, you better have a damn good reason for it.
-Muggings are relatively casual, lighter reasons.
Halting:
-Halting is to be clear that you want the person to stop. Apply a REASONABLE amount of force. Just because you are armed does not mean you are going to pull a bloody bardiche when someone doesn't pay the bridge tax. Expect to emote, if the other person refuses to emote, THEN go ham on them for being a crappy RP partner.
Taxing:
-Taxing will vary depending on faction laws and conduct. A person may not be taxed multiple times in a day by a faction. Having someone RP a financial advisor is suggested, or make taxing a weekly event.
Outlaws:
-Treated exactly the same as anyone else. If they are seen commiting a crime, they are persecuted like anyone else.
-Anyone may rob. However, no matter who you are, robbery will likely result in the same persecution as if you were a known bandit.
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War: This is going to seem extremely complicated. War is complicated, war on this server brings a high likelyhood of CK's as well as a massive change in how the map is being ran. Do not expect frequent wars, however if done right, each war will be amazing and fun whether you win or lose.
Types of War
Skirmish: Two or more sides meet away from keeps in chosen area at chosen time, fight. May take prisoners, may not take land or keeps. Low CK risk.
War: Two sides meet at a keep or in a field at chosen time, Prisoners can be taken, army may press on to take a keep or fall back after battle. See Conquest.
Conquest: Two sides meet at a keep, one side attacking one side defending. One starts inside keep, other outside at a distance. Attacking side goal to take keep, defending to hold it. May not press on after battle, prisoners may be taken. If attacking side wins, they capture keep. Defenders hold it on successful defense.
Declaring
Factions must have a heavily RP'd reason to go to war that both factions recognize, Admins MUST approve the war. Only one keep may be taken during war, if a keep is being taken, and that is by the attacking force. May change if both sides agree to counter attacks and further conquest. After the declaring phase, an admin MUST be online and at the field throughout the war to prevent rule breaking.
Planning
Both factions agree upon a set date/time/place to go to war. Both faction leaders, and 3 officers chosen by the leader, meet at an agreed point before the war, discuss the rules of engagement and where each faction starts, whether prisoners are to be taken, any CK's ect. For Hardcore war, soldiers who are not treated medically after the battle must take a CK, all participating soldiers must agree to this in order for this style of war. If they do not agree they will either sit out, or the type will be changed if there are not enough soldiers to bother.
Fighting
Both sides go to their chosen starting points, leaders and officers go to middle of field/outside keep, final meeting, ride back to their battle lines, admin announces war may commence when both sides are ready. Soldiers that were not in starting positions may not join the battle. Fighting commences upon admin announcement, troop movements may begin and ranged units may fire. All combatants MUST be in a hostile faction, all fighting MUST occur on the battlefield. Battle ends when all units are defeated, one side routs/surrenders, or when Lords and Officers from one side are all defeated. Admin announces end of battle, people still in combat may finish fight or retreat, may not engage targets not fighting. Non-fighters may have a shield out but no weapon. KO'd troops are to return to the field if possible, may not re-join fight. See Ending for wounded rules.
Ending
Upon end of battle all people KO'd return to body, take their gear, and crouch, weapons sheathed. They may not leave until carried off by another player who has nothing in their weapons hand, or until fully treated by a doctor, Food may be used to reach full health. If moved, both must block to simulate carry speed and cannot fight while carrying, if the mover draws a weapon, wounded must stop and crouch again. Prisoners may be taken in this way. Third parties may take wounded off the field, and may not be KOS by either side, if they are to be stopped it must be at a demand from one side, following RDM rules. Example: Faction A fighting faction B, Peaceful faction C pulls an A soldier from the field for medical treatment, factions A or B may halt them at any time to leave the wounded soldier. RP accordingly.
Both Lords and Officers, with exception of those CK'd, meet and have a peace talk, outlining changes of property and any rules put upon the losing faction. Admin must be there to confirm rules. Rules must be in line with ones agreed before the war.
If someone does not return to their corpse by the time of the meeting, they are considered dead and may have armor taken. If the armor has despawned, present admin may spawn armor.
Prisoners: Prisoners are taken by the capturing faction, if prisoners are taken by a faction not involved in the battle, it is reasons for war. Prisoners are to be treated as the owning faction wishes, any torture or other acts are to be agreed upon by the prisoner. A ransom MUST be posted, and agreed upon by the admin. A prisoner may have armor stripped, as well as weapons, depending on host. A prisoner may make an attempt to escape, and host faction may pursue until outside their territory. Prisoners moved into friendly territory must have an escort and are not safe until in hands of another friendly faction.
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Bans:
-Temp bans handed out for breaking any of the rules
-Perma bans are handed out if the player is a detriment to the community. Even if you are not breaking the rules, if you are just generally being a prick and making the community worse, you are out.
Chat:
-Only use global chat and faction chat for basic talking
-Use // marks to indicate out of character talking.
-No metagaming
Golden Rule: Rules may change or be ignored if it is for the good of the RP.
Bio Rule: You do not need to write a bio, but to receive rp gear and money, you need to write an approved bio.
Name Rule: Be sure to log on the server with Firstname_Lastname or Firstname. Please don't have unrealistic names or famous names. People with names like Sir_Dick_Of_Dickfuck will be permanently banned. Proper Capitalization please.
Player Moderators: Please refer to the Official Faction Section or Staff list for player moderators, They must always be elected lord of their faction when online.
Main Rules:
[1] No rdming - Have a valid reason to kill someone...
[2] RP wounds if knocked out. Crouch where you fell and RP accordingly. You are not going to get a small bruise from a greatsword to the arm unless you are in chain/plate. Expect to do broken bones/large cuts.
[3] No bullying. OOC harassment will NOT be accepted, and will result in a ban.
[4] No combat logging, if someone logs in combat, they have 5 minutes to return, and are considered KO'd. If not it is met with a ban.
[5] No loot, a knocked out armored man takes a while to strip gear from, assuming you happen to wear his size of outfit. Allow the person to return to their body, gather their gear, and RP wounds. Weapons and dropped gold are up for grabs, it is assumed that is all they could find after searching you.
[6]Help - If you are being robbed, people may respond as they wish. You do not need to scream help when being chased by a man with a sword for people to realize you may need a hand.
[7] Don't advertise other servers unless it is a suggestion for a better mod to host on. Talk to the admin team.
[8] Roleplay your character to the best of your abilities.
[9] Factions are official, they are not to be changed unless approved by majority of admin team.
[10] Resumable Difference Rule (RDR) - You must have a damn good reason to ck some body approved by an admin. If a character gets cked you must change your name, look of your character, character personality, and name to a point of reasonable difference. Cks need to approved by an admin.]
[11] No power gaming - unless accepted by the other player.
Assassination/Mugging
-State the target, reason, and helpers in admin chat and wait for approval or disapproval.
-Assassinations are CK's only, you better have a damn good reason for it.
-Muggings are relatively casual, lighter reasons.
Halting:
-Halting is to be clear that you want the person to stop. Apply a REASONABLE amount of force. Just because you are armed does not mean you are going to pull a bloody bardiche when someone doesn't pay the bridge tax. Expect to emote, if the other person refuses to emote, THEN go ham on them for being a crappy RP partner.
Taxing:
-Taxing will vary depending on faction laws and conduct. A person may not be taxed multiple times in a day by a faction. Having someone RP a financial advisor is suggested, or make taxing a weekly event.
Outlaws:
-Treated exactly the same as anyone else. If they are seen commiting a crime, they are persecuted like anyone else.
-Anyone may rob. However, no matter who you are, robbery will likely result in the same persecution as if you were a known bandit.
-------------------------------------------------------------------------------------------------------------------------------
War: This is going to seem extremely complicated. War is complicated, war on this server brings a high likelyhood of CK's as well as a massive change in how the map is being ran. Do not expect frequent wars, however if done right, each war will be amazing and fun whether you win or lose.
Types of War
Skirmish: Two or more sides meet away from keeps in chosen area at chosen time, fight. May take prisoners, may not take land or keeps. Low CK risk.
War: Two sides meet at a keep or in a field at chosen time, Prisoners can be taken, army may press on to take a keep or fall back after battle. See Conquest.
Conquest: Two sides meet at a keep, one side attacking one side defending. One starts inside keep, other outside at a distance. Attacking side goal to take keep, defending to hold it. May not press on after battle, prisoners may be taken. If attacking side wins, they capture keep. Defenders hold it on successful defense.
Declaring
Factions must have a heavily RP'd reason to go to war that both factions recognize, Admins MUST approve the war. Only one keep may be taken during war, if a keep is being taken, and that is by the attacking force. May change if both sides agree to counter attacks and further conquest. After the declaring phase, an admin MUST be online and at the field throughout the war to prevent rule breaking.
Planning
Both factions agree upon a set date/time/place to go to war. Both faction leaders, and 3 officers chosen by the leader, meet at an agreed point before the war, discuss the rules of engagement and where each faction starts, whether prisoners are to be taken, any CK's ect. For Hardcore war, soldiers who are not treated medically after the battle must take a CK, all participating soldiers must agree to this in order for this style of war. If they do not agree they will either sit out, or the type will be changed if there are not enough soldiers to bother.
Fighting
Both sides go to their chosen starting points, leaders and officers go to middle of field/outside keep, final meeting, ride back to their battle lines, admin announces war may commence when both sides are ready. Soldiers that were not in starting positions may not join the battle. Fighting commences upon admin announcement, troop movements may begin and ranged units may fire. All combatants MUST be in a hostile faction, all fighting MUST occur on the battlefield. Battle ends when all units are defeated, one side routs/surrenders, or when Lords and Officers from one side are all defeated. Admin announces end of battle, people still in combat may finish fight or retreat, may not engage targets not fighting. Non-fighters may have a shield out but no weapon. KO'd troops are to return to the field if possible, may not re-join fight. See Ending for wounded rules.
Ending
Upon end of battle all people KO'd return to body, take their gear, and crouch, weapons sheathed. They may not leave until carried off by another player who has nothing in their weapons hand, or until fully treated by a doctor, Food may be used to reach full health. If moved, both must block to simulate carry speed and cannot fight while carrying, if the mover draws a weapon, wounded must stop and crouch again. Prisoners may be taken in this way. Third parties may take wounded off the field, and may not be KOS by either side, if they are to be stopped it must be at a demand from one side, following RDM rules. Example: Faction A fighting faction B, Peaceful faction C pulls an A soldier from the field for medical treatment, factions A or B may halt them at any time to leave the wounded soldier. RP accordingly.
Both Lords and Officers, with exception of those CK'd, meet and have a peace talk, outlining changes of property and any rules put upon the losing faction. Admin must be there to confirm rules. Rules must be in line with ones agreed before the war.
If someone does not return to their corpse by the time of the meeting, they are considered dead and may have armor taken. If the armor has despawned, present admin may spawn armor.
Prisoners: Prisoners are taken by the capturing faction, if prisoners are taken by a faction not involved in the battle, it is reasons for war. Prisoners are to be treated as the owning faction wishes, any torture or other acts are to be agreed upon by the prisoner. A ransom MUST be posted, and agreed upon by the admin. A prisoner may have armor stripped, as well as weapons, depending on host. A prisoner may make an attempt to escape, and host faction may pursue until outside their territory. Prisoners moved into friendly territory must have an escort and are not safe until in hands of another friendly faction.
-----------------------------------------------------------------------------------------------------------------------------
Bans:
-Temp bans handed out for breaking any of the rules
-Perma bans are handed out if the player is a detriment to the community. Even if you are not breaking the rules, if you are just generally being a prick and making the community worse, you are out.
Chat:
-Only use global chat and faction chat for basic talking
-Use // marks to indicate out of character talking.
-No metagaming