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	<updated>2026-05-02T15:31:09Z</updated>
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		<id>http://irontide.info/index.php?title=General_PVP_Rules&amp;diff=1621</id>
		<title>General PVP Rules</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=General_PVP_Rules&amp;diff=1621"/>
		<updated>2026-01-23T19:47:31Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* PVP Rule - One: PVP Pvp Intent Procedure &amp;amp; Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Button|text=Back to Rules|link=Rules}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 100%; height: auto;&amp;quot;&amp;gt;[[File:pvp.png|960px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
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====PVP Rule - One: PVP Pvp Intent Procedure &amp;amp; Rules====&lt;br /&gt;
# To Initiate Pvp Intent, one must provide an emote with (Pvp Intent) included at the end. Once the emote is presented, all that are able to read it must pause where they are and provide a response acknowledging the incoming fight in the way of emoting with one of the following (Pvp Join) (Pvp Surrender) (Pvp Abstain) at the end of their response while continuing to be still. &lt;br /&gt;
## Bystanders may declare neutrality with /pvp abstain. They can be challenged by an aggressor or defender to elevate to combat status.  Once combat has ended, a new PvP intent needs to be initiated to start a new combat encounter inside a secured player compound or /rp protected scene such as consequences. PvP may ensue without the need of waiting for bystanders. Unless challenged, they will be automatically counted as absent.&lt;br /&gt;
## Those that may wander into the scene must pause immediately in recognition of what it is and provide their response whether before or during the fight. Movement starts again once the fighting begins or is ongoing.&lt;br /&gt;
## Once all have responded, Every active combatant is required to declare ready status before it starts by typing (r) or (ready). With everyone ready a count down can be started with the /pvp start command. Or a Countdown shouted in the chat by a volunteer. &lt;br /&gt;
## You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction. Running away when you have received an emote directed at you will be counted as roleplay avoidance.&lt;br /&gt;
## In the aftermath the severity of the fight is judged by the actions of the victors (See Consequence Rules.). Where they may choose to mechanically help one up, this equals a sort of brawl. If they are left to get up on their own, they will suffer some injury. Then finally one can choose to mechanically execute a fallen, this inflicts severe mechanical consequences and should be considered a severe injury taken, used sparringly.&lt;br /&gt;
#In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules or mechanical defuffs). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight, unless serverly injured.&lt;br /&gt;
# PVP may take place anywhere in the world, except for the spawning locations. Players can be recovered when downed by means of spells and In-Game mechanics. They can rejoin the same fight as long as it’s allowable. &lt;br /&gt;
# Upon dropping a Pvp intent upon a Player showing activity before the intent is dropped, such as movement, typing ect. If the receiver does not emote or respond after a time of five minutes, the Pvp intent is considered lost by the character presumably AFK or stalling. The initiator of the Pvp intent needs to open a Ticket to log the encounter with screen shots of timeframe.&lt;br /&gt;
# Sizing up: Players must use the /resize command to set their height to 180 with hand sliders set to 0. Changing these values during a fight is a strike-worthy offense.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Two: AOS Location Allowance====&lt;br /&gt;
# Attack On Sight is prohibited outside of designated areas such as the Unnamed City. It is the players responsibility to press M to look at the map to be sure they are not breaking this rule.  PVP Intents are still allowed on first contact Also, provided the PVP intent procedures are followed. You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction in such zones. Running away to avoid roleplay or intent will be counted as roleplay avoidance.&lt;br /&gt;
# If a player is downed within an AOS Zone or downed in a fight that travels out of it the encounter falls under Attack on Sight rules, they are subject to the specific downed-state rules applicable to Attack on Sight situations.&lt;br /&gt;
# Attack on Sight is active within the zones unless a party is involved in roleplay. To be protected while in roleplay they must input command /rp when stopping to roleplay a scene. In RP scenes, players are required to actively roleplay in it. If the scene is not active RP, AOS protected status will be invalidated.&lt;br /&gt;
# Upon choosing to engage someone with Attack on Sight, you are required to give them roleplay in the aftermath to your standard quality. AOS-ing someone, dropping a single line then running off is considered not good faith gameplay. Be mindful if you need to Execute when an opponent is down, the mechanic is not to be used to hinder someone else&#039;s enjoyment of the game.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Three: Banned PVP Practices====&lt;br /&gt;
Intentionally causing other players to crash or lag out with any means is forbidden. Blocking doors with deco items to block breach attempts, or placing Explosives such as Jars &amp;amp; Mines in the middle of PvP as a way to kill other Players. They are fine to be used to create breaches in Raids, but actively using them solely to kill players is not allowed.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Four: Water Combat====&lt;br /&gt;
Water Combat - PVP in water &amp;amp; attacking someone swimming in water is forbidden. Water should be used absolutely minimally, only as a way to pass from point A to point B, in a direct line. Lingering inside water during PvP or dodging attacks by going into water would be severely punished in a ticket. It is known mistakes happen in the heat of combat so some variations may occur but please be conscious of your movements around water.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Five: Teleportation in PVP====&lt;br /&gt;
Any means of teleportation or portals are forbidden in active combat. The Caravan System and /home where mechanically possible is able to be done again after one has broken away from the combat and 30 minutes have passed. To have broken away from the combat one must break line of sight completely and be actively fleeing or have fled from the engagement. The timer does not start if one stays around to view the fight as a able bodied combatant, cannot watch to decide if going to join in again and then decide not to if one wishes the counter to have begun. One must be actively freely fleeing or have fled in this way for the count of 30 minutes to start.&lt;br /&gt;
&lt;br /&gt;
The only exception to this are locations which are not a direct part of the open world such as dungeons. Teleportation means can be used to exit towards the open world.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Six: Post PVP Intent Engaging and Fleeing====&lt;br /&gt;
If one comes across an ongoing fight outside an AOS zone one must pause and shout their ((Pvp Join)) Declaration if they wish to take part. This counts for those that have fled an have come back after they have escaped the initial fight via what is detailed below.&lt;br /&gt;
&lt;br /&gt;
A Pvp intent engagement is considered over for some one who has fled having broken away from the active fight &amp;amp; has not been involved in consequence rp for 30 minutes. To have broken away from the combat one must break line of sight completely and be actively fleeing or have fled from the engagement. To attack an individual that has escaped in this way and has been out of the proximity of the fight for 30 minutes a new Pvp Intent must be started for them to fight or be fought. This rule is overridden by AOS zones.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Seven: Mounts &amp;amp; Thralls in PVP====&lt;br /&gt;
Mounts &amp;amp; Ranger thralls can be used for PVP. They cannot however be used to store valuable items or block pathways. Mounts can spawn by pathways while in following mode, but must never be parked by it in guarding or scouting state.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Eight: PvP Downing====&lt;br /&gt;
In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location for Consequences, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Nine: Conflict Resolution &amp;amp; Dice Alternative====&lt;br /&gt;
Mechanical PvP is considered the official resolution of any conflict, and it’s protected by the rules. Parties however may choose dice combat, but it has to be purely consensual between both parties.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Ten: Player vs. Player in Towns (Hubs) and Sapphire Island====&lt;br /&gt;
=====Inside the Hub =====&lt;br /&gt;
* By default, PvP actions and attack-on-sight behavior are not permitted inside admin-controlled towns/hubs, or in the space between the caravan and the hub.&lt;br /&gt;
* Players may temporarily enable PvP intent through in-game mechanics (e.g., bribing guards). When enabled, PvP is only allowed within the specified timeframe and under the conditions provided by the mechanic.&lt;br /&gt;
* A notification will be sent to all players within range when PvP is enabled.&lt;br /&gt;
* Anyone who sees the notification may join the fight.&lt;br /&gt;
* If the defender moves the fight outside the hub walls, they may not return to the hub or use warps. Their options are to fight it out or flee and try to hide somewhere on the island.&lt;br /&gt;
&lt;br /&gt;
====== Guard Duty Rules ======&lt;br /&gt;
Players assigned to guard duty are subject to the following rules:&lt;br /&gt;
* If they join, they must join the defending side.&lt;br /&gt;
* They are not permitted to initiate combat.&lt;br /&gt;
* Players may not bribe guard-duty players; only NPC guards may be bribed.&lt;br /&gt;
&lt;br /&gt;
====== Consequences ====== &lt;br /&gt;
* Cons: Only minor cons are allowed. Aftermath RP is mandatory.&lt;br /&gt;
&lt;br /&gt;
===== Outside the Hub / Caravan Trail =====&lt;br /&gt;
* Players who initiate or engage in PvP on Sapphire Island outside the hub, or outside the road between the hub and the caravan, may do so, but warps are still not allowed.&lt;br /&gt;
* If the defender reaches inside the hub walls, the PvP ends. The defender is then considered saved by the guards.&lt;br /&gt;
&lt;br /&gt;
====== Consequences ======&lt;br /&gt;
* Cons: Only minor cons are allowed. Aftermath RP is mandatory.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Eleven: Resizing in AOS Zones====&lt;br /&gt;
Players are required to be &#039;&#039;&#039;properly resized&#039;&#039;&#039; while in designated &#039;&#039;&#039;AOS zones&#039;&#039;&#039;.&lt;br /&gt;
Players will be &#039;&#039;&#039;automatically resized upon entering&#039;&#039;&#039; these zones. If a mechanical issue prevents this from occurring, players are responsible for manually resizing using the &amp;lt;code&amp;gt;/resize&amp;lt;/code&amp;gt; command or other provided methods to ensure PvP resizing rules are respected.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Twelve: PvP Intent Near Player Compounds====&lt;br /&gt;
Players may not declare &#039;&#039;&#039;PvP intent with more than two players (including themselves)&#039;&#039;&#039; within &#039;&#039;&#039;three foundation range&#039;&#039;&#039; of player compounds.  &lt;br /&gt;
Player compounds are defined as &#039;&#039;&#039;secured bases&#039;&#039;&#039; that require climbing or scaling to gain access.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Thirteen: Caravan and Base Camping====&lt;br /&gt;
Camping caravans for the purpose of attacking players is &#039;&#039;&#039;strictly prohibited&#039;&#039;&#039;, similar to base camping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camping&#039;&#039;&#039; is defined as remaining in a caravan area for &#039;&#039;&#039;longer than 10 minutes&#039;&#039;&#039; with the intent to cause harm to players passing through.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base camping&#039;&#039;&#039; is also prohibited and is defined as remaining near a player base for &#039;&#039;&#039;longer than 10 minutes without active roleplay&#039;&#039;&#039;.  &lt;br /&gt;
To engage a base, players must &#039;&#039;&#039;submit a siege ticket and conduct a raid&#039;&#039;&#039;. Failure to do so will require players to &#039;&#039;&#039;disperse immediately&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players who are &#039;&#039;&#039;actively roleplaying&#039;&#039;&#039; within caravan locations may be declared for PvP intent and are exempt from caravan camping restrictions.&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Rules&amp;diff=1620</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Rules&amp;diff=1620"/>
		<updated>2026-01-23T12:25:49Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* PVP Rule - One: PVP Pvp Intent Procedure &amp;amp; Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#description2:Explore the rules of Irontide, a text-based RP/PvP server inspired by Warhammer Fantasy in Conan Exiles. Forge your character’s story through roleplay, combat, and alliances.)}}&lt;br /&gt;
{{Button|text=Back to Main Page|link=Main Page}}&lt;br /&gt;
==Server Vision==&lt;br /&gt;
Irontide started as a main project in 2025 by a group of players with varying degrees of experience throughout the game&#039;s evolution from 2018 until present day, as well with some modding experience. The main vision of the server &amp;amp; it&#039;s purpose was born out of need, by a niche side of the community which strived for an older, yet refined in terms of the mechanical or Player-versus-Player gameplay, whilst also expanding into  creating more additional content into the Roleplay sphere, as well as for the Player-Versus-Environment side as well.&lt;br /&gt;
&lt;br /&gt;
While we do also understand some reluctance at the core of the gameplay the server was originally designed, and while even the notion in attempting to please everyone won&#039;t be possible; the gameplay mechanics, combat changes &amp;amp; further expansions will be centered around in trying to create a fun experience for all players, ranging from new to veteran players that seek to try something new, and the same time providing the grimdark setting of Warhammer Fantasy through future events hosted by our entrusted Loremasters &amp;amp; Staff &amp;amp; the Irontide mod.&lt;br /&gt;
&lt;br /&gt;
==Refusal of Service==&lt;br /&gt;
Although the Irontide community is generally available for everyone from all corners of the Conan Exiles community, we however reserve the right to refuse in allowing players who do not wish to abide by the server’s community guidelines &amp;amp; rules. We’ll also monitor those who have a history for OOC malicious &amp;amp; disruptive behaviour whenever’s the case.  &lt;br /&gt;
Providing empirical evidence of such cases however, may vary to some difficulty. However our aim is to take the stance to prevent any such obstructions for the sake of our community members &amp;amp; without tainting the server’s reputation.&lt;br /&gt;
&lt;br /&gt;
==Rule Categories==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-page human&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ General Roleplay Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card roleplayrules&amp;quot; aria-label=&amp;quot;General Roleplay Rules&amp;quot; data-target=&amp;quot;/index.php/General Roleplay Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;General Roleplay Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Character Creation Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card charactercreation&amp;quot; aria-label=&amp;quot;Character Creation Rules&amp;quot; data-target=&amp;quot;/index.php/Character Creation Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Character Creation Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ General PVP Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card pvp&amp;quot; aria-label=&amp;quot;General PVP Rules&amp;quot; data-target=&amp;quot;/index.php/General PVP Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;General PVP Rules &amp;amp; AOS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Consequence Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card khorne&amp;quot; aria-label=&amp;quot;Consequence Rules&amp;quot; data-target=&amp;quot;/index.php/Consequence Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Consequence Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Permadeath ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card consequences&amp;quot; aria-label=&amp;quot;Permadeath&amp;quot; data-target=&amp;quot;/index.php/Permadeath&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Permadeath&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Building Rules and Restrictions ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card building&amp;quot; aria-label=&amp;quot;Building Rules and Restrictions&amp;quot; data-target=&amp;quot;/index.php/Building Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Building Rules and Restrictions&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Raid Rules■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card raiding&amp;quot; aria-label=&amp;quot;Raid Rules&amp;quot; data-target=&amp;quot;/index.php/Raid Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Raid Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Territory Warfare■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card territorywar&amp;quot; aria-label=&amp;quot;Territory Warfare&amp;quot; data-target=&amp;quot;/index.php/Territory Warfare&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Territory Warfare&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Roleplay &amp;amp; Character Etiquette==&lt;br /&gt;
Roleplay is a core mechanic on Irontide. We wish to reinvent what comes as tradition, as we separate our rules into two types of rules, Community and Gameplay.&lt;br /&gt;
&lt;br /&gt;
Community rulings will be based on if the player is enjoying their time playing here, or if the server can accommodate their playstyle and form of interactions with other members of the community. By reporting a player, you shouldn&#039;t expect any type of punishment because the team will appreciate your input. Tickets and punishments are not weapons to use against players. &lt;br /&gt;
&lt;br /&gt;
They are only enacted as needed in order to enforce our ⁠⁠server-vision.&lt;br /&gt;
&lt;br /&gt;
===General Roleplay Rules===&lt;br /&gt;
====Roleplay Rule - One: English Only | Text-Based Server====&lt;br /&gt;
The server uses English language as its main usage both in Roleplay and Out-Of-Character, the server is also Text-Based, thus Voice RP is not available here. Players must type only in English in both global and local chats. The usage of translation tools however is allowed, the usage of any AI to write emotes for Roleplay purposes however is strictly prohibited.&lt;br /&gt;
====Roleplay Rule - Two: Always In-Character====&lt;br /&gt;
As long as you are online, on the server, you are always considered In-Character. If you’re yet required to AFK, you’re recommended to log off so that you won’t be interacted with as there’s the risk of you being Attacked on Sight (AOS) even while you’re AFK. Out-Of-Character chatter in Local channel must be kept to an absolute minimum.&lt;br /&gt;
====Roleplay Rule - Three: +18 / Adult Content====&lt;br /&gt;
* Due to the nature of the game and some of its content. All Characters must be portrayed appropriately as adults, over eighteen of age. Characters that appear too young or confirm being below the age of eighteen will be ticketed &amp;amp; requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.&lt;br /&gt;
* Acts of zoophilia/bestiality &amp;amp; pedophilia is strictly forbbiden, and if a player is caught enacting such sceneries, they will be swiftly banned— permanently. &lt;br /&gt;
* Characters that wish to claim their character’s pregnancy however will be obliged to reroll, while characters that are below eighteen or have such appearance will be ticketed &amp;amp; requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.&lt;br /&gt;
====Roleplay  Rule -  Four: Rule Lawyering====&lt;br /&gt;
In the event that a rule has been broken, players shall not stall the Roleplay by engaging in debates about the rules. Informing the opposing player that a rule has been broken is encouraged, but only in the case an understanding was reached, the scene must continue and a ticket opened after the fact. Ticket wars over such matters will not be tolerated.&lt;br /&gt;
====Roleplay Rule -  Five: Godmodding, Powergaming, Metagaming, Metapost &amp;amp; Blending====&lt;br /&gt;
The following behaviours are strictly prohibited on this server: &lt;br /&gt;
&lt;br /&gt;
* Godmodding : Typically refers about a player acting as if their character is invincible, capable of anything, or having knowledge and abilities beyond what is reasonable, most often aspect of Godmode is taking excessive control over another player’s character through illogical means and against their will; &lt;br /&gt;
* Powergaming : A player’s character prioritizes effectiveness over another, by removing the agency from their victim to react in any way, or even to respond afterwards.&lt;br /&gt;
* Metagaming : A player uses Out-of-Character information they gathered, and uses it In-Game as means for unfair advantages, thus harming the notion of fair-play, as well as the trust from the community;&lt;br /&gt;
* Metaposting : Emoting conveyed in the form of thoughts (e.g: x believes that y is a fool), generally to provoke an OOC reaction from their victim; &lt;br /&gt;
* Blending : A player mixes their Out-Of-Character feelings through the facade of In-Character, as an example, some may antagonize another player by portraying them as being Out-Of-Character evil, yet the player in question is just playing their character as intended by their race/societal view;&lt;br /&gt;
&lt;br /&gt;
While some vary in severity, the cases of Metagaming is seen as the most severe, those caught breaking the rule would be harshly punished with a strike, if the offender is caught repeating the offence, their strike will be extended into a ban. It is the players responsibility to avoid possible metagaming instances, which can result in knowing a situation and intentionally not going to a certain place.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Six: Streaming====&lt;br /&gt;
*  Streaming on any popular or alternative platforms such as: Twitch, Kick, StreamYard, Discord, YoutubeLive, etc. on this server is highly restricted due to the nature of the nature of the game and server itself. Publishing a recording of a pvp instance may be allowed if every party consents to publish of the (strictly) pvp instance and only after 48 (or more) hours have passed that they can be added.&lt;br /&gt;
* Recordings are however permitted only to solidify any evidence for any rule infraction committed by a player.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Seven: Consent &amp;amp; Fade To Black (FTB)====&lt;br /&gt;
* Consent must be fully respected and upheld in all matters, especially when involving sexual content or scenery, but not limited to: torture, slavery &amp;amp; nudity. If any of these scenarios do not involve sexual content, they must be roleplayed or can be Faded To Black. Consent is required for long-term slavery scenarios, while short-term captivity roleplay exchanges may proceed without explicit consent, only if this has been agreed as part of a consensual framework beforehand. &lt;br /&gt;
* The option to Fade to Black a scene is not meant to be abused to shield yourself from certain consequences. It&#039;s in place to shield the individual from experiencing, writing or engaging in mature themes, such as torture, gore, dismemberment, mutilation, and anything sexual related that they may feel uncomfortable with.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Eight: Lore Adherence====&lt;br /&gt;
* The server strives to represent the lore of Warhammer Fantasy as much as it can be possible, while it’s not frowned upon to lack any deep knowledge of the setting itself, it is yet recommended to at ‘least try to understand the basics through representing your character to the race, society &amp;amp; class it’s affiliated with. &lt;br /&gt;
* The Loremasters &amp;amp; the Staff from Irontide are more than happy to help in such cases, however if the player is found purposely avoiding to follow the recommendations or instructions from them and are seen repeatedly breaking the lore, they will be apprehended in a ticket with the Staff deciding on how they will deal with the lore-breaker. Staff may demand recreation or submit of a character creation form, if current character is not lore accurate.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Nine: Roleplay Avoidance====&lt;br /&gt;
* Once outside of your building, you must adhere to any and all attempts from others initiating roleplay with you. Any infringements, such as walking without Roleplaying your intent to depart, will be counted as Roleplay Avoidance. Suddenly leaving a roleplay scene with little to no communications for whatever reason is considered Roleplay avoidance as well. If you need to leave, please communicate it properly with all present parties In-character, or at least Out-of-Character in case of Real-Life emergencies. &lt;br /&gt;
* if the Real-Life emergency is proven being faked however (e.g: they purposely claim they have something to do in Real-Life, yet only to be seen actively playing the game mere seconds or minutes after they left to not face tension or consequences), they will be punished with a strike, repeat offence will lead to a ban. Using this rule to delay roleplay in order to gain advantage on possible PvP will result in strikes for the party that has joined late.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Ten: Act Names (/Disguise)====&lt;br /&gt;
* Players are allowed one act name only. If you wish to change your /disguise name, you’ll need to open a ticket. The exception to this rule is the Assassin subclass. They may have unlimited /disguise names and do not require a ticket. If an Assassin wishes to take on a more realistic and different character name, they will be required to open a ticket.&lt;br /&gt;
&lt;br /&gt;
* Assassins will need to use /disguise for the first time in order to unlock /act.&lt;br /&gt;
&lt;br /&gt;
* Act names must indicate the following: your Origin or race; at least one unique identifier; (Some examples of this would be: Purple Druchii Dreadspear, Imperial Crimson Soldier, and Carstein Shrouded Assassin)&lt;br /&gt;
&lt;br /&gt;
* To use a title of significance to a Warhammer faction, you will need to open a ticket for approval. Examples of these titles would be: The Warchief, The Prince, The Arena Master,etc.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Eleven: Dice Rolls====&lt;br /&gt;
The only dice rolls everyone is required to adhere to are Stealth and Perception within reason. Character attempting to be hidden must be in a hidden location or out of direct view. If they move to be in plain view the stealth is dropped. Every other die is optional. It is however highly encouraged to enhance the scene by engaging with them. Please reach out to each other before using dice, and before using any flavour abilities to reduce confusion.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Twelve: Sister Clanning====&lt;br /&gt;
&lt;br /&gt;
Sister-clanning is prohibited.&lt;br /&gt;
&lt;br /&gt;
Sister-clanning is any arrangement or repeated pattern of cooperation where two or more separate clans or Principalities function as a single unified entity in practice, in order to bypass intended limits, gain unfair advantages, or create a permanent mega-bloc.&lt;br /&gt;
&lt;br /&gt;
This rule applies whether the cooperation is explicit or implicit, and whether it is done in-character or out-of-character.&lt;br /&gt;
&lt;br /&gt;
=====What Counts as Sister-Clanning=====&lt;br /&gt;
&lt;br /&gt;
Examples include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Maintaining a permanent or near-permanent alliance structure with the same partner groups&lt;br /&gt;
* Disbanding an alliance &amp;quot;in name only&amp;quot; while continuing to coordinate as one power bloc&lt;br /&gt;
* Re-forming Coalitions repeatedly with the same members to maintain continuous cooperation&lt;br /&gt;
* Coordinating territory expansion, wars, claims, or defenses as if you are one Principality&lt;br /&gt;
* Sharing leadership, command structure, or decision-making across multiple Principalities in a way that removes independence&lt;br /&gt;
* Using multiple clans or Principalities to avoid membership limits, territory limits, recruitment limits, or other system restrictions&lt;br /&gt;
* Operating mutual defense pacts as a default state rather than a temporary response to a specific situation&lt;br /&gt;
* Rotating members between clans to bypass recruitment or size restrictions&lt;br /&gt;
&lt;br /&gt;
=====What Is Allowed=====&lt;br /&gt;
&lt;br /&gt;
The following are allowed, as long as they remain temporary, limited, and do not create a permanent unified bloc:&lt;br /&gt;
&lt;br /&gt;
* Short-term Coalitions formed for a specific conflict or objective&lt;br /&gt;
* Limited non-aggression agreements for diplomacy or trade&lt;br /&gt;
* Temporary military cooperation during a defined war goal&lt;br /&gt;
* Story-driven alliances that end when their purpose is achieved&lt;br /&gt;
* Neutral diplomacy and normal political interaction&lt;br /&gt;
&lt;br /&gt;
=====Staff Review and Enforcement=====&lt;br /&gt;
&lt;br /&gt;
Staff may review suspected sister-clanning based on patterns of behavior, not just written agreements.&lt;br /&gt;
&lt;br /&gt;
If staff determines sister-clanning is occurring, they may require corrective action, including:&lt;br /&gt;
&lt;br /&gt;
* Forced disbanding of alliances or Coalitions&lt;br /&gt;
* Limits on cooperation scope&lt;br /&gt;
* Forced separation of military planning and territorial action&lt;br /&gt;
* Administrative penalties according to the rules page&lt;br /&gt;
&lt;br /&gt;
Staff may also request proof that the involved groups have returned to independent operation and remained separate.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with staff instructions regarding sister-clanning will be treated as a rules violation.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Thirteen: Spying / Eavesdropping ====&lt;br /&gt;
&lt;br /&gt;
* Any attempt to enter a base, or to lurk outside one, requires an emote and a &#039;&#039;&#039;Stealth&#039;&#039;&#039; roll.&lt;br /&gt;
* Anyone who sees the emote must roll &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
* If the Perception roll is &#039;&#039;&#039;higher&#039;&#039;&#039; than the Stealth roll, the intruder is &#039;&#039;&#039;heard&#039;&#039;&#039;. If it is &#039;&#039;&#039;lower&#039;&#039;&#039;, the intruder remains &#039;&#039;&#039;undetected&#039;&#039;&#039;.&lt;br /&gt;
* From the moment the emotes/rolls are made, the intruder is considered to be in &#039;&#039;&#039;active RP&#039;&#039;&#039; with anyone rolling Perception on them. Leaving the scene without RPing out being heard will count as &#039;&#039;&#039;RP avoidance&#039;&#039;&#039;.&lt;br /&gt;
* Likewise, changing your chat range from &#039;&#039;say&#039;&#039; to &#039;&#039;mumble&#039;&#039; or &#039;&#039;whisper&#039;&#039; without winning the Perception contest will also count as &#039;&#039;&#039;RP avoidance&#039;&#039;&#039;.&lt;br /&gt;
* The intruder must do an emote and a Stealth roll &#039;&#039;&#039;each time they move from one room to another&#039;&#039;&#039;.&lt;br /&gt;
* If caught, the residents may choose to &#039;&#039;&#039;attack on sight&#039;&#039;&#039; (PvP intent) or &#039;&#039;&#039;RP it out&#039;&#039;&#039; by other means. The intruder must follow the residents’ chosen resolution.&lt;br /&gt;
* If there is &#039;&#039;&#039;no one in the base&#039;&#039;&#039;, the intruder must leave a &#039;&#039;&#039;POI&#039;&#039;&#039; in each room they entered. The POI should contain clues indicating &#039;&#039;&#039;who was there&#039;&#039;&#039;.&lt;br /&gt;
* If spying/eavesdropping happens &#039;&#039;&#039;out in the open&#039;&#039;&#039;, the same emote and Stealth roll are required, but if caught, normal &#039;&#039;&#039;RP and PvP intents&#039;&#039;&#039; apply.&lt;br /&gt;
* These rules apply to everyone, &#039;&#039;&#039;including assassins in stealth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Using &#039;&#039;&#039;blink&#039;&#039;&#039; to infiltrate bases is a &#039;&#039;&#039;strike-worthy offense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Rules==&lt;br /&gt;
====Character Creation Rule - One: Alternative Characters or Alt Account====&lt;br /&gt;
You are only allowed to play one character at a time. Alternate characters &amp;amp; alting are strictly forbidden.&lt;br /&gt;
====Character Creation Rule - Two: Character Representation====&lt;br /&gt;
* All characters must be presented and roleplayed as adults of their respective race. There are no exceptions and zero tolerance to the failure to adhere to that.&lt;br /&gt;
* All characters must have a realistic appearance and act properly within the setting and the character’s race and cultural lore. (Check out our guides, or consult with the Loremasters in a ticket if needed)&lt;br /&gt;
* All characters must have realistic body proportions according to their racial standards. A wide range of sizes is offered on body parts so all races could properly be represented. However, all characters should be realistic without over-exaggerated and unrealistic bodies.&lt;br /&gt;
* If the character you wish to play has any Chaotic Mutations or is a special race such as races with limitations of population, please open a Character creation ticket so the Loremasters can guide you!&lt;br /&gt;
====Character Creation Rule - Three: Naming convention====&lt;br /&gt;
All characters’ names must be capitalized and lore appropriate according to race/culture of the Warhammer Fantasy setting. This also means no modern references or usage of already established names within the setting when naming your character. Max characters allowed in a name is 30.&lt;br /&gt;
====Character Creation Rule - Four: Accessory Limit====&lt;br /&gt;
Character accessories are limited to 25. All accessories that add particles are banned from use such as torches as an accessory.&lt;br /&gt;
====Character Creation Rule - Five: Character Legitimacy====&lt;br /&gt;
* Creating a character, either as a standalone, or part of a unit, that in lore is part of the upper most highest echelons of authority that they can use to render other characters unable to contest their orders based on lore realism is not permitted.&lt;br /&gt;
* Characters are considered unique entities. At the event of a character death, the player is not allowed to roll into a relative of the previous character, nor someone close to them.&lt;br /&gt;
====Character Creation Rule - Six: Futanari Characters====&lt;br /&gt;
Futa characters are strictly forbidden in our community. Any cases of them being discovered will result in an immediate deletion of the character and suspension of the player. Due to the difficulty policing between actual transgenders &amp;amp; fetishized futa characters, we do not allow intersex characters. Players however may choose to roleplay as being born a different gender they were able to select before their arrival into the Borderlands/Border Princes.&lt;br /&gt;
&lt;br /&gt;
===Rerolling===&lt;br /&gt;
Irontide has three character slots as save slots offered to players for shelving characters. You may remove and create a new character by going through the reroll process. Players through a reroll process can go back to their old character. Staff has no responsibility to retrieve removed characters or shelved back characters.&lt;br /&gt;
&lt;br /&gt;
Once a character is permanently killed they must be deleted from their saved slot. An attempt to sneak back in on a killed character will result in direct Ban.&lt;br /&gt;
====Reroll Rule -  One: Reroll Allowance====&lt;br /&gt;
* Players may request a reroll if they have no active conflicts. They can reroll to a new character, provided any conflicts are settled or invalidated through Out-Of-Character communication. Reroll requests are posted in ⁠the departures channels by the staff handling the ticket. If no one contests it within 24 hours the reroll process would be considered complete.&lt;br /&gt;
* In order to stop another player from switching to a different character concept you are required to open a Contest ticket.&lt;br /&gt;
====Reroll Rule -  Two: Owner of Principality====&lt;br /&gt;
Clan leaders who own principalities are required to transfer ownership of the principality to a character matching their current character. If they do not, they must dissolve the principality.&lt;br /&gt;
====Reroll Rule -  Three: Voluntary Reroll &amp;amp; Forced Rerolls====&lt;br /&gt;
* Admins have the right to force players to reroll back to their old characters, if those characters are involved in conflicts that have caused permanent physical or psychological damage to other characters, (e.g: Dismemberment or Permanent Death). This is beyond the 24 hours contest period, the contested party however must offer solid evidence for clearance. &lt;br /&gt;
&lt;br /&gt;
* Only one voluntary reroll request per week is allowed.&lt;br /&gt;
====Reroll Rule -  Four: Self-Perma &amp;amp; Fleeing the Lands====&lt;br /&gt;
All players wanting to either self-permadeath or flee the Lands with their characters as means of playing a new concept are required to open a Reroll ticket, which then gets posted publicly for the rest of the server in order to allow a contest.&lt;br /&gt;
===New Life Rule (NLR)===&lt;br /&gt;
Every player who rerolls into a new character must strictly follow these rules. Admins have the right to permanently ban players who intentionally violate these essential rules:&lt;br /&gt;
====NLR Rule -  One: Knowledge from Previous Character====&lt;br /&gt;
The new character has no knowledge of their old character, including their associates, memories, or experiences.They are not allowed to rejoin the same conflict as their previous character. Even if they join the same clan, they must abstain from involvement unless their foe personally initiates a new conflict directly with the new character.&lt;br /&gt;
&lt;br /&gt;
This involves while they are present in their clan, If their killer clan offends past permanently killed characters or clan, this doesn&#039;t count as  a valid reason, reason should not be personal to the player.&lt;br /&gt;
====NLR Rule -  Two: Participating on Raids====&lt;br /&gt;
The new character is not allowed to be part of any raid, territory war or engaging in any way, shape or form in a Blood Feud for a duration of 1 week after reroll.&lt;br /&gt;
====NLR Rule -  Three: Distinctions====&lt;br /&gt;
The new character must be distinct from the old character. This means playing a different race, or if playing the same race, selecting a different class. Violating this rule will result in a forced character recreation.&lt;br /&gt;
&lt;br /&gt;
==General PVP Rules &amp;amp; AOS==&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - One: PVP Pvp Intent Procedure &amp;amp; Rules====&lt;br /&gt;
# To Initiate Pvp Intent, one must provide an emote with (Pvp Intent) included at the end. Once the emote is presented, all that are able to read it must pause where they are and provide a response acknowledging the incoming fight in the way of emoting with one of the following (Pvp Join) (Pvp Surrender) (Pvp Abstain) at the end of their response while continuing to be still. &lt;br /&gt;
## Bystanders may declare neutrality with /pvp abstain. They can be challenged by an aggressor or defender to elevate to combat status.  Once combat has ended, a new PvP intent needs to be initiated to start a new combat encounter inside a secured player compound or /rp protected scene such as consequences. PvP may ensue without the need of waiting for bystanders. Unless challenged, they will be automatically counted as absent.&lt;br /&gt;
## Those that may wander into the scene must pause immediately in recognition of what it is and provide their response whether before or during the fight. Movement starts again once the fighting begins or is ongoing.&lt;br /&gt;
## Once all have responded, Every active combatant is required to declare ready status before it starts by typing (r) or (ready). With everyone ready a count down can be started with the /pvp start command. Or a Countdown shouted in the chat by a volunteer. &lt;br /&gt;
## You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction. Running away when you have received an emote directed at you will be counted as roleplay avoidance.&lt;br /&gt;
## In the aftermath the severity of the fight is judged by the actions of the victors (See Consequence Rules.). Where they may choose to mechanically help one up, this equals a sort of brawl. If they are left to get up on their own, they will suffer some injury. Then finally one can choose to mechanically execute a fallen, this inflicts severe mechanical consequences and should be considered a severe injury taken, used sparringly.&lt;br /&gt;
# In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules or mechanical defuffs). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight, unless serverly injured.&lt;br /&gt;
# PVP may take place anywhere in the world, except for the spawning locations. Players can be recovered when downed by means of spells and In-Game mechanics. They can rejoin the same fight as long as it’s allowable. &lt;br /&gt;
# Upon dropping a Pvp intent upon a Player showing activity before the intent is dropped, such as movement, typing ect. If the receiver does not emote or respond after a time of five minutes, the Pvp intent is considered lost by the character presumably AFK or stalling. The initiator of the Pvp intent needs to open a Ticket to log the encounter with screen shots of timeframe.&lt;br /&gt;
# Sizing up: Players must use the /resize command to set their height to 180 with hand sliders set to 0. Changing these values during a fight is a strike-worthy offense.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Two: AOS Location Allowance====&lt;br /&gt;
# Attack On Sight is prohibited outside of designated areas such as the Unnamed City. It is the players responsibility to press M to look at the map to be sure they are not breaking this rule.  PVP Intents are still allowed on first contact Also, provided the PVP intent procedures are followed. You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction in such zones. Running away to avoid roleplay or intent will be counted as roleplay avoidance.&lt;br /&gt;
# If a player is downed within an AOS Zone or downed in a fight that travels out of it the encounter falls under Attack on Sight rules, they are subject to the specific downed-state rules applicable to Attack on Sight situations.&lt;br /&gt;
# Attack on Sight is active within the zones unless a party is involved in roleplay. To be protected while in roleplay they must input command /rp when stopping to roleplay a scene. In RP scenes, players are required to actively roleplay in it. If the scene is not active RP, AOS protected status will be invalidated.&lt;br /&gt;
# Upon choosing to engage someone with Attack on Sight, you are required to give them roleplay in the aftermath to your standard quality. AOS-ing someone, dropping a single line then running off is considered not good faith gameplay. Be mindful if you need to Execute when an opponent is down, the mechanic is not to be used to hinder someone else&#039;s enjoyment of the game.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Three: Banned PVP Practices====&lt;br /&gt;
Intentionally causing other players to crash or lag out with any means is forbidden. Blocking doors with deco items to block breach attempts, or placing Explosives such as Jars &amp;amp; Mines in the middle of PvP as a way to kill other Players. They are fine to be used to create breaches in Raids, but actively using them solely to kill players is not allowed.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Four: Water Combat====&lt;br /&gt;
Water Combat - PVP in water &amp;amp; attacking someone swimming in water is forbidden. Water should be used absolutely minimally, only as a way to pass from point A to point B, in a direct line. Lingering inside water during PvP or dodging attacks by going into water would be severely punished in a ticket. It is known mistakes happen in the heat of combat so some variations may occur but please be conscious of your movements around water.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Five: Teleportation in PVP====&lt;br /&gt;
Any means of teleportation or portals are forbidden in active combat. The Caravan System and /home where mechanically possible is able to be done again after one has broken away from the combat and 30 minutes have passed. To have broken away from the combat one must break line of sight completely and be actively fleeing or have fled from the engagement. The timer does not start if one stays around to view the fight as a able bodied combatant, cannot watch to decide if going to join in again and then decide not to if one wishes the counter to have begun. One must be actively freely fleeing or have fled in this way for the count of 30 minutes to start.&lt;br /&gt;
&lt;br /&gt;
The only exception to this are locations which are not a direct part of the open world such as dungeons. Teleportation means can be used to exit towards the open world.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Six: Post PVP Intent Engaging and Fleeing====&lt;br /&gt;
If one comes across an ongoing fight outside an AOS zone one must pause and shout their ((Pvp Join)) Declaration if they wish to take part. This counts for those that have fled an have come back after they have escaped the initial fight via what is detailed below.&lt;br /&gt;
&lt;br /&gt;
A Pvp intent engagement is considered over for some one who has fled having broken away from the active fight &amp;amp; has not been involved in consequence rp for 30 minutes. To have broken away from the combat one must break line of sight completely and be actively fleeing or have fled from the engagement. To attack an individual that has escaped in this way and has been out of the proximity of the fight for 30 minutes a new Pvp Intent must be started for them to fight or be fought. This rule is overridden by AOS zones.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Seven: Mounts &amp;amp; Thralls in PVP====&lt;br /&gt;
Mounts &amp;amp; Ranger thralls can be used for PVP. They cannot however be used to store valuable items or block pathways. Mounts can spawn by pathways while in following mode, but must never be parked by it in guarding or scouting state.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Eight: PvP Downing====&lt;br /&gt;
In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location for Consequences, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Nine: Conflict Resolution &amp;amp; Dice Alternative====&lt;br /&gt;
Mechanical PvP is considered the official resolution of any conflict, and it’s protected by the rules. Parties however may choose dice combat, but it has to be purely consensual between both parties.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Ten: Player vs. Player in Towns (Hubs) and Sapphire Island====&lt;br /&gt;
=====Inside the Hub =====&lt;br /&gt;
* By default, PvP actions and attack-on-sight behavior are not permitted inside admin-controlled towns/hubs, or in the space between the caravan and the hub.&lt;br /&gt;
* Players may temporarily enable PvP intent through in-game mechanics (e.g., bribing guards). When enabled, PvP is only allowed within the specified timeframe and under the conditions provided by the mechanic.&lt;br /&gt;
* A notification will be sent to all players within range when PvP is enabled.&lt;br /&gt;
* Anyone who sees the notification may join the fight.&lt;br /&gt;
* If the defender moves the fight outside the hub walls, they may not return to the hub or use warps. Their options are to fight it out or flee and try to hide somewhere on the island.&lt;br /&gt;
&lt;br /&gt;
====== Guard Duty Rules ======&lt;br /&gt;
Players assigned to guard duty are subject to the following rules:&lt;br /&gt;
* If they join, they must join the defending side.&lt;br /&gt;
* They are not permitted to initiate combat.&lt;br /&gt;
* Players may not bribe guard-duty players; only NPC guards may be bribed.&lt;br /&gt;
&lt;br /&gt;
====== Consequences ====== &lt;br /&gt;
* Cons: Only minor cons are allowed. Aftermath RP is mandatory.&lt;br /&gt;
&lt;br /&gt;
===== Outside the Hub / Caravan Trail =====&lt;br /&gt;
* Players who initiate or engage in PvP on Sapphire Island outside the hub, or outside the road between the hub and the caravan, may do so, but warps are still not allowed.&lt;br /&gt;
* If the defender reaches inside the hub walls, the PvP ends. The defender is then considered saved by the guards.&lt;br /&gt;
&lt;br /&gt;
====== Consequences ======&lt;br /&gt;
* Cons: Only minor cons are allowed. Aftermath RP is mandatory.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Eleven: Resizing in AOS Zones====&lt;br /&gt;
Players are required to be &#039;&#039;&#039;properly resized&#039;&#039;&#039; while in designated &#039;&#039;&#039;AOS zones&#039;&#039;&#039;.&lt;br /&gt;
Players will be &#039;&#039;&#039;automatically resized upon entering&#039;&#039;&#039; these zones. If a mechanical issue prevents this from occurring, players are responsible for manually resizing using the &amp;lt;code&amp;gt;/resize&amp;lt;/code&amp;gt; command or other provided methods to ensure PvP resizing rules are respected.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Twelve: PvP Intent Near Player Compounds====&lt;br /&gt;
Players may not declare &#039;&#039;&#039;PvP intent with more than two players (including themselves)&#039;&#039;&#039; within &#039;&#039;&#039;three foundation range&#039;&#039;&#039; of player compounds.  &lt;br /&gt;
Player compounds are defined as &#039;&#039;&#039;secured bases&#039;&#039;&#039; that require climbing or scaling to gain access.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Thirteen: Caravan and Base Camping====&lt;br /&gt;
Camping caravans for the purpose of attacking players is &#039;&#039;&#039;strictly prohibited&#039;&#039;&#039;, similar to base camping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camping&#039;&#039;&#039; is defined as remaining in a caravan area for &#039;&#039;&#039;longer than 10 minutes&#039;&#039;&#039; with the intent to cause harm to players passing through.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base camping&#039;&#039;&#039; is also prohibited and is defined as remaining near a player base for &#039;&#039;&#039;longer than 10 minutes without active roleplay&#039;&#039;&#039;.  &lt;br /&gt;
To engage a base, players must &#039;&#039;&#039;submit a siege ticket and conduct a raid&#039;&#039;&#039;. Failure to do so will require players to &#039;&#039;&#039;disperse immediately&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players who are &#039;&#039;&#039;actively roleplaying&#039;&#039;&#039; within caravan locations may be declared for PvP intent and are exempt from caravan camping restrictions.&lt;br /&gt;
&lt;br /&gt;
==Consequence Rules==&lt;br /&gt;
===Mechanical Debuffs &amp;amp; Injuries===&lt;br /&gt;
For a more realistic aftermaths after fights, and for injuries being taken seriously whilst also giving classes such as Sages more purpose, the Irontide mod has implemented several mechanical debuffs and injuries, with the following being (All injuries fade even after logging off, after 3 RL hours):&lt;br /&gt;
====Shaken====&lt;br /&gt;
This is applied the first time you are defeated in a PvP scenario. It has a very slight movement speed debuff; otherwise, it is mainly applied to keep a record. Upon being downed, the battle status elevates to &#039;Wounded&#039;.&lt;br /&gt;
&lt;br /&gt;
====Minor Injury====&lt;br /&gt;
This is similar to Shaken, but lasts for three hours. There is a slight speed debuff and it keeps a record of whether someone has been PvP&#039;d and has not yet been cleansed. Upon being downed, the battle status changes to &#039;Wounded&#039;.&lt;br /&gt;
&lt;br /&gt;
====Wounded====&lt;br /&gt;
This is the first serious battle status. If the player is not revived while wounded or is incapacitated again while sustaining either a Shaken or Minor Injury, this status is applied. The player incurs 50% unremovable PvP debuff (You deal 50% less damage, You take double damage (2.0x)), which moderately but not significantly reduces their movement speed. Players are advised to try to run away in this state, as they will not perform at their best. If the player is not revived while in this state, it turns into &#039;Incapacitated&#039;.&lt;br /&gt;
&lt;br /&gt;
====Moderate injury====&lt;br /&gt;
After 15 minutes of the wounded status, the status turns into moderate injury. Again, The player incurs 50% unremovable PvP debuff (You deal 50% less damage, You take double damage (2.0x)) is applied, but the movement speed reduction is softened to a smaller amount. If the player is downed in this status, they are elevated to &#039;Incapacitated&#039;.&lt;br /&gt;
&lt;br /&gt;
====Incapacitated (Finish off mechanics in-game)====&lt;br /&gt;
This is a &#039;down&#039; status that is closer to the roleplay style of &#039;down&#039; mechanics. Players in this state are incapacitated and unable to run away or use weapons. They also incur a Pvp Debuff, A player takes more damage and deals less damage. This status is applied when an enemy finishes someone off. If a player is downed while already wounded or moderately injured, this status is also applied. After 15 minutes, this status turns into a severe injury. Players are required to be carried in this state for healing or after-battle roleplay. Players cannot refuse to be carried in this state.&lt;br /&gt;
=====Note: Finish off mechanics in-game=====&lt;br /&gt;
Incapacitate should only be used to keep players down while PvP is still active. If the PvP has concluded, this ability should not be used. If you don’t want to cause additional damage, you should use the ability to help them up instead. If you injure someone in any way during PvP, it is your responsibility, as the winner of the PvP, to emote what the downed person’s minor/moderate/severe injury looks like. Remember: OOC communication is mandatory during the con phase.&lt;br /&gt;
&lt;br /&gt;
====Severe Injury====&lt;br /&gt;
After 15 minutes of the Incapacitated status, it turns into a Severe Injury. The difference is that it is less severe in terms of movement speed and players can use weaponry, so even when they are debuffed, they can conduct their PvE. However, The player incurs 100% unremovable PvP debuff (You deal 100% less damage, You take triple damage (3.0x)), is still applied. If people get caught in this state, they should stay in &#039;Defeated&#039; status so they can be carried or captured. This lasts for 3 hours.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying Consequence Rules===&lt;br /&gt;
&#039;&#039;RP consequences exist to help create stories together between the fallen player and the winner of a PvP encounter. Make it a habit to always open OOC communication during the con phase. It is the responsibility of both players to suggest and agree on what will take place.&lt;br /&gt;
&lt;br /&gt;
Not communicating OOC, as well as refusing all options offered, is considered bad sportsmanship. Any ticket involving cons will require screenshots showing that OOC communication took place.&#039;&#039;&lt;br /&gt;
====Consequence Rule - One: On Being Downed====&lt;br /&gt;
A downed player that is carried away from a fight will be under their captor’s mercy. If one friendly picks their downed, they can be relocated and then given the ability to move again or still being given consequences, in which case they cannot move. If an Enemy is downed and then picked up by their opposing force, it’s considered in consequences and cannot move from being relocated, unless an ally of theirs is able to pick them up again in the fight.&lt;br /&gt;
&lt;br /&gt;
Downed players are not allowed to use abilities or move without their captor’s permission, which includes pulling the bracelet. The only exception to this is when the captor Out-of-Character clearly states on allowing it.&lt;br /&gt;
&lt;br /&gt;
Players are not allowed to move captives into the hub nor close to it. Abuse of the hub will not be tolerated and admin action will be taken.&lt;br /&gt;
====Consequence Rule - Two: On Captivity====&lt;br /&gt;
Players may not hold their captured victim for more than three Real Life hours, These three hours are active time in game, offline three hours doesn&#039;t tick. Players cannot do this without the OOC consent of the victim. Any form of long-term captivity or slavery must be agreed upon through clear and respectful OOC communication &amp;amp; Consent from the victim. If a captive is left without active roleplay interaction for over 30 minutes, they may choose to leave early, even if the three-hour limit has not been reached.&lt;br /&gt;
====Consequence Rule - Three: Sexual Content &amp;amp; Consent====&lt;br /&gt;
* For everything that requires consent (all matters involving sexual content, including, but not limited to, torture, slavery and nudity, or any other sexually explicit scenarios), it is not only the victim’s duty to clearly voice their limitations and objections, but also the attacker/captor’s duty to find out via reaching out OOC to know what the victim’s limitations and objections are.&lt;br /&gt;
&lt;br /&gt;
* If the player engages in a pattern of disruptive or indifferent behavior in Roleplay, markedly different from the individual&#039;s usual engagement during Consequences, that will count as an infringement of the spirit of the roleplay. It is both sides&#039; responsibility to provide necessary depth and engagement during the roleplay.&lt;br /&gt;
====Consequence Rule - Four: On Out-Of-Character Emergencies====&lt;br /&gt;
* If a player has to log out of the game due to Real Life reasons, or if they quit for any other reason during the consequence phase. The scene will be frozen, players may ask for the consequence to be dealt in a ticket. With genuine reason, it will be granted, but as custom. If not dealt with in a ticket, the scene will continue when both parties are online again and the three hour captivity timer will resume. Players may not be saved upon the initial three hour phase if the scene is rescheduled to another time. &lt;br /&gt;
* Extreme cases of poor sportsmanship are not allowed for either party. The captor may not try to extract enforced roleplay consequences, and the captive may not refuse to show any hint of humility. Players are not required to bend the knee and captors are not to be humiliated. Consequences are not tools for Out-Of-Character fame, nor does it provide a platform for bullying. In any cases like this, staff may intervene to switch to mechanical consequences, possibly even upgraded, harsher versions of them.&lt;br /&gt;
====Consequence Rule - Five: Extortion====&lt;br /&gt;
* Extortion for in-game valuables, robbery, and enforcing adult theme roleplay by means of In-character threats or Out-of-character, is not allowed. It can be consented, but even hints of extortion of this type of roleplay or players’ valuables will be subject to community rules for the consequence scene.&lt;br /&gt;
* Without consent, consequence stacking is not allowed. A player either chooses physical harm or material gain. Not both. Victor may request in-game items and currency, the victim can choose to consent to the request or refuse in favor of alternative consequences to the robbery. No further consequences can be applied in this case. Refusal to material request can not end with blood feuds or dismemberments.&lt;br /&gt;
====Consequence Rule - Six: On Dismemberment Cons====&lt;br /&gt;
&lt;br /&gt;
Dismemberment may be inflicted without the affected player&#039;s approval, but out-of-character communication must be established beforehand. Valid reasons for dismemberment include extreme cases of No Value for Life (NVL), which validates the application of non-consent dismemberment. In addition to this, long conflict history between players is valid for application of non-consent dismemberment. Players may object to the act by opening a ticket, provided they include a full record of the roleplay that led up to the event. &lt;br /&gt;
&lt;br /&gt;
Players are required to honor such dismemberments in their roleplay, If not strike can be issued if not honored in their featured roleplay. Prostateics require proper roleplay also and suggest them to keep that roleplay as proof.&lt;br /&gt;
&lt;br /&gt;
If repeated dismemberments impact a character’s ability to function normally, which includes capability to speak, see, move, or fight, it falls under permadeath rules and must proceed either through Blood Feud mechanics or as a strategic death.&lt;br /&gt;
&lt;br /&gt;
Any dismemberment involving reproductive organs is subject to adult content rules and requires explicit consent. While dismemberment scenes may be Faded To Black (FTB), players are expected to respect the roleplay and reflect the permanent damage in their ongoing character development.&lt;br /&gt;
&lt;br /&gt;
===Consequence Logging===&lt;br /&gt;
Players are advised to log consequences that occur for the ability to contest rerolls. If a player opens a ticket they must provide proof with screen shots of the reason why the reroll is being contested, reasons like Severe Consequences including, but are limited to the following categories:&lt;br /&gt;
&lt;br /&gt;
* Long history of conflict&lt;br /&gt;
* Amputation/mutilation&lt;br /&gt;
* Murder/Permakilling&lt;br /&gt;
&lt;br /&gt;
==Permadeath==&lt;br /&gt;
Characters live, strive, conquer and die. Death is the natural order of things, a glorious end, or a satisfying conclusion. In-Character and Out-of-Character blending revolving around character deaths are strictly forbidden for the player’s own mental health. We are not here to cause real life stress. Staff and the administrators will help you separate yourself from your character for your own good. &lt;br /&gt;
&lt;br /&gt;
There are no resurrections nor any means to get characters back. A character’s death is its story’s end, allowing its player to venture forth to create different stories and characters. Every character&#039;s death requires good reason, which includes good roleplay behind it and meaningful development of their story. Any kill attempt without this will revert to left for dead.&lt;br /&gt;
&lt;br /&gt;
For strategic deaths such as violent betrayal of allegiances and vigilante deaths in response to severe consequences, players may submit permanent death requests through a ticket while having a character in Cons, provided that they include roleplay evidence and an expected outcome. This does not apply to blood feuds but if the reason is not found substantial enough it may count toward a Blood Feud instead. Players choosing this route should understand that outcomes are unpredictable and will only be granted in rare cases&lt;br /&gt;
&lt;br /&gt;
Character deaths are not a victory or defeat condition. The focus of the server is territory control and gaining fame and being rewarded through our prestige system along the way. Grow and leave your mark on the campaign world. Portraying character deaths as victory or defeat conditions is subject to the Community Rules.&lt;br /&gt;
===Permadeath Rule - One: Blood Feuds===&lt;br /&gt;
* Players may only attempt to start a blood feud if they are in the victor’s position after a PvP encounter. The reasoning for initiating a blood feud may vary, but in first-encounter situations, valid reasons include: extreme cases of no value for life, refusal to roleplay, refusal to engage in out-of-character communication, or severe consequences previously inflicted on the victor’s associates, repeated thieving, repeated maiming, severe cases such as a Dawi losing their beard or a long standing history of violence and conflict. Only the victor may initiate a blood feud.&lt;br /&gt;
* The one who declared the Feud must be actively seeking their target with proof for the Blood Feud to stay active.&lt;br /&gt;
* Blood feuding characters may attempt to kill each other during consequences. If they inflict consequence on a character worthy of Blood Feud being declared, they may assume victor intends to kill you. If victor suspects they have a Blood Feud declared victor may leave for dead and submit a permanent death request. The request will be approved immediately if it is the case. This does not mean leave for dead and request perm requests for all you are in conflict with. Only two characters may be hunting a Target with the ability to permanently kill. The killer will be required to pay prestige points to commit the deed and the affected player will be rewarded a portion of the prestige cost, depending on their sportsmanship. &lt;br /&gt;
* There is a 24 Real-Life Hour cooldown between Perma-Kill attempts. &lt;br /&gt;
&lt;br /&gt;
===Permadeath Rule - Two: Sharing Blood Feuds===&lt;br /&gt;
* The blood feud status can only be shared with one other person, which will be a third party in the feuding system. Upon the death of the original party, the blood feud will dissolve. Necessary roleplay should be played out and requires a staff ticket to confirm it, a new Blood Feud would have to be issued to continue.&lt;br /&gt;
* A player may choose another player to inherit the blood feud. This player won’t be able to involve any new third party if the ancestor doesn’t have a third party, but the third party will stay with the inheritance owner. Necessary roleplay should be played out and requires a staff ticket to confirm it before the attempt is successful. If the original parties agree upon dissolving the feud, third parties&#039; claims will be nullified.&lt;br /&gt;
&lt;br /&gt;
===Blood Feuds - Conflict History &amp;amp; Proof ===&lt;br /&gt;
&#039;&#039;&#039;Blood Feuds require a conflict history.&#039;&#039;&#039; This history does &#039;&#039;not&#039;&#039; include AoS wars or official event PvP outcomes. Conflict history may include &#039;&#039;&#039;personal feuds, repeated hostile encounters, and documented patterns of aggression&#039;&#039;&#039; that establish clear, ongoing motive and escalation.&lt;br /&gt;
&lt;br /&gt;
====What counts as Conflict History====&lt;br /&gt;
Valid conflict history can include (but is not limited to):&lt;br /&gt;
* &#039;&#039;&#039;Non-AoS conflicts&#039;&#039;&#039; (personal rivalries, political disputes, faction grudges, ideological hatred, vendettas).&lt;br /&gt;
* &#039;&#039;&#039;Event PvP downs&#039;&#039;&#039; or other staff-run / community event combat outcomes that create lasting consequences.&lt;br /&gt;
* &#039;&#039;&#039;Repeated hostile encounters&#039;&#039;&#039; (multiple attacks, ambushes, intimidation, kidnappings, repeated maiming, repeated thieving).&lt;br /&gt;
* &#039;&#039;&#039;Severe personal or cultural offenses&#039;&#039;&#039; that would reasonably escalate to “no mercy” (e.g., desecration, betrayal, oathbreaking, public humiliation, or setting a long-term target).&lt;br /&gt;
* &#039;&#039;&#039;Consequences inflicted on associates&#039;&#039;&#039; that create believable retaliation (harm to close allies, destruction of property/territory, repeated sabotage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will look for escalation and motive: a feud should feel earned through roleplay and consequences, not used as a shortcut to permakill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Proof &amp;amp; Supporting Evidence====&lt;br /&gt;
When initiating or maintaining a Blood Feud, providing proof will &#039;&#039;&#039;strengthen your case&#039;&#039;&#039; and reduce disputes. Strong supporting evidence includes:&lt;br /&gt;
* &#039;&#039;&#039;Recordings / clips&#039;&#039;&#039; of the encounter(s) and relevant roleplay.&lt;br /&gt;
* &#039;&#039;&#039;Screenshots&#039;&#039;&#039; (chat logs, threats, agreements, admissions, repeated incidents).&lt;br /&gt;
* &#039;&#039;&#039;Third-party witnesses&#039;&#039;&#039; (neutral observers who can confirm what happened).&lt;br /&gt;
* &#039;&#039;&#039;Ticket history&#039;&#039;&#039; or staff-confirmed outcomes related to the conflict.&lt;br /&gt;
* &#039;&#039;&#039;Consistent RP documentation&#039;&#039;&#039; (letters, declarations, public notices, guild records), when supported by in-game context.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Evidence does not need to be perfect, but it must be &#039;&#039;&#039;credible&#039;&#039;&#039; and &#039;&#039;&#039;relevant&#039;&#039;&#039; to the claimed history. Staff may request additional context if a feud is disputed.&lt;br /&gt;
&lt;br /&gt;
====Anti-Abuse Clarification====&lt;br /&gt;
* A single isolated down with no meaningful roleplay, motive, or escalation is usually &#039;&#039;&#039;not&#039;&#039;&#039; enough on its own to justify a Blood Feud, unless it includes the listed “first-encounter” extreme reasons (e.g., refusal to RP/OOC communication, extreme no-value-for-life behavior).&lt;br /&gt;
* “I dislike them” or “we’re enemies because we say so” is &#039;&#039;&#039;not&#039;&#039;&#039; conflict history. There must be &#039;&#039;&#039;events and consequences&#039;&#039;&#039; behind it.&lt;br /&gt;
* False claims, edited evidence, or coordinated witness-stacking may result in staff action and the feud being denied or revoked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bottom line: if you can show a believable chain of cause → escalation → intent, and back it with proof (clips/screens/witnesses), your Blood Feud claim is substantially stronger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Prestige Compensation - “Great Ending” Character Deaths===&lt;br /&gt;
A character’s death is the end of their story — but a well-earned ending that creates meaningful roleplay for others is valuable to the campaign. In rare cases, &#039;&#039;&#039;players may be compensated with Prestige&#039;&#039;&#039; if their character’s permanent death is determined by staff to be a &#039;&#039;&#039;Great Ending&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====What qualifies as a “Great Ending”====&lt;br /&gt;
A Great Ending is a permanent death that demonstrates &#039;&#039;&#039;strong roleplay, meaningful development, and clear impact&#039;&#039;&#039; on the world. Examples include:&lt;br /&gt;
* A climactic finale to a long-running arc (rivalry, redemption, downfall, tragedy).&lt;br /&gt;
* A sacrifice that meaningfully changes the outcome of a conflict or protects others.&lt;br /&gt;
* A well-executed betrayal, punishment, or consequence with extensive lead-up and roleplay.&lt;br /&gt;
* A conclusion that creates ongoing hooks for other characters/factions (without forcing OOC pressure).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will prioritize endings that were roleplayed fairly and created good experiences for multiple players.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====How compensation works====&lt;br /&gt;
* Prestige compensation is &#039;&#039;&#039;not automatic&#039;&#039;&#039; and must be requested through a &#039;&#039;&#039;staff ticket&#039;&#039;&#039;.&lt;br /&gt;
* The ticket must include:&lt;br /&gt;
** A short summary of the character’s arc and why the ending is a Great Ending.&lt;br /&gt;
** Evidence where possible (clips, screenshots, witness statements, ticket links).&lt;br /&gt;
** The context of the death (who, where, why, and what roleplay led to it).&lt;br /&gt;
* If approved, staff may award a &#039;&#039;&#039;one-time Prestige compensation&#039;&#039;&#039; to the player.&lt;br /&gt;
* The amount is &#039;&#039;&#039;discretionary&#039;&#039;&#039; and may scale with factors like:&lt;br /&gt;
** Length/importance of the arc,&lt;br /&gt;
** Quality of roleplay and sportsmanship,&lt;br /&gt;
** Impact on the campaign world,&lt;br /&gt;
** Fairness and clarity of escalation.&lt;br /&gt;
&lt;br /&gt;
====Limits &amp;amp; anti-abuse====&lt;br /&gt;
* Prestige compensation &#039;&#039;&#039;does not turn death into a win condition&#039;&#039;&#039; and must never be treated as a “reward for losing” or “payment for being killed.”&lt;br /&gt;
* Staff may deny compensation if the death:&lt;br /&gt;
** Was primarily strategic/OOC motivated,&lt;br /&gt;
** Was rushed, baited, or engineered for payout,&lt;br /&gt;
** Lacked meaningful roleplay development,&lt;br /&gt;
** Involved rule violations or disputed circumstances.&lt;br /&gt;
* Repeated attempts to manufacture “Great Endings” for compensation may result in denial and/or staff action.&lt;br /&gt;
* Twice every season this can be granted per player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Great Endings are meant to celebrate exceptional storytelling, not to replace progression or encourage throwaway deaths.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Building Rules and Restrictions==&lt;br /&gt;
===Building Rule - One: Clan Creation &amp;amp; Solo Builds===&lt;br /&gt;
All characters must be in a clan, including solo players. All builds must be realistic and not break immersion.&lt;br /&gt;
===Building Rule - Two: Build Accessibility===&lt;br /&gt;
* Do not build in spots where it blocks essential PvE spots/resources. This also includes dungeon areas, or inside them. Loot chests and their associated bosses must remain accessible. Building in instances separated from the overworld by a teleport such as dungeons is forbidden. Open a ticket to ask the Staff team if you are unsure about the spot availability.&lt;br /&gt;
* Builds must be rendering distances away from each other and not be built near hubs. All builds must have a direct means to access it. A T3 bridge or staircase, which leads to your base on foot is required. This means it doesn&#039;t require you to swim, climb, or use an elevator to access your base. Drawbridges are strictly forbidden. Upon destruction of this stairway, if it is the only way to access the base, in raid situations admins may allow further destruction.&lt;br /&gt;
===Building Rule - Three: Principality Build Additions &amp;amp; Obligations===&lt;br /&gt;
* Clans and members within the principalities are required to have their own respected home. They are not allowed to live inside another clan&#039;s base as every clan needs their own integral build so they can be subject to a raid without players getting confused about their raid target.&lt;br /&gt;
* Principality Clans are also not allowed to store the entire loot of the principality in a different clan or transfers their loot in order to confuse raiding attackers as means to protect it from said looting is forbidden. Material transfers should done via roleplay, OOC material transfer between clans even in principality will be judged under sister clanning.&lt;br /&gt;
===Building Rule - Four: Building Piece/Placeable Allowances===&lt;br /&gt;
A clan may have up to a maximum of 10 players. The allocations for building pieces and placeables are as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PlayerCount !! BuildingPieces !! Placeables !! CraftingSitations !! Containers !! LightSources !! Siege&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 300 || 150 || 5 || 2 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 600 || 200 || 5 || 4 || 19 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 900 || 250 || 5 || 5 || 27 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1200 || 300 || 5 || 6 || 34 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1500 || 350 || 5 || 7 || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1700 || 400 || 5 || 8 || 45 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1900 || 450 || 6 || 9 || 49 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2100 || 500 || 6 || 10 || 52 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2300 || 550 || 6 || 11 || 54 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2500 || 600 || 6 || 12 || 55 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Rule - Five: Outpost &amp;amp; Building Distance Limitations ===&lt;br /&gt;
* Clans are permitted to maintain only one primary base, including all associated structures such as empty shacks and non-mechanical facilities. Additional outposts are prohibited except during approved special events (e.g., territorial wars or large-scale sieges) conducted under direct staff supervision.&lt;br /&gt;
* Clans may not build beyond chat range of their current foundation placement, defined as a maximum distance of five (12) foundations from their primary base. Any structure placed beyond this range from another player-owned structure will be classified as an unauthorized outpost.&lt;br /&gt;
&lt;br /&gt;
==Raids==&lt;br /&gt;
When a Raid is declared on someone’s base, by default the defending clan can join the raid. Defenders may teleport back to their base. If not all members are available, the clan is allowed to use mercenaries or their allies in filling up missing slots. The allowed number of mercenaries and/or allies is calculated as the total clan size, minus the number of active members. This number is determined when the raid ticket is opened. Every raid type except for shock sieges must be declared via a raid ticket. If a Shock Raid is conducted by more than two people, a raid ticket must be opened for counting.&lt;br /&gt;
&lt;br /&gt;
Raids are allowed between 9:00 PM to 5:00 AM (GMT+3 Wise) to ensure a staff response. It doesn&#039;t apply to ticketless shock raids. Raid objectives must be declared on the ticket along with Roleplay reasons behind it. The victor may only enact siege objectives. The defender may propose a counter objective in the ticket in relation to the Raider’s objective. It can be expected to be reduced.&lt;br /&gt;
&lt;br /&gt;
If defenders log out, the limit stays the same. Attackers may bring a number of raiders equal to the number of defenders plus two. Defenders are given 30 minutes of preparation time. They may not flee during this period. However, they may attempt to fill their ranks with mercenaries and allies through In-Character methods. They can not bring defenders in slots of the logged out defenders in response to the raid. These logged out defenders are shown in the roster of the raid and in defeat they are subject to consequences.&lt;br /&gt;
&lt;br /&gt;
When the cooldown begins, the defending clan may pull bracelets or request to be summoned into the base to join the raid. Any additional defenders from mercenaries and allied groups must be declared in the raid ticket during the cooldown. &lt;br /&gt;
&lt;br /&gt;
These mercenaries and allies may only join if they’re inside the defending compound. &lt;br /&gt;
&lt;br /&gt;
Both attackers and defenders are required to place an RPR tag above their character’s head (Defender [Blue] or Attacker [Red]) before the raid begins, to show their allegiance. Assassins characters are the only exception. They are not required to wear the tag but must clearly declare their participation. &lt;br /&gt;
&lt;br /&gt;
All raid attendees are considered to be in an active roleplay state. They may not be attacked on sight (AOS). They cannot initiate combat or be attacked until the raid counter ends. Anyone not participating in the raid may not arrest attendees.&lt;br /&gt;
&lt;br /&gt;
In Irontide, there’s three types of Raids that Principalities can enact on someone’s base:&lt;br /&gt;
&lt;br /&gt;
===Shock Raids===&lt;br /&gt;
* Shock Raids are Spontaneous raids, they are designed to allow sieges to continue the flow of roleplay and can be done outside of set raiding hours. They can be declared for immediate action. Only two attackers may enter the other player’s build and you do not need to open a ticket. &lt;br /&gt;
* It is the attacker’s responsibility to ensure that only you and another player are breaching the premises and do not have five allies waiting outside.Doors or gates can be breached or lockpicked. Upon raid declaration, only defenders who are in the defenders’ compound may join. Additional joiners are not allowed. &lt;br /&gt;
* Any other building damage besides doors/gates is not allowed. This is the only time you may lockpick or use the battering ram— During a shock raid.&lt;br /&gt;
* Looting is forbidden in this type of raid. Clan leaders will be safe from permanent death consequences in this raid tier. Victorious attackers can only claim a sole defender as captive or free however many Captives are being held within the raid targets base.&lt;br /&gt;
* Shock raids will have a 3-Day Cooldown, and the raider clan will be forbidden from raiding the same target.&lt;br /&gt;
&lt;br /&gt;
===Medium Raids===&lt;br /&gt;
* Medium raids are planned assaults that are designed to allow Attackers to assault enemy compounds with no intention to destroy the affected clan. The target clan should have 40% of its clan to be online for this raid to be allowed. If it’s found out the Defender clan population is mostly inactive, players&#039; percentage values are adjusted for the clan.&lt;br /&gt;
* For Medium Raids, Clans that hold a Principality are able to lend their numbers to their allies’s raid defence up to the Principalities clan size. This means if the Principality has a clan size of 10 but their allies only have 2, the Principality can lend 8 people for a defence of 10. If Principality had 8 and Vassal 2, max people for defence is 8 total for their vassal with the aid. This will affect the amount of Raiders also.&lt;br /&gt;
* Explosive damage is allowed to building pieces. However, foundation wiping is not allowed. Active staff may ask players to mitigate destruction. &lt;br /&gt;
* Anyone who is severely injured or incapacitated during the Medium Raid should remain at their location until the raid is over, exception is being recovered via being carried or revived.&lt;br /&gt;
* Medium raids will have a 3-Day Cooldown, so they won’t be affected with shock raid cooldown. Their cooldown is global, so the defenders will be protected from other medium raids. The besieging group may ask for an appointment for this siege timer to ensure this is not abused. Staff may decide to not apply for protection timer, if there is suspicion of a raid to be not destructive or destabilizing enough for the target clan to avoid possible abuses.&lt;br /&gt;
&lt;br /&gt;
===Huge Raids===&lt;br /&gt;
* Huge raids are the most rare of the raids and to be meant only for ending stories. Due to the significant impact of huge raids, heavier consideration is taken into account when approving these types of raids. The defender&#039;s compound will be compromised and the enemy clan is dissolved afterwards.&lt;br /&gt;
* Raiders and defenders need to set an agreed upon time and date in a ticket. Defenders are not allowed to flee. Any member of the clan who is not active in the raid will be under consequences. The clan’s roster will be recorded as soon as a huge raid is declared. Even if they weren’t part of the clan, the raid time, numbers and roster will be taken by the raid declaration time. If you become inactive in your clan or away for an extended period of time, you may leave your clan or have your clan leader kick you in order to protect your character.&lt;br /&gt;
* Upon raid declaration, only the defender&#039;s clan may join the raid. They can teleport back to their base. Both sides are allowed to bring as many mercenaries as they wish. Allies can also be called upon. Explosive damage is allowed to building pieces and foundation wiping is allowed &amp;amp; looting, with all consequence mechanics are allowed.&lt;br /&gt;
* Huge raids have a weeklong protection from any other sieges. The defeated group may ask to reroll their characters as they will be granted status-quo (soft permanent character loss) for their characters and rewarded with prestige for their next concept.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - One: Offline Raiding , Attendance &amp;amp; Max Count===&lt;br /&gt;
* Offline raiding is strictly forbidden.&lt;br /&gt;
* Joining late to a raid is not allowed. Whoever is present or planned to be there from the start can only join. Bystanders and onlookers are not allowed to be present during raids. After the raid ends, the compound will be counted as open world and raid participants will be under roleplay status from a PVP rule perspective.&lt;br /&gt;
* Max Defender &amp;amp; Raider count is dependent on one&#039;s Clan size. If you have 10 players, you may have up to 10 to defend. If not able to get every Clan member online, mercenaries &amp;amp; allies can fill the slots to equal 10. Raider count is based on the overall size of one’s clan, not who is online at that moment. If you have a max clan of 10 that allows a count of 12 Raiders.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Two: Raid Declaration &amp;amp; Reasoning===&lt;br /&gt;
A declared raid must always provide a raid reason &amp;amp; objective, they can range from:&lt;br /&gt;
Territorial Gains: Any territorial gain requires a claim, which can be purchased using influence in-game from the Colonize button in the same location.&lt;br /&gt;
Principality Wars: When one Principality attempts to attack another, their territorial war is considered a Principality War, which is a planned and officially recognized conflict not judged under medium sieges.&lt;br /&gt;
&lt;br /&gt;
Ownership of the Land: Principality that owns the Land are granted reason to medium siege to any other foreign clans. They may ask for them to relocate as a raid reason.&lt;br /&gt;
 &lt;br /&gt;
Raid Declaration Format:&lt;br /&gt;
Defenders&#039;s Clan Name:&lt;br /&gt;
Attacker&#039;s Clan Name:&lt;br /&gt;
Attacker&#039;s Ally Clan Name(s):&lt;br /&gt;
Raid Objective:&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Three: Raid Objectives===&lt;br /&gt;
* Once the raid objective is declared, the defending clan may choose to surrender under the stated terms. If they surrender, the objective is enacted. If they refuse or do not respond, the raid becomes valid and the raid counter begins. Player activity is tracked. If the defending clan refuses to respond to the raid ticket, the raid still remains valid. If all active defenders are defeated and no one remains in the base, the raid objective is automatically enacted.&lt;br /&gt;
&lt;br /&gt;
* Attackers may choose to include non-enforceable demands. However, they are required to include an additional enforceable demand. If defenders fail to meet the enforceable demand, that secondary objective will be applied. &lt;br /&gt;
&lt;br /&gt;
* Raid objectives must be mechanically possible and enforceable. Examples include Medium Raid territorial ownership gain for Principality warfare, with requirement of a T3 Huge Raid: subjugation, or tribute. These are demands that admins can carry out. &lt;br /&gt;
&lt;br /&gt;
* Objectives such as slavery, imprisonment, or humiliation roleplay are considered invalid, since admins cannot enforce them. Admins may ask for changes to raid objectives to ensure the defending clan is not entirely destroyed. &lt;br /&gt;
&lt;br /&gt;
* If the raid objective involves capturing a specific character, that character must be online when the raid ticket is opened. If they choose to log off, they will be summoned to the victors for consequences. If the target escapes during the raid, the capture objective becomes invalid and will not be enforced.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Four: Raids and Warp/Portal/Wayshrine Usage===&lt;br /&gt;
* Once a raid is declared, neither side is able to use warps, portals or wayshrines at any point. The only exception to this is with the case of the defending clan members who may use a home warp to return to defend their home.&lt;br /&gt;
&lt;br /&gt;
* The attacking party may use mounts to arrive at the target base location, however they must be kept well away from the intended raid base and may not be used during combat.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Five: Raid Reasons and Timing===&lt;br /&gt;
Raids may be declared spontaneously, for example to extract players from being trapped in a base, or to attack someone who has hidden in a base. As such raids can be declared from anywhere on the map however once declared creatures must move from that exact location to the raid. Failure to arrive at the raid within ten minutes of the raid timer start may see the raid canceled and a 24 hour cooldown imposed before they may raid again.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Six: Looting===&lt;br /&gt;
* Once the raid objective is achieved, by roleplay means, and both attacker and defender come to terms, looting will be denied. If a defender refuses to cooperate, looting will be allowed. (Unless the primary raid objective is looting) .&lt;br /&gt;
&lt;br /&gt;
* If looting is allowed, destruction of the workshop is not allowed. Attackers can get as many as captives they want. During these sieges, you can only loot as much as your inventory will allow and you are not allowed to intentionally blow up chests. You are allowed to loot as long as your character is not &amp;quot;encumbered&amp;quot; which includes your raid build, you may not change build to loot more.&lt;br /&gt;
&lt;br /&gt;
* Defenders are not allowed to go above their encumbrance to hide loot from being looted. They also may not change their build to secure more loot. If raid goal is a specific resource, those resources should be given to the victor. Overseen Staff have the right to check their inventory or logs for potential hiding.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Seven: Raid Cooldown Abuse — No Contest / No Meaningful Fight===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooldowns and protection timers only apply if the raid was genuinely contested.&#039;&#039;&#039; If a raid ends (or is intentionally invalidated) &#039;&#039;&#039;without a meaningful fight&#039;&#039;&#039;, staff may rule it &#039;&#039;&#039;No Contest&#039;&#039;&#039;, and &#039;&#039;&#039;no raid cooldown/protection is granted&#039;&#039;&#039; to either side.&lt;br /&gt;
&lt;br /&gt;
====What counts as a “Meaningful Fight”====&lt;br /&gt;
A raid is considered meaningfully contested if &#039;&#039;&#039;at least one&#039;&#039;&#039; of the following happens after the raid counter/prep ends:&lt;br /&gt;
* &#039;&#039;&#039;Sustained PvP engagement&#039;&#039;&#039; (an exchange of damage/pressure where both sides are actively participating), OR&lt;br /&gt;
* &#039;&#039;&#039;A confirmed down/incapacitation&#039;&#039;&#039; on either side, OR&lt;br /&gt;
* &#039;&#039;&#039;A real breach/entry attempt&#039;&#039;&#039; that leads to active combat contact, OR&lt;br /&gt;
* &#039;&#039;&#039;Clear objective progress&#039;&#039;&#039; that required defenders to actively contest (not just hiding/leaving).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will use common sense here; the goal is to separate real raids from timer-gaming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====No Contest examples (cooldowns do NOT apply)====&lt;br /&gt;
A raid can be ruled &#039;&#039;&#039;No Contest&#039;&#039;&#039; if, before a meaningful fight happens:&lt;br /&gt;
* &#039;&#039;&#039;Defenders abandon the defense&#039;&#039;&#039; (run away from the compound/raid area, scatter to avoid contact, or otherwise refuse to contest) to try to invalidate the raid or gain protection.&lt;br /&gt;
* &#039;&#039;&#039;Attackers declare then disengage&#039;&#039;&#039; (leave, refuse to approach, or intentionally avoid contact) to try to force a cooldown/protection state.&lt;br /&gt;
* Either side uses &#039;&#039;&#039;stalling/avoidance behavior&#039;&#039;&#039; whose clear purpose is to prevent a fight from starting (not tactical retreat during combat, but “we refuse to play the raid”).&lt;br /&gt;
&lt;br /&gt;
====Outcomes when No Contest is declared====&lt;br /&gt;
* &#039;&#039;&#039;No cooldown/protection is applied.&#039;&#039;&#039;&lt;br /&gt;
* Staff may rule the raid as:&lt;br /&gt;
** &#039;&#039;&#039;Canceled (No Contest)&#039;&#039;&#039;, or&lt;br /&gt;
** &#039;&#039;&#039;Forfeit&#039;&#039;&#039; (if one side’s abandonment clearly concedes the situation).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Defenders running away to invalidate does &#039;&#039;not&#039;&#039; protect them. If defenders abandon the defense to dodge the raid, staff can rule &#039;&#039;&#039;No Contest&#039;&#039;&#039; and the defenders receive &#039;&#039;&#039;no protection cooldown&#039;&#039;&#039;, and may additionally treat it as a &#039;&#039;&#039;forfeit&#039;&#039;&#039; depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
====Anti-spam / anti-baiting enforcement====&lt;br /&gt;
To prevent abuse of this rule:&lt;br /&gt;
* If &#039;&#039;&#039;attackers&#039;&#039;&#039; repeatedly open raids and then avoid contact / leave, staff may impose penalties (example: a &#039;&#039;&#039;24-hour raid-declare restriction&#039;&#039;&#039; or ticket limitations), on top of any existing “failure to arrive” consequences.&lt;br /&gt;
* If &#039;&#039;&#039;defenders&#039;&#039;&#039; repeatedly abandon defenses to dodge outcomes, staff may apply escalating consequences (forfeit rulings, enforced objectives where applicable, and/or disciplinary action).&lt;br /&gt;
&lt;br /&gt;
=== Special Raiding Rules ===&lt;br /&gt;
&lt;br /&gt;
Clans or principalities may be granted special raid cooldowns for various activities. During this raid cooldown, if the defending clan has participated in any time-sensitive or important activity that would be disrupted by being raided, they may be offered protection.&lt;br /&gt;
&lt;br /&gt;
These activities include:&lt;br /&gt;
* Holding hostages  &lt;br /&gt;
* Declaring a raid against another clan  &lt;br /&gt;
* Holding a person of interest who is subject to a blood feud, or harboring a person who has inflicted substantial harm in a conflict  &lt;br /&gt;
&lt;br /&gt;
Protection may be applied in specific circumstances, such as before territory wars or before and after major events.&lt;br /&gt;
&lt;br /&gt;
* Three (3) days before a principality becomes involved in a war, protection may be granted to prevent efforts to deny their participation in a territory war event. This applies only to the principality that is either the target or declarer of the war, not to third parties.&lt;br /&gt;
&lt;br /&gt;
* Clans organizing events are subject to three (3) days of protection before the event and three (3) days after the event. This protection carries a cooldown of fourteen (14) days, including the protected period.&lt;br /&gt;
&lt;br /&gt;
Any attempt to abuse this system, such as consistently declaring meaningless territory wars or hosting unsatisfactory events solely to avoid raiding, will result in the nullification of protection. These protections exist to allow organizing clans and war participants to focus on their respective activities without external interference during designated timeframes.&lt;br /&gt;
&lt;br /&gt;
==Territory Warfare==&lt;br /&gt;
Territory wars are conflicts designated to occur between Principalities for control of Lands and its riches..&lt;br /&gt;
&lt;br /&gt;
There are four war slots (GMT +3 Wise):&lt;br /&gt;
&lt;br /&gt;
* EU: 10:00 PM Friday and Saturday&lt;br /&gt;
&lt;br /&gt;
* NA: 3:00 AM Friday and Saturday&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
War slots are assigned by admins for balance, using the following system. &lt;br /&gt;
&lt;br /&gt;
War slots rotate between Principalities. All war declarations are added to a War Queue and handled in order. If a war is not resolved in the current week, it carries over to the next one &lt;br /&gt;
&lt;br /&gt;
Admins reserve the right to delay or close war slots based on availability. If a Principality or claim is invalidated, it is removed from the queue and the list continues as normal.&lt;br /&gt;
&lt;br /&gt;
Requirements to Declare a Territory War:&lt;br /&gt;
&lt;br /&gt;
# A principality capable of colonizing, settling, and laying claim to land.&lt;br /&gt;
# Claim the territory you wish to fight for. On the map, press Claim.&lt;br /&gt;
# Assemble your vanguard roster of 12 and reserves of up to 6.&lt;br /&gt;
# Open a ticket to be registered for a weekly war slot.&lt;br /&gt;
# Be present 30 minutes before the war timer begins.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - One: War Procedures===&lt;br /&gt;
*  A 1-hour grace period occurs before the war begins; required healing will be handled by admins.&lt;br /&gt;
* Each principality may declare one offensive war per week. War slots are rotated among principalities, some may not receive a slot every week. Each player may participate in one offensive and one defensive war per week. Organize vanguards accordingly.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Two: War Camps &amp;amp; Healing tactics===&lt;br /&gt;
* War camps will be granted to both sides, each with infirmary beds. If you wish to build your own camp, notify staff—they will provide infirmaries, but make sure you have the required building pieces for it, as it will count toward your clan&#039;s allowance.&lt;br /&gt;
&lt;br /&gt;
* Players may rejoin the fight if they are healed or otherwise able to continue.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Three: Player Limit===&lt;br /&gt;
* Depending on available numbers, vanguard size can be extended to 18 if both sides can provide enough players. All participants must display Clear RPR tags above their heads to note the side they are on, except assassins. Tags must not be altered during the war.&lt;br /&gt;
* Non-combatant applicants do not count towards the player limit. They may assist with resupply and healing, but must wear the appropriate colored tag labeled “Logistics.”&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Four: Player Land Ownership Procedures===&lt;br /&gt;
* If no principality owns the land, it becomes an open field battle. Both sides may build camps. The defending principality can bid to become the main defender—this costs influence and is done via principality tickets.&lt;br /&gt;
* If the defender wins, they retain the territory and gain influence equal to half the cost of the original claim.&lt;br /&gt;
* If the attacker wins, they gain control of the territory under their principality.&lt;br /&gt;
* If a principality loses control of the land and has a base there, they receive one week of protection from medium raids. They may attempt to reclaim the location in the following week’s war. If they fail, they are subject to a territorial raid and possible relocation.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Five: Cons &amp;amp; Consent===&lt;br /&gt;
* Without consent, any consequences are invalidated. Defeated players may pull their bracelet or log out to withdraw from the event.&lt;br /&gt;
* You may detain players during the war, but they still retain the right to log out or pull their bracelet.&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Rules&amp;diff=1619</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Rules&amp;diff=1619"/>
		<updated>2026-01-23T12:23:10Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* PVP Rule - One: PVP Pvp Intent Procedure &amp;amp; Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#description2:Explore the rules of Irontide, a text-based RP/PvP server inspired by Warhammer Fantasy in Conan Exiles. Forge your character’s story through roleplay, combat, and alliances.)}}&lt;br /&gt;
{{Button|text=Back to Main Page|link=Main Page}}&lt;br /&gt;
==Server Vision==&lt;br /&gt;
Irontide started as a main project in 2025 by a group of players with varying degrees of experience throughout the game&#039;s evolution from 2018 until present day, as well with some modding experience. The main vision of the server &amp;amp; it&#039;s purpose was born out of need, by a niche side of the community which strived for an older, yet refined in terms of the mechanical or Player-versus-Player gameplay, whilst also expanding into  creating more additional content into the Roleplay sphere, as well as for the Player-Versus-Environment side as well.&lt;br /&gt;
&lt;br /&gt;
While we do also understand some reluctance at the core of the gameplay the server was originally designed, and while even the notion in attempting to please everyone won&#039;t be possible; the gameplay mechanics, combat changes &amp;amp; further expansions will be centered around in trying to create a fun experience for all players, ranging from new to veteran players that seek to try something new, and the same time providing the grimdark setting of Warhammer Fantasy through future events hosted by our entrusted Loremasters &amp;amp; Staff &amp;amp; the Irontide mod.&lt;br /&gt;
&lt;br /&gt;
==Refusal of Service==&lt;br /&gt;
Although the Irontide community is generally available for everyone from all corners of the Conan Exiles community, we however reserve the right to refuse in allowing players who do not wish to abide by the server’s community guidelines &amp;amp; rules. We’ll also monitor those who have a history for OOC malicious &amp;amp; disruptive behaviour whenever’s the case.  &lt;br /&gt;
Providing empirical evidence of such cases however, may vary to some difficulty. However our aim is to take the stance to prevent any such obstructions for the sake of our community members &amp;amp; without tainting the server’s reputation.&lt;br /&gt;
&lt;br /&gt;
==Rule Categories==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-page human&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ General Roleplay Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card roleplayrules&amp;quot; aria-label=&amp;quot;General Roleplay Rules&amp;quot; data-target=&amp;quot;/index.php/General Roleplay Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;General Roleplay Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Character Creation Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card charactercreation&amp;quot; aria-label=&amp;quot;Character Creation Rules&amp;quot; data-target=&amp;quot;/index.php/Character Creation Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Character Creation Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ General PVP Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card pvp&amp;quot; aria-label=&amp;quot;General PVP Rules&amp;quot; data-target=&amp;quot;/index.php/General PVP Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;General PVP Rules &amp;amp; AOS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Consequence Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card khorne&amp;quot; aria-label=&amp;quot;Consequence Rules&amp;quot; data-target=&amp;quot;/index.php/Consequence Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Consequence Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Permadeath ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card consequences&amp;quot; aria-label=&amp;quot;Permadeath&amp;quot; data-target=&amp;quot;/index.php/Permadeath&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Permadeath&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Building Rules and Restrictions ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card building&amp;quot; aria-label=&amp;quot;Building Rules and Restrictions&amp;quot; data-target=&amp;quot;/index.php/Building Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Building Rules and Restrictions&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Raid Rules■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card raiding&amp;quot; aria-label=&amp;quot;Raid Rules&amp;quot; data-target=&amp;quot;/index.php/Raid Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Raid Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Territory Warfare■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card territorywar&amp;quot; aria-label=&amp;quot;Territory Warfare&amp;quot; data-target=&amp;quot;/index.php/Territory Warfare&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Territory Warfare&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Roleplay &amp;amp; Character Etiquette==&lt;br /&gt;
Roleplay is a core mechanic on Irontide. We wish to reinvent what comes as tradition, as we separate our rules into two types of rules, Community and Gameplay.&lt;br /&gt;
&lt;br /&gt;
Community rulings will be based on if the player is enjoying their time playing here, or if the server can accommodate their playstyle and form of interactions with other members of the community. By reporting a player, you shouldn&#039;t expect any type of punishment because the team will appreciate your input. Tickets and punishments are not weapons to use against players. &lt;br /&gt;
&lt;br /&gt;
They are only enacted as needed in order to enforce our ⁠⁠server-vision.&lt;br /&gt;
&lt;br /&gt;
===General Roleplay Rules===&lt;br /&gt;
====Roleplay Rule - One: English Only | Text-Based Server====&lt;br /&gt;
The server uses English language as its main usage both in Roleplay and Out-Of-Character, the server is also Text-Based, thus Voice RP is not available here. Players must type only in English in both global and local chats. The usage of translation tools however is allowed, the usage of any AI to write emotes for Roleplay purposes however is strictly prohibited.&lt;br /&gt;
====Roleplay Rule - Two: Always In-Character====&lt;br /&gt;
As long as you are online, on the server, you are always considered In-Character. If you’re yet required to AFK, you’re recommended to log off so that you won’t be interacted with as there’s the risk of you being Attacked on Sight (AOS) even while you’re AFK. Out-Of-Character chatter in Local channel must be kept to an absolute minimum.&lt;br /&gt;
====Roleplay Rule - Three: +18 / Adult Content====&lt;br /&gt;
* Due to the nature of the game and some of its content. All Characters must be portrayed appropriately as adults, over eighteen of age. Characters that appear too young or confirm being below the age of eighteen will be ticketed &amp;amp; requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.&lt;br /&gt;
* Acts of zoophilia/bestiality &amp;amp; pedophilia is strictly forbbiden, and if a player is caught enacting such sceneries, they will be swiftly banned— permanently. &lt;br /&gt;
* Characters that wish to claim their character’s pregnancy however will be obliged to reroll, while characters that are below eighteen or have such appearance will be ticketed &amp;amp; requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.&lt;br /&gt;
====Roleplay  Rule -  Four: Rule Lawyering====&lt;br /&gt;
In the event that a rule has been broken, players shall not stall the Roleplay by engaging in debates about the rules. Informing the opposing player that a rule has been broken is encouraged, but only in the case an understanding was reached, the scene must continue and a ticket opened after the fact. Ticket wars over such matters will not be tolerated.&lt;br /&gt;
====Roleplay Rule -  Five: Godmodding, Powergaming, Metagaming, Metapost &amp;amp; Blending====&lt;br /&gt;
The following behaviours are strictly prohibited on this server: &lt;br /&gt;
&lt;br /&gt;
* Godmodding : Typically refers about a player acting as if their character is invincible, capable of anything, or having knowledge and abilities beyond what is reasonable, most often aspect of Godmode is taking excessive control over another player’s character through illogical means and against their will; &lt;br /&gt;
* Powergaming : A player’s character prioritizes effectiveness over another, by removing the agency from their victim to react in any way, or even to respond afterwards.&lt;br /&gt;
* Metagaming : A player uses Out-of-Character information they gathered, and uses it In-Game as means for unfair advantages, thus harming the notion of fair-play, as well as the trust from the community;&lt;br /&gt;
* Metaposting : Emoting conveyed in the form of thoughts (e.g: x believes that y is a fool), generally to provoke an OOC reaction from their victim; &lt;br /&gt;
* Blending : A player mixes their Out-Of-Character feelings through the facade of In-Character, as an example, some may antagonize another player by portraying them as being Out-Of-Character evil, yet the player in question is just playing their character as intended by their race/societal view;&lt;br /&gt;
&lt;br /&gt;
While some vary in severity, the cases of Metagaming is seen as the most severe, those caught breaking the rule would be harshly punished with a strike, if the offender is caught repeating the offence, their strike will be extended into a ban. It is the players responsibility to avoid possible metagaming instances, which can result in knowing a situation and intentionally not going to a certain place.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Six: Streaming====&lt;br /&gt;
*  Streaming on any popular or alternative platforms such as: Twitch, Kick, StreamYard, Discord, YoutubeLive, etc. on this server is highly restricted due to the nature of the nature of the game and server itself. Publishing a recording of a pvp instance may be allowed if every party consents to publish of the (strictly) pvp instance and only after 48 (or more) hours have passed that they can be added.&lt;br /&gt;
* Recordings are however permitted only to solidify any evidence for any rule infraction committed by a player.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Seven: Consent &amp;amp; Fade To Black (FTB)====&lt;br /&gt;
* Consent must be fully respected and upheld in all matters, especially when involving sexual content or scenery, but not limited to: torture, slavery &amp;amp; nudity. If any of these scenarios do not involve sexual content, they must be roleplayed or can be Faded To Black. Consent is required for long-term slavery scenarios, while short-term captivity roleplay exchanges may proceed without explicit consent, only if this has been agreed as part of a consensual framework beforehand. &lt;br /&gt;
* The option to Fade to Black a scene is not meant to be abused to shield yourself from certain consequences. It&#039;s in place to shield the individual from experiencing, writing or engaging in mature themes, such as torture, gore, dismemberment, mutilation, and anything sexual related that they may feel uncomfortable with.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Eight: Lore Adherence====&lt;br /&gt;
* The server strives to represent the lore of Warhammer Fantasy as much as it can be possible, while it’s not frowned upon to lack any deep knowledge of the setting itself, it is yet recommended to at ‘least try to understand the basics through representing your character to the race, society &amp;amp; class it’s affiliated with. &lt;br /&gt;
* The Loremasters &amp;amp; the Staff from Irontide are more than happy to help in such cases, however if the player is found purposely avoiding to follow the recommendations or instructions from them and are seen repeatedly breaking the lore, they will be apprehended in a ticket with the Staff deciding on how they will deal with the lore-breaker. Staff may demand recreation or submit of a character creation form, if current character is not lore accurate.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Nine: Roleplay Avoidance====&lt;br /&gt;
* Once outside of your building, you must adhere to any and all attempts from others initiating roleplay with you. Any infringements, such as walking without Roleplaying your intent to depart, will be counted as Roleplay Avoidance. Suddenly leaving a roleplay scene with little to no communications for whatever reason is considered Roleplay avoidance as well. If you need to leave, please communicate it properly with all present parties In-character, or at least Out-of-Character in case of Real-Life emergencies. &lt;br /&gt;
* if the Real-Life emergency is proven being faked however (e.g: they purposely claim they have something to do in Real-Life, yet only to be seen actively playing the game mere seconds or minutes after they left to not face tension or consequences), they will be punished with a strike, repeat offence will lead to a ban. Using this rule to delay roleplay in order to gain advantage on possible PvP will result in strikes for the party that has joined late.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Ten: Act Names (/Disguise)====&lt;br /&gt;
* Players are allowed one act name only. If you wish to change your /disguise name, you’ll need to open a ticket. The exception to this rule is the Assassin subclass. They may have unlimited /disguise names and do not require a ticket. If an Assassin wishes to take on a more realistic and different character name, they will be required to open a ticket.&lt;br /&gt;
&lt;br /&gt;
* Assassins will need to use /disguise for the first time in order to unlock /act.&lt;br /&gt;
&lt;br /&gt;
* Act names must indicate the following: your Origin or race; at least one unique identifier; (Some examples of this would be: Purple Druchii Dreadspear, Imperial Crimson Soldier, and Carstein Shrouded Assassin)&lt;br /&gt;
&lt;br /&gt;
* To use a title of significance to a Warhammer faction, you will need to open a ticket for approval. Examples of these titles would be: The Warchief, The Prince, The Arena Master,etc.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Eleven: Dice Rolls====&lt;br /&gt;
The only dice rolls everyone is required to adhere to are Stealth and Perception within reason. Character attempting to be hidden must be in a hidden location or out of direct view. If they move to be in plain view the stealth is dropped. Every other die is optional. It is however highly encouraged to enhance the scene by engaging with them. Please reach out to each other before using dice, and before using any flavour abilities to reduce confusion.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Twelve: Sister Clanning====&lt;br /&gt;
&lt;br /&gt;
Sister-clanning is prohibited.&lt;br /&gt;
&lt;br /&gt;
Sister-clanning is any arrangement or repeated pattern of cooperation where two or more separate clans or Principalities function as a single unified entity in practice, in order to bypass intended limits, gain unfair advantages, or create a permanent mega-bloc.&lt;br /&gt;
&lt;br /&gt;
This rule applies whether the cooperation is explicit or implicit, and whether it is done in-character or out-of-character.&lt;br /&gt;
&lt;br /&gt;
=====What Counts as Sister-Clanning=====&lt;br /&gt;
&lt;br /&gt;
Examples include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Maintaining a permanent or near-permanent alliance structure with the same partner groups&lt;br /&gt;
* Disbanding an alliance &amp;quot;in name only&amp;quot; while continuing to coordinate as one power bloc&lt;br /&gt;
* Re-forming Coalitions repeatedly with the same members to maintain continuous cooperation&lt;br /&gt;
* Coordinating territory expansion, wars, claims, or defenses as if you are one Principality&lt;br /&gt;
* Sharing leadership, command structure, or decision-making across multiple Principalities in a way that removes independence&lt;br /&gt;
* Using multiple clans or Principalities to avoid membership limits, territory limits, recruitment limits, or other system restrictions&lt;br /&gt;
* Operating mutual defense pacts as a default state rather than a temporary response to a specific situation&lt;br /&gt;
* Rotating members between clans to bypass recruitment or size restrictions&lt;br /&gt;
&lt;br /&gt;
=====What Is Allowed=====&lt;br /&gt;
&lt;br /&gt;
The following are allowed, as long as they remain temporary, limited, and do not create a permanent unified bloc:&lt;br /&gt;
&lt;br /&gt;
* Short-term Coalitions formed for a specific conflict or objective&lt;br /&gt;
* Limited non-aggression agreements for diplomacy or trade&lt;br /&gt;
* Temporary military cooperation during a defined war goal&lt;br /&gt;
* Story-driven alliances that end when their purpose is achieved&lt;br /&gt;
* Neutral diplomacy and normal political interaction&lt;br /&gt;
&lt;br /&gt;
=====Staff Review and Enforcement=====&lt;br /&gt;
&lt;br /&gt;
Staff may review suspected sister-clanning based on patterns of behavior, not just written agreements.&lt;br /&gt;
&lt;br /&gt;
If staff determines sister-clanning is occurring, they may require corrective action, including:&lt;br /&gt;
&lt;br /&gt;
* Forced disbanding of alliances or Coalitions&lt;br /&gt;
* Limits on cooperation scope&lt;br /&gt;
* Forced separation of military planning and territorial action&lt;br /&gt;
* Administrative penalties according to the rules page&lt;br /&gt;
&lt;br /&gt;
Staff may also request proof that the involved groups have returned to independent operation and remained separate.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with staff instructions regarding sister-clanning will be treated as a rules violation.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Thirteen: Spying / Eavesdropping ====&lt;br /&gt;
&lt;br /&gt;
* Any attempt to enter a base, or to lurk outside one, requires an emote and a &#039;&#039;&#039;Stealth&#039;&#039;&#039; roll.&lt;br /&gt;
* Anyone who sees the emote must roll &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
* If the Perception roll is &#039;&#039;&#039;higher&#039;&#039;&#039; than the Stealth roll, the intruder is &#039;&#039;&#039;heard&#039;&#039;&#039;. If it is &#039;&#039;&#039;lower&#039;&#039;&#039;, the intruder remains &#039;&#039;&#039;undetected&#039;&#039;&#039;.&lt;br /&gt;
* From the moment the emotes/rolls are made, the intruder is considered to be in &#039;&#039;&#039;active RP&#039;&#039;&#039; with anyone rolling Perception on them. Leaving the scene without RPing out being heard will count as &#039;&#039;&#039;RP avoidance&#039;&#039;&#039;.&lt;br /&gt;
* Likewise, changing your chat range from &#039;&#039;say&#039;&#039; to &#039;&#039;mumble&#039;&#039; or &#039;&#039;whisper&#039;&#039; without winning the Perception contest will also count as &#039;&#039;&#039;RP avoidance&#039;&#039;&#039;.&lt;br /&gt;
* The intruder must do an emote and a Stealth roll &#039;&#039;&#039;each time they move from one room to another&#039;&#039;&#039;.&lt;br /&gt;
* If caught, the residents may choose to &#039;&#039;&#039;attack on sight&#039;&#039;&#039; (PvP intent) or &#039;&#039;&#039;RP it out&#039;&#039;&#039; by other means. The intruder must follow the residents’ chosen resolution.&lt;br /&gt;
* If there is &#039;&#039;&#039;no one in the base&#039;&#039;&#039;, the intruder must leave a &#039;&#039;&#039;POI&#039;&#039;&#039; in each room they entered. The POI should contain clues indicating &#039;&#039;&#039;who was there&#039;&#039;&#039;.&lt;br /&gt;
* If spying/eavesdropping happens &#039;&#039;&#039;out in the open&#039;&#039;&#039;, the same emote and Stealth roll are required, but if caught, normal &#039;&#039;&#039;RP and PvP intents&#039;&#039;&#039; apply.&lt;br /&gt;
* These rules apply to everyone, &#039;&#039;&#039;including assassins in stealth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Using &#039;&#039;&#039;blink&#039;&#039;&#039; to infiltrate bases is a &#039;&#039;&#039;strike-worthy offense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Rules==&lt;br /&gt;
====Character Creation Rule - One: Alternative Characters or Alt Account====&lt;br /&gt;
You are only allowed to play one character at a time. Alternate characters &amp;amp; alting are strictly forbidden.&lt;br /&gt;
====Character Creation Rule - Two: Character Representation====&lt;br /&gt;
* All characters must be presented and roleplayed as adults of their respective race. There are no exceptions and zero tolerance to the failure to adhere to that.&lt;br /&gt;
* All characters must have a realistic appearance and act properly within the setting and the character’s race and cultural lore. (Check out our guides, or consult with the Loremasters in a ticket if needed)&lt;br /&gt;
* All characters must have realistic body proportions according to their racial standards. A wide range of sizes is offered on body parts so all races could properly be represented. However, all characters should be realistic without over-exaggerated and unrealistic bodies.&lt;br /&gt;
* If the character you wish to play has any Chaotic Mutations or is a special race such as races with limitations of population, please open a Character creation ticket so the Loremasters can guide you!&lt;br /&gt;
====Character Creation Rule - Three: Naming convention====&lt;br /&gt;
All characters’ names must be capitalized and lore appropriate according to race/culture of the Warhammer Fantasy setting. This also means no modern references or usage of already established names within the setting when naming your character. Max characters allowed in a name is 30.&lt;br /&gt;
====Character Creation Rule - Four: Accessory Limit====&lt;br /&gt;
Character accessories are limited to 25. All accessories that add particles are banned from use such as torches as an accessory.&lt;br /&gt;
====Character Creation Rule - Five: Character Legitimacy====&lt;br /&gt;
* Creating a character, either as a standalone, or part of a unit, that in lore is part of the upper most highest echelons of authority that they can use to render other characters unable to contest their orders based on lore realism is not permitted.&lt;br /&gt;
* Characters are considered unique entities. At the event of a character death, the player is not allowed to roll into a relative of the previous character, nor someone close to them.&lt;br /&gt;
====Character Creation Rule - Six: Futanari Characters====&lt;br /&gt;
Futa characters are strictly forbidden in our community. Any cases of them being discovered will result in an immediate deletion of the character and suspension of the player. Due to the difficulty policing between actual transgenders &amp;amp; fetishized futa characters, we do not allow intersex characters. Players however may choose to roleplay as being born a different gender they were able to select before their arrival into the Borderlands/Border Princes.&lt;br /&gt;
&lt;br /&gt;
===Rerolling===&lt;br /&gt;
Irontide has three character slots as save slots offered to players for shelving characters. You may remove and create a new character by going through the reroll process. Players through a reroll process can go back to their old character. Staff has no responsibility to retrieve removed characters or shelved back characters.&lt;br /&gt;
&lt;br /&gt;
Once a character is permanently killed they must be deleted from their saved slot. An attempt to sneak back in on a killed character will result in direct Ban.&lt;br /&gt;
====Reroll Rule -  One: Reroll Allowance====&lt;br /&gt;
* Players may request a reroll if they have no active conflicts. They can reroll to a new character, provided any conflicts are settled or invalidated through Out-Of-Character communication. Reroll requests are posted in ⁠the departures channels by the staff handling the ticket. If no one contests it within 24 hours the reroll process would be considered complete.&lt;br /&gt;
* In order to stop another player from switching to a different character concept you are required to open a Contest ticket.&lt;br /&gt;
====Reroll Rule -  Two: Owner of Principality====&lt;br /&gt;
Clan leaders who own principalities are required to transfer ownership of the principality to a character matching their current character. If they do not, they must dissolve the principality.&lt;br /&gt;
====Reroll Rule -  Three: Voluntary Reroll &amp;amp; Forced Rerolls====&lt;br /&gt;
* Admins have the right to force players to reroll back to their old characters, if those characters are involved in conflicts that have caused permanent physical or psychological damage to other characters, (e.g: Dismemberment or Permanent Death). This is beyond the 24 hours contest period, the contested party however must offer solid evidence for clearance. &lt;br /&gt;
&lt;br /&gt;
* Only one voluntary reroll request per week is allowed.&lt;br /&gt;
====Reroll Rule -  Four: Self-Perma &amp;amp; Fleeing the Lands====&lt;br /&gt;
All players wanting to either self-permadeath or flee the Lands with their characters as means of playing a new concept are required to open a Reroll ticket, which then gets posted publicly for the rest of the server in order to allow a contest.&lt;br /&gt;
===New Life Rule (NLR)===&lt;br /&gt;
Every player who rerolls into a new character must strictly follow these rules. Admins have the right to permanently ban players who intentionally violate these essential rules:&lt;br /&gt;
====NLR Rule -  One: Knowledge from Previous Character====&lt;br /&gt;
The new character has no knowledge of their old character, including their associates, memories, or experiences.They are not allowed to rejoin the same conflict as their previous character. Even if they join the same clan, they must abstain from involvement unless their foe personally initiates a new conflict directly with the new character.&lt;br /&gt;
&lt;br /&gt;
This involves while they are present in their clan, If their killer clan offends past permanently killed characters or clan, this doesn&#039;t count as  a valid reason, reason should not be personal to the player.&lt;br /&gt;
====NLR Rule -  Two: Participating on Raids====&lt;br /&gt;
The new character is not allowed to be part of any raid, territory war or engaging in any way, shape or form in a Blood Feud for a duration of 1 week after reroll.&lt;br /&gt;
====NLR Rule -  Three: Distinctions====&lt;br /&gt;
The new character must be distinct from the old character. This means playing a different race, or if playing the same race, selecting a different class. Violating this rule will result in a forced character recreation.&lt;br /&gt;
&lt;br /&gt;
==General PVP Rules &amp;amp; AOS==&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - One: PVP Pvp Intent Procedure &amp;amp; Rules====&lt;br /&gt;
# To Initiate Pvp Intent, one must provide an emote with (Pvp Intent) included at the end. Once the emote is presented, all that are able to read it must pause where they are and provide a response acknowledging the incoming fight in the way of emoting with one of the following (Pvp Join) (Pvp Surrender) (Pvp Abstain) at the end of their response while continuing to be still. &lt;br /&gt;
## Bystanders may declare neutrality with /pvp abstain. They can be challenged by an aggressor or defender to elevate to combat status.  Once combat has ended, a new PvP intent needs to be initiated to start a new combat encounter inside a secured player compound or /rp protected scene such as consequences. PvP may ensue without the need of waiting for bystanders. Unless challenged, they will be automatically counted as absent.&lt;br /&gt;
## Those that may wander into the scene must pause immediately in recognition of what it is and provide their response whether before or during the fight. Movement starts again once the fighting begins or is ongoing.&lt;br /&gt;
## Once all have responded, Every active combatant is required to declare ready status before it starts by typing (r) or (ready). With everyone ready a count down can be started with the /pvp start command. Or a Countdown shouted in the chat by a volunteer. &lt;br /&gt;
## You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction. Running away when you have received an emote directed at you will be counted as roleplay avoidance.&lt;br /&gt;
## In the aftermath the severity of the fight is judged by the actions of the victors (See Consequence Rules.). Where they may choose to mechanically help one up, this equals a sort of brawl. If they are left to get up on their own, they will suffer some injury. Then finally one can choose to mechanically execute a fallen, this inflicts severe mechanical consequences and should be considered a severe injury taken, used sparringly.&lt;br /&gt;
# In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight.&lt;br /&gt;
# PVP may take place anywhere in the world, except for the spawning locations. Players can be recovered when downed by means of spells and In-Game mechanics. They can rejoin the same fight as long as it’s allowable. &lt;br /&gt;
# Upon dropping a Pvp intent upon a Player showing activity before the intent is dropped, such as movement, typing ect. If the receiver does not emote or respond after a time of five minutes, the Pvp intent is considered lost by the character presumably AFK or stalling. The initiator of the Pvp intent needs to open a Ticket to log the encounter with screen shots of timeframe.&lt;br /&gt;
# Sizing up: Players must use the /resize command to set their height to 180 with hand sliders set to 0. Changing these values during a fight is a strike-worthy offense.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Two: AOS Location Allowance====&lt;br /&gt;
# Attack On Sight is prohibited outside of designated areas such as the Unnamed City. It is the players responsibility to press M to look at the map to be sure they are not breaking this rule.  PVP Intents are still allowed on first contact Also, provided the PVP intent procedures are followed. You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction in such zones. Running away to avoid roleplay or intent will be counted as roleplay avoidance.&lt;br /&gt;
# If a player is downed within an AOS Zone or downed in a fight that travels out of it the encounter falls under Attack on Sight rules, they are subject to the specific downed-state rules applicable to Attack on Sight situations.&lt;br /&gt;
# Attack on Sight is active within the zones unless a party is involved in roleplay. To be protected while in roleplay they must input command /rp when stopping to roleplay a scene. In RP scenes, players are required to actively roleplay in it. If the scene is not active RP, AOS protected status will be invalidated.&lt;br /&gt;
# Upon choosing to engage someone with Attack on Sight, you are required to give them roleplay in the aftermath to your standard quality. AOS-ing someone, dropping a single line then running off is considered not good faith gameplay. Be mindful if you need to Execute when an opponent is down, the mechanic is not to be used to hinder someone else&#039;s enjoyment of the game.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Three: Banned PVP Practices====&lt;br /&gt;
Intentionally causing other players to crash or lag out with any means is forbidden. Blocking doors with deco items to block breach attempts, or placing Explosives such as Jars &amp;amp; Mines in the middle of PvP as a way to kill other Players. They are fine to be used to create breaches in Raids, but actively using them solely to kill players is not allowed.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Four: Water Combat====&lt;br /&gt;
Water Combat - PVP in water &amp;amp; attacking someone swimming in water is forbidden. Water should be used absolutely minimally, only as a way to pass from point A to point B, in a direct line. Lingering inside water during PvP or dodging attacks by going into water would be severely punished in a ticket. It is known mistakes happen in the heat of combat so some variations may occur but please be conscious of your movements around water.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Five: Teleportation in PVP====&lt;br /&gt;
Any means of teleportation or portals are forbidden in active combat. The Caravan System and /home where mechanically possible is able to be done again after one has broken away from the combat and 30 minutes have passed. To have broken away from the combat one must break line of sight completely and be actively fleeing or have fled from the engagement. The timer does not start if one stays around to view the fight as a able bodied combatant, cannot watch to decide if going to join in again and then decide not to if one wishes the counter to have begun. One must be actively freely fleeing or have fled in this way for the count of 30 minutes to start.&lt;br /&gt;
&lt;br /&gt;
The only exception to this are locations which are not a direct part of the open world such as dungeons. Teleportation means can be used to exit towards the open world.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Six: Post PVP Intent Engaging and Fleeing====&lt;br /&gt;
If one comes across an ongoing fight outside an AOS zone one must pause and shout their ((Pvp Join)) Declaration if they wish to take part. This counts for those that have fled an have come back after they have escaped the initial fight via what is detailed below.&lt;br /&gt;
&lt;br /&gt;
A Pvp intent engagement is considered over for some one who has fled having broken away from the active fight &amp;amp; has not been involved in consequence rp for 30 minutes. To have broken away from the combat one must break line of sight completely and be actively fleeing or have fled from the engagement. To attack an individual that has escaped in this way and has been out of the proximity of the fight for 30 minutes a new Pvp Intent must be started for them to fight or be fought. This rule is overridden by AOS zones.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Seven: Mounts &amp;amp; Thralls in PVP====&lt;br /&gt;
Mounts &amp;amp; Ranger thralls can be used for PVP. They cannot however be used to store valuable items or block pathways. Mounts can spawn by pathways while in following mode, but must never be parked by it in guarding or scouting state.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Eight: PvP Downing====&lt;br /&gt;
In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location for Consequences, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Nine: Conflict Resolution &amp;amp; Dice Alternative====&lt;br /&gt;
Mechanical PvP is considered the official resolution of any conflict, and it’s protected by the rules. Parties however may choose dice combat, but it has to be purely consensual between both parties.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Ten: Player vs. Player in Towns (Hubs) and Sapphire Island====&lt;br /&gt;
=====Inside the Hub =====&lt;br /&gt;
* By default, PvP actions and attack-on-sight behavior are not permitted inside admin-controlled towns/hubs, or in the space between the caravan and the hub.&lt;br /&gt;
* Players may temporarily enable PvP intent through in-game mechanics (e.g., bribing guards). When enabled, PvP is only allowed within the specified timeframe and under the conditions provided by the mechanic.&lt;br /&gt;
* A notification will be sent to all players within range when PvP is enabled.&lt;br /&gt;
* Anyone who sees the notification may join the fight.&lt;br /&gt;
* If the defender moves the fight outside the hub walls, they may not return to the hub or use warps. Their options are to fight it out or flee and try to hide somewhere on the island.&lt;br /&gt;
&lt;br /&gt;
====== Guard Duty Rules ======&lt;br /&gt;
Players assigned to guard duty are subject to the following rules:&lt;br /&gt;
* If they join, they must join the defending side.&lt;br /&gt;
* They are not permitted to initiate combat.&lt;br /&gt;
* Players may not bribe guard-duty players; only NPC guards may be bribed.&lt;br /&gt;
&lt;br /&gt;
====== Consequences ====== &lt;br /&gt;
* Cons: Only minor cons are allowed. Aftermath RP is mandatory.&lt;br /&gt;
&lt;br /&gt;
===== Outside the Hub / Caravan Trail =====&lt;br /&gt;
* Players who initiate or engage in PvP on Sapphire Island outside the hub, or outside the road between the hub and the caravan, may do so, but warps are still not allowed.&lt;br /&gt;
* If the defender reaches inside the hub walls, the PvP ends. The defender is then considered saved by the guards.&lt;br /&gt;
&lt;br /&gt;
====== Consequences ======&lt;br /&gt;
* Cons: Only minor cons are allowed. Aftermath RP is mandatory.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Eleven: Resizing in AOS Zones====&lt;br /&gt;
Players are required to be &#039;&#039;&#039;properly resized&#039;&#039;&#039; while in designated &#039;&#039;&#039;AOS zones&#039;&#039;&#039;.&lt;br /&gt;
Players will be &#039;&#039;&#039;automatically resized upon entering&#039;&#039;&#039; these zones. If a mechanical issue prevents this from occurring, players are responsible for manually resizing using the &amp;lt;code&amp;gt;/resize&amp;lt;/code&amp;gt; command or other provided methods to ensure PvP resizing rules are respected.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Twelve: PvP Intent Near Player Compounds====&lt;br /&gt;
Players may not declare &#039;&#039;&#039;PvP intent with more than two players (including themselves)&#039;&#039;&#039; within &#039;&#039;&#039;three foundation range&#039;&#039;&#039; of player compounds.  &lt;br /&gt;
Player compounds are defined as &#039;&#039;&#039;secured bases&#039;&#039;&#039; that require climbing or scaling to gain access.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Thirteen: Caravan and Base Camping====&lt;br /&gt;
Camping caravans for the purpose of attacking players is &#039;&#039;&#039;strictly prohibited&#039;&#039;&#039;, similar to base camping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camping&#039;&#039;&#039; is defined as remaining in a caravan area for &#039;&#039;&#039;longer than 10 minutes&#039;&#039;&#039; with the intent to cause harm to players passing through.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base camping&#039;&#039;&#039; is also prohibited and is defined as remaining near a player base for &#039;&#039;&#039;longer than 10 minutes without active roleplay&#039;&#039;&#039;.  &lt;br /&gt;
To engage a base, players must &#039;&#039;&#039;submit a siege ticket and conduct a raid&#039;&#039;&#039;. Failure to do so will require players to &#039;&#039;&#039;disperse immediately&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players who are &#039;&#039;&#039;actively roleplaying&#039;&#039;&#039; within caravan locations may be declared for PvP intent and are exempt from caravan camping restrictions.&lt;br /&gt;
&lt;br /&gt;
==Consequence Rules==&lt;br /&gt;
===Mechanical Debuffs &amp;amp; Injuries===&lt;br /&gt;
For a more realistic aftermaths after fights, and for injuries being taken seriously whilst also giving classes such as Sages more purpose, the Irontide mod has implemented several mechanical debuffs and injuries, with the following being (All injuries fade even after logging off, after 3 RL hours):&lt;br /&gt;
====Shaken====&lt;br /&gt;
This is applied the first time you are defeated in a PvP scenario. It has a very slight movement speed debuff; otherwise, it is mainly applied to keep a record. Upon being downed, the battle status elevates to &#039;Wounded&#039;.&lt;br /&gt;
&lt;br /&gt;
====Minor Injury====&lt;br /&gt;
This is similar to Shaken, but lasts for three hours. There is a slight speed debuff and it keeps a record of whether someone has been PvP&#039;d and has not yet been cleansed. Upon being downed, the battle status changes to &#039;Wounded&#039;.&lt;br /&gt;
&lt;br /&gt;
====Wounded====&lt;br /&gt;
This is the first serious battle status. If the player is not revived while wounded or is incapacitated again while sustaining either a Shaken or Minor Injury, this status is applied. The player incurs 50% unremovable PvP debuff (You deal 50% less damage, You take double damage (2.0x)), which moderately but not significantly reduces their movement speed. Players are advised to try to run away in this state, as they will not perform at their best. If the player is not revived while in this state, it turns into &#039;Incapacitated&#039;.&lt;br /&gt;
&lt;br /&gt;
====Moderate injury====&lt;br /&gt;
After 15 minutes of the wounded status, the status turns into moderate injury. Again, The player incurs 50% unremovable PvP debuff (You deal 50% less damage, You take double damage (2.0x)) is applied, but the movement speed reduction is softened to a smaller amount. If the player is downed in this status, they are elevated to &#039;Incapacitated&#039;.&lt;br /&gt;
&lt;br /&gt;
====Incapacitated (Finish off mechanics in-game)====&lt;br /&gt;
This is a &#039;down&#039; status that is closer to the roleplay style of &#039;down&#039; mechanics. Players in this state are incapacitated and unable to run away or use weapons. They also incur a Pvp Debuff, A player takes more damage and deals less damage. This status is applied when an enemy finishes someone off. If a player is downed while already wounded or moderately injured, this status is also applied. After 15 minutes, this status turns into a severe injury. Players are required to be carried in this state for healing or after-battle roleplay. Players cannot refuse to be carried in this state.&lt;br /&gt;
=====Note: Finish off mechanics in-game=====&lt;br /&gt;
Incapacitate should only be used to keep players down while PvP is still active. If the PvP has concluded, this ability should not be used. If you don’t want to cause additional damage, you should use the ability to help them up instead. If you injure someone in any way during PvP, it is your responsibility, as the winner of the PvP, to emote what the downed person’s minor/moderate/severe injury looks like. Remember: OOC communication is mandatory during the con phase.&lt;br /&gt;
&lt;br /&gt;
====Severe Injury====&lt;br /&gt;
After 15 minutes of the Incapacitated status, it turns into a Severe Injury. The difference is that it is less severe in terms of movement speed and players can use weaponry, so even when they are debuffed, they can conduct their PvE. However, The player incurs 100% unremovable PvP debuff (You deal 100% less damage, You take triple damage (3.0x)), is still applied. If people get caught in this state, they should stay in &#039;Defeated&#039; status so they can be carried or captured. This lasts for 3 hours.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying Consequence Rules===&lt;br /&gt;
&#039;&#039;RP consequences exist to help create stories together between the fallen player and the winner of a PvP encounter. Make it a habit to always open OOC communication during the con phase. It is the responsibility of both players to suggest and agree on what will take place.&lt;br /&gt;
&lt;br /&gt;
Not communicating OOC, as well as refusing all options offered, is considered bad sportsmanship. Any ticket involving cons will require screenshots showing that OOC communication took place.&#039;&#039;&lt;br /&gt;
====Consequence Rule - One: On Being Downed====&lt;br /&gt;
A downed player that is carried away from a fight will be under their captor’s mercy. If one friendly picks their downed, they can be relocated and then given the ability to move again or still being given consequences, in which case they cannot move. If an Enemy is downed and then picked up by their opposing force, it’s considered in consequences and cannot move from being relocated, unless an ally of theirs is able to pick them up again in the fight.&lt;br /&gt;
&lt;br /&gt;
Downed players are not allowed to use abilities or move without their captor’s permission, which includes pulling the bracelet. The only exception to this is when the captor Out-of-Character clearly states on allowing it.&lt;br /&gt;
&lt;br /&gt;
Players are not allowed to move captives into the hub nor close to it. Abuse of the hub will not be tolerated and admin action will be taken.&lt;br /&gt;
====Consequence Rule - Two: On Captivity====&lt;br /&gt;
Players may not hold their captured victim for more than three Real Life hours, These three hours are active time in game, offline three hours doesn&#039;t tick. Players cannot do this without the OOC consent of the victim. Any form of long-term captivity or slavery must be agreed upon through clear and respectful OOC communication &amp;amp; Consent from the victim. If a captive is left without active roleplay interaction for over 30 minutes, they may choose to leave early, even if the three-hour limit has not been reached.&lt;br /&gt;
====Consequence Rule - Three: Sexual Content &amp;amp; Consent====&lt;br /&gt;
* For everything that requires consent (all matters involving sexual content, including, but not limited to, torture, slavery and nudity, or any other sexually explicit scenarios), it is not only the victim’s duty to clearly voice their limitations and objections, but also the attacker/captor’s duty to find out via reaching out OOC to know what the victim’s limitations and objections are.&lt;br /&gt;
&lt;br /&gt;
* If the player engages in a pattern of disruptive or indifferent behavior in Roleplay, markedly different from the individual&#039;s usual engagement during Consequences, that will count as an infringement of the spirit of the roleplay. It is both sides&#039; responsibility to provide necessary depth and engagement during the roleplay.&lt;br /&gt;
====Consequence Rule - Four: On Out-Of-Character Emergencies====&lt;br /&gt;
* If a player has to log out of the game due to Real Life reasons, or if they quit for any other reason during the consequence phase. The scene will be frozen, players may ask for the consequence to be dealt in a ticket. With genuine reason, it will be granted, but as custom. If not dealt with in a ticket, the scene will continue when both parties are online again and the three hour captivity timer will resume. Players may not be saved upon the initial three hour phase if the scene is rescheduled to another time. &lt;br /&gt;
* Extreme cases of poor sportsmanship are not allowed for either party. The captor may not try to extract enforced roleplay consequences, and the captive may not refuse to show any hint of humility. Players are not required to bend the knee and captors are not to be humiliated. Consequences are not tools for Out-Of-Character fame, nor does it provide a platform for bullying. In any cases like this, staff may intervene to switch to mechanical consequences, possibly even upgraded, harsher versions of them.&lt;br /&gt;
====Consequence Rule - Five: Extortion====&lt;br /&gt;
* Extortion for in-game valuables, robbery, and enforcing adult theme roleplay by means of In-character threats or Out-of-character, is not allowed. It can be consented, but even hints of extortion of this type of roleplay or players’ valuables will be subject to community rules for the consequence scene.&lt;br /&gt;
* Without consent, consequence stacking is not allowed. A player either chooses physical harm or material gain. Not both. Victor may request in-game items and currency, the victim can choose to consent to the request or refuse in favor of alternative consequences to the robbery. No further consequences can be applied in this case. Refusal to material request can not end with blood feuds or dismemberments.&lt;br /&gt;
====Consequence Rule - Six: On Dismemberment Cons====&lt;br /&gt;
&lt;br /&gt;
Dismemberment may be inflicted without the affected player&#039;s approval, but out-of-character communication must be established beforehand. Valid reasons for dismemberment include extreme cases of No Value for Life (NVL), which validates the application of non-consent dismemberment. In addition to this, long conflict history between players is valid for application of non-consent dismemberment. Players may object to the act by opening a ticket, provided they include a full record of the roleplay that led up to the event. &lt;br /&gt;
&lt;br /&gt;
Players are required to honor such dismemberments in their roleplay, If not strike can be issued if not honored in their featured roleplay. Prostateics require proper roleplay also and suggest them to keep that roleplay as proof.&lt;br /&gt;
&lt;br /&gt;
If repeated dismemberments impact a character’s ability to function normally, which includes capability to speak, see, move, or fight, it falls under permadeath rules and must proceed either through Blood Feud mechanics or as a strategic death.&lt;br /&gt;
&lt;br /&gt;
Any dismemberment involving reproductive organs is subject to adult content rules and requires explicit consent. While dismemberment scenes may be Faded To Black (FTB), players are expected to respect the roleplay and reflect the permanent damage in their ongoing character development.&lt;br /&gt;
&lt;br /&gt;
===Consequence Logging===&lt;br /&gt;
Players are advised to log consequences that occur for the ability to contest rerolls. If a player opens a ticket they must provide proof with screen shots of the reason why the reroll is being contested, reasons like Severe Consequences including, but are limited to the following categories:&lt;br /&gt;
&lt;br /&gt;
* Long history of conflict&lt;br /&gt;
* Amputation/mutilation&lt;br /&gt;
* Murder/Permakilling&lt;br /&gt;
&lt;br /&gt;
==Permadeath==&lt;br /&gt;
Characters live, strive, conquer and die. Death is the natural order of things, a glorious end, or a satisfying conclusion. In-Character and Out-of-Character blending revolving around character deaths are strictly forbidden for the player’s own mental health. We are not here to cause real life stress. Staff and the administrators will help you separate yourself from your character for your own good. &lt;br /&gt;
&lt;br /&gt;
There are no resurrections nor any means to get characters back. A character’s death is its story’s end, allowing its player to venture forth to create different stories and characters. Every character&#039;s death requires good reason, which includes good roleplay behind it and meaningful development of their story. Any kill attempt without this will revert to left for dead.&lt;br /&gt;
&lt;br /&gt;
For strategic deaths such as violent betrayal of allegiances and vigilante deaths in response to severe consequences, players may submit permanent death requests through a ticket while having a character in Cons, provided that they include roleplay evidence and an expected outcome. This does not apply to blood feuds but if the reason is not found substantial enough it may count toward a Blood Feud instead. Players choosing this route should understand that outcomes are unpredictable and will only be granted in rare cases&lt;br /&gt;
&lt;br /&gt;
Character deaths are not a victory or defeat condition. The focus of the server is territory control and gaining fame and being rewarded through our prestige system along the way. Grow and leave your mark on the campaign world. Portraying character deaths as victory or defeat conditions is subject to the Community Rules.&lt;br /&gt;
===Permadeath Rule - One: Blood Feuds===&lt;br /&gt;
* Players may only attempt to start a blood feud if they are in the victor’s position after a PvP encounter. The reasoning for initiating a blood feud may vary, but in first-encounter situations, valid reasons include: extreme cases of no value for life, refusal to roleplay, refusal to engage in out-of-character communication, or severe consequences previously inflicted on the victor’s associates, repeated thieving, repeated maiming, severe cases such as a Dawi losing their beard or a long standing history of violence and conflict. Only the victor may initiate a blood feud.&lt;br /&gt;
* The one who declared the Feud must be actively seeking their target with proof for the Blood Feud to stay active.&lt;br /&gt;
* Blood feuding characters may attempt to kill each other during consequences. If they inflict consequence on a character worthy of Blood Feud being declared, they may assume victor intends to kill you. If victor suspects they have a Blood Feud declared victor may leave for dead and submit a permanent death request. The request will be approved immediately if it is the case. This does not mean leave for dead and request perm requests for all you are in conflict with. Only two characters may be hunting a Target with the ability to permanently kill. The killer will be required to pay prestige points to commit the deed and the affected player will be rewarded a portion of the prestige cost, depending on their sportsmanship. &lt;br /&gt;
* There is a 24 Real-Life Hour cooldown between Perma-Kill attempts. &lt;br /&gt;
&lt;br /&gt;
===Permadeath Rule - Two: Sharing Blood Feuds===&lt;br /&gt;
* The blood feud status can only be shared with one other person, which will be a third party in the feuding system. Upon the death of the original party, the blood feud will dissolve. Necessary roleplay should be played out and requires a staff ticket to confirm it, a new Blood Feud would have to be issued to continue.&lt;br /&gt;
* A player may choose another player to inherit the blood feud. This player won’t be able to involve any new third party if the ancestor doesn’t have a third party, but the third party will stay with the inheritance owner. Necessary roleplay should be played out and requires a staff ticket to confirm it before the attempt is successful. If the original parties agree upon dissolving the feud, third parties&#039; claims will be nullified.&lt;br /&gt;
&lt;br /&gt;
===Blood Feuds - Conflict History &amp;amp; Proof ===&lt;br /&gt;
&#039;&#039;&#039;Blood Feuds require a conflict history.&#039;&#039;&#039; This history does &#039;&#039;not&#039;&#039; include AoS wars or official event PvP outcomes. Conflict history may include &#039;&#039;&#039;personal feuds, repeated hostile encounters, and documented patterns of aggression&#039;&#039;&#039; that establish clear, ongoing motive and escalation.&lt;br /&gt;
&lt;br /&gt;
====What counts as Conflict History====&lt;br /&gt;
Valid conflict history can include (but is not limited to):&lt;br /&gt;
* &#039;&#039;&#039;Non-AoS conflicts&#039;&#039;&#039; (personal rivalries, political disputes, faction grudges, ideological hatred, vendettas).&lt;br /&gt;
* &#039;&#039;&#039;Event PvP downs&#039;&#039;&#039; or other staff-run / community event combat outcomes that create lasting consequences.&lt;br /&gt;
* &#039;&#039;&#039;Repeated hostile encounters&#039;&#039;&#039; (multiple attacks, ambushes, intimidation, kidnappings, repeated maiming, repeated thieving).&lt;br /&gt;
* &#039;&#039;&#039;Severe personal or cultural offenses&#039;&#039;&#039; that would reasonably escalate to “no mercy” (e.g., desecration, betrayal, oathbreaking, public humiliation, or setting a long-term target).&lt;br /&gt;
* &#039;&#039;&#039;Consequences inflicted on associates&#039;&#039;&#039; that create believable retaliation (harm to close allies, destruction of property/territory, repeated sabotage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will look for escalation and motive: a feud should feel earned through roleplay and consequences, not used as a shortcut to permakill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Proof &amp;amp; Supporting Evidence====&lt;br /&gt;
When initiating or maintaining a Blood Feud, providing proof will &#039;&#039;&#039;strengthen your case&#039;&#039;&#039; and reduce disputes. Strong supporting evidence includes:&lt;br /&gt;
* &#039;&#039;&#039;Recordings / clips&#039;&#039;&#039; of the encounter(s) and relevant roleplay.&lt;br /&gt;
* &#039;&#039;&#039;Screenshots&#039;&#039;&#039; (chat logs, threats, agreements, admissions, repeated incidents).&lt;br /&gt;
* &#039;&#039;&#039;Third-party witnesses&#039;&#039;&#039; (neutral observers who can confirm what happened).&lt;br /&gt;
* &#039;&#039;&#039;Ticket history&#039;&#039;&#039; or staff-confirmed outcomes related to the conflict.&lt;br /&gt;
* &#039;&#039;&#039;Consistent RP documentation&#039;&#039;&#039; (letters, declarations, public notices, guild records), when supported by in-game context.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Evidence does not need to be perfect, but it must be &#039;&#039;&#039;credible&#039;&#039;&#039; and &#039;&#039;&#039;relevant&#039;&#039;&#039; to the claimed history. Staff may request additional context if a feud is disputed.&lt;br /&gt;
&lt;br /&gt;
====Anti-Abuse Clarification====&lt;br /&gt;
* A single isolated down with no meaningful roleplay, motive, or escalation is usually &#039;&#039;&#039;not&#039;&#039;&#039; enough on its own to justify a Blood Feud, unless it includes the listed “first-encounter” extreme reasons (e.g., refusal to RP/OOC communication, extreme no-value-for-life behavior).&lt;br /&gt;
* “I dislike them” or “we’re enemies because we say so” is &#039;&#039;&#039;not&#039;&#039;&#039; conflict history. There must be &#039;&#039;&#039;events and consequences&#039;&#039;&#039; behind it.&lt;br /&gt;
* False claims, edited evidence, or coordinated witness-stacking may result in staff action and the feud being denied or revoked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bottom line: if you can show a believable chain of cause → escalation → intent, and back it with proof (clips/screens/witnesses), your Blood Feud claim is substantially stronger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Prestige Compensation - “Great Ending” Character Deaths===&lt;br /&gt;
A character’s death is the end of their story — but a well-earned ending that creates meaningful roleplay for others is valuable to the campaign. In rare cases, &#039;&#039;&#039;players may be compensated with Prestige&#039;&#039;&#039; if their character’s permanent death is determined by staff to be a &#039;&#039;&#039;Great Ending&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====What qualifies as a “Great Ending”====&lt;br /&gt;
A Great Ending is a permanent death that demonstrates &#039;&#039;&#039;strong roleplay, meaningful development, and clear impact&#039;&#039;&#039; on the world. Examples include:&lt;br /&gt;
* A climactic finale to a long-running arc (rivalry, redemption, downfall, tragedy).&lt;br /&gt;
* A sacrifice that meaningfully changes the outcome of a conflict or protects others.&lt;br /&gt;
* A well-executed betrayal, punishment, or consequence with extensive lead-up and roleplay.&lt;br /&gt;
* A conclusion that creates ongoing hooks for other characters/factions (without forcing OOC pressure).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will prioritize endings that were roleplayed fairly and created good experiences for multiple players.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====How compensation works====&lt;br /&gt;
* Prestige compensation is &#039;&#039;&#039;not automatic&#039;&#039;&#039; and must be requested through a &#039;&#039;&#039;staff ticket&#039;&#039;&#039;.&lt;br /&gt;
* The ticket must include:&lt;br /&gt;
** A short summary of the character’s arc and why the ending is a Great Ending.&lt;br /&gt;
** Evidence where possible (clips, screenshots, witness statements, ticket links).&lt;br /&gt;
** The context of the death (who, where, why, and what roleplay led to it).&lt;br /&gt;
* If approved, staff may award a &#039;&#039;&#039;one-time Prestige compensation&#039;&#039;&#039; to the player.&lt;br /&gt;
* The amount is &#039;&#039;&#039;discretionary&#039;&#039;&#039; and may scale with factors like:&lt;br /&gt;
** Length/importance of the arc,&lt;br /&gt;
** Quality of roleplay and sportsmanship,&lt;br /&gt;
** Impact on the campaign world,&lt;br /&gt;
** Fairness and clarity of escalation.&lt;br /&gt;
&lt;br /&gt;
====Limits &amp;amp; anti-abuse====&lt;br /&gt;
* Prestige compensation &#039;&#039;&#039;does not turn death into a win condition&#039;&#039;&#039; and must never be treated as a “reward for losing” or “payment for being killed.”&lt;br /&gt;
* Staff may deny compensation if the death:&lt;br /&gt;
** Was primarily strategic/OOC motivated,&lt;br /&gt;
** Was rushed, baited, or engineered for payout,&lt;br /&gt;
** Lacked meaningful roleplay development,&lt;br /&gt;
** Involved rule violations or disputed circumstances.&lt;br /&gt;
* Repeated attempts to manufacture “Great Endings” for compensation may result in denial and/or staff action.&lt;br /&gt;
* Twice every season this can be granted per player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Great Endings are meant to celebrate exceptional storytelling, not to replace progression or encourage throwaway deaths.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Building Rules and Restrictions==&lt;br /&gt;
===Building Rule - One: Clan Creation &amp;amp; Solo Builds===&lt;br /&gt;
All characters must be in a clan, including solo players. All builds must be realistic and not break immersion.&lt;br /&gt;
===Building Rule - Two: Build Accessibility===&lt;br /&gt;
* Do not build in spots where it blocks essential PvE spots/resources. This also includes dungeon areas, or inside them. Loot chests and their associated bosses must remain accessible. Building in instances separated from the overworld by a teleport such as dungeons is forbidden. Open a ticket to ask the Staff team if you are unsure about the spot availability.&lt;br /&gt;
* Builds must be rendering distances away from each other and not be built near hubs. All builds must have a direct means to access it. A T3 bridge or staircase, which leads to your base on foot is required. This means it doesn&#039;t require you to swim, climb, or use an elevator to access your base. Drawbridges are strictly forbidden. Upon destruction of this stairway, if it is the only way to access the base, in raid situations admins may allow further destruction.&lt;br /&gt;
===Building Rule - Three: Principality Build Additions &amp;amp; Obligations===&lt;br /&gt;
* Clans and members within the principalities are required to have their own respected home. They are not allowed to live inside another clan&#039;s base as every clan needs their own integral build so they can be subject to a raid without players getting confused about their raid target.&lt;br /&gt;
* Principality Clans are also not allowed to store the entire loot of the principality in a different clan or transfers their loot in order to confuse raiding attackers as means to protect it from said looting is forbidden. Material transfers should done via roleplay, OOC material transfer between clans even in principality will be judged under sister clanning.&lt;br /&gt;
===Building Rule - Four: Building Piece/Placeable Allowances===&lt;br /&gt;
A clan may have up to a maximum of 10 players. The allocations for building pieces and placeables are as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PlayerCount !! BuildingPieces !! Placeables !! CraftingSitations !! Containers !! LightSources !! Siege&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 300 || 150 || 5 || 2 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 600 || 200 || 5 || 4 || 19 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 900 || 250 || 5 || 5 || 27 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1200 || 300 || 5 || 6 || 34 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1500 || 350 || 5 || 7 || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1700 || 400 || 5 || 8 || 45 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1900 || 450 || 6 || 9 || 49 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2100 || 500 || 6 || 10 || 52 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2300 || 550 || 6 || 11 || 54 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2500 || 600 || 6 || 12 || 55 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Rule - Five: Outpost &amp;amp; Building Distance Limitations ===&lt;br /&gt;
* Clans are permitted to maintain only one primary base, including all associated structures such as empty shacks and non-mechanical facilities. Additional outposts are prohibited except during approved special events (e.g., territorial wars or large-scale sieges) conducted under direct staff supervision.&lt;br /&gt;
* Clans may not build beyond chat range of their current foundation placement, defined as a maximum distance of five (12) foundations from their primary base. Any structure placed beyond this range from another player-owned structure will be classified as an unauthorized outpost.&lt;br /&gt;
&lt;br /&gt;
==Raids==&lt;br /&gt;
When a Raid is declared on someone’s base, by default the defending clan can join the raid. Defenders may teleport back to their base. If not all members are available, the clan is allowed to use mercenaries or their allies in filling up missing slots. The allowed number of mercenaries and/or allies is calculated as the total clan size, minus the number of active members. This number is determined when the raid ticket is opened. Every raid type except for shock sieges must be declared via a raid ticket. If a Shock Raid is conducted by more than two people, a raid ticket must be opened for counting.&lt;br /&gt;
&lt;br /&gt;
Raids are allowed between 9:00 PM to 5:00 AM (GMT+3 Wise) to ensure a staff response. It doesn&#039;t apply to ticketless shock raids. Raid objectives must be declared on the ticket along with Roleplay reasons behind it. The victor may only enact siege objectives. The defender may propose a counter objective in the ticket in relation to the Raider’s objective. It can be expected to be reduced.&lt;br /&gt;
&lt;br /&gt;
If defenders log out, the limit stays the same. Attackers may bring a number of raiders equal to the number of defenders plus two. Defenders are given 30 minutes of preparation time. They may not flee during this period. However, they may attempt to fill their ranks with mercenaries and allies through In-Character methods. They can not bring defenders in slots of the logged out defenders in response to the raid. These logged out defenders are shown in the roster of the raid and in defeat they are subject to consequences.&lt;br /&gt;
&lt;br /&gt;
When the cooldown begins, the defending clan may pull bracelets or request to be summoned into the base to join the raid. Any additional defenders from mercenaries and allied groups must be declared in the raid ticket during the cooldown. &lt;br /&gt;
&lt;br /&gt;
These mercenaries and allies may only join if they’re inside the defending compound. &lt;br /&gt;
&lt;br /&gt;
Both attackers and defenders are required to place an RPR tag above their character’s head (Defender [Blue] or Attacker [Red]) before the raid begins, to show their allegiance. Assassins characters are the only exception. They are not required to wear the tag but must clearly declare their participation. &lt;br /&gt;
&lt;br /&gt;
All raid attendees are considered to be in an active roleplay state. They may not be attacked on sight (AOS). They cannot initiate combat or be attacked until the raid counter ends. Anyone not participating in the raid may not arrest attendees.&lt;br /&gt;
&lt;br /&gt;
In Irontide, there’s three types of Raids that Principalities can enact on someone’s base:&lt;br /&gt;
&lt;br /&gt;
===Shock Raids===&lt;br /&gt;
* Shock Raids are Spontaneous raids, they are designed to allow sieges to continue the flow of roleplay and can be done outside of set raiding hours. They can be declared for immediate action. Only two attackers may enter the other player’s build and you do not need to open a ticket. &lt;br /&gt;
* It is the attacker’s responsibility to ensure that only you and another player are breaching the premises and do not have five allies waiting outside.Doors or gates can be breached or lockpicked. Upon raid declaration, only defenders who are in the defenders’ compound may join. Additional joiners are not allowed. &lt;br /&gt;
* Any other building damage besides doors/gates is not allowed. This is the only time you may lockpick or use the battering ram— During a shock raid.&lt;br /&gt;
* Looting is forbidden in this type of raid. Clan leaders will be safe from permanent death consequences in this raid tier. Victorious attackers can only claim a sole defender as captive or free however many Captives are being held within the raid targets base.&lt;br /&gt;
* Shock raids will have a 3-Day Cooldown, and the raider clan will be forbidden from raiding the same target.&lt;br /&gt;
&lt;br /&gt;
===Medium Raids===&lt;br /&gt;
* Medium raids are planned assaults that are designed to allow Attackers to assault enemy compounds with no intention to destroy the affected clan. The target clan should have 40% of its clan to be online for this raid to be allowed. If it’s found out the Defender clan population is mostly inactive, players&#039; percentage values are adjusted for the clan.&lt;br /&gt;
* For Medium Raids, Clans that hold a Principality are able to lend their numbers to their allies’s raid defence up to the Principalities clan size. This means if the Principality has a clan size of 10 but their allies only have 2, the Principality can lend 8 people for a defence of 10. If Principality had 8 and Vassal 2, max people for defence is 8 total for their vassal with the aid. This will affect the amount of Raiders also.&lt;br /&gt;
* Explosive damage is allowed to building pieces. However, foundation wiping is not allowed. Active staff may ask players to mitigate destruction. &lt;br /&gt;
* Anyone who is severely injured or incapacitated during the Medium Raid should remain at their location until the raid is over, exception is being recovered via being carried or revived.&lt;br /&gt;
* Medium raids will have a 3-Day Cooldown, so they won’t be affected with shock raid cooldown. Their cooldown is global, so the defenders will be protected from other medium raids. The besieging group may ask for an appointment for this siege timer to ensure this is not abused. Staff may decide to not apply for protection timer, if there is suspicion of a raid to be not destructive or destabilizing enough for the target clan to avoid possible abuses.&lt;br /&gt;
&lt;br /&gt;
===Huge Raids===&lt;br /&gt;
* Huge raids are the most rare of the raids and to be meant only for ending stories. Due to the significant impact of huge raids, heavier consideration is taken into account when approving these types of raids. The defender&#039;s compound will be compromised and the enemy clan is dissolved afterwards.&lt;br /&gt;
* Raiders and defenders need to set an agreed upon time and date in a ticket. Defenders are not allowed to flee. Any member of the clan who is not active in the raid will be under consequences. The clan’s roster will be recorded as soon as a huge raid is declared. Even if they weren’t part of the clan, the raid time, numbers and roster will be taken by the raid declaration time. If you become inactive in your clan or away for an extended period of time, you may leave your clan or have your clan leader kick you in order to protect your character.&lt;br /&gt;
* Upon raid declaration, only the defender&#039;s clan may join the raid. They can teleport back to their base. Both sides are allowed to bring as many mercenaries as they wish. Allies can also be called upon. Explosive damage is allowed to building pieces and foundation wiping is allowed &amp;amp; looting, with all consequence mechanics are allowed.&lt;br /&gt;
* Huge raids have a weeklong protection from any other sieges. The defeated group may ask to reroll their characters as they will be granted status-quo (soft permanent character loss) for their characters and rewarded with prestige for their next concept.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - One: Offline Raiding , Attendance &amp;amp; Max Count===&lt;br /&gt;
* Offline raiding is strictly forbidden.&lt;br /&gt;
* Joining late to a raid is not allowed. Whoever is present or planned to be there from the start can only join. Bystanders and onlookers are not allowed to be present during raids. After the raid ends, the compound will be counted as open world and raid participants will be under roleplay status from a PVP rule perspective.&lt;br /&gt;
* Max Defender &amp;amp; Raider count is dependent on one&#039;s Clan size. If you have 10 players, you may have up to 10 to defend. If not able to get every Clan member online, mercenaries &amp;amp; allies can fill the slots to equal 10. Raider count is based on the overall size of one’s clan, not who is online at that moment. If you have a max clan of 10 that allows a count of 12 Raiders.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Two: Raid Declaration &amp;amp; Reasoning===&lt;br /&gt;
A declared raid must always provide a raid reason &amp;amp; objective, they can range from:&lt;br /&gt;
Territorial Gains: Any territorial gain requires a claim, which can be purchased using influence in-game from the Colonize button in the same location.&lt;br /&gt;
Principality Wars: When one Principality attempts to attack another, their territorial war is considered a Principality War, which is a planned and officially recognized conflict not judged under medium sieges.&lt;br /&gt;
&lt;br /&gt;
Ownership of the Land: Principality that owns the Land are granted reason to medium siege to any other foreign clans. They may ask for them to relocate as a raid reason.&lt;br /&gt;
 &lt;br /&gt;
Raid Declaration Format:&lt;br /&gt;
Defenders&#039;s Clan Name:&lt;br /&gt;
Attacker&#039;s Clan Name:&lt;br /&gt;
Attacker&#039;s Ally Clan Name(s):&lt;br /&gt;
Raid Objective:&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Three: Raid Objectives===&lt;br /&gt;
* Once the raid objective is declared, the defending clan may choose to surrender under the stated terms. If they surrender, the objective is enacted. If they refuse or do not respond, the raid becomes valid and the raid counter begins. Player activity is tracked. If the defending clan refuses to respond to the raid ticket, the raid still remains valid. If all active defenders are defeated and no one remains in the base, the raid objective is automatically enacted.&lt;br /&gt;
&lt;br /&gt;
* Attackers may choose to include non-enforceable demands. However, they are required to include an additional enforceable demand. If defenders fail to meet the enforceable demand, that secondary objective will be applied. &lt;br /&gt;
&lt;br /&gt;
* Raid objectives must be mechanically possible and enforceable. Examples include Medium Raid territorial ownership gain for Principality warfare, with requirement of a T3 Huge Raid: subjugation, or tribute. These are demands that admins can carry out. &lt;br /&gt;
&lt;br /&gt;
* Objectives such as slavery, imprisonment, or humiliation roleplay are considered invalid, since admins cannot enforce them. Admins may ask for changes to raid objectives to ensure the defending clan is not entirely destroyed. &lt;br /&gt;
&lt;br /&gt;
* If the raid objective involves capturing a specific character, that character must be online when the raid ticket is opened. If they choose to log off, they will be summoned to the victors for consequences. If the target escapes during the raid, the capture objective becomes invalid and will not be enforced.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Four: Raids and Warp/Portal/Wayshrine Usage===&lt;br /&gt;
* Once a raid is declared, neither side is able to use warps, portals or wayshrines at any point. The only exception to this is with the case of the defending clan members who may use a home warp to return to defend their home.&lt;br /&gt;
&lt;br /&gt;
* The attacking party may use mounts to arrive at the target base location, however they must be kept well away from the intended raid base and may not be used during combat.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Five: Raid Reasons and Timing===&lt;br /&gt;
Raids may be declared spontaneously, for example to extract players from being trapped in a base, or to attack someone who has hidden in a base. As such raids can be declared from anywhere on the map however once declared creatures must move from that exact location to the raid. Failure to arrive at the raid within ten minutes of the raid timer start may see the raid canceled and a 24 hour cooldown imposed before they may raid again.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Six: Looting===&lt;br /&gt;
* Once the raid objective is achieved, by roleplay means, and both attacker and defender come to terms, looting will be denied. If a defender refuses to cooperate, looting will be allowed. (Unless the primary raid objective is looting) .&lt;br /&gt;
&lt;br /&gt;
* If looting is allowed, destruction of the workshop is not allowed. Attackers can get as many as captives they want. During these sieges, you can only loot as much as your inventory will allow and you are not allowed to intentionally blow up chests. You are allowed to loot as long as your character is not &amp;quot;encumbered&amp;quot; which includes your raid build, you may not change build to loot more.&lt;br /&gt;
&lt;br /&gt;
* Defenders are not allowed to go above their encumbrance to hide loot from being looted. They also may not change their build to secure more loot. If raid goal is a specific resource, those resources should be given to the victor. Overseen Staff have the right to check their inventory or logs for potential hiding.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Seven: Raid Cooldown Abuse — No Contest / No Meaningful Fight===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooldowns and protection timers only apply if the raid was genuinely contested.&#039;&#039;&#039; If a raid ends (or is intentionally invalidated) &#039;&#039;&#039;without a meaningful fight&#039;&#039;&#039;, staff may rule it &#039;&#039;&#039;No Contest&#039;&#039;&#039;, and &#039;&#039;&#039;no raid cooldown/protection is granted&#039;&#039;&#039; to either side.&lt;br /&gt;
&lt;br /&gt;
====What counts as a “Meaningful Fight”====&lt;br /&gt;
A raid is considered meaningfully contested if &#039;&#039;&#039;at least one&#039;&#039;&#039; of the following happens after the raid counter/prep ends:&lt;br /&gt;
* &#039;&#039;&#039;Sustained PvP engagement&#039;&#039;&#039; (an exchange of damage/pressure where both sides are actively participating), OR&lt;br /&gt;
* &#039;&#039;&#039;A confirmed down/incapacitation&#039;&#039;&#039; on either side, OR&lt;br /&gt;
* &#039;&#039;&#039;A real breach/entry attempt&#039;&#039;&#039; that leads to active combat contact, OR&lt;br /&gt;
* &#039;&#039;&#039;Clear objective progress&#039;&#039;&#039; that required defenders to actively contest (not just hiding/leaving).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will use common sense here; the goal is to separate real raids from timer-gaming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====No Contest examples (cooldowns do NOT apply)====&lt;br /&gt;
A raid can be ruled &#039;&#039;&#039;No Contest&#039;&#039;&#039; if, before a meaningful fight happens:&lt;br /&gt;
* &#039;&#039;&#039;Defenders abandon the defense&#039;&#039;&#039; (run away from the compound/raid area, scatter to avoid contact, or otherwise refuse to contest) to try to invalidate the raid or gain protection.&lt;br /&gt;
* &#039;&#039;&#039;Attackers declare then disengage&#039;&#039;&#039; (leave, refuse to approach, or intentionally avoid contact) to try to force a cooldown/protection state.&lt;br /&gt;
* Either side uses &#039;&#039;&#039;stalling/avoidance behavior&#039;&#039;&#039; whose clear purpose is to prevent a fight from starting (not tactical retreat during combat, but “we refuse to play the raid”).&lt;br /&gt;
&lt;br /&gt;
====Outcomes when No Contest is declared====&lt;br /&gt;
* &#039;&#039;&#039;No cooldown/protection is applied.&#039;&#039;&#039;&lt;br /&gt;
* Staff may rule the raid as:&lt;br /&gt;
** &#039;&#039;&#039;Canceled (No Contest)&#039;&#039;&#039;, or&lt;br /&gt;
** &#039;&#039;&#039;Forfeit&#039;&#039;&#039; (if one side’s abandonment clearly concedes the situation).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Defenders running away to invalidate does &#039;&#039;not&#039;&#039; protect them. If defenders abandon the defense to dodge the raid, staff can rule &#039;&#039;&#039;No Contest&#039;&#039;&#039; and the defenders receive &#039;&#039;&#039;no protection cooldown&#039;&#039;&#039;, and may additionally treat it as a &#039;&#039;&#039;forfeit&#039;&#039;&#039; depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
====Anti-spam / anti-baiting enforcement====&lt;br /&gt;
To prevent abuse of this rule:&lt;br /&gt;
* If &#039;&#039;&#039;attackers&#039;&#039;&#039; repeatedly open raids and then avoid contact / leave, staff may impose penalties (example: a &#039;&#039;&#039;24-hour raid-declare restriction&#039;&#039;&#039; or ticket limitations), on top of any existing “failure to arrive” consequences.&lt;br /&gt;
* If &#039;&#039;&#039;defenders&#039;&#039;&#039; repeatedly abandon defenses to dodge outcomes, staff may apply escalating consequences (forfeit rulings, enforced objectives where applicable, and/or disciplinary action).&lt;br /&gt;
&lt;br /&gt;
=== Special Raiding Rules ===&lt;br /&gt;
&lt;br /&gt;
Clans or principalities may be granted special raid cooldowns for various activities. During this raid cooldown, if the defending clan has participated in any time-sensitive or important activity that would be disrupted by being raided, they may be offered protection.&lt;br /&gt;
&lt;br /&gt;
These activities include:&lt;br /&gt;
* Holding hostages  &lt;br /&gt;
* Declaring a raid against another clan  &lt;br /&gt;
* Holding a person of interest who is subject to a blood feud, or harboring a person who has inflicted substantial harm in a conflict  &lt;br /&gt;
&lt;br /&gt;
Protection may be applied in specific circumstances, such as before territory wars or before and after major events.&lt;br /&gt;
&lt;br /&gt;
* Three (3) days before a principality becomes involved in a war, protection may be granted to prevent efforts to deny their participation in a territory war event. This applies only to the principality that is either the target or declarer of the war, not to third parties.&lt;br /&gt;
&lt;br /&gt;
* Clans organizing events are subject to three (3) days of protection before the event and three (3) days after the event. This protection carries a cooldown of fourteen (14) days, including the protected period.&lt;br /&gt;
&lt;br /&gt;
Any attempt to abuse this system, such as consistently declaring meaningless territory wars or hosting unsatisfactory events solely to avoid raiding, will result in the nullification of protection. These protections exist to allow organizing clans and war participants to focus on their respective activities without external interference during designated timeframes.&lt;br /&gt;
&lt;br /&gt;
==Territory Warfare==&lt;br /&gt;
Territory wars are conflicts designated to occur between Principalities for control of Lands and its riches..&lt;br /&gt;
&lt;br /&gt;
There are four war slots (GMT +3 Wise):&lt;br /&gt;
&lt;br /&gt;
* EU: 10:00 PM Friday and Saturday&lt;br /&gt;
&lt;br /&gt;
* NA: 3:00 AM Friday and Saturday&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
War slots are assigned by admins for balance, using the following system. &lt;br /&gt;
&lt;br /&gt;
War slots rotate between Principalities. All war declarations are added to a War Queue and handled in order. If a war is not resolved in the current week, it carries over to the next one &lt;br /&gt;
&lt;br /&gt;
Admins reserve the right to delay or close war slots based on availability. If a Principality or claim is invalidated, it is removed from the queue and the list continues as normal.&lt;br /&gt;
&lt;br /&gt;
Requirements to Declare a Territory War:&lt;br /&gt;
&lt;br /&gt;
# A principality capable of colonizing, settling, and laying claim to land.&lt;br /&gt;
# Claim the territory you wish to fight for. On the map, press Claim.&lt;br /&gt;
# Assemble your vanguard roster of 12 and reserves of up to 6.&lt;br /&gt;
# Open a ticket to be registered for a weekly war slot.&lt;br /&gt;
# Be present 30 minutes before the war timer begins.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - One: War Procedures===&lt;br /&gt;
*  A 1-hour grace period occurs before the war begins; required healing will be handled by admins.&lt;br /&gt;
* Each principality may declare one offensive war per week. War slots are rotated among principalities, some may not receive a slot every week. Each player may participate in one offensive and one defensive war per week. Organize vanguards accordingly.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Two: War Camps &amp;amp; Healing tactics===&lt;br /&gt;
* War camps will be granted to both sides, each with infirmary beds. If you wish to build your own camp, notify staff—they will provide infirmaries, but make sure you have the required building pieces for it, as it will count toward your clan&#039;s allowance.&lt;br /&gt;
&lt;br /&gt;
* Players may rejoin the fight if they are healed or otherwise able to continue.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Three: Player Limit===&lt;br /&gt;
* Depending on available numbers, vanguard size can be extended to 18 if both sides can provide enough players. All participants must display Clear RPR tags above their heads to note the side they are on, except assassins. Tags must not be altered during the war.&lt;br /&gt;
* Non-combatant applicants do not count towards the player limit. They may assist with resupply and healing, but must wear the appropriate colored tag labeled “Logistics.”&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Four: Player Land Ownership Procedures===&lt;br /&gt;
* If no principality owns the land, it becomes an open field battle. Both sides may build camps. The defending principality can bid to become the main defender—this costs influence and is done via principality tickets.&lt;br /&gt;
* If the defender wins, they retain the territory and gain influence equal to half the cost of the original claim.&lt;br /&gt;
* If the attacker wins, they gain control of the territory under their principality.&lt;br /&gt;
* If a principality loses control of the land and has a base there, they receive one week of protection from medium raids. They may attempt to reclaim the location in the following week’s war. If they fail, they are subject to a territorial raid and possible relocation.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Five: Cons &amp;amp; Consent===&lt;br /&gt;
* Without consent, any consequences are invalidated. Defeated players may pull their bracelet or log out to withdraw from the event.&lt;br /&gt;
* You may detain players during the war, but they still retain the right to log out or pull their bracelet.&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Rules&amp;diff=1618</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Rules&amp;diff=1618"/>
		<updated>2026-01-23T12:21:14Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* PVP Rule - One: PVP Pvp Intent Procedure &amp;amp; Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#description2:Explore the rules of Irontide, a text-based RP/PvP server inspired by Warhammer Fantasy in Conan Exiles. Forge your character’s story through roleplay, combat, and alliances.)}}&lt;br /&gt;
{{Button|text=Back to Main Page|link=Main Page}}&lt;br /&gt;
==Server Vision==&lt;br /&gt;
Irontide started as a main project in 2025 by a group of players with varying degrees of experience throughout the game&#039;s evolution from 2018 until present day, as well with some modding experience. The main vision of the server &amp;amp; it&#039;s purpose was born out of need, by a niche side of the community which strived for an older, yet refined in terms of the mechanical or Player-versus-Player gameplay, whilst also expanding into  creating more additional content into the Roleplay sphere, as well as for the Player-Versus-Environment side as well.&lt;br /&gt;
&lt;br /&gt;
While we do also understand some reluctance at the core of the gameplay the server was originally designed, and while even the notion in attempting to please everyone won&#039;t be possible; the gameplay mechanics, combat changes &amp;amp; further expansions will be centered around in trying to create a fun experience for all players, ranging from new to veteran players that seek to try something new, and the same time providing the grimdark setting of Warhammer Fantasy through future events hosted by our entrusted Loremasters &amp;amp; Staff &amp;amp; the Irontide mod.&lt;br /&gt;
&lt;br /&gt;
==Refusal of Service==&lt;br /&gt;
Although the Irontide community is generally available for everyone from all corners of the Conan Exiles community, we however reserve the right to refuse in allowing players who do not wish to abide by the server’s community guidelines &amp;amp; rules. We’ll also monitor those who have a history for OOC malicious &amp;amp; disruptive behaviour whenever’s the case.  &lt;br /&gt;
Providing empirical evidence of such cases however, may vary to some difficulty. However our aim is to take the stance to prevent any such obstructions for the sake of our community members &amp;amp; without tainting the server’s reputation.&lt;br /&gt;
&lt;br /&gt;
==Rule Categories==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-page human&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ General Roleplay Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card roleplayrules&amp;quot; aria-label=&amp;quot;General Roleplay Rules&amp;quot; data-target=&amp;quot;/index.php/General Roleplay Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;General Roleplay Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Character Creation Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card charactercreation&amp;quot; aria-label=&amp;quot;Character Creation Rules&amp;quot; data-target=&amp;quot;/index.php/Character Creation Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Character Creation Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ General PVP Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card pvp&amp;quot; aria-label=&amp;quot;General PVP Rules&amp;quot; data-target=&amp;quot;/index.php/General PVP Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;General PVP Rules &amp;amp; AOS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Consequence Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card khorne&amp;quot; aria-label=&amp;quot;Consequence Rules&amp;quot; data-target=&amp;quot;/index.php/Consequence Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Consequence Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Permadeath ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card consequences&amp;quot; aria-label=&amp;quot;Permadeath&amp;quot; data-target=&amp;quot;/index.php/Permadeath&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Permadeath&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Building Rules and Restrictions ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card building&amp;quot; aria-label=&amp;quot;Building Rules and Restrictions&amp;quot; data-target=&amp;quot;/index.php/Building Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Building Rules and Restrictions&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;!-- ■■■ Raid Rules■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card raiding&amp;quot; aria-label=&amp;quot;Raid Rules&amp;quot; data-target=&amp;quot;/index.php/Raid Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Raid Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;!-- ■■■ Territory Warfare■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card territorywar&amp;quot; aria-label=&amp;quot;Territory Warfare&amp;quot; data-target=&amp;quot;/index.php/Territory Warfare&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Territory Warfare&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Roleplay &amp;amp; Character Etiquette==&lt;br /&gt;
Roleplay is a core mechanic on Irontide. We wish to reinvent what comes as tradition, as we separate our rules into two types of rules, Community and Gameplay.&lt;br /&gt;
&lt;br /&gt;
Community rulings will be based on if the player is enjoying their time playing here, or if the server can accommodate their playstyle and form of interactions with other members of the community. By reporting a player, you shouldn&#039;t expect any type of punishment because the team will appreciate your input. Tickets and punishments are not weapons to use against players. &lt;br /&gt;
&lt;br /&gt;
They are only enacted as needed in order to enforce our ⁠⁠server-vision.&lt;br /&gt;
&lt;br /&gt;
===General Roleplay Rules===&lt;br /&gt;
====Roleplay Rule - One: English Only | Text-Based Server====&lt;br /&gt;
The server uses English language as its main usage both in Roleplay and Out-Of-Character, the server is also Text-Based, thus Voice RP is not available here. Players must type only in English in both global and local chats. The usage of translation tools however is allowed, the usage of any AI to write emotes for Roleplay purposes however is strictly prohibited.&lt;br /&gt;
====Roleplay Rule - Two: Always In-Character====&lt;br /&gt;
As long as you are online, on the server, you are always considered In-Character. If you’re yet required to AFK, you’re recommended to log off so that you won’t be interacted with as there’s the risk of you being Attacked on Sight (AOS) even while you’re AFK. Out-Of-Character chatter in Local channel must be kept to an absolute minimum.&lt;br /&gt;
====Roleplay Rule - Three: +18 / Adult Content====&lt;br /&gt;
* Due to the nature of the game and some of its content. All Characters must be portrayed appropriately as adults, over eighteen of age. Characters that appear too young or confirm being below the age of eighteen will be ticketed &amp;amp; requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.&lt;br /&gt;
* Acts of zoophilia/bestiality &amp;amp; pedophilia is strictly forbbiden, and if a player is caught enacting such sceneries, they will be swiftly banned— permanently. &lt;br /&gt;
* Characters that wish to claim their character’s pregnancy however will be obliged to reroll, while characters that are below eighteen or have such appearance will be ticketed &amp;amp; requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.&lt;br /&gt;
====Roleplay  Rule -  Four: Rule Lawyering====&lt;br /&gt;
In the event that a rule has been broken, players shall not stall the Roleplay by engaging in debates about the rules. Informing the opposing player that a rule has been broken is encouraged, but only in the case an understanding was reached, the scene must continue and a ticket opened after the fact. Ticket wars over such matters will not be tolerated.&lt;br /&gt;
====Roleplay Rule -  Five: Godmodding, Powergaming, Metagaming, Metapost &amp;amp; Blending====&lt;br /&gt;
The following behaviours are strictly prohibited on this server: &lt;br /&gt;
&lt;br /&gt;
* Godmodding : Typically refers about a player acting as if their character is invincible, capable of anything, or having knowledge and abilities beyond what is reasonable, most often aspect of Godmode is taking excessive control over another player’s character through illogical means and against their will; &lt;br /&gt;
* Powergaming : A player’s character prioritizes effectiveness over another, by removing the agency from their victim to react in any way, or even to respond afterwards.&lt;br /&gt;
* Metagaming : A player uses Out-of-Character information they gathered, and uses it In-Game as means for unfair advantages, thus harming the notion of fair-play, as well as the trust from the community;&lt;br /&gt;
* Metaposting : Emoting conveyed in the form of thoughts (e.g: x believes that y is a fool), generally to provoke an OOC reaction from their victim; &lt;br /&gt;
* Blending : A player mixes their Out-Of-Character feelings through the facade of In-Character, as an example, some may antagonize another player by portraying them as being Out-Of-Character evil, yet the player in question is just playing their character as intended by their race/societal view;&lt;br /&gt;
&lt;br /&gt;
While some vary in severity, the cases of Metagaming is seen as the most severe, those caught breaking the rule would be harshly punished with a strike, if the offender is caught repeating the offence, their strike will be extended into a ban. It is the players responsibility to avoid possible metagaming instances, which can result in knowing a situation and intentionally not going to a certain place.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Six: Streaming====&lt;br /&gt;
*  Streaming on any popular or alternative platforms such as: Twitch, Kick, StreamYard, Discord, YoutubeLive, etc. on this server is highly restricted due to the nature of the nature of the game and server itself. Publishing a recording of a pvp instance may be allowed if every party consents to publish of the (strictly) pvp instance and only after 48 (or more) hours have passed that they can be added.&lt;br /&gt;
* Recordings are however permitted only to solidify any evidence for any rule infraction committed by a player.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Seven: Consent &amp;amp; Fade To Black (FTB)====&lt;br /&gt;
* Consent must be fully respected and upheld in all matters, especially when involving sexual content or scenery, but not limited to: torture, slavery &amp;amp; nudity. If any of these scenarios do not involve sexual content, they must be roleplayed or can be Faded To Black. Consent is required for long-term slavery scenarios, while short-term captivity roleplay exchanges may proceed without explicit consent, only if this has been agreed as part of a consensual framework beforehand. &lt;br /&gt;
* The option to Fade to Black a scene is not meant to be abused to shield yourself from certain consequences. It&#039;s in place to shield the individual from experiencing, writing or engaging in mature themes, such as torture, gore, dismemberment, mutilation, and anything sexual related that they may feel uncomfortable with.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Eight: Lore Adherence====&lt;br /&gt;
* The server strives to represent the lore of Warhammer Fantasy as much as it can be possible, while it’s not frowned upon to lack any deep knowledge of the setting itself, it is yet recommended to at ‘least try to understand the basics through representing your character to the race, society &amp;amp; class it’s affiliated with. &lt;br /&gt;
* The Loremasters &amp;amp; the Staff from Irontide are more than happy to help in such cases, however if the player is found purposely avoiding to follow the recommendations or instructions from them and are seen repeatedly breaking the lore, they will be apprehended in a ticket with the Staff deciding on how they will deal with the lore-breaker. Staff may demand recreation or submit of a character creation form, if current character is not lore accurate.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Nine: Roleplay Avoidance====&lt;br /&gt;
* Once outside of your building, you must adhere to any and all attempts from others initiating roleplay with you. Any infringements, such as walking without Roleplaying your intent to depart, will be counted as Roleplay Avoidance. Suddenly leaving a roleplay scene with little to no communications for whatever reason is considered Roleplay avoidance as well. If you need to leave, please communicate it properly with all present parties In-character, or at least Out-of-Character in case of Real-Life emergencies. &lt;br /&gt;
* if the Real-Life emergency is proven being faked however (e.g: they purposely claim they have something to do in Real-Life, yet only to be seen actively playing the game mere seconds or minutes after they left to not face tension or consequences), they will be punished with a strike, repeat offence will lead to a ban. Using this rule to delay roleplay in order to gain advantage on possible PvP will result in strikes for the party that has joined late.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Ten: Act Names (/Disguise)====&lt;br /&gt;
* Players are allowed one act name only. If you wish to change your /disguise name, you’ll need to open a ticket. The exception to this rule is the Assassin subclass. They may have unlimited /disguise names and do not require a ticket. If an Assassin wishes to take on a more realistic and different character name, they will be required to open a ticket.&lt;br /&gt;
&lt;br /&gt;
* Assassins will need to use /disguise for the first time in order to unlock /act.&lt;br /&gt;
&lt;br /&gt;
* Act names must indicate the following: your Origin or race; at least one unique identifier; (Some examples of this would be: Purple Druchii Dreadspear, Imperial Crimson Soldier, and Carstein Shrouded Assassin)&lt;br /&gt;
&lt;br /&gt;
* To use a title of significance to a Warhammer faction, you will need to open a ticket for approval. Examples of these titles would be: The Warchief, The Prince, The Arena Master,etc.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Eleven: Dice Rolls====&lt;br /&gt;
The only dice rolls everyone is required to adhere to are Stealth and Perception within reason. Character attempting to be hidden must be in a hidden location or out of direct view. If they move to be in plain view the stealth is dropped. Every other die is optional. It is however highly encouraged to enhance the scene by engaging with them. Please reach out to each other before using dice, and before using any flavour abilities to reduce confusion.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Twelve: Sister Clanning====&lt;br /&gt;
&lt;br /&gt;
Sister-clanning is prohibited.&lt;br /&gt;
&lt;br /&gt;
Sister-clanning is any arrangement or repeated pattern of cooperation where two or more separate clans or Principalities function as a single unified entity in practice, in order to bypass intended limits, gain unfair advantages, or create a permanent mega-bloc.&lt;br /&gt;
&lt;br /&gt;
This rule applies whether the cooperation is explicit or implicit, and whether it is done in-character or out-of-character.&lt;br /&gt;
&lt;br /&gt;
=====What Counts as Sister-Clanning=====&lt;br /&gt;
&lt;br /&gt;
Examples include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Maintaining a permanent or near-permanent alliance structure with the same partner groups&lt;br /&gt;
* Disbanding an alliance &amp;quot;in name only&amp;quot; while continuing to coordinate as one power bloc&lt;br /&gt;
* Re-forming Coalitions repeatedly with the same members to maintain continuous cooperation&lt;br /&gt;
* Coordinating territory expansion, wars, claims, or defenses as if you are one Principality&lt;br /&gt;
* Sharing leadership, command structure, or decision-making across multiple Principalities in a way that removes independence&lt;br /&gt;
* Using multiple clans or Principalities to avoid membership limits, territory limits, recruitment limits, or other system restrictions&lt;br /&gt;
* Operating mutual defense pacts as a default state rather than a temporary response to a specific situation&lt;br /&gt;
* Rotating members between clans to bypass recruitment or size restrictions&lt;br /&gt;
&lt;br /&gt;
=====What Is Allowed=====&lt;br /&gt;
&lt;br /&gt;
The following are allowed, as long as they remain temporary, limited, and do not create a permanent unified bloc:&lt;br /&gt;
&lt;br /&gt;
* Short-term Coalitions formed for a specific conflict or objective&lt;br /&gt;
* Limited non-aggression agreements for diplomacy or trade&lt;br /&gt;
* Temporary military cooperation during a defined war goal&lt;br /&gt;
* Story-driven alliances that end when their purpose is achieved&lt;br /&gt;
* Neutral diplomacy and normal political interaction&lt;br /&gt;
&lt;br /&gt;
=====Staff Review and Enforcement=====&lt;br /&gt;
&lt;br /&gt;
Staff may review suspected sister-clanning based on patterns of behavior, not just written agreements.&lt;br /&gt;
&lt;br /&gt;
If staff determines sister-clanning is occurring, they may require corrective action, including:&lt;br /&gt;
&lt;br /&gt;
* Forced disbanding of alliances or Coalitions&lt;br /&gt;
* Limits on cooperation scope&lt;br /&gt;
* Forced separation of military planning and territorial action&lt;br /&gt;
* Administrative penalties according to the rules page&lt;br /&gt;
&lt;br /&gt;
Staff may also request proof that the involved groups have returned to independent operation and remained separate.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with staff instructions regarding sister-clanning will be treated as a rules violation.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Thirteen: Spying / Eavesdropping ====&lt;br /&gt;
&lt;br /&gt;
* Any attempt to enter a base, or to lurk outside one, requires an emote and a &#039;&#039;&#039;Stealth&#039;&#039;&#039; roll.&lt;br /&gt;
* Anyone who sees the emote must roll &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
* If the Perception roll is &#039;&#039;&#039;higher&#039;&#039;&#039; than the Stealth roll, the intruder is &#039;&#039;&#039;heard&#039;&#039;&#039;. If it is &#039;&#039;&#039;lower&#039;&#039;&#039;, the intruder remains &#039;&#039;&#039;undetected&#039;&#039;&#039;.&lt;br /&gt;
* From the moment the emotes/rolls are made, the intruder is considered to be in &#039;&#039;&#039;active RP&#039;&#039;&#039; with anyone rolling Perception on them. Leaving the scene without RPing out being heard will count as &#039;&#039;&#039;RP avoidance&#039;&#039;&#039;.&lt;br /&gt;
* Likewise, changing your chat range from &#039;&#039;say&#039;&#039; to &#039;&#039;mumble&#039;&#039; or &#039;&#039;whisper&#039;&#039; without winning the Perception contest will also count as &#039;&#039;&#039;RP avoidance&#039;&#039;&#039;.&lt;br /&gt;
* The intruder must do an emote and a Stealth roll &#039;&#039;&#039;each time they move from one room to another&#039;&#039;&#039;.&lt;br /&gt;
* If caught, the residents may choose to &#039;&#039;&#039;attack on sight&#039;&#039;&#039; (PvP intent) or &#039;&#039;&#039;RP it out&#039;&#039;&#039; by other means. The intruder must follow the residents’ chosen resolution.&lt;br /&gt;
* If there is &#039;&#039;&#039;no one in the base&#039;&#039;&#039;, the intruder must leave a &#039;&#039;&#039;POI&#039;&#039;&#039; in each room they entered. The POI should contain clues indicating &#039;&#039;&#039;who was there&#039;&#039;&#039;.&lt;br /&gt;
* If spying/eavesdropping happens &#039;&#039;&#039;out in the open&#039;&#039;&#039;, the same emote and Stealth roll are required, but if caught, normal &#039;&#039;&#039;RP and PvP intents&#039;&#039;&#039; apply.&lt;br /&gt;
* These rules apply to everyone, &#039;&#039;&#039;including assassins in stealth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Using &#039;&#039;&#039;blink&#039;&#039;&#039; to infiltrate bases is a &#039;&#039;&#039;strike-worthy offense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Rules==&lt;br /&gt;
====Character Creation Rule - One: Alternative Characters or Alt Account====&lt;br /&gt;
You are only allowed to play one character at a time. Alternate characters &amp;amp; alting are strictly forbidden.&lt;br /&gt;
====Character Creation Rule - Two: Character Representation====&lt;br /&gt;
* All characters must be presented and roleplayed as adults of their respective race. There are no exceptions and zero tolerance to the failure to adhere to that.&lt;br /&gt;
* All characters must have a realistic appearance and act properly within the setting and the character’s race and cultural lore. (Check out our guides, or consult with the Loremasters in a ticket if needed)&lt;br /&gt;
* All characters must have realistic body proportions according to their racial standards. A wide range of sizes is offered on body parts so all races could properly be represented. However, all characters should be realistic without over-exaggerated and unrealistic bodies.&lt;br /&gt;
* If the character you wish to play has any Chaotic Mutations or is a special race such as races with limitations of population, please open a Character creation ticket so the Loremasters can guide you!&lt;br /&gt;
====Character Creation Rule - Three: Naming convention====&lt;br /&gt;
All characters’ names must be capitalized and lore appropriate according to race/culture of the Warhammer Fantasy setting. This also means no modern references or usage of already established names within the setting when naming your character. Max characters allowed in a name is 30.&lt;br /&gt;
====Character Creation Rule - Four: Accessory Limit====&lt;br /&gt;
Character accessories are limited to 25. All accessories that add particles are banned from use such as torches as an accessory.&lt;br /&gt;
====Character Creation Rule - Five: Character Legitimacy====&lt;br /&gt;
* Creating a character, either as a standalone, or part of a unit, that in lore is part of the upper most highest echelons of authority that they can use to render other characters unable to contest their orders based on lore realism is not permitted.&lt;br /&gt;
* Characters are considered unique entities. At the event of a character death, the player is not allowed to roll into a relative of the previous character, nor someone close to them.&lt;br /&gt;
====Character Creation Rule - Six: Futanari Characters====&lt;br /&gt;
Futa characters are strictly forbidden in our community. Any cases of them being discovered will result in an immediate deletion of the character and suspension of the player. Due to the difficulty policing between actual transgenders &amp;amp; fetishized futa characters, we do not allow intersex characters. Players however may choose to roleplay as being born a different gender they were able to select before their arrival into the Borderlands/Border Princes.&lt;br /&gt;
&lt;br /&gt;
===Rerolling===&lt;br /&gt;
Irontide has three character slots as save slots offered to players for shelving characters. You may remove and create a new character by going through the reroll process. Players through a reroll process can go back to their old character. Staff has no responsibility to retrieve removed characters or shelved back characters.&lt;br /&gt;
&lt;br /&gt;
Once a character is permanently killed they must be deleted from their saved slot. An attempt to sneak back in on a killed character will result in direct Ban.&lt;br /&gt;
====Reroll Rule -  One: Reroll Allowance====&lt;br /&gt;
* Players may request a reroll if they have no active conflicts. They can reroll to a new character, provided any conflicts are settled or invalidated through Out-Of-Character communication. Reroll requests are posted in ⁠the departures channels by the staff handling the ticket. If no one contests it within 24 hours the reroll process would be considered complete.&lt;br /&gt;
* In order to stop another player from switching to a different character concept you are required to open a Contest ticket.&lt;br /&gt;
====Reroll Rule -  Two: Owner of Principality====&lt;br /&gt;
Clan leaders who own principalities are required to transfer ownership of the principality to a character matching their current character. If they do not, they must dissolve the principality.&lt;br /&gt;
====Reroll Rule -  Three: Voluntary Reroll &amp;amp; Forced Rerolls====&lt;br /&gt;
* Admins have the right to force players to reroll back to their old characters, if those characters are involved in conflicts that have caused permanent physical or psychological damage to other characters, (e.g: Dismemberment or Permanent Death). This is beyond the 24 hours contest period, the contested party however must offer solid evidence for clearance. &lt;br /&gt;
&lt;br /&gt;
* Only one voluntary reroll request per week is allowed.&lt;br /&gt;
====Reroll Rule -  Four: Self-Perma &amp;amp; Fleeing the Lands====&lt;br /&gt;
All players wanting to either self-permadeath or flee the Lands with their characters as means of playing a new concept are required to open a Reroll ticket, which then gets posted publicly for the rest of the server in order to allow a contest.&lt;br /&gt;
===New Life Rule (NLR)===&lt;br /&gt;
Every player who rerolls into a new character must strictly follow these rules. Admins have the right to permanently ban players who intentionally violate these essential rules:&lt;br /&gt;
====NLR Rule -  One: Knowledge from Previous Character====&lt;br /&gt;
The new character has no knowledge of their old character, including their associates, memories, or experiences.They are not allowed to rejoin the same conflict as their previous character. Even if they join the same clan, they must abstain from involvement unless their foe personally initiates a new conflict directly with the new character.&lt;br /&gt;
&lt;br /&gt;
This involves while they are present in their clan, If their killer clan offends past permanently killed characters or clan, this doesn&#039;t count as  a valid reason, reason should not be personal to the player.&lt;br /&gt;
====NLR Rule -  Two: Participating on Raids====&lt;br /&gt;
The new character is not allowed to be part of any raid, territory war or engaging in any way, shape or form in a Blood Feud for a duration of 1 week after reroll.&lt;br /&gt;
====NLR Rule -  Three: Distinctions====&lt;br /&gt;
The new character must be distinct from the old character. This means playing a different race, or if playing the same race, selecting a different class. Violating this rule will result in a forced character recreation.&lt;br /&gt;
&lt;br /&gt;
==General PVP Rules &amp;amp; AOS==&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - One: PVP Pvp Intent Procedure &amp;amp; Rules====&lt;br /&gt;
# To Initiate Pvp Intent, one must provide an emote with (Pvp Intent) included at the end. Once the emote is presented, all that are able to read it must pause where they are and provide a response acknowledging the incoming fight in the way of emoting with one of the following (Pvp Join) (Pvp Surrender) (Pvp Abstain) at the end of their response while continuing to be still. &lt;br /&gt;
## Bystanders may declare neutrality with /pvp abstain. They can be challenged by an aggressor or defender to elevate to combat status.  Once combat has ended, a new PvP intent needs to be initiated to start a new combat encounter inside a secured player compound or /rp protected scene such as consequences. PvP may ensue without the need of waiting for bystanders. Unless challenged, they will be automatically counted as absent.&lt;br /&gt;
## Those that may wander into the scene must pause immediately in recognition of what it is and provide their response whether before or during the fight. Movement starts again once the fighting begins or is ongoing.&lt;br /&gt;
## Once all have responded, Every active combatant is required to declare ready status before it starts by typing (r) or (ready). With everyone ready a count down can be started with the /pvp start command. Or a Countdown shouted in the chat by a volunteer. &lt;br /&gt;
## You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction. Running away when you have received an emote directed at you will be counted as roleplay avoidance.&lt;br /&gt;
## In the aftermath the severity of the fight is judged by the actions of the victors (See Consequence Rules.). Where they may choose to mechanically help one up, this equals a sort of brawl. If they are left to get up on their own, they will suffer some injury. Then finally one can choose to mechanically execute a fallen, this inflicts severe mechanical consequences and should be considered a severe injury taken, used sparringly.&lt;br /&gt;
# In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules or mechanical debuffs (Incapacitated/Severe Injury)). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight unless you have Severe Injury.&lt;br /&gt;
# PVP may take place anywhere in the world, except for the spawning locations. Players can be recovered when downed by means of spells and In-Game mechanics. They can rejoin the same fight as long as it’s allowable. &lt;br /&gt;
# Upon dropping a Pvp intent upon a Player showing activity before the intent is dropped, such as movement, typing ect. If the receiver does not emote or respond after a time of five minutes, the Pvp intent is considered lost by the character presumably AFK or stalling. The initiator of the Pvp intent needs to open a Ticket to log the encounter with screen shots of timeframe.&lt;br /&gt;
# Sizing up: Players must use the /resize command to set their height to 180 with hand sliders set to 0. Changing these values during a fight is a strike-worthy offense.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Two: AOS Location Allowance====&lt;br /&gt;
# Attack On Sight is prohibited outside of designated areas such as the Unnamed City. It is the players responsibility to press M to look at the map to be sure they are not breaking this rule.  PVP Intents are still allowed on first contact Also, provided the PVP intent procedures are followed. You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction in such zones. Running away to avoid roleplay or intent will be counted as roleplay avoidance.&lt;br /&gt;
# If a player is downed within an AOS Zone or downed in a fight that travels out of it the encounter falls under Attack on Sight rules, they are subject to the specific downed-state rules applicable to Attack on Sight situations.&lt;br /&gt;
# Attack on Sight is active within the zones unless a party is involved in roleplay. To be protected while in roleplay they must input command /rp when stopping to roleplay a scene. In RP scenes, players are required to actively roleplay in it. If the scene is not active RP, AOS protected status will be invalidated.&lt;br /&gt;
# Upon choosing to engage someone with Attack on Sight, you are required to give them roleplay in the aftermath to your standard quality. AOS-ing someone, dropping a single line then running off is considered not good faith gameplay. Be mindful if you need to Execute when an opponent is down, the mechanic is not to be used to hinder someone else&#039;s enjoyment of the game.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Three: Banned PVP Practices====&lt;br /&gt;
Intentionally causing other players to crash or lag out with any means is forbidden. Blocking doors with deco items to block breach attempts, or placing Explosives such as Jars &amp;amp; Mines in the middle of PvP as a way to kill other Players. They are fine to be used to create breaches in Raids, but actively using them solely to kill players is not allowed.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Four: Water Combat====&lt;br /&gt;
Water Combat - PVP in water &amp;amp; attacking someone swimming in water is forbidden. Water should be used absolutely minimally, only as a way to pass from point A to point B, in a direct line. Lingering inside water during PvP or dodging attacks by going into water would be severely punished in a ticket. It is known mistakes happen in the heat of combat so some variations may occur but please be conscious of your movements around water.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Five: Teleportation in PVP====&lt;br /&gt;
Any means of teleportation or portals are forbidden in active combat. The Caravan System and /home where mechanically possible is able to be done again after one has broken away from the combat and 30 minutes have passed. To have broken away from the combat one must break line of sight completely and be actively fleeing or have fled from the engagement. The timer does not start if one stays around to view the fight as a able bodied combatant, cannot watch to decide if going to join in again and then decide not to if one wishes the counter to have begun. One must be actively freely fleeing or have fled in this way for the count of 30 minutes to start.&lt;br /&gt;
&lt;br /&gt;
The only exception to this are locations which are not a direct part of the open world such as dungeons. Teleportation means can be used to exit towards the open world.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Six: Post PVP Intent Engaging and Fleeing====&lt;br /&gt;
If one comes across an ongoing fight outside an AOS zone one must pause and shout their ((Pvp Join)) Declaration if they wish to take part. This counts for those that have fled an have come back after they have escaped the initial fight via what is detailed below.&lt;br /&gt;
&lt;br /&gt;
A Pvp intent engagement is considered over for some one who has fled having broken away from the active fight &amp;amp; has not been involved in consequence rp for 30 minutes. To have broken away from the combat one must break line of sight completely and be actively fleeing or have fled from the engagement. To attack an individual that has escaped in this way and has been out of the proximity of the fight for 30 minutes a new Pvp Intent must be started for them to fight or be fought. This rule is overridden by AOS zones.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Seven: Mounts &amp;amp; Thralls in PVP====&lt;br /&gt;
Mounts &amp;amp; Ranger thralls can be used for PVP. They cannot however be used to store valuable items or block pathways. Mounts can spawn by pathways while in following mode, but must never be parked by it in guarding or scouting state.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Eight: PvP Downing====&lt;br /&gt;
In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location for Consequences, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Nine: Conflict Resolution &amp;amp; Dice Alternative====&lt;br /&gt;
Mechanical PvP is considered the official resolution of any conflict, and it’s protected by the rules. Parties however may choose dice combat, but it has to be purely consensual between both parties.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Ten: Player vs. Player in Towns (Hubs) and Sapphire Island====&lt;br /&gt;
=====Inside the Hub =====&lt;br /&gt;
* By default, PvP actions and attack-on-sight behavior are not permitted inside admin-controlled towns/hubs, or in the space between the caravan and the hub.&lt;br /&gt;
* Players may temporarily enable PvP intent through in-game mechanics (e.g., bribing guards). When enabled, PvP is only allowed within the specified timeframe and under the conditions provided by the mechanic.&lt;br /&gt;
* A notification will be sent to all players within range when PvP is enabled.&lt;br /&gt;
* Anyone who sees the notification may join the fight.&lt;br /&gt;
* If the defender moves the fight outside the hub walls, they may not return to the hub or use warps. Their options are to fight it out or flee and try to hide somewhere on the island.&lt;br /&gt;
&lt;br /&gt;
====== Guard Duty Rules ======&lt;br /&gt;
Players assigned to guard duty are subject to the following rules:&lt;br /&gt;
* If they join, they must join the defending side.&lt;br /&gt;
* They are not permitted to initiate combat.&lt;br /&gt;
* Players may not bribe guard-duty players; only NPC guards may be bribed.&lt;br /&gt;
&lt;br /&gt;
====== Consequences ====== &lt;br /&gt;
* Cons: Only minor cons are allowed. Aftermath RP is mandatory.&lt;br /&gt;
&lt;br /&gt;
===== Outside the Hub / Caravan Trail =====&lt;br /&gt;
* Players who initiate or engage in PvP on Sapphire Island outside the hub, or outside the road between the hub and the caravan, may do so, but warps are still not allowed.&lt;br /&gt;
* If the defender reaches inside the hub walls, the PvP ends. The defender is then considered saved by the guards.&lt;br /&gt;
&lt;br /&gt;
====== Consequences ======&lt;br /&gt;
* Cons: Only minor cons are allowed. Aftermath RP is mandatory.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Eleven: Resizing in AOS Zones====&lt;br /&gt;
Players are required to be &#039;&#039;&#039;properly resized&#039;&#039;&#039; while in designated &#039;&#039;&#039;AOS zones&#039;&#039;&#039;.&lt;br /&gt;
Players will be &#039;&#039;&#039;automatically resized upon entering&#039;&#039;&#039; these zones. If a mechanical issue prevents this from occurring, players are responsible for manually resizing using the &amp;lt;code&amp;gt;/resize&amp;lt;/code&amp;gt; command or other provided methods to ensure PvP resizing rules are respected.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Twelve: PvP Intent Near Player Compounds====&lt;br /&gt;
Players may not declare &#039;&#039;&#039;PvP intent with more than two players (including themselves)&#039;&#039;&#039; within &#039;&#039;&#039;three foundation range&#039;&#039;&#039; of player compounds.  &lt;br /&gt;
Player compounds are defined as &#039;&#039;&#039;secured bases&#039;&#039;&#039; that require climbing or scaling to gain access.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Thirteen: Caravan and Base Camping====&lt;br /&gt;
Camping caravans for the purpose of attacking players is &#039;&#039;&#039;strictly prohibited&#039;&#039;&#039;, similar to base camping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camping&#039;&#039;&#039; is defined as remaining in a caravan area for &#039;&#039;&#039;longer than 10 minutes&#039;&#039;&#039; with the intent to cause harm to players passing through.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base camping&#039;&#039;&#039; is also prohibited and is defined as remaining near a player base for &#039;&#039;&#039;longer than 10 minutes without active roleplay&#039;&#039;&#039;.  &lt;br /&gt;
To engage a base, players must &#039;&#039;&#039;submit a siege ticket and conduct a raid&#039;&#039;&#039;. Failure to do so will require players to &#039;&#039;&#039;disperse immediately&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players who are &#039;&#039;&#039;actively roleplaying&#039;&#039;&#039; within caravan locations may be declared for PvP intent and are exempt from caravan camping restrictions.&lt;br /&gt;
&lt;br /&gt;
==Consequence Rules==&lt;br /&gt;
===Mechanical Debuffs &amp;amp; Injuries===&lt;br /&gt;
For a more realistic aftermaths after fights, and for injuries being taken seriously whilst also giving classes such as Sages more purpose, the Irontide mod has implemented several mechanical debuffs and injuries, with the following being (All injuries fade even after logging off, after 3 RL hours):&lt;br /&gt;
====Shaken====&lt;br /&gt;
This is applied the first time you are defeated in a PvP scenario. It has a very slight movement speed debuff; otherwise, it is mainly applied to keep a record. Upon being downed, the battle status elevates to &#039;Wounded&#039;.&lt;br /&gt;
&lt;br /&gt;
====Minor Injury====&lt;br /&gt;
This is similar to Shaken, but lasts for three hours. There is a slight speed debuff and it keeps a record of whether someone has been PvP&#039;d and has not yet been cleansed. Upon being downed, the battle status changes to &#039;Wounded&#039;.&lt;br /&gt;
&lt;br /&gt;
====Wounded====&lt;br /&gt;
This is the first serious battle status. If the player is not revived while wounded or is incapacitated again while sustaining either a Shaken or Minor Injury, this status is applied. The player incurs 50% unremovable PvP debuff (You deal 50% less damage, You take double damage (2.0x)), which moderately but not significantly reduces their movement speed. Players are advised to try to run away in this state, as they will not perform at their best. If the player is not revived while in this state, it turns into &#039;Incapacitated&#039;.&lt;br /&gt;
&lt;br /&gt;
====Moderate injury====&lt;br /&gt;
After 15 minutes of the wounded status, the status turns into moderate injury. Again, The player incurs 50% unremovable PvP debuff (You deal 50% less damage, You take double damage (2.0x)) is applied, but the movement speed reduction is softened to a smaller amount. If the player is downed in this status, they are elevated to &#039;Incapacitated&#039;.&lt;br /&gt;
&lt;br /&gt;
====Incapacitated (Finish off mechanics in-game)====&lt;br /&gt;
This is a &#039;down&#039; status that is closer to the roleplay style of &#039;down&#039; mechanics. Players in this state are incapacitated and unable to run away or use weapons. They also incur a Pvp Debuff, A player takes more damage and deals less damage. This status is applied when an enemy finishes someone off. If a player is downed while already wounded or moderately injured, this status is also applied. After 15 minutes, this status turns into a severe injury. Players are required to be carried in this state for healing or after-battle roleplay. Players cannot refuse to be carried in this state.&lt;br /&gt;
=====Note: Finish off mechanics in-game=====&lt;br /&gt;
Incapacitate should only be used to keep players down while PvP is still active. If the PvP has concluded, this ability should not be used. If you don’t want to cause additional damage, you should use the ability to help them up instead. If you injure someone in any way during PvP, it is your responsibility, as the winner of the PvP, to emote what the downed person’s minor/moderate/severe injury looks like. Remember: OOC communication is mandatory during the con phase.&lt;br /&gt;
&lt;br /&gt;
====Severe Injury====&lt;br /&gt;
After 15 minutes of the Incapacitated status, it turns into a Severe Injury. The difference is that it is less severe in terms of movement speed and players can use weaponry, so even when they are debuffed, they can conduct their PvE. However, The player incurs 100% unremovable PvP debuff (You deal 100% less damage, You take triple damage (3.0x)), is still applied. If people get caught in this state, they should stay in &#039;Defeated&#039; status so they can be carried or captured. This lasts for 3 hours.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying Consequence Rules===&lt;br /&gt;
&#039;&#039;RP consequences exist to help create stories together between the fallen player and the winner of a PvP encounter. Make it a habit to always open OOC communication during the con phase. It is the responsibility of both players to suggest and agree on what will take place.&lt;br /&gt;
&lt;br /&gt;
Not communicating OOC, as well as refusing all options offered, is considered bad sportsmanship. Any ticket involving cons will require screenshots showing that OOC communication took place.&#039;&#039;&lt;br /&gt;
====Consequence Rule - One: On Being Downed====&lt;br /&gt;
A downed player that is carried away from a fight will be under their captor’s mercy. If one friendly picks their downed, they can be relocated and then given the ability to move again or still being given consequences, in which case they cannot move. If an Enemy is downed and then picked up by their opposing force, it’s considered in consequences and cannot move from being relocated, unless an ally of theirs is able to pick them up again in the fight.&lt;br /&gt;
&lt;br /&gt;
Downed players are not allowed to use abilities or move without their captor’s permission, which includes pulling the bracelet. The only exception to this is when the captor Out-of-Character clearly states on allowing it.&lt;br /&gt;
&lt;br /&gt;
Players are not allowed to move captives into the hub nor close to it. Abuse of the hub will not be tolerated and admin action will be taken.&lt;br /&gt;
====Consequence Rule - Two: On Captivity====&lt;br /&gt;
Players may not hold their captured victim for more than three Real Life hours, These three hours are active time in game, offline three hours doesn&#039;t tick. Players cannot do this without the OOC consent of the victim. Any form of long-term captivity or slavery must be agreed upon through clear and respectful OOC communication &amp;amp; Consent from the victim. If a captive is left without active roleplay interaction for over 30 minutes, they may choose to leave early, even if the three-hour limit has not been reached.&lt;br /&gt;
====Consequence Rule - Three: Sexual Content &amp;amp; Consent====&lt;br /&gt;
* For everything that requires consent (all matters involving sexual content, including, but not limited to, torture, slavery and nudity, or any other sexually explicit scenarios), it is not only the victim’s duty to clearly voice their limitations and objections, but also the attacker/captor’s duty to find out via reaching out OOC to know what the victim’s limitations and objections are.&lt;br /&gt;
&lt;br /&gt;
* If the player engages in a pattern of disruptive or indifferent behavior in Roleplay, markedly different from the individual&#039;s usual engagement during Consequences, that will count as an infringement of the spirit of the roleplay. It is both sides&#039; responsibility to provide necessary depth and engagement during the roleplay.&lt;br /&gt;
====Consequence Rule - Four: On Out-Of-Character Emergencies====&lt;br /&gt;
* If a player has to log out of the game due to Real Life reasons, or if they quit for any other reason during the consequence phase. The scene will be frozen, players may ask for the consequence to be dealt in a ticket. With genuine reason, it will be granted, but as custom. If not dealt with in a ticket, the scene will continue when both parties are online again and the three hour captivity timer will resume. Players may not be saved upon the initial three hour phase if the scene is rescheduled to another time. &lt;br /&gt;
* Extreme cases of poor sportsmanship are not allowed for either party. The captor may not try to extract enforced roleplay consequences, and the captive may not refuse to show any hint of humility. Players are not required to bend the knee and captors are not to be humiliated. Consequences are not tools for Out-Of-Character fame, nor does it provide a platform for bullying. In any cases like this, staff may intervene to switch to mechanical consequences, possibly even upgraded, harsher versions of them.&lt;br /&gt;
====Consequence Rule - Five: Extortion====&lt;br /&gt;
* Extortion for in-game valuables, robbery, and enforcing adult theme roleplay by means of In-character threats or Out-of-character, is not allowed. It can be consented, but even hints of extortion of this type of roleplay or players’ valuables will be subject to community rules for the consequence scene.&lt;br /&gt;
* Without consent, consequence stacking is not allowed. A player either chooses physical harm or material gain. Not both. Victor may request in-game items and currency, the victim can choose to consent to the request or refuse in favor of alternative consequences to the robbery. No further consequences can be applied in this case. Refusal to material request can not end with blood feuds or dismemberments.&lt;br /&gt;
====Consequence Rule - Six: On Dismemberment Cons====&lt;br /&gt;
&lt;br /&gt;
Dismemberment may be inflicted without the affected player&#039;s approval, but out-of-character communication must be established beforehand. Valid reasons for dismemberment include extreme cases of No Value for Life (NVL), which validates the application of non-consent dismemberment. In addition to this, long conflict history between players is valid for application of non-consent dismemberment. Players may object to the act by opening a ticket, provided they include a full record of the roleplay that led up to the event. &lt;br /&gt;
&lt;br /&gt;
Players are required to honor such dismemberments in their roleplay, If not strike can be issued if not honored in their featured roleplay. Prostateics require proper roleplay also and suggest them to keep that roleplay as proof.&lt;br /&gt;
&lt;br /&gt;
If repeated dismemberments impact a character’s ability to function normally, which includes capability to speak, see, move, or fight, it falls under permadeath rules and must proceed either through Blood Feud mechanics or as a strategic death.&lt;br /&gt;
&lt;br /&gt;
Any dismemberment involving reproductive organs is subject to adult content rules and requires explicit consent. While dismemberment scenes may be Faded To Black (FTB), players are expected to respect the roleplay and reflect the permanent damage in their ongoing character development.&lt;br /&gt;
&lt;br /&gt;
===Consequence Logging===&lt;br /&gt;
Players are advised to log consequences that occur for the ability to contest rerolls. If a player opens a ticket they must provide proof with screen shots of the reason why the reroll is being contested, reasons like Severe Consequences including, but are limited to the following categories:&lt;br /&gt;
&lt;br /&gt;
* Long history of conflict&lt;br /&gt;
* Amputation/mutilation&lt;br /&gt;
* Murder/Permakilling&lt;br /&gt;
&lt;br /&gt;
==Permadeath==&lt;br /&gt;
Characters live, strive, conquer and die. Death is the natural order of things, a glorious end, or a satisfying conclusion. In-Character and Out-of-Character blending revolving around character deaths are strictly forbidden for the player’s own mental health. We are not here to cause real life stress. Staff and the administrators will help you separate yourself from your character for your own good. &lt;br /&gt;
&lt;br /&gt;
There are no resurrections nor any means to get characters back. A character’s death is its story’s end, allowing its player to venture forth to create different stories and characters. Every character&#039;s death requires good reason, which includes good roleplay behind it and meaningful development of their story. Any kill attempt without this will revert to left for dead.&lt;br /&gt;
&lt;br /&gt;
For strategic deaths such as violent betrayal of allegiances and vigilante deaths in response to severe consequences, players may submit permanent death requests through a ticket while having a character in Cons, provided that they include roleplay evidence and an expected outcome. This does not apply to blood feuds but if the reason is not found substantial enough it may count toward a Blood Feud instead. Players choosing this route should understand that outcomes are unpredictable and will only be granted in rare cases&lt;br /&gt;
&lt;br /&gt;
Character deaths are not a victory or defeat condition. The focus of the server is territory control and gaining fame and being rewarded through our prestige system along the way. Grow and leave your mark on the campaign world. Portraying character deaths as victory or defeat conditions is subject to the Community Rules.&lt;br /&gt;
===Permadeath Rule - One: Blood Feuds===&lt;br /&gt;
* Players may only attempt to start a blood feud if they are in the victor’s position after a PvP encounter. The reasoning for initiating a blood feud may vary, but in first-encounter situations, valid reasons include: extreme cases of no value for life, refusal to roleplay, refusal to engage in out-of-character communication, or severe consequences previously inflicted on the victor’s associates, repeated thieving, repeated maiming, severe cases such as a Dawi losing their beard or a long standing history of violence and conflict. Only the victor may initiate a blood feud.&lt;br /&gt;
* The one who declared the Feud must be actively seeking their target with proof for the Blood Feud to stay active.&lt;br /&gt;
* Blood feuding characters may attempt to kill each other during consequences. If they inflict consequence on a character worthy of Blood Feud being declared, they may assume victor intends to kill you. If victor suspects they have a Blood Feud declared victor may leave for dead and submit a permanent death request. The request will be approved immediately if it is the case. This does not mean leave for dead and request perm requests for all you are in conflict with. Only two characters may be hunting a Target with the ability to permanently kill. The killer will be required to pay prestige points to commit the deed and the affected player will be rewarded a portion of the prestige cost, depending on their sportsmanship. &lt;br /&gt;
* There is a 24 Real-Life Hour cooldown between Perma-Kill attempts. &lt;br /&gt;
&lt;br /&gt;
===Permadeath Rule - Two: Sharing Blood Feuds===&lt;br /&gt;
* The blood feud status can only be shared with one other person, which will be a third party in the feuding system. Upon the death of the original party, the blood feud will dissolve. Necessary roleplay should be played out and requires a staff ticket to confirm it, a new Blood Feud would have to be issued to continue.&lt;br /&gt;
* A player may choose another player to inherit the blood feud. This player won’t be able to involve any new third party if the ancestor doesn’t have a third party, but the third party will stay with the inheritance owner. Necessary roleplay should be played out and requires a staff ticket to confirm it before the attempt is successful. If the original parties agree upon dissolving the feud, third parties&#039; claims will be nullified.&lt;br /&gt;
&lt;br /&gt;
===Blood Feuds - Conflict History &amp;amp; Proof ===&lt;br /&gt;
&#039;&#039;&#039;Blood Feuds require a conflict history.&#039;&#039;&#039; This history does &#039;&#039;not&#039;&#039; include AoS wars or official event PvP outcomes. Conflict history may include &#039;&#039;&#039;personal feuds, repeated hostile encounters, and documented patterns of aggression&#039;&#039;&#039; that establish clear, ongoing motive and escalation.&lt;br /&gt;
&lt;br /&gt;
====What counts as Conflict History====&lt;br /&gt;
Valid conflict history can include (but is not limited to):&lt;br /&gt;
* &#039;&#039;&#039;Non-AoS conflicts&#039;&#039;&#039; (personal rivalries, political disputes, faction grudges, ideological hatred, vendettas).&lt;br /&gt;
* &#039;&#039;&#039;Event PvP downs&#039;&#039;&#039; or other staff-run / community event combat outcomes that create lasting consequences.&lt;br /&gt;
* &#039;&#039;&#039;Repeated hostile encounters&#039;&#039;&#039; (multiple attacks, ambushes, intimidation, kidnappings, repeated maiming, repeated thieving).&lt;br /&gt;
* &#039;&#039;&#039;Severe personal or cultural offenses&#039;&#039;&#039; that would reasonably escalate to “no mercy” (e.g., desecration, betrayal, oathbreaking, public humiliation, or setting a long-term target).&lt;br /&gt;
* &#039;&#039;&#039;Consequences inflicted on associates&#039;&#039;&#039; that create believable retaliation (harm to close allies, destruction of property/territory, repeated sabotage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will look for escalation and motive: a feud should feel earned through roleplay and consequences, not used as a shortcut to permakill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Proof &amp;amp; Supporting Evidence====&lt;br /&gt;
When initiating or maintaining a Blood Feud, providing proof will &#039;&#039;&#039;strengthen your case&#039;&#039;&#039; and reduce disputes. Strong supporting evidence includes:&lt;br /&gt;
* &#039;&#039;&#039;Recordings / clips&#039;&#039;&#039; of the encounter(s) and relevant roleplay.&lt;br /&gt;
* &#039;&#039;&#039;Screenshots&#039;&#039;&#039; (chat logs, threats, agreements, admissions, repeated incidents).&lt;br /&gt;
* &#039;&#039;&#039;Third-party witnesses&#039;&#039;&#039; (neutral observers who can confirm what happened).&lt;br /&gt;
* &#039;&#039;&#039;Ticket history&#039;&#039;&#039; or staff-confirmed outcomes related to the conflict.&lt;br /&gt;
* &#039;&#039;&#039;Consistent RP documentation&#039;&#039;&#039; (letters, declarations, public notices, guild records), when supported by in-game context.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Evidence does not need to be perfect, but it must be &#039;&#039;&#039;credible&#039;&#039;&#039; and &#039;&#039;&#039;relevant&#039;&#039;&#039; to the claimed history. Staff may request additional context if a feud is disputed.&lt;br /&gt;
&lt;br /&gt;
====Anti-Abuse Clarification====&lt;br /&gt;
* A single isolated down with no meaningful roleplay, motive, or escalation is usually &#039;&#039;&#039;not&#039;&#039;&#039; enough on its own to justify a Blood Feud, unless it includes the listed “first-encounter” extreme reasons (e.g., refusal to RP/OOC communication, extreme no-value-for-life behavior).&lt;br /&gt;
* “I dislike them” or “we’re enemies because we say so” is &#039;&#039;&#039;not&#039;&#039;&#039; conflict history. There must be &#039;&#039;&#039;events and consequences&#039;&#039;&#039; behind it.&lt;br /&gt;
* False claims, edited evidence, or coordinated witness-stacking may result in staff action and the feud being denied or revoked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bottom line: if you can show a believable chain of cause → escalation → intent, and back it with proof (clips/screens/witnesses), your Blood Feud claim is substantially stronger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Prestige Compensation - “Great Ending” Character Deaths===&lt;br /&gt;
A character’s death is the end of their story — but a well-earned ending that creates meaningful roleplay for others is valuable to the campaign. In rare cases, &#039;&#039;&#039;players may be compensated with Prestige&#039;&#039;&#039; if their character’s permanent death is determined by staff to be a &#039;&#039;&#039;Great Ending&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====What qualifies as a “Great Ending”====&lt;br /&gt;
A Great Ending is a permanent death that demonstrates &#039;&#039;&#039;strong roleplay, meaningful development, and clear impact&#039;&#039;&#039; on the world. Examples include:&lt;br /&gt;
* A climactic finale to a long-running arc (rivalry, redemption, downfall, tragedy).&lt;br /&gt;
* A sacrifice that meaningfully changes the outcome of a conflict or protects others.&lt;br /&gt;
* A well-executed betrayal, punishment, or consequence with extensive lead-up and roleplay.&lt;br /&gt;
* A conclusion that creates ongoing hooks for other characters/factions (without forcing OOC pressure).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will prioritize endings that were roleplayed fairly and created good experiences for multiple players.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====How compensation works====&lt;br /&gt;
* Prestige compensation is &#039;&#039;&#039;not automatic&#039;&#039;&#039; and must be requested through a &#039;&#039;&#039;staff ticket&#039;&#039;&#039;.&lt;br /&gt;
* The ticket must include:&lt;br /&gt;
** A short summary of the character’s arc and why the ending is a Great Ending.&lt;br /&gt;
** Evidence where possible (clips, screenshots, witness statements, ticket links).&lt;br /&gt;
** The context of the death (who, where, why, and what roleplay led to it).&lt;br /&gt;
* If approved, staff may award a &#039;&#039;&#039;one-time Prestige compensation&#039;&#039;&#039; to the player.&lt;br /&gt;
* The amount is &#039;&#039;&#039;discretionary&#039;&#039;&#039; and may scale with factors like:&lt;br /&gt;
** Length/importance of the arc,&lt;br /&gt;
** Quality of roleplay and sportsmanship,&lt;br /&gt;
** Impact on the campaign world,&lt;br /&gt;
** Fairness and clarity of escalation.&lt;br /&gt;
&lt;br /&gt;
====Limits &amp;amp; anti-abuse====&lt;br /&gt;
* Prestige compensation &#039;&#039;&#039;does not turn death into a win condition&#039;&#039;&#039; and must never be treated as a “reward for losing” or “payment for being killed.”&lt;br /&gt;
* Staff may deny compensation if the death:&lt;br /&gt;
** Was primarily strategic/OOC motivated,&lt;br /&gt;
** Was rushed, baited, or engineered for payout,&lt;br /&gt;
** Lacked meaningful roleplay development,&lt;br /&gt;
** Involved rule violations or disputed circumstances.&lt;br /&gt;
* Repeated attempts to manufacture “Great Endings” for compensation may result in denial and/or staff action.&lt;br /&gt;
* Twice every season this can be granted per player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Great Endings are meant to celebrate exceptional storytelling, not to replace progression or encourage throwaway deaths.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Building Rules and Restrictions==&lt;br /&gt;
===Building Rule - One: Clan Creation &amp;amp; Solo Builds===&lt;br /&gt;
All characters must be in a clan, including solo players. All builds must be realistic and not break immersion.&lt;br /&gt;
===Building Rule - Two: Build Accessibility===&lt;br /&gt;
* Do not build in spots where it blocks essential PvE spots/resources. This also includes dungeon areas, or inside them. Loot chests and their associated bosses must remain accessible. Building in instances separated from the overworld by a teleport such as dungeons is forbidden. Open a ticket to ask the Staff team if you are unsure about the spot availability.&lt;br /&gt;
* Builds must be rendering distances away from each other and not be built near hubs. All builds must have a direct means to access it. A T3 bridge or staircase, which leads to your base on foot is required. This means it doesn&#039;t require you to swim, climb, or use an elevator to access your base. Drawbridges are strictly forbidden. Upon destruction of this stairway, if it is the only way to access the base, in raid situations admins may allow further destruction.&lt;br /&gt;
===Building Rule - Three: Principality Build Additions &amp;amp; Obligations===&lt;br /&gt;
* Clans and members within the principalities are required to have their own respected home. They are not allowed to live inside another clan&#039;s base as every clan needs their own integral build so they can be subject to a raid without players getting confused about their raid target.&lt;br /&gt;
* Principality Clans are also not allowed to store the entire loot of the principality in a different clan or transfers their loot in order to confuse raiding attackers as means to protect it from said looting is forbidden. Material transfers should done via roleplay, OOC material transfer between clans even in principality will be judged under sister clanning.&lt;br /&gt;
===Building Rule - Four: Building Piece/Placeable Allowances===&lt;br /&gt;
A clan may have up to a maximum of 10 players. The allocations for building pieces and placeables are as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PlayerCount !! BuildingPieces !! Placeables !! CraftingSitations !! Containers !! LightSources !! Siege&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 300 || 150 || 5 || 2 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 600 || 200 || 5 || 4 || 19 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 900 || 250 || 5 || 5 || 27 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1200 || 300 || 5 || 6 || 34 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1500 || 350 || 5 || 7 || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1700 || 400 || 5 || 8 || 45 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1900 || 450 || 6 || 9 || 49 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2100 || 500 || 6 || 10 || 52 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2300 || 550 || 6 || 11 || 54 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2500 || 600 || 6 || 12 || 55 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Rule - Five: Outpost &amp;amp; Building Distance Limitations ===&lt;br /&gt;
* Clans are permitted to maintain only one primary base, including all associated structures such as empty shacks and non-mechanical facilities. Additional outposts are prohibited except during approved special events (e.g., territorial wars or large-scale sieges) conducted under direct staff supervision.&lt;br /&gt;
* Clans may not build beyond chat range of their current foundation placement, defined as a maximum distance of five (12) foundations from their primary base. Any structure placed beyond this range from another player-owned structure will be classified as an unauthorized outpost.&lt;br /&gt;
&lt;br /&gt;
==Raids==&lt;br /&gt;
When a Raid is declared on someone’s base, by default the defending clan can join the raid. Defenders may teleport back to their base. If not all members are available, the clan is allowed to use mercenaries or their allies in filling up missing slots. The allowed number of mercenaries and/or allies is calculated as the total clan size, minus the number of active members. This number is determined when the raid ticket is opened. Every raid type except for shock sieges must be declared via a raid ticket. If a Shock Raid is conducted by more than two people, a raid ticket must be opened for counting.&lt;br /&gt;
&lt;br /&gt;
Raids are allowed between 9:00 PM to 5:00 AM (GMT+3 Wise) to ensure a staff response. It doesn&#039;t apply to ticketless shock raids. Raid objectives must be declared on the ticket along with Roleplay reasons behind it. The victor may only enact siege objectives. The defender may propose a counter objective in the ticket in relation to the Raider’s objective. It can be expected to be reduced.&lt;br /&gt;
&lt;br /&gt;
If defenders log out, the limit stays the same. Attackers may bring a number of raiders equal to the number of defenders plus two. Defenders are given 30 minutes of preparation time. They may not flee during this period. However, they may attempt to fill their ranks with mercenaries and allies through In-Character methods. They can not bring defenders in slots of the logged out defenders in response to the raid. These logged out defenders are shown in the roster of the raid and in defeat they are subject to consequences.&lt;br /&gt;
&lt;br /&gt;
When the cooldown begins, the defending clan may pull bracelets or request to be summoned into the base to join the raid. Any additional defenders from mercenaries and allied groups must be declared in the raid ticket during the cooldown. &lt;br /&gt;
&lt;br /&gt;
These mercenaries and allies may only join if they’re inside the defending compound. &lt;br /&gt;
&lt;br /&gt;
Both attackers and defenders are required to place an RPR tag above their character’s head (Defender [Blue] or Attacker [Red]) before the raid begins, to show their allegiance. Assassins characters are the only exception. They are not required to wear the tag but must clearly declare their participation. &lt;br /&gt;
&lt;br /&gt;
All raid attendees are considered to be in an active roleplay state. They may not be attacked on sight (AOS). They cannot initiate combat or be attacked until the raid counter ends. Anyone not participating in the raid may not arrest attendees.&lt;br /&gt;
&lt;br /&gt;
In Irontide, there’s three types of Raids that Principalities can enact on someone’s base:&lt;br /&gt;
&lt;br /&gt;
===Shock Raids===&lt;br /&gt;
* Shock Raids are Spontaneous raids, they are designed to allow sieges to continue the flow of roleplay and can be done outside of set raiding hours. They can be declared for immediate action. Only two attackers may enter the other player’s build and you do not need to open a ticket. &lt;br /&gt;
* It is the attacker’s responsibility to ensure that only you and another player are breaching the premises and do not have five allies waiting outside.Doors or gates can be breached or lockpicked. Upon raid declaration, only defenders who are in the defenders’ compound may join. Additional joiners are not allowed. &lt;br /&gt;
* Any other building damage besides doors/gates is not allowed. This is the only time you may lockpick or use the battering ram— During a shock raid.&lt;br /&gt;
* Looting is forbidden in this type of raid. Clan leaders will be safe from permanent death consequences in this raid tier. Victorious attackers can only claim a sole defender as captive or free however many Captives are being held within the raid targets base.&lt;br /&gt;
* Shock raids will have a 3-Day Cooldown, and the raider clan will be forbidden from raiding the same target.&lt;br /&gt;
&lt;br /&gt;
===Medium Raids===&lt;br /&gt;
* Medium raids are planned assaults that are designed to allow Attackers to assault enemy compounds with no intention to destroy the affected clan. The target clan should have 40% of its clan to be online for this raid to be allowed. If it’s found out the Defender clan population is mostly inactive, players&#039; percentage values are adjusted for the clan.&lt;br /&gt;
* For Medium Raids, Clans that hold a Principality are able to lend their numbers to their allies’s raid defence up to the Principalities clan size. This means if the Principality has a clan size of 10 but their allies only have 2, the Principality can lend 8 people for a defence of 10. If Principality had 8 and Vassal 2, max people for defence is 8 total for their vassal with the aid. This will affect the amount of Raiders also.&lt;br /&gt;
* Explosive damage is allowed to building pieces. However, foundation wiping is not allowed. Active staff may ask players to mitigate destruction. &lt;br /&gt;
* Anyone who is severely injured or incapacitated during the Medium Raid should remain at their location until the raid is over, exception is being recovered via being carried or revived.&lt;br /&gt;
* Medium raids will have a 3-Day Cooldown, so they won’t be affected with shock raid cooldown. Their cooldown is global, so the defenders will be protected from other medium raids. The besieging group may ask for an appointment for this siege timer to ensure this is not abused. Staff may decide to not apply for protection timer, if there is suspicion of a raid to be not destructive or destabilizing enough for the target clan to avoid possible abuses.&lt;br /&gt;
&lt;br /&gt;
===Huge Raids===&lt;br /&gt;
* Huge raids are the most rare of the raids and to be meant only for ending stories. Due to the significant impact of huge raids, heavier consideration is taken into account when approving these types of raids. The defender&#039;s compound will be compromised and the enemy clan is dissolved afterwards.&lt;br /&gt;
* Raiders and defenders need to set an agreed upon time and date in a ticket. Defenders are not allowed to flee. Any member of the clan who is not active in the raid will be under consequences. The clan’s roster will be recorded as soon as a huge raid is declared. Even if they weren’t part of the clan, the raid time, numbers and roster will be taken by the raid declaration time. If you become inactive in your clan or away for an extended period of time, you may leave your clan or have your clan leader kick you in order to protect your character.&lt;br /&gt;
* Upon raid declaration, only the defender&#039;s clan may join the raid. They can teleport back to their base. Both sides are allowed to bring as many mercenaries as they wish. Allies can also be called upon. Explosive damage is allowed to building pieces and foundation wiping is allowed &amp;amp; looting, with all consequence mechanics are allowed.&lt;br /&gt;
* Huge raids have a weeklong protection from any other sieges. The defeated group may ask to reroll their characters as they will be granted status-quo (soft permanent character loss) for their characters and rewarded with prestige for their next concept.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - One: Offline Raiding , Attendance &amp;amp; Max Count===&lt;br /&gt;
* Offline raiding is strictly forbidden.&lt;br /&gt;
* Joining late to a raid is not allowed. Whoever is present or planned to be there from the start can only join. Bystanders and onlookers are not allowed to be present during raids. After the raid ends, the compound will be counted as open world and raid participants will be under roleplay status from a PVP rule perspective.&lt;br /&gt;
* Max Defender &amp;amp; Raider count is dependent on one&#039;s Clan size. If you have 10 players, you may have up to 10 to defend. If not able to get every Clan member online, mercenaries &amp;amp; allies can fill the slots to equal 10. Raider count is based on the overall size of one’s clan, not who is online at that moment. If you have a max clan of 10 that allows a count of 12 Raiders.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Two: Raid Declaration &amp;amp; Reasoning===&lt;br /&gt;
A declared raid must always provide a raid reason &amp;amp; objective, they can range from:&lt;br /&gt;
Territorial Gains: Any territorial gain requires a claim, which can be purchased using influence in-game from the Colonize button in the same location.&lt;br /&gt;
Principality Wars: When one Principality attempts to attack another, their territorial war is considered a Principality War, which is a planned and officially recognized conflict not judged under medium sieges.&lt;br /&gt;
&lt;br /&gt;
Ownership of the Land: Principality that owns the Land are granted reason to medium siege to any other foreign clans. They may ask for them to relocate as a raid reason.&lt;br /&gt;
 &lt;br /&gt;
Raid Declaration Format:&lt;br /&gt;
Defenders&#039;s Clan Name:&lt;br /&gt;
Attacker&#039;s Clan Name:&lt;br /&gt;
Attacker&#039;s Ally Clan Name(s):&lt;br /&gt;
Raid Objective:&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Three: Raid Objectives===&lt;br /&gt;
* Once the raid objective is declared, the defending clan may choose to surrender under the stated terms. If they surrender, the objective is enacted. If they refuse or do not respond, the raid becomes valid and the raid counter begins. Player activity is tracked. If the defending clan refuses to respond to the raid ticket, the raid still remains valid. If all active defenders are defeated and no one remains in the base, the raid objective is automatically enacted.&lt;br /&gt;
&lt;br /&gt;
* Attackers may choose to include non-enforceable demands. However, they are required to include an additional enforceable demand. If defenders fail to meet the enforceable demand, that secondary objective will be applied. &lt;br /&gt;
&lt;br /&gt;
* Raid objectives must be mechanically possible and enforceable. Examples include Medium Raid territorial ownership gain for Principality warfare, with requirement of a T3 Huge Raid: subjugation, or tribute. These are demands that admins can carry out. &lt;br /&gt;
&lt;br /&gt;
* Objectives such as slavery, imprisonment, or humiliation roleplay are considered invalid, since admins cannot enforce them. Admins may ask for changes to raid objectives to ensure the defending clan is not entirely destroyed. &lt;br /&gt;
&lt;br /&gt;
* If the raid objective involves capturing a specific character, that character must be online when the raid ticket is opened. If they choose to log off, they will be summoned to the victors for consequences. If the target escapes during the raid, the capture objective becomes invalid and will not be enforced.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Four: Raids and Warp/Portal/Wayshrine Usage===&lt;br /&gt;
* Once a raid is declared, neither side is able to use warps, portals or wayshrines at any point. The only exception to this is with the case of the defending clan members who may use a home warp to return to defend their home.&lt;br /&gt;
&lt;br /&gt;
* The attacking party may use mounts to arrive at the target base location, however they must be kept well away from the intended raid base and may not be used during combat.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Five: Raid Reasons and Timing===&lt;br /&gt;
Raids may be declared spontaneously, for example to extract players from being trapped in a base, or to attack someone who has hidden in a base. As such raids can be declared from anywhere on the map however once declared creatures must move from that exact location to the raid. Failure to arrive at the raid within ten minutes of the raid timer start may see the raid canceled and a 24 hour cooldown imposed before they may raid again.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Six: Looting===&lt;br /&gt;
* Once the raid objective is achieved, by roleplay means, and both attacker and defender come to terms, looting will be denied. If a defender refuses to cooperate, looting will be allowed. (Unless the primary raid objective is looting) .&lt;br /&gt;
&lt;br /&gt;
* If looting is allowed, destruction of the workshop is not allowed. Attackers can get as many as captives they want. During these sieges, you can only loot as much as your inventory will allow and you are not allowed to intentionally blow up chests. You are allowed to loot as long as your character is not &amp;quot;encumbered&amp;quot; which includes your raid build, you may not change build to loot more.&lt;br /&gt;
&lt;br /&gt;
* Defenders are not allowed to go above their encumbrance to hide loot from being looted. They also may not change their build to secure more loot. If raid goal is a specific resource, those resources should be given to the victor. Overseen Staff have the right to check their inventory or logs for potential hiding.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Seven: Raid Cooldown Abuse — No Contest / No Meaningful Fight===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooldowns and protection timers only apply if the raid was genuinely contested.&#039;&#039;&#039; If a raid ends (or is intentionally invalidated) &#039;&#039;&#039;without a meaningful fight&#039;&#039;&#039;, staff may rule it &#039;&#039;&#039;No Contest&#039;&#039;&#039;, and &#039;&#039;&#039;no raid cooldown/protection is granted&#039;&#039;&#039; to either side.&lt;br /&gt;
&lt;br /&gt;
====What counts as a “Meaningful Fight”====&lt;br /&gt;
A raid is considered meaningfully contested if &#039;&#039;&#039;at least one&#039;&#039;&#039; of the following happens after the raid counter/prep ends:&lt;br /&gt;
* &#039;&#039;&#039;Sustained PvP engagement&#039;&#039;&#039; (an exchange of damage/pressure where both sides are actively participating), OR&lt;br /&gt;
* &#039;&#039;&#039;A confirmed down/incapacitation&#039;&#039;&#039; on either side, OR&lt;br /&gt;
* &#039;&#039;&#039;A real breach/entry attempt&#039;&#039;&#039; that leads to active combat contact, OR&lt;br /&gt;
* &#039;&#039;&#039;Clear objective progress&#039;&#039;&#039; that required defenders to actively contest (not just hiding/leaving).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will use common sense here; the goal is to separate real raids from timer-gaming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====No Contest examples (cooldowns do NOT apply)====&lt;br /&gt;
A raid can be ruled &#039;&#039;&#039;No Contest&#039;&#039;&#039; if, before a meaningful fight happens:&lt;br /&gt;
* &#039;&#039;&#039;Defenders abandon the defense&#039;&#039;&#039; (run away from the compound/raid area, scatter to avoid contact, or otherwise refuse to contest) to try to invalidate the raid or gain protection.&lt;br /&gt;
* &#039;&#039;&#039;Attackers declare then disengage&#039;&#039;&#039; (leave, refuse to approach, or intentionally avoid contact) to try to force a cooldown/protection state.&lt;br /&gt;
* Either side uses &#039;&#039;&#039;stalling/avoidance behavior&#039;&#039;&#039; whose clear purpose is to prevent a fight from starting (not tactical retreat during combat, but “we refuse to play the raid”).&lt;br /&gt;
&lt;br /&gt;
====Outcomes when No Contest is declared====&lt;br /&gt;
* &#039;&#039;&#039;No cooldown/protection is applied.&#039;&#039;&#039;&lt;br /&gt;
* Staff may rule the raid as:&lt;br /&gt;
** &#039;&#039;&#039;Canceled (No Contest)&#039;&#039;&#039;, or&lt;br /&gt;
** &#039;&#039;&#039;Forfeit&#039;&#039;&#039; (if one side’s abandonment clearly concedes the situation).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Defenders running away to invalidate does &#039;&#039;not&#039;&#039; protect them. If defenders abandon the defense to dodge the raid, staff can rule &#039;&#039;&#039;No Contest&#039;&#039;&#039; and the defenders receive &#039;&#039;&#039;no protection cooldown&#039;&#039;&#039;, and may additionally treat it as a &#039;&#039;&#039;forfeit&#039;&#039;&#039; depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
====Anti-spam / anti-baiting enforcement====&lt;br /&gt;
To prevent abuse of this rule:&lt;br /&gt;
* If &#039;&#039;&#039;attackers&#039;&#039;&#039; repeatedly open raids and then avoid contact / leave, staff may impose penalties (example: a &#039;&#039;&#039;24-hour raid-declare restriction&#039;&#039;&#039; or ticket limitations), on top of any existing “failure to arrive” consequences.&lt;br /&gt;
* If &#039;&#039;&#039;defenders&#039;&#039;&#039; repeatedly abandon defenses to dodge outcomes, staff may apply escalating consequences (forfeit rulings, enforced objectives where applicable, and/or disciplinary action).&lt;br /&gt;
&lt;br /&gt;
=== Special Raiding Rules ===&lt;br /&gt;
&lt;br /&gt;
Clans or principalities may be granted special raid cooldowns for various activities. During this raid cooldown, if the defending clan has participated in any time-sensitive or important activity that would be disrupted by being raided, they may be offered protection.&lt;br /&gt;
&lt;br /&gt;
These activities include:&lt;br /&gt;
* Holding hostages  &lt;br /&gt;
* Declaring a raid against another clan  &lt;br /&gt;
* Holding a person of interest who is subject to a blood feud, or harboring a person who has inflicted substantial harm in a conflict  &lt;br /&gt;
&lt;br /&gt;
Protection may be applied in specific circumstances, such as before territory wars or before and after major events.&lt;br /&gt;
&lt;br /&gt;
* Three (3) days before a principality becomes involved in a war, protection may be granted to prevent efforts to deny their participation in a territory war event. This applies only to the principality that is either the target or declarer of the war, not to third parties.&lt;br /&gt;
&lt;br /&gt;
* Clans organizing events are subject to three (3) days of protection before the event and three (3) days after the event. This protection carries a cooldown of fourteen (14) days, including the protected period.&lt;br /&gt;
&lt;br /&gt;
Any attempt to abuse this system, such as consistently declaring meaningless territory wars or hosting unsatisfactory events solely to avoid raiding, will result in the nullification of protection. These protections exist to allow organizing clans and war participants to focus on their respective activities without external interference during designated timeframes.&lt;br /&gt;
&lt;br /&gt;
==Territory Warfare==&lt;br /&gt;
Territory wars are conflicts designated to occur between Principalities for control of Lands and its riches..&lt;br /&gt;
&lt;br /&gt;
There are four war slots (GMT +3 Wise):&lt;br /&gt;
&lt;br /&gt;
* EU: 10:00 PM Friday and Saturday&lt;br /&gt;
&lt;br /&gt;
* NA: 3:00 AM Friday and Saturday&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
War slots are assigned by admins for balance, using the following system. &lt;br /&gt;
&lt;br /&gt;
War slots rotate between Principalities. All war declarations are added to a War Queue and handled in order. If a war is not resolved in the current week, it carries over to the next one &lt;br /&gt;
&lt;br /&gt;
Admins reserve the right to delay or close war slots based on availability. If a Principality or claim is invalidated, it is removed from the queue and the list continues as normal.&lt;br /&gt;
&lt;br /&gt;
Requirements to Declare a Territory War:&lt;br /&gt;
&lt;br /&gt;
# A principality capable of colonizing, settling, and laying claim to land.&lt;br /&gt;
# Claim the territory you wish to fight for. On the map, press Claim.&lt;br /&gt;
# Assemble your vanguard roster of 12 and reserves of up to 6.&lt;br /&gt;
# Open a ticket to be registered for a weekly war slot.&lt;br /&gt;
# Be present 30 minutes before the war timer begins.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - One: War Procedures===&lt;br /&gt;
*  A 1-hour grace period occurs before the war begins; required healing will be handled by admins.&lt;br /&gt;
* Each principality may declare one offensive war per week. War slots are rotated among principalities, some may not receive a slot every week. Each player may participate in one offensive and one defensive war per week. Organize vanguards accordingly.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Two: War Camps &amp;amp; Healing tactics===&lt;br /&gt;
* War camps will be granted to both sides, each with infirmary beds. If you wish to build your own camp, notify staff—they will provide infirmaries, but make sure you have the required building pieces for it, as it will count toward your clan&#039;s allowance.&lt;br /&gt;
&lt;br /&gt;
* Players may rejoin the fight if they are healed or otherwise able to continue.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Three: Player Limit===&lt;br /&gt;
* Depending on available numbers, vanguard size can be extended to 18 if both sides can provide enough players. All participants must display Clear RPR tags above their heads to note the side they are on, except assassins. Tags must not be altered during the war.&lt;br /&gt;
* Non-combatant applicants do not count towards the player limit. They may assist with resupply and healing, but must wear the appropriate colored tag labeled “Logistics.”&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Four: Player Land Ownership Procedures===&lt;br /&gt;
* If no principality owns the land, it becomes an open field battle. Both sides may build camps. The defending principality can bid to become the main defender—this costs influence and is done via principality tickets.&lt;br /&gt;
* If the defender wins, they retain the territory and gain influence equal to half the cost of the original claim.&lt;br /&gt;
* If the attacker wins, they gain control of the territory under their principality.&lt;br /&gt;
* If a principality loses control of the land and has a base there, they receive one week of protection from medium raids. They may attempt to reclaim the location in the following week’s war. If they fail, they are subject to a territorial raid and possible relocation.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Five: Cons &amp;amp; Consent===&lt;br /&gt;
* Without consent, any consequences are invalidated. Defeated players may pull their bracelet or log out to withdraw from the event.&lt;br /&gt;
* You may detain players during the war, but they still retain the right to log out or pull their bracelet.&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Rules&amp;diff=1617</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Rules&amp;diff=1617"/>
		<updated>2026-01-21T17:12:31Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* Consequence Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#description2:Explore the rules of Irontide, a text-based RP/PvP server inspired by Warhammer Fantasy in Conan Exiles. Forge your character’s story through roleplay, combat, and alliances.)}}&lt;br /&gt;
{{Button|text=Back to Main Page|link=Main Page}}&lt;br /&gt;
==Server Vision==&lt;br /&gt;
Irontide started as a main project in 2025 by a group of players with varying degrees of experience throughout the game&#039;s evolution from 2018 until present day, as well with some modding experience. The main vision of the server &amp;amp; it&#039;s purpose was born out of need, by a niche side of the community which strived for an older, yet refined in terms of the mechanical or Player-versus-Player gameplay, whilst also expanding into  creating more additional content into the Roleplay sphere, as well as for the Player-Versus-Environment side as well.&lt;br /&gt;
&lt;br /&gt;
While we do also understand some reluctance at the core of the gameplay the server was originally designed, and while even the notion in attempting to please everyone won&#039;t be possible; the gameplay mechanics, combat changes &amp;amp; further expansions will be centered around in trying to create a fun experience for all players, ranging from new to veteran players that seek to try something new, and the same time providing the grimdark setting of Warhammer Fantasy through future events hosted by our entrusted Loremasters &amp;amp; Staff &amp;amp; the Irontide mod.&lt;br /&gt;
&lt;br /&gt;
==Refusal of Service==&lt;br /&gt;
Although the Irontide community is generally available for everyone from all corners of the Conan Exiles community, we however reserve the right to refuse in allowing players who do not wish to abide by the server’s community guidelines &amp;amp; rules. We’ll also monitor those who have a history for OOC malicious &amp;amp; disruptive behaviour whenever’s the case.  &lt;br /&gt;
Providing empirical evidence of such cases however, may vary to some difficulty. However our aim is to take the stance to prevent any such obstructions for the sake of our community members &amp;amp; without tainting the server’s reputation.&lt;br /&gt;
&lt;br /&gt;
==Rule Categories==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-page human&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ General Roleplay Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card roleplayrules&amp;quot; aria-label=&amp;quot;General Roleplay Rules&amp;quot; data-target=&amp;quot;/index.php/General Roleplay Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;General Roleplay Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Character Creation Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card charactercreation&amp;quot; aria-label=&amp;quot;Character Creation Rules&amp;quot; data-target=&amp;quot;/index.php/Character Creation Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Character Creation Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ General PVP Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card pvp&amp;quot; aria-label=&amp;quot;General PVP Rules&amp;quot; data-target=&amp;quot;/index.php/General PVP Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;General PVP Rules &amp;amp; AOS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Consequence Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card khorne&amp;quot; aria-label=&amp;quot;Consequence Rules&amp;quot; data-target=&amp;quot;/index.php/Consequence Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Consequence Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Permadeath ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card consequences&amp;quot; aria-label=&amp;quot;Permadeath&amp;quot; data-target=&amp;quot;/index.php/Permadeath&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Permadeath&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Building Rules and Restrictions ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card building&amp;quot; aria-label=&amp;quot;Building Rules and Restrictions&amp;quot; data-target=&amp;quot;/index.php/Building Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Building Rules and Restrictions&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Raid Rules■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card raiding&amp;quot; aria-label=&amp;quot;Raid Rules&amp;quot; data-target=&amp;quot;/index.php/Raid Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Raid Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Territory Warfare■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card territorywar&amp;quot; aria-label=&amp;quot;Territory Warfare&amp;quot; data-target=&amp;quot;/index.php/Territory Warfare&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Territory Warfare&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Roleplay &amp;amp; Character Etiquette==&lt;br /&gt;
Roleplay is a core mechanic on Irontide. We wish to reinvent what comes as tradition, as we separate our rules into two types of rules, Community and Gameplay.&lt;br /&gt;
&lt;br /&gt;
Community rulings will be based on if the player is enjoying their time playing here, or if the server can accommodate their playstyle and form of interactions with other members of the community. By reporting a player, you shouldn&#039;t expect any type of punishment because the team will appreciate your input. Tickets and punishments are not weapons to use against players. &lt;br /&gt;
&lt;br /&gt;
They are only enacted as needed in order to enforce our ⁠⁠server-vision.&lt;br /&gt;
&lt;br /&gt;
===General Roleplay Rules===&lt;br /&gt;
====Roleplay Rule - One: English Only | Text-Based Server====&lt;br /&gt;
The server uses English language as its main usage both in Roleplay and Out-Of-Character, the server is also Text-Based, thus Voice RP is not available here. Players must type only in English in both global and local chats. The usage of translation tools however is allowed, the usage of any AI to write emotes for Roleplay purposes however is strictly prohibited.&lt;br /&gt;
====Roleplay Rule - Two: Always In-Character====&lt;br /&gt;
As long as you are online, on the server, you are always considered In-Character. If you’re yet required to AFK, you’re recommended to log off so that you won’t be interacted with as there’s the risk of you being Attacked on Sight (AOS) even while you’re AFK. Out-Of-Character chatter in Local channel must be kept to an absolute minimum.&lt;br /&gt;
====Roleplay Rule - Three: +18 / Adult Content====&lt;br /&gt;
* Due to the nature of the game and some of its content. All Characters must be portrayed appropriately as adults, over eighteen of age. Characters that appear too young or confirm being below the age of eighteen will be ticketed &amp;amp; requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.&lt;br /&gt;
* Acts of zoophilia/bestiality &amp;amp; pedophilia is strictly forbbiden, and if a player is caught enacting such sceneries, they will be swiftly banned— permanently. &lt;br /&gt;
* Characters that wish to claim their character’s pregnancy however will be obliged to reroll, while characters that are below eighteen or have such appearance will be ticketed &amp;amp; requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.&lt;br /&gt;
====Roleplay  Rule -  Four: Rule Lawyering====&lt;br /&gt;
In the event that a rule has been broken, players shall not stall the Roleplay by engaging in debates about the rules. Informing the opposing player that a rule has been broken is encouraged, but only in the case an understanding was reached, the scene must continue and a ticket opened after the fact. Ticket wars over such matters will not be tolerated.&lt;br /&gt;
====Roleplay Rule -  Five: Godmodding, Powergaming, Metagaming, Metapost &amp;amp; Blending====&lt;br /&gt;
The following behaviours are strictly prohibited on this server: &lt;br /&gt;
&lt;br /&gt;
* Godmodding : Typically refers about a player acting as if their character is invincible, capable of anything, or having knowledge and abilities beyond what is reasonable, most often aspect of Godmode is taking excessive control over another player’s character through illogical means and against their will; &lt;br /&gt;
* Powergaming : A player’s character prioritizes effectiveness over another, by removing the agency from their victim to react in any way, or even to respond afterwards.&lt;br /&gt;
* Metagaming : A player uses Out-of-Character information they gathered, and uses it In-Game as means for unfair advantages, thus harming the notion of fair-play, as well as the trust from the community;&lt;br /&gt;
* Metaposting : Emoting conveyed in the form of thoughts (e.g: x believes that y is a fool), generally to provoke an OOC reaction from their victim; &lt;br /&gt;
* Blending : A player mixes their Out-Of-Character feelings through the facade of In-Character, as an example, some may antagonize another player by portraying them as being Out-Of-Character evil, yet the player in question is just playing their character as intended by their race/societal view;&lt;br /&gt;
&lt;br /&gt;
While some vary in severity, the cases of Metagaming is seen as the most severe, those caught breaking the rule would be harshly punished with a strike, if the offender is caught repeating the offence, their strike will be extended into a ban. It is the players responsibility to avoid possible metagaming instances, which can result in knowing a situation and intentionally not going to a certain place.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Six: Streaming====&lt;br /&gt;
*  Streaming on any popular or alternative platforms such as: Twitch, Kick, StreamYard, Discord, YoutubeLive, etc. on this server is highly restricted due to the nature of the nature of the game and server itself. Publishing a recording of a pvp instance may be allowed if every party consents to publish of the (strictly) pvp instance and only after 48 (or more) hours have passed that they can be added.&lt;br /&gt;
* Recordings are however permitted only to solidify any evidence for any rule infraction committed by a player.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Seven: Consent &amp;amp; Fade To Black (FTB)====&lt;br /&gt;
* Consent must be fully respected and upheld in all matters, especially when involving sexual content or scenery, but not limited to: torture, slavery &amp;amp; nudity. If any of these scenarios do not involve sexual content, they must be roleplayed or can be Faded To Black. Consent is required for long-term slavery scenarios, while short-term captivity roleplay exchanges may proceed without explicit consent, only if this has been agreed as part of a consensual framework beforehand. &lt;br /&gt;
* The option to Fade to Black a scene is not meant to be abused to shield yourself from certain consequences. It&#039;s in place to shield the individual from experiencing, writing or engaging in mature themes, such as torture, gore, dismemberment, mutilation, and anything sexual related that they may feel uncomfortable with.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Eight: Lore Adherence====&lt;br /&gt;
* The server strives to represent the lore of Warhammer Fantasy as much as it can be possible, while it’s not frowned upon to lack any deep knowledge of the setting itself, it is yet recommended to at ‘least try to understand the basics through representing your character to the race, society &amp;amp; class it’s affiliated with. &lt;br /&gt;
* The Loremasters &amp;amp; the Staff from Irontide are more than happy to help in such cases, however if the player is found purposely avoiding to follow the recommendations or instructions from them and are seen repeatedly breaking the lore, they will be apprehended in a ticket with the Staff deciding on how they will deal with the lore-breaker. Staff may demand recreation or submit of a character creation form, if current character is not lore accurate.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Nine: Roleplay Avoidance====&lt;br /&gt;
* Once outside of your building, you must adhere to any and all attempts from others initiating roleplay with you. Any infringements, such as walking without Roleplaying your intent to depart, will be counted as Roleplay Avoidance. Suddenly leaving a roleplay scene with little to no communications for whatever reason is considered Roleplay avoidance as well. If you need to leave, please communicate it properly with all present parties In-character, or at least Out-of-Character in case of Real-Life emergencies. &lt;br /&gt;
* if the Real-Life emergency is proven being faked however (e.g: they purposely claim they have something to do in Real-Life, yet only to be seen actively playing the game mere seconds or minutes after they left to not face tension or consequences), they will be punished with a strike, repeat offence will lead to a ban. Using this rule to delay roleplay in order to gain advantage on possible PvP will result in strikes for the party that has joined late.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Ten: Act Names (/Disguise)====&lt;br /&gt;
* Players are allowed one act name only. If you wish to change your /disguise name, you’ll need to open a ticket. The exception to this rule is the Assassin subclass. They may have unlimited /disguise names and do not require a ticket. If an Assassin wishes to take on a more realistic and different character name, they will be required to open a ticket.&lt;br /&gt;
&lt;br /&gt;
* Assassins will need to use /disguise for the first time in order to unlock /act.&lt;br /&gt;
&lt;br /&gt;
* Act names must indicate the following: your Origin or race; at least one unique identifier; (Some examples of this would be: Purple Druchii Dreadspear, Imperial Crimson Soldier, and Carstein Shrouded Assassin)&lt;br /&gt;
&lt;br /&gt;
* To use a title of significance to a Warhammer faction, you will need to open a ticket for approval. Examples of these titles would be: The Warchief, The Prince, The Arena Master,etc.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Eleven: Dice Rolls====&lt;br /&gt;
The only dice rolls everyone is required to adhere to are Stealth and Perception within reason. Character attempting to be hidden must be in a hidden location or out of direct view. If they move to be in plain view the stealth is dropped. Every other die is optional. It is however highly encouraged to enhance the scene by engaging with them. Please reach out to each other before using dice, and before using any flavour abilities to reduce confusion.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Twelve: Sister Clanning====&lt;br /&gt;
&lt;br /&gt;
Sister-clanning is prohibited.&lt;br /&gt;
&lt;br /&gt;
Sister-clanning is any arrangement or repeated pattern of cooperation where two or more separate clans or Principalities function as a single unified entity in practice, in order to bypass intended limits, gain unfair advantages, or create a permanent mega-bloc.&lt;br /&gt;
&lt;br /&gt;
This rule applies whether the cooperation is explicit or implicit, and whether it is done in-character or out-of-character.&lt;br /&gt;
&lt;br /&gt;
=====What Counts as Sister-Clanning=====&lt;br /&gt;
&lt;br /&gt;
Examples include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Maintaining a permanent or near-permanent alliance structure with the same partner groups&lt;br /&gt;
* Disbanding an alliance &amp;quot;in name only&amp;quot; while continuing to coordinate as one power bloc&lt;br /&gt;
* Re-forming Coalitions repeatedly with the same members to maintain continuous cooperation&lt;br /&gt;
* Coordinating territory expansion, wars, claims, or defenses as if you are one Principality&lt;br /&gt;
* Sharing leadership, command structure, or decision-making across multiple Principalities in a way that removes independence&lt;br /&gt;
* Using multiple clans or Principalities to avoid membership limits, territory limits, recruitment limits, or other system restrictions&lt;br /&gt;
* Operating mutual defense pacts as a default state rather than a temporary response to a specific situation&lt;br /&gt;
* Rotating members between clans to bypass recruitment or size restrictions&lt;br /&gt;
&lt;br /&gt;
=====What Is Allowed=====&lt;br /&gt;
&lt;br /&gt;
The following are allowed, as long as they remain temporary, limited, and do not create a permanent unified bloc:&lt;br /&gt;
&lt;br /&gt;
* Short-term Coalitions formed for a specific conflict or objective&lt;br /&gt;
* Limited non-aggression agreements for diplomacy or trade&lt;br /&gt;
* Temporary military cooperation during a defined war goal&lt;br /&gt;
* Story-driven alliances that end when their purpose is achieved&lt;br /&gt;
* Neutral diplomacy and normal political interaction&lt;br /&gt;
&lt;br /&gt;
=====Staff Review and Enforcement=====&lt;br /&gt;
&lt;br /&gt;
Staff may review suspected sister-clanning based on patterns of behavior, not just written agreements.&lt;br /&gt;
&lt;br /&gt;
If staff determines sister-clanning is occurring, they may require corrective action, including:&lt;br /&gt;
&lt;br /&gt;
* Forced disbanding of alliances or Coalitions&lt;br /&gt;
* Limits on cooperation scope&lt;br /&gt;
* Forced separation of military planning and territorial action&lt;br /&gt;
* Administrative penalties according to the rules page&lt;br /&gt;
&lt;br /&gt;
Staff may also request proof that the involved groups have returned to independent operation and remained separate.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with staff instructions regarding sister-clanning will be treated as a rules violation.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Thirteen: Spying / Eavesdropping ====&lt;br /&gt;
&lt;br /&gt;
* Any attempt to enter a base, or to lurk outside one, requires an emote and a &#039;&#039;&#039;Stealth&#039;&#039;&#039; roll.&lt;br /&gt;
* Anyone who sees the emote must roll &#039;&#039;&#039;Perception&#039;&#039;&#039;.&lt;br /&gt;
* If the Perception roll is &#039;&#039;&#039;higher&#039;&#039;&#039; than the Stealth roll, the intruder is &#039;&#039;&#039;heard&#039;&#039;&#039;. If it is &#039;&#039;&#039;lower&#039;&#039;&#039;, the intruder remains &#039;&#039;&#039;undetected&#039;&#039;&#039;.&lt;br /&gt;
* From the moment the emotes/rolls are made, the intruder is considered to be in &#039;&#039;&#039;active RP&#039;&#039;&#039; with anyone rolling Perception on them. Leaving the scene without RPing out being heard will count as &#039;&#039;&#039;RP avoidance&#039;&#039;&#039;.&lt;br /&gt;
* Likewise, changing your chat range from &#039;&#039;say&#039;&#039; to &#039;&#039;mumble&#039;&#039; or &#039;&#039;whisper&#039;&#039; without winning the Perception contest will also count as &#039;&#039;&#039;RP avoidance&#039;&#039;&#039;.&lt;br /&gt;
* The intruder must do an emote and a Stealth roll &#039;&#039;&#039;each time they move from one room to another&#039;&#039;&#039;.&lt;br /&gt;
* If caught, the residents may choose to &#039;&#039;&#039;attack on sight&#039;&#039;&#039; (PvP intent) or &#039;&#039;&#039;RP it out&#039;&#039;&#039; by other means. The intruder must follow the residents’ chosen resolution.&lt;br /&gt;
* If there is &#039;&#039;&#039;no one in the base&#039;&#039;&#039;, the intruder must leave a &#039;&#039;&#039;POI&#039;&#039;&#039; in each room they entered. The POI should contain clues indicating &#039;&#039;&#039;who was there&#039;&#039;&#039;.&lt;br /&gt;
* If spying/eavesdropping happens &#039;&#039;&#039;out in the open&#039;&#039;&#039;, the same emote and Stealth roll are required, but if caught, normal &#039;&#039;&#039;RP and PvP intents&#039;&#039;&#039; apply.&lt;br /&gt;
* These rules apply to everyone, &#039;&#039;&#039;including assassins in stealth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Using &#039;&#039;&#039;blink&#039;&#039;&#039; to infiltrate bases is a &#039;&#039;&#039;strike-worthy offense&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Rules==&lt;br /&gt;
====Character Creation Rule - One: Alternative Characters or Alt Account====&lt;br /&gt;
You are only allowed to play one character at a time. Alternate characters &amp;amp; alting are strictly forbidden.&lt;br /&gt;
====Character Creation Rule - Two: Character Representation====&lt;br /&gt;
* All characters must be presented and roleplayed as adults of their respective race. There are no exceptions and zero tolerance to the failure to adhere to that.&lt;br /&gt;
* All characters must have a realistic appearance and act properly within the setting and the character’s race and cultural lore. (Check out our guides, or consult with the Loremasters in a ticket if needed)&lt;br /&gt;
* All characters must have realistic body proportions according to their racial standards. A wide range of sizes is offered on body parts so all races could properly be represented. However, all characters should be realistic without over-exaggerated and unrealistic bodies.&lt;br /&gt;
* If the character you wish to play has any Chaotic Mutations or is a special race such as races with limitations of population, please open a Character creation ticket so the Loremasters can guide you!&lt;br /&gt;
====Character Creation Rule - Three: Naming convention====&lt;br /&gt;
All characters’ names must be capitalized and lore appropriate according to race/culture of the Warhammer Fantasy setting. This also means no modern references or usage of already established names within the setting when naming your character. Max characters allowed in a name is 30.&lt;br /&gt;
====Character Creation Rule - Four: Accessory Limit====&lt;br /&gt;
Character accessories are limited to 25. All accessories that add particles are banned from use such as torches as an accessory.&lt;br /&gt;
====Character Creation Rule - Five: Character Legitimacy====&lt;br /&gt;
* Creating a character, either as a standalone, or part of a unit, that in lore is part of the upper most highest echelons of authority that they can use to render other characters unable to contest their orders based on lore realism is not permitted.&lt;br /&gt;
* Characters are considered unique entities. At the event of a character death, the player is not allowed to roll into a relative of the previous character, nor someone close to them.&lt;br /&gt;
====Character Creation Rule - Six: Futanari Characters====&lt;br /&gt;
Futa characters are strictly forbidden in our community. Any cases of them being discovered will result in an immediate deletion of the character and suspension of the player. Due to the difficulty policing between actual transgenders &amp;amp; fetishized futa characters, we do not allow intersex characters. Players however may choose to roleplay as being born a different gender they were able to select before their arrival into the Borderlands/Border Princes.&lt;br /&gt;
&lt;br /&gt;
===Rerolling===&lt;br /&gt;
Irontide has three character slots as save slots offered to players for shelving characters. You may remove and create a new character by going through the reroll process. Players through a reroll process can go back to their old character. Staff has no responsibility to retrieve removed characters or shelved back characters.&lt;br /&gt;
&lt;br /&gt;
Once a character is permanently killed they must be deleted from their saved slot. An attempt to sneak back in on a killed character will result in direct Ban.&lt;br /&gt;
====Reroll Rule -  One: Reroll Allowance====&lt;br /&gt;
* Players may request a reroll if they have no active conflicts. They can reroll to a new character, provided any conflicts are settled or invalidated through Out-Of-Character communication. Reroll requests are posted in ⁠the departures channels by the staff handling the ticket. If no one contests it within 24 hours the reroll process would be considered complete.&lt;br /&gt;
* In order to stop another player from switching to a different character concept you are required to open a Contest ticket.&lt;br /&gt;
====Reroll Rule -  Two: Owner of Principality====&lt;br /&gt;
Clan leaders who own principalities are required to transfer ownership of the principality to a character matching their current character. If they do not, they must dissolve the principality.&lt;br /&gt;
====Reroll Rule -  Three: Voluntary Reroll &amp;amp; Forced Rerolls====&lt;br /&gt;
* Admins have the right to force players to reroll back to their old characters, if those characters are involved in conflicts that have caused permanent physical or psychological damage to other characters, (e.g: Dismemberment or Permanent Death). This is beyond the 24 hours contest period, the contested party however must offer solid evidence for clearance. &lt;br /&gt;
&lt;br /&gt;
* Only one voluntary reroll request per week is allowed.&lt;br /&gt;
====Reroll Rule -  Four: Self-Perma &amp;amp; Fleeing the Lands====&lt;br /&gt;
All players wanting to either self-permadeath or flee the Lands with their characters as means of playing a new concept are required to open a Reroll ticket, which then gets posted publicly for the rest of the server in order to allow a contest.&lt;br /&gt;
===New Life Rule (NLR)===&lt;br /&gt;
Every player who rerolls into a new character must strictly follow these rules. Admins have the right to permanently ban players who intentionally violate these essential rules:&lt;br /&gt;
====NLR Rule -  One: Knowledge from Previous Character====&lt;br /&gt;
The new character has no knowledge of their old character, including their associates, memories, or experiences.They are not allowed to rejoin the same conflict as their previous character. Even if they join the same clan, they must abstain from involvement unless their foe personally initiates a new conflict directly with the new character.&lt;br /&gt;
&lt;br /&gt;
This involves while they are present in their clan, If their killer clan offends past permanently killed characters or clan, this doesn&#039;t count as  a valid reason, reason should not be personal to the player.&lt;br /&gt;
====NLR Rule -  Two: Participating on Raids====&lt;br /&gt;
The new character is not allowed to be part of any raid, territory war or engaging in any way, shape or form in a Blood Feud for a duration of 1 week after reroll.&lt;br /&gt;
====NLR Rule -  Three: Distinctions====&lt;br /&gt;
The new character must be distinct from the old character. This means playing a different race, or if playing the same race, selecting a different class. Violating this rule will result in a forced character recreation.&lt;br /&gt;
&lt;br /&gt;
==General PVP Rules &amp;amp; AOS==&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - One: PVP Pvp Intent Procedure &amp;amp; Rules====&lt;br /&gt;
# To Initiate Pvp Intent, one must provide an emote with (Pvp Intent) included at the end. Once the emote is presented, all that are able to read it must pause where they are and provide a response acknowledging the incoming fight in the way of emoting with one of the following (Pvp Join) (Pvp Surrender) (Pvp Abstain) at the end of their response while continuing to be still. &lt;br /&gt;
## Bystanders may declare neutrality with /pvp abstain. They can be challenged by an aggressor or defender to elevate to combat status.  Once combat has ended, a new PvP intent needs to be initiated to start a new combat encounter inside a secured player compound or /rp protected scene such as consequences. PvP may ensue without the need of waiting for bystanders. Unless challenged, they will be automatically counted as absent.&lt;br /&gt;
## Those that may wander into the scene must pause immediately in recognition of what it is and provide their response whether before or during the fight. Movement starts again once the fighting begins or is ongoing.&lt;br /&gt;
## Once all have responded, Every active combatant is required to declare ready status before it starts by typing (r) or (ready). With everyone ready a count down can be started with the /pvp start command. Or a Countdown shouted in the chat by a volunteer. &lt;br /&gt;
## You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction. Running away when you have received an emote directed at you will be counted as roleplay avoidance.&lt;br /&gt;
## In the aftermath the severity of the fight is judged by the actions of the victors (See Consequence Rules.). Where they may choose to mechanically help one up, this equals a sort of brawl. If they are left to get up on their own, they will suffer some injury. Then finally one can choose to mechanically execute a fallen, this inflicts severe mechanical consequences and should be considered a severe injury taken, used sparringly.&lt;br /&gt;
# In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight.&lt;br /&gt;
# PVP may take place anywhere in the world, except for the spawning locations. Players can be recovered when downed by means of spells and In-Game mechanics. They can rejoin the same fight as long as it’s allowable. &lt;br /&gt;
# Upon dropping a Pvp intent upon a Player showing activity before the intent is dropped, such as movement, typing ect. If the receiver does not emote or respond after a time of five minutes, the Pvp intent is considered lost by the character presumably AFK or stalling. The initiator of the Pvp intent needs to open a Ticket to log the encounter with screen shots of timeframe.&lt;br /&gt;
# Sizing up: Players must use the /resize command to set their height to 180 with hand sliders set to 0. Changing these values during a fight is a strike-worthy offense.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Two: AOS Location Allowance====&lt;br /&gt;
# Attack On Sight is prohibited outside of designated areas such as the Unnamed City. It is the players responsibility to press M to look at the map to be sure they are not breaking this rule.  PVP Intents are still allowed on first contact Also, provided the PVP intent procedures are followed. You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction in such zones. Running away to avoid roleplay or intent will be counted as roleplay avoidance.&lt;br /&gt;
# If a player is downed within an AOS Zone or downed in a fight that travels out of it the encounter falls under Attack on Sight rules, they are subject to the specific downed-state rules applicable to Attack on Sight situations.&lt;br /&gt;
# Attack on Sight is active within the zones unless a party is involved in roleplay. To be protected while in roleplay they must input command /rp when stopping to roleplay a scene. In RP scenes, players are required to actively roleplay in it. If the scene is not active RP, AOS protected status will be invalidated.&lt;br /&gt;
# Upon choosing to engage someone with Attack on Sight, you are required to give them roleplay in the aftermath to your standard quality. AOS-ing someone, dropping a single line then running off is considered not good faith gameplay. Be mindful if you need to Execute when an opponent is down, the mechanic is not to be used to hinder someone else&#039;s enjoyment of the game.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Three: Banned PVP Practices====&lt;br /&gt;
Intentionally causing other players to crash or lag out with any means is forbidden. Blocking doors with deco items to block breach attempts, or placing Explosives such as Jars &amp;amp; Mines in the middle of PvP as a way to kill other Players. They are fine to be used to create breaches in Raids, but actively using them solely to kill players is not allowed.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Four: Water Combat====&lt;br /&gt;
Water Combat - PVP in water &amp;amp; attacking someone swimming in water is forbidden. Water should be used absolutely minimally, only as a way to pass from point A to point B, in a direct line. Lingering inside water during PvP or dodging attacks by going into water would be severely punished in a ticket. It is known mistakes happen in the heat of combat so some variations may occur but please be conscious of your movements around water.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Five: Teleportation in PVP====&lt;br /&gt;
Any means of teleportation or portals are forbidden in active combat. The Caravan System and /home where mechanically possible is able to be done again after one has broken away from the combat and 30 minutes have passed. To have broken away from the combat one must break line of sight completely and be actively fleeing or have fled from the engagement. The timer does not start if one stays around to view the fight as a able bodied combatant, cannot watch to decide if going to join in again and then decide not to if one wishes the counter to have begun. One must be actively freely fleeing or have fled in this way for the count of 30 minutes to start.&lt;br /&gt;
&lt;br /&gt;
The only exception to this are locations which are not a direct part of the open world such as dungeons. Teleportation means can be used to exit towards the open world.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Six: Post PVP Intent Engaging and Fleeing====&lt;br /&gt;
If one comes across an ongoing fight outside an AOS zone one must pause and shout their ((Pvp Join)) Declaration if they wish to take part. This counts for those that have fled an have come back after they have escaped the initial fight via what is detailed below.&lt;br /&gt;
&lt;br /&gt;
A Pvp intent engagement is considered over for some one who has fled having broken away from the active fight &amp;amp; has not been involved in consequence rp for 30 minutes. To have broken away from the combat one must break line of sight completely and be actively fleeing or have fled from the engagement. To attack an individual that has escaped in this way and has been out of the proximity of the fight for 30 minutes a new Pvp Intent must be started for them to fight or be fought. This rule is overridden by AOS zones.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Seven: Mounts &amp;amp; Thralls in PVP====&lt;br /&gt;
Mounts &amp;amp; Ranger thralls can be used for PVP. They cannot however be used to store valuable items or block pathways. Mounts can spawn by pathways while in following mode, but must never be parked by it in guarding or scouting state.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Eight: PvP Downing====&lt;br /&gt;
In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location for Consequences, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule - Nine: Conflict Resolution &amp;amp; Dice Alternative====&lt;br /&gt;
Mechanical PvP is considered the official resolution of any conflict, and it’s protected by the rules. Parties however may choose dice combat, but it has to be purely consensual between both parties.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Ten: Player vs. Player in Towns (Hubs) and Sapphire Island====&lt;br /&gt;
=====Inside the Hub =====&lt;br /&gt;
* By default, PvP actions and attack-on-sight behavior are not permitted inside admin-controlled towns/hubs, or in the space between the caravan and the hub.&lt;br /&gt;
* Players may temporarily enable PvP intent through in-game mechanics (e.g., bribing guards). When enabled, PvP is only allowed within the specified timeframe and under the conditions provided by the mechanic.&lt;br /&gt;
* A notification will be sent to all players within range when PvP is enabled.&lt;br /&gt;
* Anyone who sees the notification may join the fight.&lt;br /&gt;
* If the defender moves the fight outside the hub walls, they may not return to the hub or use warps. Their options are to fight it out or flee and try to hide somewhere on the island.&lt;br /&gt;
&lt;br /&gt;
====== Guard Duty Rules ======&lt;br /&gt;
Players assigned to guard duty are subject to the following rules:&lt;br /&gt;
* If they join, they must join the defending side.&lt;br /&gt;
* They are not permitted to initiate combat.&lt;br /&gt;
* Players may not bribe guard-duty players; only NPC guards may be bribed.&lt;br /&gt;
&lt;br /&gt;
====== Consequences ====== &lt;br /&gt;
* Cons: Only minor cons are allowed. Aftermath RP is mandatory.&lt;br /&gt;
&lt;br /&gt;
===== Outside the Hub / Caravan Trail =====&lt;br /&gt;
* Players who initiate or engage in PvP on Sapphire Island outside the hub, or outside the road between the hub and the caravan, may do so, but warps are still not allowed.&lt;br /&gt;
* If the defender reaches inside the hub walls, the PvP ends. The defender is then considered saved by the guards.&lt;br /&gt;
&lt;br /&gt;
====== Consequences ======&lt;br /&gt;
* Cons: Only minor cons are allowed. Aftermath RP is mandatory.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Eleven: Resizing in AOS Zones====&lt;br /&gt;
Players are required to be &#039;&#039;&#039;properly resized&#039;&#039;&#039; while in designated &#039;&#039;&#039;AOS zones&#039;&#039;&#039;.&lt;br /&gt;
Players will be &#039;&#039;&#039;automatically resized upon entering&#039;&#039;&#039; these zones. If a mechanical issue prevents this from occurring, players are responsible for manually resizing using the &amp;lt;code&amp;gt;/resize&amp;lt;/code&amp;gt; command or other provided methods to ensure PvP resizing rules are respected.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Twelve: PvP Intent Near Player Compounds====&lt;br /&gt;
Players may not declare &#039;&#039;&#039;PvP intent with more than two players (including themselves)&#039;&#039;&#039; within &#039;&#039;&#039;three foundation range&#039;&#039;&#039; of player compounds.  &lt;br /&gt;
Player compounds are defined as &#039;&#039;&#039;secured bases&#039;&#039;&#039; that require climbing or scaling to gain access.&lt;br /&gt;
&lt;br /&gt;
====PvP Rule Thirteen: Caravan and Base Camping====&lt;br /&gt;
Camping caravans for the purpose of attacking players is &#039;&#039;&#039;strictly prohibited&#039;&#039;&#039;, similar to base camping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camping&#039;&#039;&#039; is defined as remaining in a caravan area for &#039;&#039;&#039;longer than 10 minutes&#039;&#039;&#039; with the intent to cause harm to players passing through.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base camping&#039;&#039;&#039; is also prohibited and is defined as remaining near a player base for &#039;&#039;&#039;longer than 10 minutes without active roleplay&#039;&#039;&#039;.  &lt;br /&gt;
To engage a base, players must &#039;&#039;&#039;submit a siege ticket and conduct a raid&#039;&#039;&#039;. Failure to do so will require players to &#039;&#039;&#039;disperse immediately&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players who are &#039;&#039;&#039;actively roleplaying&#039;&#039;&#039; within caravan locations may be declared for PvP intent and are exempt from caravan camping restrictions.&lt;br /&gt;
&lt;br /&gt;
==Consequence Rules==&lt;br /&gt;
===Mechanical Debuffs &amp;amp; Injuries===&lt;br /&gt;
For a more realistic aftermaths after fights, and for injuries being taken seriously whilst also giving classes such as Sages more purpose, the Irontide mod has implemented several mechanical debuffs and injuries, with the following being (All injuries fade even after logging off, after 3 RL hours):&lt;br /&gt;
====Shaken====&lt;br /&gt;
This is applied the first time you are defeated in a PvP scenario. It has a very slight movement speed debuff; otherwise, it is mainly applied to keep a record. Upon being downed, the battle status elevates to &#039;Wounded&#039;.&lt;br /&gt;
&lt;br /&gt;
====Minor Injury====&lt;br /&gt;
This is similar to Shaken, but lasts for three hours. There is a slight speed debuff and it keeps a record of whether someone has been PvP&#039;d and has not yet been cleansed. Upon being downed, the battle status changes to &#039;Wounded&#039;.&lt;br /&gt;
&lt;br /&gt;
====Wounded====&lt;br /&gt;
This is the first serious battle status. If the player is not revived while wounded or is incapacitated again while sustaining either a Shaken or Minor Injury, this status is applied. The player incurs 50% unremovable PvP debuff (You deal 50% less damage, You take double damage (2.0x)), which moderately but not significantly reduces their movement speed. Players are advised to try to run away in this state, as they will not perform at their best. If the player is not revived while in this state, it turns into &#039;Incapacitated&#039;.&lt;br /&gt;
&lt;br /&gt;
====Moderate injury====&lt;br /&gt;
After 15 minutes of the wounded status, the status turns into moderate injury. Again, The player incurs 50% unremovable PvP debuff (You deal 50% less damage, You take double damage (2.0x)) is applied, but the movement speed reduction is softened to a smaller amount. If the player is downed in this status, they are elevated to &#039;Incapacitated&#039;.&lt;br /&gt;
&lt;br /&gt;
====Incapacitated (Finish off mechanics in-game)====&lt;br /&gt;
This is a &#039;down&#039; status that is closer to the roleplay style of &#039;down&#039; mechanics. Players in this state are incapacitated and unable to run away or use weapons. They also incur a Pvp Debuff, A player takes more damage and deals less damage. This status is applied when an enemy finishes someone off. If a player is downed while already wounded or moderately injured, this status is also applied. After 15 minutes, this status turns into a severe injury. Players are required to be carried in this state for healing or after-battle roleplay. Players cannot refuse to be carried in this state.&lt;br /&gt;
=====Note: Finish off mechanics in-game=====&lt;br /&gt;
Incapacitate should only be used to keep players down while PvP is still active. If the PvP has concluded, this ability should not be used. If you don’t want to cause additional damage, you should use the ability to help them up instead. If you injure someone in any way during PvP, it is your responsibility, as the winner of the PvP, to emote what the downed person’s minor/moderate/severe injury looks like. Remember: OOC communication is mandatory during the con phase.&lt;br /&gt;
&lt;br /&gt;
====Severe Injury====&lt;br /&gt;
After 15 minutes of the Incapacitated status, it turns into a Severe Injury. The difference is that it is less severe in terms of movement speed and players can use weaponry, so even when they are debuffed, they can conduct their PvE. However, The player incurs 100% unremovable PvP debuff (You deal 100% less damage, You take triple damage (3.0x)), is still applied. If people get caught in this state, they should stay in &#039;Defeated&#039; status so they can be carried or captured. This lasts for 3 hours.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying Consequence Rules===&lt;br /&gt;
&#039;&#039;RP consequences exist to help create stories together between the fallen player and the winner of a PvP encounter. Make it a habit to always open OOC communication during the con phase. It is the responsibility of both players to suggest and agree on what will take place.&lt;br /&gt;
&lt;br /&gt;
Not communicating OOC, as well as refusing all options offered, is considered bad sportsmanship. Any ticket involving cons will require screenshots showing that OOC communication took place.&#039;&#039;&lt;br /&gt;
====Consequence Rule - One: On Being Downed====&lt;br /&gt;
A downed player that is carried away from a fight will be under their captor’s mercy. If one friendly picks their downed, they can be relocated and then given the ability to move again or still being given consequences, in which case they cannot move. If an Enemy is downed and then picked up by their opposing force, it’s considered in consequences and cannot move from being relocated, unless an ally of theirs is able to pick them up again in the fight.&lt;br /&gt;
&lt;br /&gt;
Downed players are not allowed to use abilities or move without their captor’s permission, which includes pulling the bracelet. The only exception to this is when the captor Out-of-Character clearly states on allowing it.&lt;br /&gt;
&lt;br /&gt;
Players are not allowed to move captives into the hub nor close to it. Abuse of the hub will not be tolerated and admin action will be taken.&lt;br /&gt;
====Consequence Rule - Two: On Captivity====&lt;br /&gt;
Players may not hold their captured victim for more than three Real Life hours, These three hours are active time in game, offline three hours doesn&#039;t tick. Players cannot do this without the OOC consent of the victim. Any form of long-term captivity or slavery must be agreed upon through clear and respectful OOC communication &amp;amp; Consent from the victim. If a captive is left without active roleplay interaction for over 30 minutes, they may choose to leave early, even if the three-hour limit has not been reached.&lt;br /&gt;
====Consequence Rule - Three: Sexual Content &amp;amp; Consent====&lt;br /&gt;
* For everything that requires consent (all matters involving sexual content, including, but not limited to, torture, slavery and nudity, or any other sexually explicit scenarios), it is not only the victim’s duty to clearly voice their limitations and objections, but also the attacker/captor’s duty to find out via reaching out OOC to know what the victim’s limitations and objections are.&lt;br /&gt;
&lt;br /&gt;
* If the player engages in a pattern of disruptive or indifferent behavior in Roleplay, markedly different from the individual&#039;s usual engagement during Consequences, that will count as an infringement of the spirit of the roleplay. It is both sides&#039; responsibility to provide necessary depth and engagement during the roleplay.&lt;br /&gt;
====Consequence Rule - Four: On Out-Of-Character Emergencies====&lt;br /&gt;
* If a player has to log out of the game due to Real Life reasons, or if they quit for any other reason during the consequence phase. The scene will be frozen, players may ask for the consequence to be dealt in a ticket. With genuine reason, it will be granted, but as custom. If not dealt with in a ticket, the scene will continue when both parties are online again and the three hour captivity timer will resume. Players may not be saved upon the initial three hour phase if the scene is rescheduled to another time. &lt;br /&gt;
* Extreme cases of poor sportsmanship are not allowed for either party. The captor may not try to extract enforced roleplay consequences, and the captive may not refuse to show any hint of humility. Players are not required to bend the knee and captors are not to be humiliated. Consequences are not tools for Out-Of-Character fame, nor does it provide a platform for bullying. In any cases like this, staff may intervene to switch to mechanical consequences, possibly even upgraded, harsher versions of them.&lt;br /&gt;
====Consequence Rule - Five: Extortion====&lt;br /&gt;
* Extortion for in-game valuables, robbery, and enforcing adult theme roleplay by means of In-character threats or Out-of-character, is not allowed. It can be consented, but even hints of extortion of this type of roleplay or players’ valuables will be subject to community rules for the consequence scene.&lt;br /&gt;
* Without consent, consequence stacking is not allowed. A player either chooses physical harm or material gain. Not both. Victor may request in-game items and currency, the victim can choose to consent to the request or refuse in favor of alternative consequences to the robbery. No further consequences can be applied in this case. Refusal to material request can not end with blood feuds or dismemberments.&lt;br /&gt;
====Consequence Rule - Six: On Dismemberment Cons====&lt;br /&gt;
&lt;br /&gt;
Dismemberment may be inflicted without the affected player&#039;s approval, but out-of-character communication must be established beforehand. Valid reasons for dismemberment include extreme cases of No Value for Life (NVL), which validates the application of non-consent dismemberment. In addition to this, long conflict history between players is valid for application of non-consent dismemberment. Players may object to the act by opening a ticket, provided they include a full record of the roleplay that led up to the event. &lt;br /&gt;
&lt;br /&gt;
Players are required to honor such dismemberments in their roleplay, If not strike can be issued if not honored in their featured roleplay. Prostateics require proper roleplay also and suggest them to keep that roleplay as proof.&lt;br /&gt;
&lt;br /&gt;
If repeated dismemberments impact a character’s ability to function normally, which includes capability to speak, see, move, or fight, it falls under permadeath rules and must proceed either through Blood Feud mechanics or as a strategic death.&lt;br /&gt;
&lt;br /&gt;
Any dismemberment involving reproductive organs is subject to adult content rules and requires explicit consent. While dismemberment scenes may be Faded To Black (FTB), players are expected to respect the roleplay and reflect the permanent damage in their ongoing character development.&lt;br /&gt;
&lt;br /&gt;
===Consequence Logging===&lt;br /&gt;
Players are advised to log consequences that occur for the ability to contest rerolls. If a player opens a ticket they must provide proof with screen shots of the reason why the reroll is being contested, reasons like Severe Consequences including, but are limited to the following categories:&lt;br /&gt;
&lt;br /&gt;
* Long history of conflict&lt;br /&gt;
* Amputation/mutilation&lt;br /&gt;
* Murder/Permakilling&lt;br /&gt;
&lt;br /&gt;
==Permadeath==&lt;br /&gt;
Characters live, strive, conquer and die. Death is the natural order of things, a glorious end, or a satisfying conclusion. In-Character and Out-of-Character blending revolving around character deaths are strictly forbidden for the player’s own mental health. We are not here to cause real life stress. Staff and the administrators will help you separate yourself from your character for your own good. &lt;br /&gt;
&lt;br /&gt;
There are no resurrections nor any means to get characters back. A character’s death is its story’s end, allowing its player to venture forth to create different stories and characters. Every character&#039;s death requires good reason, which includes good roleplay behind it and meaningful development of their story. Any kill attempt without this will revert to left for dead.&lt;br /&gt;
&lt;br /&gt;
For strategic deaths such as violent betrayal of allegiances and vigilante deaths in response to severe consequences, players may submit permanent death requests through a ticket while having a character in Cons, provided that they include roleplay evidence and an expected outcome. This does not apply to blood feuds but if the reason is not found substantial enough it may count toward a Blood Feud instead. Players choosing this route should understand that outcomes are unpredictable and will only be granted in rare cases&lt;br /&gt;
&lt;br /&gt;
Character deaths are not a victory or defeat condition. The focus of the server is territory control and gaining fame and being rewarded through our prestige system along the way. Grow and leave your mark on the campaign world. Portraying character deaths as victory or defeat conditions is subject to the Community Rules.&lt;br /&gt;
===Permadeath Rule - One: Blood Feuds===&lt;br /&gt;
* Players may only attempt to start a blood feud if they are in the victor’s position after a PvP encounter. The reasoning for initiating a blood feud may vary, but in first-encounter situations, valid reasons include: extreme cases of no value for life, refusal to roleplay, refusal to engage in out-of-character communication, or severe consequences previously inflicted on the victor’s associates, repeated thieving, repeated maiming, severe cases such as a Dawi losing their beard or a long standing history of violence and conflict. Only the victor may initiate a blood feud.&lt;br /&gt;
* The one who declared the Feud must be actively seeking their target with proof for the Blood Feud to stay active.&lt;br /&gt;
* Blood feuding characters may attempt to kill each other during consequences. If they inflict consequence on a character worthy of Blood Feud being declared, they may assume victor intends to kill you. If victor suspects they have a Blood Feud declared victor may leave for dead and submit a permanent death request. The request will be approved immediately if it is the case. This does not mean leave for dead and request perm requests for all you are in conflict with. Only two characters may be hunting a Target with the ability to permanently kill. The killer will be required to pay prestige points to commit the deed and the affected player will be rewarded a portion of the prestige cost, depending on their sportsmanship. &lt;br /&gt;
* There is a 24 Real-Life Hour cooldown between Perma-Kill attempts. &lt;br /&gt;
&lt;br /&gt;
===Permadeath Rule - Two: Sharing Blood Feuds===&lt;br /&gt;
* The blood feud status can only be shared with one other person, which will be a third party in the feuding system. Upon the death of the original party, the blood feud will dissolve. Necessary roleplay should be played out and requires a staff ticket to confirm it, a new Blood Feud would have to be issued to continue.&lt;br /&gt;
* A player may choose another player to inherit the blood feud. This player won’t be able to involve any new third party if the ancestor doesn’t have a third party, but the third party will stay with the inheritance owner. Necessary roleplay should be played out and requires a staff ticket to confirm it before the attempt is successful. If the original parties agree upon dissolving the feud, third parties&#039; claims will be nullified.&lt;br /&gt;
&lt;br /&gt;
===Blood Feuds - Conflict History &amp;amp; Proof ===&lt;br /&gt;
&#039;&#039;&#039;Blood Feuds require a conflict history.&#039;&#039;&#039; This history does &#039;&#039;not&#039;&#039; include AoS wars or official event PvP outcomes. Conflict history may include &#039;&#039;&#039;personal feuds, repeated hostile encounters, and documented patterns of aggression&#039;&#039;&#039; that establish clear, ongoing motive and escalation.&lt;br /&gt;
&lt;br /&gt;
====What counts as Conflict History====&lt;br /&gt;
Valid conflict history can include (but is not limited to):&lt;br /&gt;
* &#039;&#039;&#039;Non-AoS conflicts&#039;&#039;&#039; (personal rivalries, political disputes, faction grudges, ideological hatred, vendettas).&lt;br /&gt;
* &#039;&#039;&#039;Event PvP downs&#039;&#039;&#039; or other staff-run / community event combat outcomes that create lasting consequences.&lt;br /&gt;
* &#039;&#039;&#039;Repeated hostile encounters&#039;&#039;&#039; (multiple attacks, ambushes, intimidation, kidnappings, repeated maiming, repeated thieving).&lt;br /&gt;
* &#039;&#039;&#039;Severe personal or cultural offenses&#039;&#039;&#039; that would reasonably escalate to “no mercy” (e.g., desecration, betrayal, oathbreaking, public humiliation, or setting a long-term target).&lt;br /&gt;
* &#039;&#039;&#039;Consequences inflicted on associates&#039;&#039;&#039; that create believable retaliation (harm to close allies, destruction of property/territory, repeated sabotage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will look for escalation and motive: a feud should feel earned through roleplay and consequences, not used as a shortcut to permakill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Proof &amp;amp; Supporting Evidence====&lt;br /&gt;
When initiating or maintaining a Blood Feud, providing proof will &#039;&#039;&#039;strengthen your case&#039;&#039;&#039; and reduce disputes. Strong supporting evidence includes:&lt;br /&gt;
* &#039;&#039;&#039;Recordings / clips&#039;&#039;&#039; of the encounter(s) and relevant roleplay.&lt;br /&gt;
* &#039;&#039;&#039;Screenshots&#039;&#039;&#039; (chat logs, threats, agreements, admissions, repeated incidents).&lt;br /&gt;
* &#039;&#039;&#039;Third-party witnesses&#039;&#039;&#039; (neutral observers who can confirm what happened).&lt;br /&gt;
* &#039;&#039;&#039;Ticket history&#039;&#039;&#039; or staff-confirmed outcomes related to the conflict.&lt;br /&gt;
* &#039;&#039;&#039;Consistent RP documentation&#039;&#039;&#039; (letters, declarations, public notices, guild records), when supported by in-game context.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Evidence does not need to be perfect, but it must be &#039;&#039;&#039;credible&#039;&#039;&#039; and &#039;&#039;&#039;relevant&#039;&#039;&#039; to the claimed history. Staff may request additional context if a feud is disputed.&lt;br /&gt;
&lt;br /&gt;
====Anti-Abuse Clarification====&lt;br /&gt;
* A single isolated down with no meaningful roleplay, motive, or escalation is usually &#039;&#039;&#039;not&#039;&#039;&#039; enough on its own to justify a Blood Feud, unless it includes the listed “first-encounter” extreme reasons (e.g., refusal to RP/OOC communication, extreme no-value-for-life behavior).&lt;br /&gt;
* “I dislike them” or “we’re enemies because we say so” is &#039;&#039;&#039;not&#039;&#039;&#039; conflict history. There must be &#039;&#039;&#039;events and consequences&#039;&#039;&#039; behind it.&lt;br /&gt;
* False claims, edited evidence, or coordinated witness-stacking may result in staff action and the feud being denied or revoked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bottom line: if you can show a believable chain of cause → escalation → intent, and back it with proof (clips/screens/witnesses), your Blood Feud claim is substantially stronger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Prestige Compensation - “Great Ending” Character Deaths===&lt;br /&gt;
A character’s death is the end of their story — but a well-earned ending that creates meaningful roleplay for others is valuable to the campaign. In rare cases, &#039;&#039;&#039;players may be compensated with Prestige&#039;&#039;&#039; if their character’s permanent death is determined by staff to be a &#039;&#039;&#039;Great Ending&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====What qualifies as a “Great Ending”====&lt;br /&gt;
A Great Ending is a permanent death that demonstrates &#039;&#039;&#039;strong roleplay, meaningful development, and clear impact&#039;&#039;&#039; on the world. Examples include:&lt;br /&gt;
* A climactic finale to a long-running arc (rivalry, redemption, downfall, tragedy).&lt;br /&gt;
* A sacrifice that meaningfully changes the outcome of a conflict or protects others.&lt;br /&gt;
* A well-executed betrayal, punishment, or consequence with extensive lead-up and roleplay.&lt;br /&gt;
* A conclusion that creates ongoing hooks for other characters/factions (without forcing OOC pressure).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will prioritize endings that were roleplayed fairly and created good experiences for multiple players.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====How compensation works====&lt;br /&gt;
* Prestige compensation is &#039;&#039;&#039;not automatic&#039;&#039;&#039; and must be requested through a &#039;&#039;&#039;staff ticket&#039;&#039;&#039;.&lt;br /&gt;
* The ticket must include:&lt;br /&gt;
** A short summary of the character’s arc and why the ending is a Great Ending.&lt;br /&gt;
** Evidence where possible (clips, screenshots, witness statements, ticket links).&lt;br /&gt;
** The context of the death (who, where, why, and what roleplay led to it).&lt;br /&gt;
* If approved, staff may award a &#039;&#039;&#039;one-time Prestige compensation&#039;&#039;&#039; to the player.&lt;br /&gt;
* The amount is &#039;&#039;&#039;discretionary&#039;&#039;&#039; and may scale with factors like:&lt;br /&gt;
** Length/importance of the arc,&lt;br /&gt;
** Quality of roleplay and sportsmanship,&lt;br /&gt;
** Impact on the campaign world,&lt;br /&gt;
** Fairness and clarity of escalation.&lt;br /&gt;
&lt;br /&gt;
====Limits &amp;amp; anti-abuse====&lt;br /&gt;
* Prestige compensation &#039;&#039;&#039;does not turn death into a win condition&#039;&#039;&#039; and must never be treated as a “reward for losing” or “payment for being killed.”&lt;br /&gt;
* Staff may deny compensation if the death:&lt;br /&gt;
** Was primarily strategic/OOC motivated,&lt;br /&gt;
** Was rushed, baited, or engineered for payout,&lt;br /&gt;
** Lacked meaningful roleplay development,&lt;br /&gt;
** Involved rule violations or disputed circumstances.&lt;br /&gt;
* Repeated attempts to manufacture “Great Endings” for compensation may result in denial and/or staff action.&lt;br /&gt;
* Twice every season this can be granted per player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Great Endings are meant to celebrate exceptional storytelling, not to replace progression or encourage throwaway deaths.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Building Rules and Restrictions==&lt;br /&gt;
===Building Rule - One: Clan Creation &amp;amp; Solo Builds===&lt;br /&gt;
All characters must be in a clan, including solo players. All builds must be realistic and not break immersion.&lt;br /&gt;
===Building Rule - Two: Build Accessibility===&lt;br /&gt;
* Do not build in spots where it blocks essential PvE spots/resources. This also includes dungeon areas, or inside them. Loot chests and their associated bosses must remain accessible. Building in instances separated from the overworld by a teleport such as dungeons is forbidden. Open a ticket to ask the Staff team if you are unsure about the spot availability.&lt;br /&gt;
* Builds must be rendering distances away from each other and not be built near hubs. All builds must have a direct means to access it. A T3 bridge or staircase, which leads to your base on foot is required. This means it doesn&#039;t require you to swim, climb, or use an elevator to access your base. Drawbridges are strictly forbidden. Upon destruction of this stairway, if it is the only way to access the base, in raid situations admins may allow further destruction.&lt;br /&gt;
===Building Rule - Three: Principality Build Additions &amp;amp; Obligations===&lt;br /&gt;
* Clans and members within the principalities are required to have their own respected home. They are not allowed to live inside another clan&#039;s base as every clan needs their own integral build so they can be subject to a raid without players getting confused about their raid target.&lt;br /&gt;
* Principality Clans are also not allowed to store the entire loot of the principality in a different clan or transfers their loot in order to confuse raiding attackers as means to protect it from said looting is forbidden. Material transfers should done via roleplay, OOC material transfer between clans even in principality will be judged under sister clanning.&lt;br /&gt;
===Building Rule - Four: Building Piece/Placeable Allowances===&lt;br /&gt;
A clan may have up to a maximum of 10 players. The allocations for building pieces and placeables are as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PlayerCount !! BuildingPieces !! Placeables !! CraftingSitations !! Containers !! LightSources !! Siege&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 300 || 150 || 5 || 2 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 600 || 200 || 5 || 4 || 19 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 900 || 250 || 5 || 5 || 27 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1200 || 300 || 5 || 6 || 34 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1500 || 350 || 5 || 7 || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1700 || 400 || 5 || 8 || 45 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1900 || 450 || 6 || 9 || 49 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2100 || 500 || 6 || 10 || 52 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2300 || 550 || 6 || 11 || 54 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2500 || 600 || 6 || 12 || 55 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Rule - Five: Outpost &amp;amp; Building Distance Limitations ===&lt;br /&gt;
* Clans are permitted to maintain only one primary base, including all associated structures such as empty shacks and non-mechanical facilities. Additional outposts are prohibited except during approved special events (e.g., territorial wars or large-scale sieges) conducted under direct staff supervision.&lt;br /&gt;
* Clans may not build beyond chat range of their current foundation placement, defined as a maximum distance of five (12) foundations from their primary base. Any structure placed beyond this range from another player-owned structure will be classified as an unauthorized outpost.&lt;br /&gt;
&lt;br /&gt;
==Raids==&lt;br /&gt;
When a Raid is declared on someone’s base, by default the defending clan can join the raid. Defenders may teleport back to their base. If not all members are available, the clan is allowed to use mercenaries or their allies in filling up missing slots. The allowed number of mercenaries and/or allies is calculated as the total clan size, minus the number of active members. This number is determined when the raid ticket is opened. Every raid type except for shock sieges must be declared via a raid ticket. If a Shock Raid is conducted by more than two people, a raid ticket must be opened for counting.&lt;br /&gt;
&lt;br /&gt;
Raids are allowed between 9:00 PM to 5:00 AM (GMT+3 Wise) to ensure a staff response. It doesn&#039;t apply to ticketless shock raids. Raid objectives must be declared on the ticket along with Roleplay reasons behind it. The victor may only enact siege objectives. The defender may propose a counter objective in the ticket in relation to the Raider’s objective. It can be expected to be reduced.&lt;br /&gt;
&lt;br /&gt;
If defenders log out, the limit stays the same. Attackers may bring a number of raiders equal to the number of defenders plus two. Defenders are given 30 minutes of preparation time. They may not flee during this period. However, they may attempt to fill their ranks with mercenaries and allies through In-Character methods. They can not bring defenders in slots of the logged out defenders in response to the raid. These logged out defenders are shown in the roster of the raid and in defeat they are subject to consequences.&lt;br /&gt;
&lt;br /&gt;
When the cooldown begins, the defending clan may pull bracelets or request to be summoned into the base to join the raid. Any additional defenders from mercenaries and allied groups must be declared in the raid ticket during the cooldown. &lt;br /&gt;
&lt;br /&gt;
These mercenaries and allies may only join if they’re inside the defending compound. &lt;br /&gt;
&lt;br /&gt;
Both attackers and defenders are required to place an RPR tag above their character’s head (Defender [Blue] or Attacker [Red]) before the raid begins, to show their allegiance. Assassins characters are the only exception. They are not required to wear the tag but must clearly declare their participation. &lt;br /&gt;
&lt;br /&gt;
All raid attendees are considered to be in an active roleplay state. They may not be attacked on sight (AOS). They cannot initiate combat or be attacked until the raid counter ends. Anyone not participating in the raid may not arrest attendees.&lt;br /&gt;
&lt;br /&gt;
In Irontide, there’s three types of Raids that Principalities can enact on someone’s base:&lt;br /&gt;
&lt;br /&gt;
===Shock Raids===&lt;br /&gt;
* Shock Raids are Spontaneous raids, they are designed to allow sieges to continue the flow of roleplay and can be done outside of set raiding hours. They can be declared for immediate action. Only two attackers may enter the other player’s build and you do not need to open a ticket. &lt;br /&gt;
* It is the attacker’s responsibility to ensure that only you and another player are breaching the premises and do not have five allies waiting outside.Doors or gates can be breached or lockpicked. Upon raid declaration, only defenders who are in the defenders’ compound may join. Additional joiners are not allowed. &lt;br /&gt;
* Any other building damage besides doors/gates is not allowed. This is the only time you may lockpick or use the battering ram— During a shock raid.&lt;br /&gt;
* Looting is forbidden in this type of raid. Clan leaders will be safe from permanent death consequences in this raid tier. Victorious attackers can only claim a sole defender as captive or free however many Captives are being held within the raid targets base.&lt;br /&gt;
* Shock raids will have a 3-Day Cooldown, and the raider clan will be forbidden from raiding the same target.&lt;br /&gt;
&lt;br /&gt;
===Medium Raids===&lt;br /&gt;
* Medium raids are planned assaults that are designed to allow Attackers to assault enemy compounds with no intention to destroy the affected clan. The target clan should have 40% of its clan to be online for this raid to be allowed. If it’s found out the Defender clan population is mostly inactive, players&#039; percentage values are adjusted for the clan.&lt;br /&gt;
* For Medium Raids, Clans that hold a Principality are able to lend their numbers to their allies’s raid defence up to the Principalities clan size. This means if the Principality has a clan size of 10 but their allies only have 2, the Principality can lend 8 people for a defence of 10. If Principality had 8 and Vassal 2, max people for defence is 8 total for their vassal with the aid. This will affect the amount of Raiders also.&lt;br /&gt;
* Explosive damage is allowed to building pieces. However, foundation wiping is not allowed. Active staff may ask players to mitigate destruction. &lt;br /&gt;
* Anyone who is severely injured or incapacitated during the Medium Raid should remain at their location until the raid is over, exception is being recovered via being carried or revived.&lt;br /&gt;
* Medium raids will have a 3-Day Cooldown, so they won’t be affected with shock raid cooldown. Their cooldown is global, so the defenders will be protected from other medium raids. The besieging group may ask for an appointment for this siege timer to ensure this is not abused. Staff may decide to not apply for protection timer, if there is suspicion of a raid to be not destructive or destabilizing enough for the target clan to avoid possible abuses.&lt;br /&gt;
&lt;br /&gt;
===Huge Raids===&lt;br /&gt;
* Huge raids are the most rare of the raids and to be meant only for ending stories. Due to the significant impact of huge raids, heavier consideration is taken into account when approving these types of raids. The defender&#039;s compound will be compromised and the enemy clan is dissolved afterwards.&lt;br /&gt;
* Raiders and defenders need to set an agreed upon time and date in a ticket. Defenders are not allowed to flee. Any member of the clan who is not active in the raid will be under consequences. The clan’s roster will be recorded as soon as a huge raid is declared. Even if they weren’t part of the clan, the raid time, numbers and roster will be taken by the raid declaration time. If you become inactive in your clan or away for an extended period of time, you may leave your clan or have your clan leader kick you in order to protect your character.&lt;br /&gt;
* Upon raid declaration, only the defender&#039;s clan may join the raid. They can teleport back to their base. Both sides are allowed to bring as many mercenaries as they wish. Allies can also be called upon. Explosive damage is allowed to building pieces and foundation wiping is allowed &amp;amp; looting, with all consequence mechanics are allowed.&lt;br /&gt;
* Huge raids have a weeklong protection from any other sieges. The defeated group may ask to reroll their characters as they will be granted status-quo (soft permanent character loss) for their characters and rewarded with prestige for their next concept.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - One: Offline Raiding , Attendance &amp;amp; Max Count===&lt;br /&gt;
* Offline raiding is strictly forbidden.&lt;br /&gt;
* Joining late to a raid is not allowed. Whoever is present or planned to be there from the start can only join. Bystanders and onlookers are not allowed to be present during raids. After the raid ends, the compound will be counted as open world and raid participants will be under roleplay status from a PVP rule perspective.&lt;br /&gt;
* Max Defender &amp;amp; Raider count is dependent on one&#039;s Clan size. If you have 10 players, you may have up to 10 to defend. If not able to get every Clan member online, mercenaries &amp;amp; allies can fill the slots to equal 10. Raider count is based on the overall size of one’s clan, not who is online at that moment. If you have a max clan of 10 that allows a count of 12 Raiders.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Two: Raid Declaration &amp;amp; Reasoning===&lt;br /&gt;
A declared raid must always provide a raid reason &amp;amp; objective, they can range from:&lt;br /&gt;
Territorial Gains: Any territorial gain requires a claim, which can be purchased using influence in-game from the Colonize button in the same location.&lt;br /&gt;
Principality Wars: When one Principality attempts to attack another, their territorial war is considered a Principality War, which is a planned and officially recognized conflict not judged under medium sieges.&lt;br /&gt;
&lt;br /&gt;
Ownership of the Land: Principality that owns the Land are granted reason to medium siege to any other foreign clans. They may ask for them to relocate as a raid reason.&lt;br /&gt;
 &lt;br /&gt;
Raid Declaration Format:&lt;br /&gt;
Defenders&#039;s Clan Name:&lt;br /&gt;
Attacker&#039;s Clan Name:&lt;br /&gt;
Attacker&#039;s Ally Clan Name(s):&lt;br /&gt;
Raid Objective:&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Three: Raid Objectives===&lt;br /&gt;
* Once the raid objective is declared, the defending clan may choose to surrender under the stated terms. If they surrender, the objective is enacted. If they refuse or do not respond, the raid becomes valid and the raid counter begins. Player activity is tracked. If the defending clan refuses to respond to the raid ticket, the raid still remains valid. If all active defenders are defeated and no one remains in the base, the raid objective is automatically enacted.&lt;br /&gt;
&lt;br /&gt;
* Attackers may choose to include non-enforceable demands. However, they are required to include an additional enforceable demand. If defenders fail to meet the enforceable demand, that secondary objective will be applied. &lt;br /&gt;
&lt;br /&gt;
* Raid objectives must be mechanically possible and enforceable. Examples include Medium Raid territorial ownership gain for Principality warfare, with requirement of a T3 Huge Raid: subjugation, or tribute. These are demands that admins can carry out. &lt;br /&gt;
&lt;br /&gt;
* Objectives such as slavery, imprisonment, or humiliation roleplay are considered invalid, since admins cannot enforce them. Admins may ask for changes to raid objectives to ensure the defending clan is not entirely destroyed. &lt;br /&gt;
&lt;br /&gt;
* If the raid objective involves capturing a specific character, that character must be online when the raid ticket is opened. If they choose to log off, they will be summoned to the victors for consequences. If the target escapes during the raid, the capture objective becomes invalid and will not be enforced.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Four: Raids and Warp/Portal/Wayshrine Usage===&lt;br /&gt;
* Once a raid is declared, neither side is able to use warps, portals or wayshrines at any point. The only exception to this is with the case of the defending clan members who may use a home warp to return to defend their home.&lt;br /&gt;
&lt;br /&gt;
* The attacking party may use mounts to arrive at the target base location, however they must be kept well away from the intended raid base and may not be used during combat.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Five: Raid Reasons and Timing===&lt;br /&gt;
Raids may be declared spontaneously, for example to extract players from being trapped in a base, or to attack someone who has hidden in a base. As such raids can be declared from anywhere on the map however once declared creatures must move from that exact location to the raid. Failure to arrive at the raid within ten minutes of the raid timer start may see the raid canceled and a 24 hour cooldown imposed before they may raid again.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Six: Looting===&lt;br /&gt;
* Once the raid objective is achieved, by roleplay means, and both attacker and defender come to terms, looting will be denied. If a defender refuses to cooperate, looting will be allowed. (Unless the primary raid objective is looting) .&lt;br /&gt;
&lt;br /&gt;
* If looting is allowed, destruction of the workshop is not allowed. Attackers can get as many as captives they want. During these sieges, you can only loot as much as your inventory will allow and you are not allowed to intentionally blow up chests. You are allowed to loot as long as your character is not &amp;quot;encumbered&amp;quot; which includes your raid build, you may not change build to loot more.&lt;br /&gt;
&lt;br /&gt;
* Defenders are not allowed to go above their encumbrance to hide loot from being looted. They also may not change their build to secure more loot. If raid goal is a specific resource, those resources should be given to the victor. Overseen Staff have the right to check their inventory or logs for potential hiding.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Seven: Raid Cooldown Abuse — No Contest / No Meaningful Fight===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooldowns and protection timers only apply if the raid was genuinely contested.&#039;&#039;&#039; If a raid ends (or is intentionally invalidated) &#039;&#039;&#039;without a meaningful fight&#039;&#039;&#039;, staff may rule it &#039;&#039;&#039;No Contest&#039;&#039;&#039;, and &#039;&#039;&#039;no raid cooldown/protection is granted&#039;&#039;&#039; to either side.&lt;br /&gt;
&lt;br /&gt;
====What counts as a “Meaningful Fight”====&lt;br /&gt;
A raid is considered meaningfully contested if &#039;&#039;&#039;at least one&#039;&#039;&#039; of the following happens after the raid counter/prep ends:&lt;br /&gt;
* &#039;&#039;&#039;Sustained PvP engagement&#039;&#039;&#039; (an exchange of damage/pressure where both sides are actively participating), OR&lt;br /&gt;
* &#039;&#039;&#039;A confirmed down/incapacitation&#039;&#039;&#039; on either side, OR&lt;br /&gt;
* &#039;&#039;&#039;A real breach/entry attempt&#039;&#039;&#039; that leads to active combat contact, OR&lt;br /&gt;
* &#039;&#039;&#039;Clear objective progress&#039;&#039;&#039; that required defenders to actively contest (not just hiding/leaving).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will use common sense here; the goal is to separate real raids from timer-gaming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====No Contest examples (cooldowns do NOT apply)====&lt;br /&gt;
A raid can be ruled &#039;&#039;&#039;No Contest&#039;&#039;&#039; if, before a meaningful fight happens:&lt;br /&gt;
* &#039;&#039;&#039;Defenders abandon the defense&#039;&#039;&#039; (run away from the compound/raid area, scatter to avoid contact, or otherwise refuse to contest) to try to invalidate the raid or gain protection.&lt;br /&gt;
* &#039;&#039;&#039;Attackers declare then disengage&#039;&#039;&#039; (leave, refuse to approach, or intentionally avoid contact) to try to force a cooldown/protection state.&lt;br /&gt;
* Either side uses &#039;&#039;&#039;stalling/avoidance behavior&#039;&#039;&#039; whose clear purpose is to prevent a fight from starting (not tactical retreat during combat, but “we refuse to play the raid”).&lt;br /&gt;
&lt;br /&gt;
====Outcomes when No Contest is declared====&lt;br /&gt;
* &#039;&#039;&#039;No cooldown/protection is applied.&#039;&#039;&#039;&lt;br /&gt;
* Staff may rule the raid as:&lt;br /&gt;
** &#039;&#039;&#039;Canceled (No Contest)&#039;&#039;&#039;, or&lt;br /&gt;
** &#039;&#039;&#039;Forfeit&#039;&#039;&#039; (if one side’s abandonment clearly concedes the situation).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Defenders running away to invalidate does &#039;&#039;not&#039;&#039; protect them. If defenders abandon the defense to dodge the raid, staff can rule &#039;&#039;&#039;No Contest&#039;&#039;&#039; and the defenders receive &#039;&#039;&#039;no protection cooldown&#039;&#039;&#039;, and may additionally treat it as a &#039;&#039;&#039;forfeit&#039;&#039;&#039; depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
====Anti-spam / anti-baiting enforcement====&lt;br /&gt;
To prevent abuse of this rule:&lt;br /&gt;
* If &#039;&#039;&#039;attackers&#039;&#039;&#039; repeatedly open raids and then avoid contact / leave, staff may impose penalties (example: a &#039;&#039;&#039;24-hour raid-declare restriction&#039;&#039;&#039; or ticket limitations), on top of any existing “failure to arrive” consequences.&lt;br /&gt;
* If &#039;&#039;&#039;defenders&#039;&#039;&#039; repeatedly abandon defenses to dodge outcomes, staff may apply escalating consequences (forfeit rulings, enforced objectives where applicable, and/or disciplinary action).&lt;br /&gt;
&lt;br /&gt;
=== Special Raiding Rules ===&lt;br /&gt;
&lt;br /&gt;
Clans or principalities may be granted special raid cooldowns for various activities. During this raid cooldown, if the defending clan has participated in any time-sensitive or important activity that would be disrupted by being raided, they may be offered protection.&lt;br /&gt;
&lt;br /&gt;
These activities include:&lt;br /&gt;
* Holding hostages  &lt;br /&gt;
* Declaring a raid against another clan  &lt;br /&gt;
* Holding a person of interest who is subject to a blood feud, or harboring a person who has inflicted substantial harm in a conflict  &lt;br /&gt;
&lt;br /&gt;
Protection may be applied in specific circumstances, such as before territory wars or before and after major events.&lt;br /&gt;
&lt;br /&gt;
* Three (3) days before a principality becomes involved in a war, protection may be granted to prevent efforts to deny their participation in a territory war event. This applies only to the principality that is either the target or declarer of the war, not to third parties.&lt;br /&gt;
&lt;br /&gt;
* Clans organizing events are subject to three (3) days of protection before the event and three (3) days after the event. This protection carries a cooldown of fourteen (14) days, including the protected period.&lt;br /&gt;
&lt;br /&gt;
Any attempt to abuse this system, such as consistently declaring meaningless territory wars or hosting unsatisfactory events solely to avoid raiding, will result in the nullification of protection. These protections exist to allow organizing clans and war participants to focus on their respective activities without external interference during designated timeframes.&lt;br /&gt;
&lt;br /&gt;
==Territory Warfare==&lt;br /&gt;
Territory wars are conflicts designated to occur between Principalities for control of Lands and its riches..&lt;br /&gt;
&lt;br /&gt;
There are four war slots (GMT +3 Wise):&lt;br /&gt;
&lt;br /&gt;
* EU: 10:00 PM Friday and Saturday&lt;br /&gt;
&lt;br /&gt;
* NA: 3:00 AM Friday and Saturday&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
War slots are assigned by admins for balance, using the following system. &lt;br /&gt;
&lt;br /&gt;
War slots rotate between Principalities. All war declarations are added to a War Queue and handled in order. If a war is not resolved in the current week, it carries over to the next one &lt;br /&gt;
&lt;br /&gt;
Admins reserve the right to delay or close war slots based on availability. If a Principality or claim is invalidated, it is removed from the queue and the list continues as normal.&lt;br /&gt;
&lt;br /&gt;
Requirements to Declare a Territory War:&lt;br /&gt;
&lt;br /&gt;
# A principality capable of colonizing, settling, and laying claim to land.&lt;br /&gt;
# Claim the territory you wish to fight for. On the map, press Claim.&lt;br /&gt;
# Assemble your vanguard roster of 12 and reserves of up to 6.&lt;br /&gt;
# Open a ticket to be registered for a weekly war slot.&lt;br /&gt;
# Be present 30 minutes before the war timer begins.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - One: War Procedures===&lt;br /&gt;
*  A 1-hour grace period occurs before the war begins; required healing will be handled by admins.&lt;br /&gt;
* Each principality may declare one offensive war per week. War slots are rotated among principalities, some may not receive a slot every week. Each player may participate in one offensive and one defensive war per week. Organize vanguards accordingly.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Two: War Camps &amp;amp; Healing tactics===&lt;br /&gt;
* War camps will be granted to both sides, each with infirmary beds. If you wish to build your own camp, notify staff—they will provide infirmaries, but make sure you have the required building pieces for it, as it will count toward your clan&#039;s allowance.&lt;br /&gt;
&lt;br /&gt;
* Players may rejoin the fight if they are healed or otherwise able to continue.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Three: Player Limit===&lt;br /&gt;
* Depending on available numbers, vanguard size can be extended to 18 if both sides can provide enough players. All participants must display Clear RPR tags above their heads to note the side they are on, except assassins. Tags must not be altered during the war.&lt;br /&gt;
* Non-combatant applicants do not count towards the player limit. They may assist with resupply and healing, but must wear the appropriate colored tag labeled “Logistics.”&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Four: Player Land Ownership Procedures===&lt;br /&gt;
* If no principality owns the land, it becomes an open field battle. Both sides may build camps. The defending principality can bid to become the main defender—this costs influence and is done via principality tickets.&lt;br /&gt;
* If the defender wins, they retain the territory and gain influence equal to half the cost of the original claim.&lt;br /&gt;
* If the attacker wins, they gain control of the territory under their principality.&lt;br /&gt;
* If a principality loses control of the land and has a base there, they receive one week of protection from medium raids. They may attempt to reclaim the location in the following week’s war. If they fail, they are subject to a territorial raid and possible relocation.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Five: Cons &amp;amp; Consent===&lt;br /&gt;
* Without consent, any consequences are invalidated. Defeated players may pull their bracelet or log out to withdraw from the event.&lt;br /&gt;
* You may detain players during the war, but they still retain the right to log out or pull their bracelet.&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Rules&amp;diff=1570</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Rules&amp;diff=1570"/>
		<updated>2026-01-16T20:30:19Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* PvP Rule Eleven: PvP Intent Near Player Compounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#description2:Explore the rules of Irontide, a text-based RP/PvP server inspired by Warhammer Fantasy in Conan Exiles. Forge your character’s story through roleplay, combat, and alliances.)}}&lt;br /&gt;
{{Button|text=Back to Main Page|link=Main Page}}&lt;br /&gt;
==Server Vision==&lt;br /&gt;
Irontide started as a main project in 2025 by a group of players with varying degrees of experience throughout the game&#039;s evolution from 2018 until present day, as well with some modding experience. The main vision of the server &amp;amp; it&#039;s purpose was born out of need, by a niche side of the community which strived for an older, yet refined in terms of the mechanical or Player-versus-Player gameplay, whilst also expanding into  creating more additional content into the Roleplay sphere, as well as for the Player-Versus-Environment side as well.&lt;br /&gt;
&lt;br /&gt;
While we do also understand some reluctance at the core of the gameplay the server was originally designed, and while even the notion in attempting to please everyone won&#039;t be possible; the gameplay mechanics, combat changes &amp;amp; further expansions will be centered around in trying to create a fun experience for all players, ranging from new to veteran players that seek to try something new, and the same time providing the grimdark setting of Warhammer Fantasy through future events hosted by our entrusted Loremasters &amp;amp; Staff &amp;amp; the Irontide mod.&lt;br /&gt;
&lt;br /&gt;
==Refusal of Service==&lt;br /&gt;
Although the Irontide community is generally available for everyone from all corners of the Conan Exiles community, we however reserve the right to refuse in allowing players who do not wish to abide by the server’s community guidelines &amp;amp; rules. We’ll also monitor those who have a history for OOC malicious &amp;amp; disruptive behaviour whenever’s the case.  &lt;br /&gt;
Providing empirical evidence of such cases however, may vary to some difficulty. However our aim is to take the stance to prevent any such obstructions for the sake of our community members &amp;amp; without tainting the server’s reputation.&lt;br /&gt;
&lt;br /&gt;
==Rule Categories==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-page human&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ General Roleplay Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card roleplayrules&amp;quot; aria-label=&amp;quot;General Roleplay Rules&amp;quot; data-target=&amp;quot;/index.php/General Roleplay Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;General Roleplay Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Character Creation Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card charactercreation&amp;quot; aria-label=&amp;quot;Character Creation Rules&amp;quot; data-target=&amp;quot;/index.php/Character Creation Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Character Creation Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ General PVP Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card pvp&amp;quot; aria-label=&amp;quot;General PVP Rules&amp;quot; data-target=&amp;quot;/index.php/General PVP Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;General PVP Rules &amp;amp; AOS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Consequence Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card khorne&amp;quot; aria-label=&amp;quot;Consequence Rules&amp;quot; data-target=&amp;quot;/index.php/Consequence Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Consequence Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Permadeath ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card consequences&amp;quot; aria-label=&amp;quot;Permadeath&amp;quot; data-target=&amp;quot;/index.php/Permadeath&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Permadeath&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Building Rules and Restrictions ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card building&amp;quot; aria-label=&amp;quot;Building Rules and Restrictions&amp;quot; data-target=&amp;quot;/index.php/Building Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Building Rules and Restrictions&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Raid Rules■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card raiding&amp;quot; aria-label=&amp;quot;Raid Rules&amp;quot; data-target=&amp;quot;/index.php/Raid Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Raid Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Territory Warfare■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card territorywar&amp;quot; aria-label=&amp;quot;Territory Warfare&amp;quot; data-target=&amp;quot;/index.php/Territory Warfare&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Territory Warfare&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Roleplay &amp;amp; Character Etiquette==&lt;br /&gt;
Roleplay is a core mechanic on Irontide. We wish to reinvent what comes as tradition, as we separate our rules into two types of rules, Community and Gameplay.&lt;br /&gt;
&lt;br /&gt;
Community rulings will be based on if the player is enjoying their time playing here, or if the server can accommodate their playstyle and form of interactions with other members of the community. By reporting a player, you shouldn&#039;t expect any type of punishment because the team will appreciate your input. Tickets and punishments are not weapons to use against players. &lt;br /&gt;
&lt;br /&gt;
They are only enacted as needed in order to enforce our ⁠⁠server-vision.&lt;br /&gt;
&lt;br /&gt;
===General Roleplay Rules===&lt;br /&gt;
====Roleplay Rule - One: English Only | Text-Based Server====&lt;br /&gt;
The server uses English language as its main usage both in Roleplay and Out-Of-Character, the server is also Text-Based, thus Voice RP is not available here. Players must type only in English in both global and local chats. The usage of translation tools however is allowed, the usage of any AI to write emotes for Roleplay purposes however is strictly prohibited.&lt;br /&gt;
====Roleplay Rule - Two: Always In-Character====&lt;br /&gt;
As long as you are online, on the server, you are always considered In-Character. If you’re yet required to AFK, you’re recommended to log off so that you won’t be interacted with as there’s the risk of you being Attacked on Sight (AOS) even while you’re AFK. Out-Of-Character chatter in Local channel must be kept to an absolute minimum.&lt;br /&gt;
====Roleplay Rule - Three: +18 / Adult Content====&lt;br /&gt;
* Due to the nature of the game and some of its content. All Characters must be portrayed appropriately as adults, over eighteen of age. Characters that appear too young or confirm being below the age of eighteen will be ticketed &amp;amp; requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.&lt;br /&gt;
* Acts of zoophilia/bestiality &amp;amp; pedophilia is strictly forbbiden, and if a player is caught enacting such sceneries, they will be swiftly banned— permanently. &lt;br /&gt;
* Characters that wish to claim their character’s pregnancy however will be obliged to reroll, while characters that are below eighteen or have such appearance will be ticketed &amp;amp; requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.&lt;br /&gt;
====Roleplay  Rule -  Four: Rule Lawyering====&lt;br /&gt;
In the event that a rule has been broken, players shall not stall the Roleplay by engaging in debates about the rules. Informing the opposing player that a rule has been broken is encouraged, but only in the case an understanding was reached, the scene must continue and a ticket opened after the fact. Ticket wars over such matters will not be tolerated.&lt;br /&gt;
====Roleplay Rule -  Five: Godmodding, Powergaming, Metagaming, Metapost &amp;amp; Blending====&lt;br /&gt;
The following behaviours are strictly prohibited on this server: &lt;br /&gt;
&lt;br /&gt;
* Godmodding : Typically refers about a player acting as if their character is invincible, capable of anything, or having knowledge and abilities beyond what is reasonable, most often aspect of Godmode is taking excessive control over another player’s character through illogical means and against their will; &lt;br /&gt;
* Powergaming : A player’s character prioritizes effectiveness over another, by removing the agency from their victim to react in any way, or even to respond afterwards.&lt;br /&gt;
* Metagaming : A player uses Out-of-Character information they gathered, and uses it In-Game as means for unfair advantages, thus harming the notion of fair-play, as well as the trust from the community;&lt;br /&gt;
* Metaposting : Emoting conveyed in the form of thoughts (e.g: x believes that y is a fool), generally to provoke an OOC reaction from their victim; &lt;br /&gt;
* Blending : A player mixes their Out-Of-Character feelings through the facade of In-Character, as an example, some may antagonize another player by portraying them as being Out-Of-Character evil, yet the player in question is just playing their character as intended by their race/societal view;&lt;br /&gt;
&lt;br /&gt;
While some vary in severity, the cases of Metagaming is seen as the most severe, those caught breaking the rule would be harshly punished with a strike, if the offender is caught repeating the offence, their strike will be extended into a ban. It is the players responsibility to avoid possible metagaming instances, which can result in knowing a situation and intentionally not going to a certain place.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Six: Streaming====&lt;br /&gt;
*  Streaming on any popular or alternative platforms such as: Twitch, Kick, StreamYard, Discord, YoutubeLive, etc. on this server is highly restricted due to the nature of the nature of the game and server itself. Publishing a recording of a pvp instance may be allowed if every party consents to publish of the (strictly) pvp instance and only after 48 (or more) hours have passed that they can be added.&lt;br /&gt;
* Recordings are however permitted only to solidify any evidence for any rule infraction committed by a player.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Seven: Consent &amp;amp; Fade To Black (FTB)====&lt;br /&gt;
* Consent must be fully respected and upheld in all matters, especially when involving sexual content or scenery, but not limited to: torture, slavery &amp;amp; nudity. If any of these scenarios do not involve sexual content, they must be roleplayed or can be Faded To Black. Consent is required for long-term slavery scenarios, while short-term captivity roleplay exchanges may proceed without explicit consent, only if this has been agreed as part of a consensual framework beforehand. &lt;br /&gt;
* The option to Fade to Black a scene is not meant to be abused to shield yourself from certain consequences. It&#039;s in place to shield the individual from experiencing, writing or engaging in mature themes, such as torture, gore, dismemberment, mutilation, and anything sexual related that they may feel uncomfortable with.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Eight: Lore Adherence====&lt;br /&gt;
* The server strives to represent the lore of Warhammer Fantasy as much as it can be possible, while it’s not frowned upon to lack any deep knowledge of the setting itself, it is yet recommended to at ‘least try to understand the basics through representing your character to the race, society &amp;amp; class it’s affiliated with. &lt;br /&gt;
* The Loremasters &amp;amp; the Staff from Irontide are more than happy to help in such cases, however if the player is found purposely avoiding to follow the recommendations or instructions from them and are seen repeatedly breaking the lore, they will be apprehended in a ticket with the Staff deciding on how they will deal with the lore-breaker. Staff may demand recreation or submit of a character creation form, if current character is not lore accurate.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Nine: Roleplay Avoidance====&lt;br /&gt;
* Once outside of your building, you must adhere to any and all attempts from others initiating roleplay with you. Any infringements, such as walking without Roleplaying your intent to depart, will be counted as Roleplay Avoidance. Suddenly leaving a roleplay scene with little to no communications for whatever reason is considered Roleplay avoidance as well. If you need to leave, please communicate it properly with all present parties In-character, or at least Out-of-Character in case of Real-Life emergencies. &lt;br /&gt;
* if the Real-Life emergency is proven being faked however (e.g: they purposely claim they have something to do in Real-Life, yet only to be seen actively playing the game mere seconds or minutes after they left to not face tension or consequences), they will be punished with a strike, repeat offence will lead to a ban. Using this rule to delay roleplay in order to gain advantage on possible PvP will result in strikes for the party that has joined late.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Ten: Act Names (/Disguise)====&lt;br /&gt;
* Players are allowed one act name only. If you wish to change your /disguise name, you’ll need to open a ticket. The exception to this rule is the Assassin subclass. They may have unlimited /disguise names and do not require a ticket. If an Assassin wishes to take on a more realistic and different character name, they will be required to open a ticket.&lt;br /&gt;
&lt;br /&gt;
* Assassins will need to use /disguise for the first time in order to unlock /act.&lt;br /&gt;
&lt;br /&gt;
* Act names must indicate the following: your Origin or race; at least one unique identifier; (Some examples of this would be: Purple Druchii Dreadspear, Imperial Crimson Soldier, and Carstein Shrouded Assassin)&lt;br /&gt;
&lt;br /&gt;
* To use a title of significance to a Warhammer faction, you will need to open a ticket for approval. Examples of these titles would be: The Warchief, The Prince, The Arena Master,etc.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Eleven: Dice Rolls====&lt;br /&gt;
The only dice rolls everyone is required to adhere to are Stealth and Perception within reason. Character attempting to be hidden must be in a hidden location or out of direct view. If they move to be in plain view the stealth is dropped. Every other die is optional. It is however highly encouraged to enhance the scene by engaging with them. Please reach out to each other before using dice, and before using any flavour abilities to reduce confusion.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Twelve: Sister Clanning====&lt;br /&gt;
&lt;br /&gt;
Sister-clanning is prohibited.&lt;br /&gt;
&lt;br /&gt;
Sister-clanning is any arrangement or repeated pattern of cooperation where two or more separate clans or Principalities function as a single unified entity in practice, in order to bypass intended limits, gain unfair advantages, or create a permanent mega-bloc.&lt;br /&gt;
&lt;br /&gt;
This rule applies whether the cooperation is explicit or implicit, and whether it is done in-character or out-of-character.&lt;br /&gt;
&lt;br /&gt;
=====What Counts as Sister-Clanning=====&lt;br /&gt;
&lt;br /&gt;
Examples include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Maintaining a permanent or near-permanent alliance structure with the same partner groups&lt;br /&gt;
* Disbanding an alliance &amp;quot;in name only&amp;quot; while continuing to coordinate as one power bloc&lt;br /&gt;
* Re-forming Coalitions repeatedly with the same members to maintain continuous cooperation&lt;br /&gt;
* Coordinating territory expansion, wars, claims, or defenses as if you are one Principality&lt;br /&gt;
* Sharing leadership, command structure, or decision-making across multiple Principalities in a way that removes independence&lt;br /&gt;
* Using multiple clans or Principalities to avoid membership limits, territory limits, recruitment limits, or other system restrictions&lt;br /&gt;
* Operating mutual defense pacts as a default state rather than a temporary response to a specific situation&lt;br /&gt;
* Rotating members between clans to bypass recruitment or size restrictions&lt;br /&gt;
&lt;br /&gt;
=====What Is Allowed=====&lt;br /&gt;
&lt;br /&gt;
The following are allowed, as long as they remain temporary, limited, and do not create a permanent unified bloc:&lt;br /&gt;
&lt;br /&gt;
* Short-term Coalitions formed for a specific conflict or objective&lt;br /&gt;
* Limited non-aggression agreements for diplomacy or trade&lt;br /&gt;
* Temporary military cooperation during a defined war goal&lt;br /&gt;
* Story-driven alliances that end when their purpose is achieved&lt;br /&gt;
* Neutral diplomacy and normal political interaction&lt;br /&gt;
&lt;br /&gt;
=====Staff Review and Enforcement=====&lt;br /&gt;
&lt;br /&gt;
Staff may review suspected sister-clanning based on patterns of behavior, not just written agreements.&lt;br /&gt;
&lt;br /&gt;
If staff determines sister-clanning is occurring, they may require corrective action, including:&lt;br /&gt;
&lt;br /&gt;
* Forced disbanding of alliances or Coalitions&lt;br /&gt;
* Limits on cooperation scope&lt;br /&gt;
* Forced separation of military planning and territorial action&lt;br /&gt;
* Administrative penalties according to the rules page&lt;br /&gt;
&lt;br /&gt;
Staff may also request proof that the involved groups have returned to independent operation and remained separate.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with staff instructions regarding sister-clanning will be treated as a rules violation.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Rules==&lt;br /&gt;
====Character Creation Rule - One: Alternative Characters or Alt Account====&lt;br /&gt;
You are only allowed to play one character at a time. Alternate characters &amp;amp; alting are strictly forbidden.&lt;br /&gt;
====Character Creation Rule - Two: Character Representation====&lt;br /&gt;
* All characters must be presented and roleplayed as adults of their respective race. There are no exceptions and zero tolerance to the failure to adhere to that.&lt;br /&gt;
* All characters must have a realistic appearance and act properly within the setting and the character’s race and cultural lore. (Check out our guides, or consult with the Loremasters in a ticket if needed)&lt;br /&gt;
* All characters must have realistic body proportions according to their racial standards. A wide range of sizes is offered on body parts so all races could properly be represented. However, all characters should be realistic without over-exaggerated and unrealistic bodies.&lt;br /&gt;
* If the character you wish to play has any Chaotic Mutations or is a special race such as races with limitations of population, please open a Character creation ticket so the Loremasters can guide you!&lt;br /&gt;
====Character Creation Rule - Three: Naming convention====&lt;br /&gt;
All characters’ names must be capitalized and lore appropriate according to race/culture of the Warhammer Fantasy setting. This also means no modern references or usage of already established names within the setting when naming your character. Max characters allowed in a name is 30.&lt;br /&gt;
====Character Creation Rule - Four: Accessory Limit====&lt;br /&gt;
Character accessories are limited to 25. All accessories that add particles are banned from use such as torches as an accessory.&lt;br /&gt;
====Character Creation Rule - Five: Character Legitimacy====&lt;br /&gt;
* Creating a character, either as a standalone, or part of a unit, that in lore is part of the upper most highest echelons of authority that they can use to render other characters unable to contest their orders based on lore realism is not permitted.&lt;br /&gt;
* Characters are considered unique entities. At the event of a character death, the player is not allowed to roll into a relative of the previous character, nor someone close to them.&lt;br /&gt;
====Character Creation Rule - Six: Futanari Characters====&lt;br /&gt;
Futa characters are strictly forbidden in our community. Any cases of them being discovered will result in an immediate deletion of the character and suspension of the player. Due to the difficulty policing between actual transgenders &amp;amp; fetishized futa characters, we do not allow intersex characters. Players however may choose to roleplay as being born a different gender they were able to select before their arrival into the Borderlands/Border Princes.&lt;br /&gt;
&lt;br /&gt;
===Rerolling===&lt;br /&gt;
Irontide has three character slots as save slots offered to players for shelving characters. You may remove and create a new character by going through the reroll process. Players through a reroll process can go back to their old character. Staff has no responsibility to retrieve removed characters or shelved back characters.&lt;br /&gt;
&lt;br /&gt;
Once a character is permanently killed they must be deleted from their saved slot. An attempt to sneak back in on a killed character will result in direct Ban.&lt;br /&gt;
====Reroll Rule -  One: Reroll Allowance====&lt;br /&gt;
* Players may request a reroll if they have no active conflicts. They can reroll to a new character, provided any conflicts are settled or invalidated through Out-Of-Character communication. Reroll requests are posted in ⁠the departures channels by the staff handling the ticket. If no one contests it within 24 hours the reroll process would be considered complete.&lt;br /&gt;
* In order to stop another player from switching to a different character concept you are required to open a Contest ticket.&lt;br /&gt;
====Reroll Rule -  Two: Owner of Principality====&lt;br /&gt;
Clan leaders who own principalities are required to transfer ownership of the principality to a character matching their current character. If they do not, they must dissolve the principality.&lt;br /&gt;
====Reroll Rule -  Three: Voluntary Reroll &amp;amp; Forced Rerolls====&lt;br /&gt;
* Admins have the right to force players to reroll back to their old characters, if those characters are involved in conflicts that have caused permanent physical or psychological damage to other characters, (e.g: Dismemberment or Permanent Death). This is beyond the 24 hours contest period, the contested party however must offer solid evidence for clearance. &lt;br /&gt;
&lt;br /&gt;
* Only one voluntary reroll request per week is allowed.&lt;br /&gt;
====Reroll Rule -  Four: Self-Perma &amp;amp; Fleeing the Lands====&lt;br /&gt;
All players wanting to either self-permadeath or flee the Lands with their characters as means of playing a new concept are required to open a Reroll ticket, which then gets posted publicly for the rest of the server in order to allow a contest.&lt;br /&gt;
===New Life Rule (NLR)===&lt;br /&gt;
Every player who rerolls into a new character must strictly follow these rules. Admins have the right to permanently ban players who intentionally violate these essential rules:&lt;br /&gt;
====NLR Rule -  One: Knowledge from Previous Character====&lt;br /&gt;
The new character has no knowledge of their old character, including their associates, memories, or experiences.They are not allowed to rejoin the same conflict as their previous character. Even if they join the same clan, they must abstain from involvement unless their foe personally initiates a new conflict directly with the new character.&lt;br /&gt;
&lt;br /&gt;
This involves while they are present in their clan, If their killer clan offends past permanently killed characters or clan, this doesn&#039;t count as  a valid reason, reason should not be personal to the player.&lt;br /&gt;
====NLR Rule -  Two: Participating on Raids====&lt;br /&gt;
The new character is not allowed to be part of any raid, territory war or engaging in any way, shape or form in a Blood Feud for a duration of 1 week after reroll.&lt;br /&gt;
====NLR Rule -  Three: Distinctions====&lt;br /&gt;
The new character must be distinct from the old character. This means playing a different race, or if playing the same race, selecting a different class. Violating this rule will result in a forced character recreation.&lt;br /&gt;
&lt;br /&gt;
==General PVP Rules &amp;amp; AOS==&lt;br /&gt;
====PVP Rule - One: PVP Pvp Intent Procedure &amp;amp; Rules====&lt;br /&gt;
# To Initiate Pvp Intent, one must provide an emote with (Pvp Intent) included at the end. Once the emote is presented, all that are able to read it must pause where they are and provide a response acknowledging the incoming fight in the way of emoting with one of the following (Pvp Join) (Pvp Surrender) (Pvp Abstain) at the end of their response while continuing to be still. &lt;br /&gt;
## Bystanders may declare neutrality with /pvp abstain. They can be challenged by an aggressor or defender to elevate to combat status.  Once combat has ended, a new PvP intent needs to be initiated to start a new combat encounter inside a secured player compound or /rp protected scene such as consequences. PvP may ensue without the need of waiting for bystanders. Unless challenged, they will be automatically counted as absent.&lt;br /&gt;
## Those that may wander into the scene must pause immediately in recognition of what it is and provide their response whether before or during the fight. Movement starts again once the fighting begins or is ongoing.&lt;br /&gt;
## Once all have responded, Every active combatant is required to declare ready status before it starts by typing (r) or (ready). With everyone ready a count down can be started with the /pvp start command. Or a Countdown shouted in the chat by a volunteer. &lt;br /&gt;
## You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction. Running away when you have received an emote directed at you will be counted as roleplay avoidance.&lt;br /&gt;
## In the aftermath the severity of the fight is judged by the actions of the victors (See Consequence Rules.). Where they may choose to mechanically help one up, this equals a sort of brawl. If they are left to get up on their own, they will suffer some injury. Then finally one can choose to mechanically execute a fallen, this inflicts severe mechanical consequences and should be considered a severe injury taken, used sparringly.&lt;br /&gt;
# In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight.&lt;br /&gt;
# PVP may take place anywhere in the world, except for the spawning locations. Players can be recovered when downed by means of spells and In-Game mechanics. They can rejoin the same fight as long as it’s allowable. &lt;br /&gt;
# Upon dropping a Pvp intent upon a Player showing activity before the intent is dropped, such as movement, typing ect. If the receiver does not emote or respond after a time of five minutes, the Pvp intent is considered lost by the character presumably AFK or stalling. The initiator of the Pvp intent needs to open a Ticket to log the encounter with screen shots of timeframe.&lt;br /&gt;
# Sizing up: Players must use the /resize command to set their height to 180 with hand sliders set to 0. Changing these values during a fight is a strike-worthy offense.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Two: AOS Location Allowance====&lt;br /&gt;
# Attack On Sight is prohibited outside of designated areas such as the Unnamed City. It is the players responsibility to press M to look at the map to be sure they are not breaking this rule.  PVP Intents are still allowed on first contact Also, provided the PVP intent procedures are followed. You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction in such zones. Running away to avoid roleplay or intent will be counted as roleplay avoidance.&lt;br /&gt;
# If a player is downed within an AOS Zone or downed in a fight that travels out of it the encounter falls under Attack on Sight rules, they are subject to the specific downed-state rules applicable to Attack on Sight situations.&lt;br /&gt;
# Attack on Sight is active within the zones unless a party is involved in roleplay. To be protected while in roleplay they must input command /rp when stopping to roleplay a scene. In RP scenes, players are required to actively roleplay in it. If the scene is not active RP, AOS protected status will be invalidated.&lt;br /&gt;
# Upon choosing to engage someone with Attack on Sight, you are required to give them roleplay in the aftermath to your standard quality. AOS-ing someone, dropping a single line then running off is considered not good faith gameplay. Be mindful if you need to Execute when an opponent is down, the mechanic is not to be used to hinder someone else&#039;s enjoyment of the game.&lt;br /&gt;
====PVP Rule - Three: Banned PVP Practices====&lt;br /&gt;
Intentionally causing other players to crash or lag out with any means is forbidden. Blocking doors with deco items to block breach attempts, or placing Explosives such as Jars &amp;amp; Mines in the middle of PvP as a way to kill other Players. They are fine to be used to create breaches in Raids, but actively using them solely to kill players is not allowed.&lt;br /&gt;
====PVP Rule - Four: Water Combat====&lt;br /&gt;
Water Combat - PVP in water &amp;amp; attacking someone swimming in water is forbidden. Water should be used absolutely minimally, only as a way to pass from point A to point B, in a direct line. Lingering inside water during PvP or dodging attacks by going into water would be severely punished in a ticket. It is known mistakes happen in the heat of combat so some variations may occur but please be conscious of your movements around water.&lt;br /&gt;
====PVP Rule - Five: Teleportation in PVP====&lt;br /&gt;
Any means of teleportation or portals are forbidden in active combat. It is not to be until 10 minutes have passed since last contact that being in active combat ends. Players who are damaged by other players earn PvP status debuff, which won’t allow them to use travel systems. Moreover, they are not allowed to use map teleports. The only exception to this are locations which are not a direct part of the open world such as dungeons. Teleportation means can be used to exit towards the open world.&lt;br /&gt;
====PvP Rule - Six: Mounts &amp;amp; Thralls in PVP====&lt;br /&gt;
Mounts &amp;amp; Ranger thralls can be used for PVP. They cannot however be used to store valuable items or block pathways. Mounts can spawn by pathways while in following mode, but must never be parked by it in guarding or scouting state.&lt;br /&gt;
====PvP Rule - Seven: PvP Downing====&lt;br /&gt;
In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location for Consequences, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight.&lt;br /&gt;
====PvP Rule - Eight: Conflict Resolution &amp;amp; Dice Alternative====&lt;br /&gt;
Mechanical PvP is considered the official resolution of any conflict, and it’s protected by the rules. Parties however may choose dice combat, but it has to be purely consensual between both parties.&lt;br /&gt;
&lt;br /&gt;
==== PvP Rule Nine: Player vs. Player in Towns (Hubs) ====&lt;br /&gt;
By default, &#039;&#039;&#039;PvP actions&#039;&#039;&#039; and &#039;&#039;&#039;attack-on-sight behavior&#039;&#039;&#039; are not permitted in admin-controlled towns or hubs.&lt;br /&gt;
Players may temporarily enable PvP intent through in-game mechanics (such as bribing guards). When enabled, PvP is only allowed within the &#039;&#039;&#039;specified timeframe and conditions&#039;&#039;&#039; provided by the mechanic.&lt;br /&gt;
&lt;br /&gt;
==== PvP Rule Ten: Resizing in AOS Zones ====&lt;br /&gt;
Players are required to be &#039;&#039;&#039;properly resized&#039;&#039;&#039; while in designated &#039;&#039;&#039;AOS zones&#039;&#039;&#039;.&lt;br /&gt;
Players will be &#039;&#039;&#039;automatically resized upon entering&#039;&#039;&#039; these zones. If a mechanical issue prevents this from occurring, players are responsible for manually resizing using the &amp;lt;code&amp;gt;/resize&amp;lt;/code&amp;gt; command or other provided methods to ensure PvP resizing rules are respected.&lt;br /&gt;
&lt;br /&gt;
==== PvP Rule Eleven: PvP Intent Near Player Compounds ====&lt;br /&gt;
Players may not declare &#039;&#039;&#039;PvP intent with more than two players (including themselves)&#039;&#039;&#039; within &#039;&#039;&#039;three foundation range&#039;&#039;&#039; of another players compounds.  &lt;br /&gt;
Player compounds are defined as &#039;&#039;&#039;secured bases&#039;&#039;&#039; that require climbing or scaling to gain access. Residents of a compound do not have restrictions within their own home.&lt;br /&gt;
&lt;br /&gt;
Players involved in a PvP declaration are required to respond appropriately using either &amp;lt;code&amp;gt;/pvp surrender&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/pvp join&amp;lt;/code&amp;gt;, consistent with PvP rules applied during &#039;&#039;&#039;caravans&#039;&#039;&#039; and &#039;&#039;&#039;roleplay scenes&#039;&#039;&#039; anywhere on the server.&lt;br /&gt;
&lt;br /&gt;
==== PvP Rule Twelve: Caravan and Base Camping ====&lt;br /&gt;
Camping caravans for the purpose of attacking players is &#039;&#039;&#039;strictly prohibited&#039;&#039;&#039;, similar to base camping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camping&#039;&#039;&#039; is defined as remaining in a caravan area for &#039;&#039;&#039;longer than 10 minutes&#039;&#039;&#039; with the intent to cause harm to players passing through.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base camping&#039;&#039;&#039; is also prohibited and is defined as remaining near a player base for &#039;&#039;&#039;longer than 10 minutes without active roleplay&#039;&#039;&#039;.  &lt;br /&gt;
To engage a base, players must &#039;&#039;&#039;submit a siege ticket and conduct a raid&#039;&#039;&#039;. Failure to do so will require players to &#039;&#039;&#039;disperse immediately&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players who are &#039;&#039;&#039;actively roleplaying&#039;&#039;&#039; within caravan locations may be declared for PvP intent and are exempt from caravan camping restrictions.&lt;br /&gt;
&lt;br /&gt;
==Consequence Rules==&lt;br /&gt;
===Mechanical Debuffs &amp;amp; Injuries===&lt;br /&gt;
For a more realistic aftermaths after fights, and for injuries being taken seriously whilst also giving classes such as Sages more purpose, the Irontide mod has implemented several mechanical debuffs and injuries, with the following being (All injuries fade even after logging off, after 3 RL hours):&lt;br /&gt;
====Shaken====&lt;br /&gt;
This is applied the first time you are defeated in a PvP scenario. It has a very slight movement speed debuff; otherwise, it is mainly applied to keep a record. Upon being downed, the battle status elevates to &#039;Wounded&#039;.&lt;br /&gt;
&lt;br /&gt;
====Minor Injury====&lt;br /&gt;
This is similar to Shaken, but lasts for three hours. There is a slight speed debuff and it keeps a record of whether someone has been PvP&#039;d and has not yet been cleansed. Upon being downed, the battle status changes to &#039;Wounded&#039;.&lt;br /&gt;
&lt;br /&gt;
====Wounded====&lt;br /&gt;
This is the first serious battle status. If the player is not revived while wounded or is incapacitated again while sustaining either a Shaken or Minor Injury, this status is applied. The player incurs 50% unremovable corruption (25% of their health and stamina), which moderately but not significantly reduces their movement speed. Players are advised to try to run away in this state, as they will not perform at their best. If the player is not revived while in this state, it turns into &#039;Incapacitated&#039;.&lt;br /&gt;
&lt;br /&gt;
====Moderate injury====&lt;br /&gt;
After 15 minutes of the wounded status, the status turns into moderate injury. Again, 50% corruption (25% of player health and stamina) is applied, but the movement speed reduction is softened to a smaller amount. If the player is downed in this status, they are elevated to &#039;Incapacitated&#039;.&lt;br /&gt;
&lt;br /&gt;
====Incapacitated====&lt;br /&gt;
This is a &#039;down&#039; status that is closer to the roleplay style of &#039;down&#039; mechanics. Players in this state are incapacitated and unable to run away or use weapons. They also incur a Pvp Debuff, A player takes more damage and deals less damage. This status is applied when an enemy finishes someone off. If a player is downed while already wounded or moderately injured, this status is also applied. After 15 minutes, this status turns into a severe injury. Players are required to be carried in this state for healing or after-battle roleplay. Players cannot refuse to be carried in this state.&lt;br /&gt;
&lt;br /&gt;
====Severe Injury====&lt;br /&gt;
After 15 minutes of the Incapacitated status, it turns into a Severe Injury. The difference is that it is less severe in terms of movement speed and players can use weaponry, so even when they are debuffed, they can conduct their PvE. However, 100% unremovable corruption, equivalent to 50% of their health and stamina, is still applied. If people get caught in this state, they should stay in &#039;Defeated&#039; status so they can be carried or captured. This lasts for 3 hours.&lt;br /&gt;
&lt;br /&gt;
===On Dismemberment Cons===&lt;br /&gt;
&lt;br /&gt;
Dismemberment may be inflicted without the affected player&#039;s approval, but out-of-character communication must be established beforehand. Valid reasons for dismemberment include extreme cases of No Value for Life (NVL), which validates the application of non-consent dismemberment. In addition to this, long conflict history between players is valid for application of non-consent dismemberment. Players may object to the act by opening a ticket, provided they include a full record of the roleplay that led up to the event. &lt;br /&gt;
&lt;br /&gt;
Players are required to honor such dismemberments in their roleplay, If not strike can be issued if not honored in their featured roleplay. Prostateics require proper roleplay also and suggest them to keep that roleplay as proof.&lt;br /&gt;
&lt;br /&gt;
If repeated dismemberments impact a character’s ability to function normally, which includes capability to speak, see, move, or fight, it falls under permadeath rules and must proceed either through Blood Feud mechanics or as a strategic death.&lt;br /&gt;
&lt;br /&gt;
Any dismemberment involving reproductive organs is subject to adult content rules and requires explicit consent. While dismemberment scenes may be Faded To Black (FTB), players are expected to respect the roleplay and reflect the permanent damage in their ongoing character development.&lt;br /&gt;
&lt;br /&gt;
===Consequence Logging===&lt;br /&gt;
Players are advised to log consequences that occur for the ability to contest rerolls. If a player opens a ticket they must provide proof with screen shots of the reason why the reroll is being contested, reasons like Severe Consequences including, but are limited to the following categories:&lt;br /&gt;
&lt;br /&gt;
* Long history of conflict&lt;br /&gt;
* Amputation/mutilation&lt;br /&gt;
* Murder/Permakilling&lt;br /&gt;
&lt;br /&gt;
===Consequence Rules===&lt;br /&gt;
====Consequence Rule - One: On Being Downed====&lt;br /&gt;
A downed player that is carried away from a fight will be under their captor’s mercy. If one friendly picks their downed, they can be relocated and then given the ability to move again or still being given consequences, in which case they cannot move. If an Enemy is downed and then picked up by their opposing force, it’s considered in consequences and cannot move from being relocated, unless an ally of theirs is able to pick them up again in the fight.&lt;br /&gt;
&lt;br /&gt;
Downed players are not allowed to use abilities or move without their captor’s permission, which includes pulling the bracelet. The only exception to this is when the captor Out-of-Character clearly states on allowing it.&lt;br /&gt;
&lt;br /&gt;
Players are not allowed to move captives into the hub nor close to it. Abuse of the hub will not be tolerated and admin action will be taken.&lt;br /&gt;
====Consequence Rule - Two: On Captivity====&lt;br /&gt;
Players may not hold their captured victim for more than three Real Life hours, These three hours are active time in game, offline three hours doesn&#039;t tick. Players cannot do this without the OOC consent of the victim. Any form of long-term captivity or slavery must be agreed upon through clear and respectful OOC communication &amp;amp; Consent from the victim. If a captive is left without active roleplay interaction for over 30 minutes, they may choose to leave early, even if the three-hour limit has not been reached.&lt;br /&gt;
====Consequence Rule - Three: Sexual Content &amp;amp; Consent====&lt;br /&gt;
* For everything that requires consent (all matters involving sexual content, including, but not limited to, torture, slavery and nudity, or any other sexually explicit scenarios), it is not only the victim’s duty to clearly voice their limitations and objections, but also the attacker/captor’s duty to find out via reaching out OOC to know what the victim’s limitations and objections are.&lt;br /&gt;
&lt;br /&gt;
* If the player engages in a pattern of disruptive or indifferent behavior in Roleplay, markedly different from the individual&#039;s usual engagement during Consequences, that will count as an infringement of the spirit of the roleplay. It is both sides&#039; responsibility to provide necessary depth and engagement during the roleplay.&lt;br /&gt;
====Consequence Rule - Four: On Out-Of-Character Emergencies====&lt;br /&gt;
* If a player has to log out of the game due to Real Life reasons, or if they quit for any other reason during the consequence phase. The scene will be frozen, players may ask for the consequence to be dealt in a ticket. With genuine reason, it will be granted, but as custom. If not dealt with in a ticket, the scene will continue when both parties are online again and the three hour captivity timer will resume. Players may not be saved upon the initial three hour phase if the scene is rescheduled to another time. &lt;br /&gt;
* Extreme cases of poor sportsmanship are not allowed for either party. The captor may not try to extract enforced roleplay consequences, and the captive may not refuse to show any hint of humility. Players are not required to bend the knee and captors are not to be humiliated. Consequences are not tools for Out-Of-Character fame, nor does it provide a platform for bullying. In any cases like this, staff may intervene to switch to mechanical consequences, possibly even upgraded, harsher versions of them.&lt;br /&gt;
====Consequence Rule - Five: Extortion====&lt;br /&gt;
* Extortion for in-game valuables, robbery, and enforcing adult theme roleplay by means of In-character threats or Out-of-character, is not allowed. It can be consented, but even hints of extortion of this type of roleplay or players’ valuables will be subject to community rules for the consequence scene.&lt;br /&gt;
* Without consent, consequence stacking is not allowed. A player either chooses physical harm or material gain. Not both. Victor may request in-game items and currency, the victim can choose to consent to the request or refuse in favor of alternative consequences to the robbery. No further consequences can be applied in this case. Refusal to material request can not end with blood feuds or dismemberments.&lt;br /&gt;
==Permadeath==&lt;br /&gt;
Characters live, strive, conquer and die. Death is the natural order of things, a glorious end, or a satisfying conclusion. In-Character and Out-of-Character blending revolving around character deaths are strictly forbidden for the player’s own mental health. We are not here to cause real life stress. Staff and the administrators will help you separate yourself from your character for your own good. &lt;br /&gt;
&lt;br /&gt;
There are no resurrections nor any means to get characters back. A character’s death is its story’s end, allowing its player to venture forth to create different stories and characters. Every character&#039;s death requires good reason, which includes good roleplay behind it and meaningful development of their story. Any kill attempt without this will revert to left for dead.&lt;br /&gt;
&lt;br /&gt;
For strategic deaths such as violent betrayal of allegiances and vigilante deaths in response to severe consequences, players may submit permanent death requests through a ticket while having a character in Cons, provided that they include roleplay evidence and an expected outcome. This does not apply to blood feuds but if the reason is not found substantial enough it may count toward a Blood Feud instead. Players choosing this route should understand that outcomes are unpredictable and will only be granted in rare cases&lt;br /&gt;
&lt;br /&gt;
Character deaths are not a victory or defeat condition. The focus of the server is territory control and gaining fame and being rewarded through our prestige system along the way. Grow and leave your mark on the campaign world. Portraying character deaths as victory or defeat conditions is subject to the Community Rules.&lt;br /&gt;
===Permadeath Rule - One: Blood Feuds===&lt;br /&gt;
* Players may only attempt to start a blood feud if they are in the victor’s position after a PvP encounter. The reasoning for initiating a blood feud may vary, but in first-encounter situations, valid reasons include: extreme cases of no value for life, refusal to roleplay, refusal to engage in out-of-character communication, or severe consequences previously inflicted on the victor’s associates, repeated thieving, repeated maiming, severe cases such as a Dawi losing their beard or a long standing history of violence and conflict. Only the victor may initiate a blood feud.&lt;br /&gt;
* The one who declared the Feud must be actively seeking their target with proof for the Blood Feud to stay active.&lt;br /&gt;
* Blood feuding characters may attempt to kill each other during consequences. If they inflict consequence on a character worthy of Blood Feud being declared, they may assume victor intends to kill you. If victor suspects they have a Blood Feud declared victor may leave for dead and submit a permanent death request. The request will be approved immediately if it is the case. This does not mean leave for dead and request perm requests for all you are in conflict with. Only two characters may be hunting a Target with the ability to permanently kill. The killer will be required to pay prestige points to commit the deed and the affected player will be rewarded a portion of the prestige cost, depending on their sportsmanship. &lt;br /&gt;
* There is a 24 Real-Life Hour cooldown between Perma-Kill attempts. &lt;br /&gt;
&lt;br /&gt;
===Permadeath Rule - Two: Sharing Blood Feuds===&lt;br /&gt;
* The blood feud status can only be shared with one other person, which will be a third party in the feuding system. Upon the death of the original party, the blood feud will dissolve. Necessary roleplay should be played out and requires a staff ticket to confirm it, a new Blood Feud would have to be issued to continue.&lt;br /&gt;
* A player may choose another player to inherit the blood feud. This player won’t be able to involve any new third party if the ancestor doesn’t have a third party, but the third party will stay with the inheritance owner. Necessary roleplay should be played out and requires a staff ticket to confirm it before the attempt is successful. If the original parties agree upon dissolving the feud, third parties&#039; claims will be nullified.&lt;br /&gt;
&lt;br /&gt;
===Blood Feuds - Conflict History &amp;amp; Proof ===&lt;br /&gt;
&#039;&#039;&#039;Blood Feuds require a conflict history.&#039;&#039;&#039; This history does &#039;&#039;not&#039;&#039; include AoS wars or official event PvP outcomes. Conflict history may include &#039;&#039;&#039;personal feuds, repeated hostile encounters, and documented patterns of aggression&#039;&#039;&#039; that establish clear, ongoing motive and escalation.&lt;br /&gt;
&lt;br /&gt;
====What counts as Conflict History====&lt;br /&gt;
Valid conflict history can include (but is not limited to):&lt;br /&gt;
* &#039;&#039;&#039;Non-AoS conflicts&#039;&#039;&#039; (personal rivalries, political disputes, faction grudges, ideological hatred, vendettas).&lt;br /&gt;
* &#039;&#039;&#039;Event PvP downs&#039;&#039;&#039; or other staff-run / community event combat outcomes that create lasting consequences.&lt;br /&gt;
* &#039;&#039;&#039;Repeated hostile encounters&#039;&#039;&#039; (multiple attacks, ambushes, intimidation, kidnappings, repeated maiming, repeated thieving).&lt;br /&gt;
* &#039;&#039;&#039;Severe personal or cultural offenses&#039;&#039;&#039; that would reasonably escalate to “no mercy” (e.g., desecration, betrayal, oathbreaking, public humiliation, or setting a long-term target).&lt;br /&gt;
* &#039;&#039;&#039;Consequences inflicted on associates&#039;&#039;&#039; that create believable retaliation (harm to close allies, destruction of property/territory, repeated sabotage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will look for escalation and motive: a feud should feel earned through roleplay and consequences, not used as a shortcut to permakill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Proof &amp;amp; Supporting Evidence====&lt;br /&gt;
When initiating or maintaining a Blood Feud, providing proof will &#039;&#039;&#039;strengthen your case&#039;&#039;&#039; and reduce disputes. Strong supporting evidence includes:&lt;br /&gt;
* &#039;&#039;&#039;Recordings / clips&#039;&#039;&#039; of the encounter(s) and relevant roleplay.&lt;br /&gt;
* &#039;&#039;&#039;Screenshots&#039;&#039;&#039; (chat logs, threats, agreements, admissions, repeated incidents).&lt;br /&gt;
* &#039;&#039;&#039;Third-party witnesses&#039;&#039;&#039; (neutral observers who can confirm what happened).&lt;br /&gt;
* &#039;&#039;&#039;Ticket history&#039;&#039;&#039; or staff-confirmed outcomes related to the conflict.&lt;br /&gt;
* &#039;&#039;&#039;Consistent RP documentation&#039;&#039;&#039; (letters, declarations, public notices, guild records), when supported by in-game context.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Evidence does not need to be perfect, but it must be &#039;&#039;&#039;credible&#039;&#039;&#039; and &#039;&#039;&#039;relevant&#039;&#039;&#039; to the claimed history. Staff may request additional context if a feud is disputed.&lt;br /&gt;
&lt;br /&gt;
====Anti-Abuse Clarification====&lt;br /&gt;
* A single isolated down with no meaningful roleplay, motive, or escalation is usually &#039;&#039;&#039;not&#039;&#039;&#039; enough on its own to justify a Blood Feud, unless it includes the listed “first-encounter” extreme reasons (e.g., refusal to RP/OOC communication, extreme no-value-for-life behavior).&lt;br /&gt;
* “I dislike them” or “we’re enemies because we say so” is &#039;&#039;&#039;not&#039;&#039;&#039; conflict history. There must be &#039;&#039;&#039;events and consequences&#039;&#039;&#039; behind it.&lt;br /&gt;
* False claims, edited evidence, or coordinated witness-stacking may result in staff action and the feud being denied or revoked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bottom line: if you can show a believable chain of cause → escalation → intent, and back it with proof (clips/screens/witnesses), your Blood Feud claim is substantially stronger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Prestige Compensation - “Great Ending” Character Deaths===&lt;br /&gt;
A character’s death is the end of their story — but a well-earned ending that creates meaningful roleplay for others is valuable to the campaign. In rare cases, &#039;&#039;&#039;players may be compensated with Prestige&#039;&#039;&#039; if their character’s permanent death is determined by staff to be a &#039;&#039;&#039;Great Ending&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====What qualifies as a “Great Ending”====&lt;br /&gt;
A Great Ending is a permanent death that demonstrates &#039;&#039;&#039;strong roleplay, meaningful development, and clear impact&#039;&#039;&#039; on the world. Examples include:&lt;br /&gt;
* A climactic finale to a long-running arc (rivalry, redemption, downfall, tragedy).&lt;br /&gt;
* A sacrifice that meaningfully changes the outcome of a conflict or protects others.&lt;br /&gt;
* A well-executed betrayal, punishment, or consequence with extensive lead-up and roleplay.&lt;br /&gt;
* A conclusion that creates ongoing hooks for other characters/factions (without forcing OOC pressure).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will prioritize endings that were roleplayed fairly and created good experiences for multiple players.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====How compensation works====&lt;br /&gt;
* Prestige compensation is &#039;&#039;&#039;not automatic&#039;&#039;&#039; and must be requested through a &#039;&#039;&#039;staff ticket&#039;&#039;&#039;.&lt;br /&gt;
* The ticket must include:&lt;br /&gt;
** A short summary of the character’s arc and why the ending is a Great Ending.&lt;br /&gt;
** Evidence where possible (clips, screenshots, witness statements, ticket links).&lt;br /&gt;
** The context of the death (who, where, why, and what roleplay led to it).&lt;br /&gt;
* If approved, staff may award a &#039;&#039;&#039;one-time Prestige compensation&#039;&#039;&#039; to the player.&lt;br /&gt;
* The amount is &#039;&#039;&#039;discretionary&#039;&#039;&#039; and may scale with factors like:&lt;br /&gt;
** Length/importance of the arc,&lt;br /&gt;
** Quality of roleplay and sportsmanship,&lt;br /&gt;
** Impact on the campaign world,&lt;br /&gt;
** Fairness and clarity of escalation.&lt;br /&gt;
&lt;br /&gt;
====Limits &amp;amp; anti-abuse====&lt;br /&gt;
* Prestige compensation &#039;&#039;&#039;does not turn death into a win condition&#039;&#039;&#039; and must never be treated as a “reward for losing” or “payment for being killed.”&lt;br /&gt;
* Staff may deny compensation if the death:&lt;br /&gt;
** Was primarily strategic/OOC motivated,&lt;br /&gt;
** Was rushed, baited, or engineered for payout,&lt;br /&gt;
** Lacked meaningful roleplay development,&lt;br /&gt;
** Involved rule violations or disputed circumstances.&lt;br /&gt;
* Repeated attempts to manufacture “Great Endings” for compensation may result in denial and/or staff action.&lt;br /&gt;
* Twice every season this can be granted per player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Great Endings are meant to celebrate exceptional storytelling, not to replace progression or encourage throwaway deaths.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Building Rules and Restrictions==&lt;br /&gt;
===Building Rule - One: Clan Creation &amp;amp; Solo Builds===&lt;br /&gt;
All characters must be in a clan, including solo players. All builds must be realistic and not break immersion.&lt;br /&gt;
===Building Rule - Two: Build Accessibility===&lt;br /&gt;
* Do not build in spots where it blocks essential PvE spots/resources. This also includes dungeon areas, or inside them. Loot chests and their associated bosses must remain accessible. Building in instances separated from the overworld by a teleport such as dungeons is forbidden. Open a ticket to ask the Staff team if you are unsure about the spot availability.&lt;br /&gt;
* Builds must be rendering distances away from each other and not be built near hubs. All builds must have a direct means to access it. A T3 bridge or staircase, which leads to your base on foot is required. This means it doesn&#039;t require you to swim, climb, or use an elevator to access your base. Drawbridges are strictly forbidden. Upon destruction of this stairway, if it is the only way to access the base, in raid situations admins may allow further destruction.&lt;br /&gt;
===Building Rule - Three: Principality Build Additions &amp;amp; Obligations===&lt;br /&gt;
* Clans and members within the principalities are required to have their own respected home. They are not allowed to live inside another clan&#039;s base as every clan needs their own integral build so they can be subject to a raid without players getting confused about their raid target.&lt;br /&gt;
* Principality Clans are also not allowed to store the entire loot of the principality in a different clan or transfers their loot in order to confuse raiding attackers as means to protect it from said looting is forbidden. Material transfers should done via roleplay, OOC material transfer between clans even in principality will be judged under sister clanning.&lt;br /&gt;
===Building Rule - Four: Building Piece/Placeable Allowances===&lt;br /&gt;
A clan may have up to a maximum of 10 players. The allocations for building pieces and placeables are as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PlayerCount !! BuildingPieces !! Placeables !! CraftingSitations !! Containers !! LightSources !! Siege&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 300 || 150 || 5 || 2 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 600 || 200 || 5 || 4 || 19 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 900 || 250 || 5 || 5 || 27 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1200 || 300 || 5 || 6 || 34 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1500 || 350 || 5 || 7 || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1700 || 400 || 5 || 8 || 45 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1900 || 450 || 6 || 9 || 49 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2100 || 500 || 6 || 10 || 52 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2300 || 550 || 6 || 11 || 54 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2500 || 600 || 6 || 12 || 55 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Raids==&lt;br /&gt;
When a Raid is declared on someone’s base, by default the defending clan can join the raid. Defenders may teleport back to their base. If not all members are available, the clan is allowed to use mercenaries or their allies in filling up missing slots. The allowed number of mercenaries and/or allies is calculated as the total clan size, minus the number of active members. This number is determined when the raid ticket is opened. Every raid type except for shock sieges must be declared via a raid ticket. If a Shock Raid is conducted by more than two people, a raid ticket must be opened for counting.&lt;br /&gt;
&lt;br /&gt;
Raids are allowed between 9:00 PM to 5:00 AM (GMT+3 Wise) to ensure a staff response. It doesn&#039;t apply to ticketless shock raids. Raid objectives must be declared on the ticket along with Roleplay reasons behind it. The victor may only enact siege objectives. The defender may propose a counter objective in the ticket in relation to the Raider’s objective. It can be expected to be reduced.&lt;br /&gt;
&lt;br /&gt;
If defenders log out, the limit stays the same. Attackers may bring a number of raiders equal to the number of defenders plus two. Defenders are given 30 minutes of preparation time. They may not flee during this period. However, they may attempt to fill their ranks with mercenaries and allies through In-Character methods. They can not bring defenders in slots of the logged out defenders in response to the raid. These logged out defenders are shown in the roster of the raid and in defeat they are subject to consequences.&lt;br /&gt;
&lt;br /&gt;
When the cooldown begins, the defending clan may pull bracelets or request to be summoned into the base to join the raid. Any additional defenders from mercenaries and allied groups must be declared in the raid ticket during the cooldown. &lt;br /&gt;
&lt;br /&gt;
These mercenaries and allies may only join if they’re inside the defending compound. &lt;br /&gt;
&lt;br /&gt;
Both attackers and defenders are required to place an RPR tag above their character’s head (Defender [Blue] or Attacker [Red]) before the raid begins, to show their allegiance. Assassins characters are the only exception. They are not required to wear the tag but must clearly declare their participation. &lt;br /&gt;
&lt;br /&gt;
All raid attendees are considered to be in an active roleplay state. They may not be attacked on sight (AOS). They cannot initiate combat or be attacked until the raid counter ends. Anyone not participating in the raid may not arrest attendees.&lt;br /&gt;
&lt;br /&gt;
In Irontide, there’s three types of Raids that Principalities can enact on someone’s base:&lt;br /&gt;
&lt;br /&gt;
===Shock Raids===&lt;br /&gt;
* Shock Raids are Spontaneous raids, they are designed to allow sieges to continue the flow of roleplay and can be done outside of set raiding hours. They can be declared for immediate action. Only two attackers may enter the other player’s build and you do not need to open a ticket. &lt;br /&gt;
* It is the attacker’s responsibility to ensure that only you and another player are breaching the premises and do not have five allies waiting outside.Doors or gates can be breached or lockpicked. Upon raid declaration, only defenders who are in the defenders’ compound may join. Additional joiners are not allowed. &lt;br /&gt;
* Any other building damage besides doors/gates is not allowed. This is the only time you may lockpick or use the battering ram— During a shock raid.&lt;br /&gt;
* Looting is forbidden in this type of raid. Clan leaders will be safe from permanent death consequences in this raid tier. Victorious attackers can only claim a sole defender as captive or free however many Captives are being held within the raid targets base.&lt;br /&gt;
* Shock raids will have a 3-Day Cooldown, and the raider clan will be forbidden from raiding the same target.&lt;br /&gt;
&lt;br /&gt;
===Medium Raids===&lt;br /&gt;
* Medium raids are planned assaults that are designed to allow Attackers to assault enemy compounds with no intention to destroy the affected clan. The target clan should have 40% of its clan to be online for this raid to be allowed. If it’s found out the Defender clan population is mostly inactive, players&#039; percentage values are adjusted for the clan.&lt;br /&gt;
* For Medium Raids, Clans that hold a Principality are able to lend their numbers to their allies’s raid defence up to the Principalities clan size. This means if the Principality has a clan size of 10 but their allies only have 2, the Principality can lend 8 people for a defence of 10. If Principality had 8 and Vassal 2, max people for defence is 8 total for their vassal with the aid. This will affect the amount of Raiders also.&lt;br /&gt;
* Explosive damage is allowed to building pieces. However, foundation wiping is not allowed. Active staff may ask players to mitigate destruction. &lt;br /&gt;
* Anyone who is severely injured or incapacitated during the Medium Raid should remain at their location until the raid is over, exception is being recovered via being carried or revived.&lt;br /&gt;
* Medium raids will have a 3-Day Cooldown, so they won’t be affected with shock raid cooldown. Their cooldown is global, so the defenders will be protected from other medium raids. The besieging group may ask for an appointment for this siege timer to ensure this is not abused. Staff may decide to not apply for protection timer, if there is suspicion of a raid to be not destructive or destabilizing enough for the target clan to avoid possible abuses.&lt;br /&gt;
&lt;br /&gt;
===Huge Raids===&lt;br /&gt;
* Huge raids are the most rare of the raids and to be meant only for ending stories. Due to the significant impact of huge raids, heavier consideration is taken into account when approving these types of raids. The defender&#039;s compound will be compromised and the enemy clan is dissolved afterwards.&lt;br /&gt;
* Raiders and defenders need to set an agreed upon time and date in a ticket. Defenders are not allowed to flee. Any member of the clan who is not active in the raid will be under consequences. The clan’s roster will be recorded as soon as a huge raid is declared. Even if they weren’t part of the clan, the raid time, numbers and roster will be taken by the raid declaration time. If you become inactive in your clan or away for an extended period of time, you may leave your clan or have your clan leader kick you in order to protect your character.&lt;br /&gt;
* Upon raid declaration, only the defender&#039;s clan may join the raid. They can teleport back to their base. Both sides are allowed to bring as many mercenaries as they wish. Allies can also be called upon. Explosive damage is allowed to building pieces and foundation wiping is allowed &amp;amp; looting, with all consequence mechanics are allowed.&lt;br /&gt;
* Huge raids have a weeklong protection from any other sieges. The defeated group may ask to reroll their characters as they will be granted status-quo (soft permanent character loss) for their characters and rewarded with prestige for their next concept.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - One: Offline Raiding , Attendance &amp;amp; Max Count===&lt;br /&gt;
* Offline raiding is strictly forbidden.&lt;br /&gt;
* Joining late to a raid is not allowed. Whoever is present or planned to be there from the start can only join. Bystanders and onlookers are not allowed to be present during raids. After the raid ends, the compound will be counted as open world and raid participants will be under roleplay status from a PVP rule perspective.&lt;br /&gt;
* Max Defender &amp;amp; Raider count is dependent on one&#039;s Clan size. If you have 10 players, you may have up to 10 to defend. If not able to get every Clan member online, mercenaries &amp;amp; allies can fill the slots to equal 10. Raider count is based on the overall size of one’s clan, not who is online at that moment. If you have a max clan of 10 that allows a count of 12 Raiders.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Two: Raid Declaration &amp;amp; Reasoning===&lt;br /&gt;
A declared raid must always provide a raid reason &amp;amp; objective, they can range from:&lt;br /&gt;
Territorial Gains: Any territorial gain requires a claim, which can be purchased using influence in-game from the Colonize button in the same location.&lt;br /&gt;
Principality Wars: When one Principality attempts to attack another, their territorial war is considered a Principality War, which is a planned and officially recognized conflict not judged under medium sieges.&lt;br /&gt;
&lt;br /&gt;
Ownership of the Land: Principality that owns the Land are granted reason to medium siege to any other foreign clans. They may ask for them to relocate as a raid reason.&lt;br /&gt;
 &lt;br /&gt;
Raid Declaration Format:&lt;br /&gt;
Defenders&#039;s Clan Name:&lt;br /&gt;
Attacker&#039;s Clan Name:&lt;br /&gt;
Attacker&#039;s Ally Clan Name(s):&lt;br /&gt;
Raid Objective:&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Three: Raid Objectives===&lt;br /&gt;
* Once the raid objective is declared, the defending clan may choose to surrender under the stated terms. If they surrender, the objective is enacted. If they refuse or do not respond, the raid becomes valid and the raid counter begins. Player activity is tracked. If the defending clan refuses to respond to the raid ticket, the raid still remains valid. If all active defenders are defeated and no one remains in the base, the raid objective is automatically enacted.&lt;br /&gt;
&lt;br /&gt;
* Attackers may choose to include non-enforceable demands. However, they are required to include an additional enforceable demand. If defenders fail to meet the enforceable demand, that secondary objective will be applied. &lt;br /&gt;
&lt;br /&gt;
* Raid objectives must be mechanically possible and enforceable. Examples include Medium Raid territorial ownership gain for Principality warfare, with requirement of a T3 Huge Raid: subjugation, or tribute. These are demands that admins can carry out. &lt;br /&gt;
&lt;br /&gt;
* Objectives such as slavery, imprisonment, or humiliation roleplay are considered invalid, since admins cannot enforce them. Admins may ask for changes to raid objectives to ensure the defending clan is not entirely destroyed. &lt;br /&gt;
&lt;br /&gt;
* If the raid objective involves capturing a specific character, that character must be online when the raid ticket is opened. If they choose to log off, they will be summoned to the victors for consequences. If the target escapes during the raid, the capture objective becomes invalid and will not be enforced.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Four: Raids and Warp/Portal/Wayshrine Usage===&lt;br /&gt;
* Once a raid is declared, neither side is able to use warps, portals or wayshrines at any point. The only exception to this is with the case of the defending clan members who may use a home warp to return to defend their home.&lt;br /&gt;
&lt;br /&gt;
* The attacking party may use mounts to arrive at the target base location, however they must be kept well away from the intended raid base and may not be used during combat.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Five: Raid Reasons and Timing===&lt;br /&gt;
Raids may be declared spontaneously, for example to extract players from being trapped in a base, or to attack someone who has hidden in a base. As such raids can be declared from anywhere on the map however once declared creatures must move from that exact location to the raid. Failure to arrive at the raid within ten minutes of the raid timer start may see the raid canceled and a 24 hour cooldown imposed before they may raid again.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Six: Looting===&lt;br /&gt;
* Once the raid objective is achieved, by roleplay means, and both attacker and defender come to terms, looting will be denied. If a defender refuses to cooperate, looting will be allowed. (Unless the primary raid objective is looting) .&lt;br /&gt;
&lt;br /&gt;
* If looting is allowed, destruction of the workshop is not allowed. Attackers can get as many as captives they want. During these sieges, you can only loot as much as your inventory will allow and you are not allowed to intentionally blow up chests. You are allowed to loot as long as your character is not &amp;quot;encumbered&amp;quot; which includes your raid build, you may not change build to loot more.&lt;br /&gt;
&lt;br /&gt;
* Defenders are not allowed to go above their encumbrance to hide loot from being looted. They also may not change their build to secure more loot. If raid goal is a specific resource, those resources should be given to the victor. Overseen Staff have the right to check their inventory or logs for potential hiding.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Seven: Raid Cooldown Abuse — No Contest / No Meaningful Fight===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooldowns and protection timers only apply if the raid was genuinely contested.&#039;&#039;&#039; If a raid ends (or is intentionally invalidated) &#039;&#039;&#039;without a meaningful fight&#039;&#039;&#039;, staff may rule it &#039;&#039;&#039;No Contest&#039;&#039;&#039;, and &#039;&#039;&#039;no raid cooldown/protection is granted&#039;&#039;&#039; to either side.&lt;br /&gt;
&lt;br /&gt;
====What counts as a “Meaningful Fight”====&lt;br /&gt;
A raid is considered meaningfully contested if &#039;&#039;&#039;at least one&#039;&#039;&#039; of the following happens after the raid counter/prep ends:&lt;br /&gt;
* &#039;&#039;&#039;Sustained PvP engagement&#039;&#039;&#039; (an exchange of damage/pressure where both sides are actively participating), OR&lt;br /&gt;
* &#039;&#039;&#039;A confirmed down/incapacitation&#039;&#039;&#039; on either side, OR&lt;br /&gt;
* &#039;&#039;&#039;A real breach/entry attempt&#039;&#039;&#039; that leads to active combat contact, OR&lt;br /&gt;
* &#039;&#039;&#039;Clear objective progress&#039;&#039;&#039; that required defenders to actively contest (not just hiding/leaving).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will use common sense here; the goal is to separate real raids from timer-gaming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====No Contest examples (cooldowns do NOT apply)====&lt;br /&gt;
A raid can be ruled &#039;&#039;&#039;No Contest&#039;&#039;&#039; if, before a meaningful fight happens:&lt;br /&gt;
* &#039;&#039;&#039;Defenders abandon the defense&#039;&#039;&#039; (run away from the compound/raid area, scatter to avoid contact, or otherwise refuse to contest) to try to invalidate the raid or gain protection.&lt;br /&gt;
* &#039;&#039;&#039;Attackers declare then disengage&#039;&#039;&#039; (leave, refuse to approach, or intentionally avoid contact) to try to force a cooldown/protection state.&lt;br /&gt;
* Either side uses &#039;&#039;&#039;stalling/avoidance behavior&#039;&#039;&#039; whose clear purpose is to prevent a fight from starting (not tactical retreat during combat, but “we refuse to play the raid”).&lt;br /&gt;
&lt;br /&gt;
====Outcomes when No Contest is declared====&lt;br /&gt;
* &#039;&#039;&#039;No cooldown/protection is applied.&#039;&#039;&#039;&lt;br /&gt;
* Staff may rule the raid as:&lt;br /&gt;
** &#039;&#039;&#039;Canceled (No Contest)&#039;&#039;&#039;, or&lt;br /&gt;
** &#039;&#039;&#039;Forfeit&#039;&#039;&#039; (if one side’s abandonment clearly concedes the situation).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Defenders running away to invalidate does &#039;&#039;not&#039;&#039; protect them. If defenders abandon the defense to dodge the raid, staff can rule &#039;&#039;&#039;No Contest&#039;&#039;&#039; and the defenders receive &#039;&#039;&#039;no protection cooldown&#039;&#039;&#039;, and may additionally treat it as a &#039;&#039;&#039;forfeit&#039;&#039;&#039; depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
====Anti-spam / anti-baiting enforcement====&lt;br /&gt;
To prevent abuse of this rule:&lt;br /&gt;
* If &#039;&#039;&#039;attackers&#039;&#039;&#039; repeatedly open raids and then avoid contact / leave, staff may impose penalties (example: a &#039;&#039;&#039;24-hour raid-declare restriction&#039;&#039;&#039; or ticket limitations), on top of any existing “failure to arrive” consequences.&lt;br /&gt;
* If &#039;&#039;&#039;defenders&#039;&#039;&#039; repeatedly abandon defenses to dodge outcomes, staff may apply escalating consequences (forfeit rulings, enforced objectives where applicable, and/or disciplinary action).&lt;br /&gt;
&lt;br /&gt;
==Territory Warfare==&lt;br /&gt;
Territory wars are conflicts designated to occur between Principalities for control of Lands and its riches..&lt;br /&gt;
&lt;br /&gt;
There are four war slots (GMT +3 Wise):&lt;br /&gt;
&lt;br /&gt;
* EU: 10:00 PM Friday and Saturday&lt;br /&gt;
&lt;br /&gt;
* NA: 3:00 AM Friday and Saturday&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
War slots are assigned by admins for balance, using the following system. &lt;br /&gt;
&lt;br /&gt;
War slots rotate between Principalities. All war declarations are added to a War Queue and handled in order. If a war is not resolved in the current week, it carries over to the next one &lt;br /&gt;
&lt;br /&gt;
Admins reserve the right to delay or close war slots based on availability. If a Principality or claim is invalidated, it is removed from the queue and the list continues as normal.&lt;br /&gt;
&lt;br /&gt;
Requirements to Declare a Territory War:&lt;br /&gt;
&lt;br /&gt;
# A principality capable of colonizing, settling, and laying claim to land.&lt;br /&gt;
# Claim the territory you wish to fight for. On the map, press Claim.&lt;br /&gt;
# Assemble your vanguard roster of 20 and reserves of up to 10.&lt;br /&gt;
# Open a ticket to be registered for a weekly war slot.&lt;br /&gt;
# Be present 30 minutes before the war timer begins.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - One: War Procedures===&lt;br /&gt;
*  A 1-hour grace period occurs before the war begins; required healing will be handled by admins.&lt;br /&gt;
* Each principality may declare one offensive war per week. War slots are rotated among principalities—some may not receive a slot every week. Each player may participate in one offensive and one defensive war per week. Organize vanguards accordingly.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Two: War Camps &amp;amp; Healing tactics===&lt;br /&gt;
* War camps will be granted to both sides, each with infirmary beds. If you wish to build your own camp, notify staff—they will provide infirmaries, but make sure you have the required building pieces for it, as it will count toward your clan&#039;s allowance.&lt;br /&gt;
&lt;br /&gt;
* Players may rejoin the fight if they are healed or otherwise able to continue.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Three: Player Limit===&lt;br /&gt;
* Depending on available numbers, vanguard size can be extended to 30 if both sides can provide enough players. All participants must display Clear RPR tags above their heads to note the side they are on, except assassins. Tags must not be altered during the war.&lt;br /&gt;
* Non-combatant applicants do not count towards the player limit. They may assist with resupply and healing, but must wear the appropriate colored tag labeled “Logistics.”&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Four: Player Land Ownership Procedures===&lt;br /&gt;
* If no principality owns the land, it becomes an open field battle. Both sides may build camps. The defending principality can bid to become the main defender—this costs influence and is done via principality tickets.&lt;br /&gt;
* If the defender wins, they retain the territory and gain influence equal to half the cost of the original claim.&lt;br /&gt;
* If the attacker wins, they gain control of the territory under their principality.&lt;br /&gt;
* If a principality loses control of the land and has a base there, they receive one week of protection from medium raids. They may attempt to reclaim the location in the following week’s war. If they fail, they are subject to a territorial raid and possible relocation.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Five: Cons &amp;amp; Consent===&lt;br /&gt;
* Without consent, any consequences are invalidated. Defeated players may pull their bracelet or log out to withdraw from the event.&lt;br /&gt;
* You may detain players during the war, but they still retain the right to log out or pull their bracelet.&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Rules&amp;diff=1569</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Rules&amp;diff=1569"/>
		<updated>2026-01-16T20:28:37Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* PvP Rule Eleven: PvP Intent Near Player Compounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#description2:Explore the rules of Irontide, a text-based RP/PvP server inspired by Warhammer Fantasy in Conan Exiles. Forge your character’s story through roleplay, combat, and alliances.)}}&lt;br /&gt;
{{Button|text=Back to Main Page|link=Main Page}}&lt;br /&gt;
==Server Vision==&lt;br /&gt;
Irontide started as a main project in 2025 by a group of players with varying degrees of experience throughout the game&#039;s evolution from 2018 until present day, as well with some modding experience. The main vision of the server &amp;amp; it&#039;s purpose was born out of need, by a niche side of the community which strived for an older, yet refined in terms of the mechanical or Player-versus-Player gameplay, whilst also expanding into  creating more additional content into the Roleplay sphere, as well as for the Player-Versus-Environment side as well.&lt;br /&gt;
&lt;br /&gt;
While we do also understand some reluctance at the core of the gameplay the server was originally designed, and while even the notion in attempting to please everyone won&#039;t be possible; the gameplay mechanics, combat changes &amp;amp; further expansions will be centered around in trying to create a fun experience for all players, ranging from new to veteran players that seek to try something new, and the same time providing the grimdark setting of Warhammer Fantasy through future events hosted by our entrusted Loremasters &amp;amp; Staff &amp;amp; the Irontide mod.&lt;br /&gt;
&lt;br /&gt;
==Refusal of Service==&lt;br /&gt;
Although the Irontide community is generally available for everyone from all corners of the Conan Exiles community, we however reserve the right to refuse in allowing players who do not wish to abide by the server’s community guidelines &amp;amp; rules. We’ll also monitor those who have a history for OOC malicious &amp;amp; disruptive behaviour whenever’s the case.  &lt;br /&gt;
Providing empirical evidence of such cases however, may vary to some difficulty. However our aim is to take the stance to prevent any such obstructions for the sake of our community members &amp;amp; without tainting the server’s reputation.&lt;br /&gt;
&lt;br /&gt;
==Rule Categories==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-page human&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ General Roleplay Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card roleplayrules&amp;quot; aria-label=&amp;quot;General Roleplay Rules&amp;quot; data-target=&amp;quot;/index.php/General Roleplay Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;General Roleplay Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Character Creation Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card charactercreation&amp;quot; aria-label=&amp;quot;Character Creation Rules&amp;quot; data-target=&amp;quot;/index.php/Character Creation Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Character Creation Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ General PVP Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card pvp&amp;quot; aria-label=&amp;quot;General PVP Rules&amp;quot; data-target=&amp;quot;/index.php/General PVP Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;General PVP Rules &amp;amp; AOS&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Consequence Rules ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card khorne&amp;quot; aria-label=&amp;quot;Consequence Rules&amp;quot; data-target=&amp;quot;/index.php/Consequence Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Consequence Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Permadeath ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card consequences&amp;quot; aria-label=&amp;quot;Permadeath&amp;quot; data-target=&amp;quot;/index.php/Permadeath&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Permadeath&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Building Rules and Restrictions ■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card building&amp;quot; aria-label=&amp;quot;Building Rules and Restrictions&amp;quot; data-target=&amp;quot;/index.php/Building Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Building Rules and Restrictions&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Raid Rules■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card raiding&amp;quot; aria-label=&amp;quot;Raid Rules&amp;quot; data-target=&amp;quot;/index.php/Raid Rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Raid Rules&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ■■■ Territory Warfare■■■ --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;clickbox race-card territorywar&amp;quot; aria-label=&amp;quot;Territory Warfare&amp;quot; data-target=&amp;quot;/index.php/Territory Warfare&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;race-title&amp;quot;&amp;gt;Territory Warfare&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Roleplay &amp;amp; Character Etiquette==&lt;br /&gt;
Roleplay is a core mechanic on Irontide. We wish to reinvent what comes as tradition, as we separate our rules into two types of rules, Community and Gameplay.&lt;br /&gt;
&lt;br /&gt;
Community rulings will be based on if the player is enjoying their time playing here, or if the server can accommodate their playstyle and form of interactions with other members of the community. By reporting a player, you shouldn&#039;t expect any type of punishment because the team will appreciate your input. Tickets and punishments are not weapons to use against players. &lt;br /&gt;
&lt;br /&gt;
They are only enacted as needed in order to enforce our ⁠⁠server-vision.&lt;br /&gt;
&lt;br /&gt;
===General Roleplay Rules===&lt;br /&gt;
====Roleplay Rule - One: English Only | Text-Based Server====&lt;br /&gt;
The server uses English language as its main usage both in Roleplay and Out-Of-Character, the server is also Text-Based, thus Voice RP is not available here. Players must type only in English in both global and local chats. The usage of translation tools however is allowed, the usage of any AI to write emotes for Roleplay purposes however is strictly prohibited.&lt;br /&gt;
====Roleplay Rule - Two: Always In-Character====&lt;br /&gt;
As long as you are online, on the server, you are always considered In-Character. If you’re yet required to AFK, you’re recommended to log off so that you won’t be interacted with as there’s the risk of you being Attacked on Sight (AOS) even while you’re AFK. Out-Of-Character chatter in Local channel must be kept to an absolute minimum.&lt;br /&gt;
====Roleplay Rule - Three: +18 / Adult Content====&lt;br /&gt;
* Due to the nature of the game and some of its content. All Characters must be portrayed appropriately as adults, over eighteen of age. Characters that appear too young or confirm being below the age of eighteen will be ticketed &amp;amp; requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.&lt;br /&gt;
* Acts of zoophilia/bestiality &amp;amp; pedophilia is strictly forbbiden, and if a player is caught enacting such sceneries, they will be swiftly banned— permanently. &lt;br /&gt;
* Characters that wish to claim their character’s pregnancy however will be obliged to reroll, while characters that are below eighteen or have such appearance will be ticketed &amp;amp; requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.&lt;br /&gt;
====Roleplay  Rule -  Four: Rule Lawyering====&lt;br /&gt;
In the event that a rule has been broken, players shall not stall the Roleplay by engaging in debates about the rules. Informing the opposing player that a rule has been broken is encouraged, but only in the case an understanding was reached, the scene must continue and a ticket opened after the fact. Ticket wars over such matters will not be tolerated.&lt;br /&gt;
====Roleplay Rule -  Five: Godmodding, Powergaming, Metagaming, Metapost &amp;amp; Blending====&lt;br /&gt;
The following behaviours are strictly prohibited on this server: &lt;br /&gt;
&lt;br /&gt;
* Godmodding : Typically refers about a player acting as if their character is invincible, capable of anything, or having knowledge and abilities beyond what is reasonable, most often aspect of Godmode is taking excessive control over another player’s character through illogical means and against their will; &lt;br /&gt;
* Powergaming : A player’s character prioritizes effectiveness over another, by removing the agency from their victim to react in any way, or even to respond afterwards.&lt;br /&gt;
* Metagaming : A player uses Out-of-Character information they gathered, and uses it In-Game as means for unfair advantages, thus harming the notion of fair-play, as well as the trust from the community;&lt;br /&gt;
* Metaposting : Emoting conveyed in the form of thoughts (e.g: x believes that y is a fool), generally to provoke an OOC reaction from their victim; &lt;br /&gt;
* Blending : A player mixes their Out-Of-Character feelings through the facade of In-Character, as an example, some may antagonize another player by portraying them as being Out-Of-Character evil, yet the player in question is just playing their character as intended by their race/societal view;&lt;br /&gt;
&lt;br /&gt;
While some vary in severity, the cases of Metagaming is seen as the most severe, those caught breaking the rule would be harshly punished with a strike, if the offender is caught repeating the offence, their strike will be extended into a ban. It is the players responsibility to avoid possible metagaming instances, which can result in knowing a situation and intentionally not going to a certain place.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Six: Streaming====&lt;br /&gt;
*  Streaming on any popular or alternative platforms such as: Twitch, Kick, StreamYard, Discord, YoutubeLive, etc. on this server is highly restricted due to the nature of the nature of the game and server itself. Publishing a recording of a pvp instance may be allowed if every party consents to publish of the (strictly) pvp instance and only after 48 (or more) hours have passed that they can be added.&lt;br /&gt;
* Recordings are however permitted only to solidify any evidence for any rule infraction committed by a player.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Seven: Consent &amp;amp; Fade To Black (FTB)====&lt;br /&gt;
* Consent must be fully respected and upheld in all matters, especially when involving sexual content or scenery, but not limited to: torture, slavery &amp;amp; nudity. If any of these scenarios do not involve sexual content, they must be roleplayed or can be Faded To Black. Consent is required for long-term slavery scenarios, while short-term captivity roleplay exchanges may proceed without explicit consent, only if this has been agreed as part of a consensual framework beforehand. &lt;br /&gt;
* The option to Fade to Black a scene is not meant to be abused to shield yourself from certain consequences. It&#039;s in place to shield the individual from experiencing, writing or engaging in mature themes, such as torture, gore, dismemberment, mutilation, and anything sexual related that they may feel uncomfortable with.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Eight: Lore Adherence====&lt;br /&gt;
* The server strives to represent the lore of Warhammer Fantasy as much as it can be possible, while it’s not frowned upon to lack any deep knowledge of the setting itself, it is yet recommended to at ‘least try to understand the basics through representing your character to the race, society &amp;amp; class it’s affiliated with. &lt;br /&gt;
* The Loremasters &amp;amp; the Staff from Irontide are more than happy to help in such cases, however if the player is found purposely avoiding to follow the recommendations or instructions from them and are seen repeatedly breaking the lore, they will be apprehended in a ticket with the Staff deciding on how they will deal with the lore-breaker. Staff may demand recreation or submit of a character creation form, if current character is not lore accurate.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Nine: Roleplay Avoidance====&lt;br /&gt;
* Once outside of your building, you must adhere to any and all attempts from others initiating roleplay with you. Any infringements, such as walking without Roleplaying your intent to depart, will be counted as Roleplay Avoidance. Suddenly leaving a roleplay scene with little to no communications for whatever reason is considered Roleplay avoidance as well. If you need to leave, please communicate it properly with all present parties In-character, or at least Out-of-Character in case of Real-Life emergencies. &lt;br /&gt;
* if the Real-Life emergency is proven being faked however (e.g: they purposely claim they have something to do in Real-Life, yet only to be seen actively playing the game mere seconds or minutes after they left to not face tension or consequences), they will be punished with a strike, repeat offence will lead to a ban. Using this rule to delay roleplay in order to gain advantage on possible PvP will result in strikes for the party that has joined late.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Ten: Act Names (/Disguise)====&lt;br /&gt;
* Players are allowed one act name only. If you wish to change your /disguise name, you’ll need to open a ticket. The exception to this rule is the Assassin subclass. They may have unlimited /disguise names and do not require a ticket. If an Assassin wishes to take on a more realistic and different character name, they will be required to open a ticket.&lt;br /&gt;
&lt;br /&gt;
* Assassins will need to use /disguise for the first time in order to unlock /act.&lt;br /&gt;
&lt;br /&gt;
* Act names must indicate the following: your Origin or race; at least one unique identifier; (Some examples of this would be: Purple Druchii Dreadspear, Imperial Crimson Soldier, and Carstein Shrouded Assassin)&lt;br /&gt;
&lt;br /&gt;
* To use a title of significance to a Warhammer faction, you will need to open a ticket for approval. Examples of these titles would be: The Warchief, The Prince, The Arena Master,etc.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Eleven: Dice Rolls====&lt;br /&gt;
The only dice rolls everyone is required to adhere to are Stealth and Perception within reason. Character attempting to be hidden must be in a hidden location or out of direct view. If they move to be in plain view the stealth is dropped. Every other die is optional. It is however highly encouraged to enhance the scene by engaging with them. Please reach out to each other before using dice, and before using any flavour abilities to reduce confusion.&lt;br /&gt;
&lt;br /&gt;
====Roleplay Rule - Twelve: Sister Clanning====&lt;br /&gt;
&lt;br /&gt;
Sister-clanning is prohibited.&lt;br /&gt;
&lt;br /&gt;
Sister-clanning is any arrangement or repeated pattern of cooperation where two or more separate clans or Principalities function as a single unified entity in practice, in order to bypass intended limits, gain unfair advantages, or create a permanent mega-bloc.&lt;br /&gt;
&lt;br /&gt;
This rule applies whether the cooperation is explicit or implicit, and whether it is done in-character or out-of-character.&lt;br /&gt;
&lt;br /&gt;
=====What Counts as Sister-Clanning=====&lt;br /&gt;
&lt;br /&gt;
Examples include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Maintaining a permanent or near-permanent alliance structure with the same partner groups&lt;br /&gt;
* Disbanding an alliance &amp;quot;in name only&amp;quot; while continuing to coordinate as one power bloc&lt;br /&gt;
* Re-forming Coalitions repeatedly with the same members to maintain continuous cooperation&lt;br /&gt;
* Coordinating territory expansion, wars, claims, or defenses as if you are one Principality&lt;br /&gt;
* Sharing leadership, command structure, or decision-making across multiple Principalities in a way that removes independence&lt;br /&gt;
* Using multiple clans or Principalities to avoid membership limits, territory limits, recruitment limits, or other system restrictions&lt;br /&gt;
* Operating mutual defense pacts as a default state rather than a temporary response to a specific situation&lt;br /&gt;
* Rotating members between clans to bypass recruitment or size restrictions&lt;br /&gt;
&lt;br /&gt;
=====What Is Allowed=====&lt;br /&gt;
&lt;br /&gt;
The following are allowed, as long as they remain temporary, limited, and do not create a permanent unified bloc:&lt;br /&gt;
&lt;br /&gt;
* Short-term Coalitions formed for a specific conflict or objective&lt;br /&gt;
* Limited non-aggression agreements for diplomacy or trade&lt;br /&gt;
* Temporary military cooperation during a defined war goal&lt;br /&gt;
* Story-driven alliances that end when their purpose is achieved&lt;br /&gt;
* Neutral diplomacy and normal political interaction&lt;br /&gt;
&lt;br /&gt;
=====Staff Review and Enforcement=====&lt;br /&gt;
&lt;br /&gt;
Staff may review suspected sister-clanning based on patterns of behavior, not just written agreements.&lt;br /&gt;
&lt;br /&gt;
If staff determines sister-clanning is occurring, they may require corrective action, including:&lt;br /&gt;
&lt;br /&gt;
* Forced disbanding of alliances or Coalitions&lt;br /&gt;
* Limits on cooperation scope&lt;br /&gt;
* Forced separation of military planning and territorial action&lt;br /&gt;
* Administrative penalties according to the rules page&lt;br /&gt;
&lt;br /&gt;
Staff may also request proof that the involved groups have returned to independent operation and remained separate.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with staff instructions regarding sister-clanning will be treated as a rules violation.&lt;br /&gt;
&lt;br /&gt;
==Character Creation Rules==&lt;br /&gt;
====Character Creation Rule - One: Alternative Characters or Alt Account====&lt;br /&gt;
You are only allowed to play one character at a time. Alternate characters &amp;amp; alting are strictly forbidden.&lt;br /&gt;
====Character Creation Rule - Two: Character Representation====&lt;br /&gt;
* All characters must be presented and roleplayed as adults of their respective race. There are no exceptions and zero tolerance to the failure to adhere to that.&lt;br /&gt;
* All characters must have a realistic appearance and act properly within the setting and the character’s race and cultural lore. (Check out our guides, or consult with the Loremasters in a ticket if needed)&lt;br /&gt;
* All characters must have realistic body proportions according to their racial standards. A wide range of sizes is offered on body parts so all races could properly be represented. However, all characters should be realistic without over-exaggerated and unrealistic bodies.&lt;br /&gt;
* If the character you wish to play has any Chaotic Mutations or is a special race such as races with limitations of population, please open a Character creation ticket so the Loremasters can guide you!&lt;br /&gt;
====Character Creation Rule - Three: Naming convention====&lt;br /&gt;
All characters’ names must be capitalized and lore appropriate according to race/culture of the Warhammer Fantasy setting. This also means no modern references or usage of already established names within the setting when naming your character. Max characters allowed in a name is 30.&lt;br /&gt;
====Character Creation Rule - Four: Accessory Limit====&lt;br /&gt;
Character accessories are limited to 25. All accessories that add particles are banned from use such as torches as an accessory.&lt;br /&gt;
====Character Creation Rule - Five: Character Legitimacy====&lt;br /&gt;
* Creating a character, either as a standalone, or part of a unit, that in lore is part of the upper most highest echelons of authority that they can use to render other characters unable to contest their orders based on lore realism is not permitted.&lt;br /&gt;
* Characters are considered unique entities. At the event of a character death, the player is not allowed to roll into a relative of the previous character, nor someone close to them.&lt;br /&gt;
====Character Creation Rule - Six: Futanari Characters====&lt;br /&gt;
Futa characters are strictly forbidden in our community. Any cases of them being discovered will result in an immediate deletion of the character and suspension of the player. Due to the difficulty policing between actual transgenders &amp;amp; fetishized futa characters, we do not allow intersex characters. Players however may choose to roleplay as being born a different gender they were able to select before their arrival into the Borderlands/Border Princes.&lt;br /&gt;
&lt;br /&gt;
===Rerolling===&lt;br /&gt;
Irontide has three character slots as save slots offered to players for shelving characters. You may remove and create a new character by going through the reroll process. Players through a reroll process can go back to their old character. Staff has no responsibility to retrieve removed characters or shelved back characters.&lt;br /&gt;
&lt;br /&gt;
Once a character is permanently killed they must be deleted from their saved slot. An attempt to sneak back in on a killed character will result in direct Ban.&lt;br /&gt;
====Reroll Rule -  One: Reroll Allowance====&lt;br /&gt;
* Players may request a reroll if they have no active conflicts. They can reroll to a new character, provided any conflicts are settled or invalidated through Out-Of-Character communication. Reroll requests are posted in ⁠the departures channels by the staff handling the ticket. If no one contests it within 24 hours the reroll process would be considered complete.&lt;br /&gt;
* In order to stop another player from switching to a different character concept you are required to open a Contest ticket.&lt;br /&gt;
====Reroll Rule -  Two: Owner of Principality====&lt;br /&gt;
Clan leaders who own principalities are required to transfer ownership of the principality to a character matching their current character. If they do not, they must dissolve the principality.&lt;br /&gt;
====Reroll Rule -  Three: Voluntary Reroll &amp;amp; Forced Rerolls====&lt;br /&gt;
* Admins have the right to force players to reroll back to their old characters, if those characters are involved in conflicts that have caused permanent physical or psychological damage to other characters, (e.g: Dismemberment or Permanent Death). This is beyond the 24 hours contest period, the contested party however must offer solid evidence for clearance. &lt;br /&gt;
&lt;br /&gt;
* Only one voluntary reroll request per week is allowed.&lt;br /&gt;
====Reroll Rule -  Four: Self-Perma &amp;amp; Fleeing the Lands====&lt;br /&gt;
All players wanting to either self-permadeath or flee the Lands with their characters as means of playing a new concept are required to open a Reroll ticket, which then gets posted publicly for the rest of the server in order to allow a contest.&lt;br /&gt;
===New Life Rule (NLR)===&lt;br /&gt;
Every player who rerolls into a new character must strictly follow these rules. Admins have the right to permanently ban players who intentionally violate these essential rules:&lt;br /&gt;
====NLR Rule -  One: Knowledge from Previous Character====&lt;br /&gt;
The new character has no knowledge of their old character, including their associates, memories, or experiences.They are not allowed to rejoin the same conflict as their previous character. Even if they join the same clan, they must abstain from involvement unless their foe personally initiates a new conflict directly with the new character.&lt;br /&gt;
&lt;br /&gt;
This involves while they are present in their clan, If their killer clan offends past permanently killed characters or clan, this doesn&#039;t count as  a valid reason, reason should not be personal to the player.&lt;br /&gt;
====NLR Rule -  Two: Participating on Raids====&lt;br /&gt;
The new character is not allowed to be part of any raid, territory war or engaging in any way, shape or form in a Blood Feud for a duration of 1 week after reroll.&lt;br /&gt;
====NLR Rule -  Three: Distinctions====&lt;br /&gt;
The new character must be distinct from the old character. This means playing a different race, or if playing the same race, selecting a different class. Violating this rule will result in a forced character recreation.&lt;br /&gt;
&lt;br /&gt;
==General PVP Rules &amp;amp; AOS==&lt;br /&gt;
====PVP Rule - One: PVP Pvp Intent Procedure &amp;amp; Rules====&lt;br /&gt;
# To Initiate Pvp Intent, one must provide an emote with (Pvp Intent) included at the end. Once the emote is presented, all that are able to read it must pause where they are and provide a response acknowledging the incoming fight in the way of emoting with one of the following (Pvp Join) (Pvp Surrender) (Pvp Abstain) at the end of their response while continuing to be still. &lt;br /&gt;
## Bystanders may declare neutrality with /pvp abstain. They can be challenged by an aggressor or defender to elevate to combat status.  Once combat has ended, a new PvP intent needs to be initiated to start a new combat encounter inside a secured player compound or /rp protected scene such as consequences. PvP may ensue without the need of waiting for bystanders. Unless challenged, they will be automatically counted as absent.&lt;br /&gt;
## Those that may wander into the scene must pause immediately in recognition of what it is and provide their response whether before or during the fight. Movement starts again once the fighting begins or is ongoing.&lt;br /&gt;
## Once all have responded, Every active combatant is required to declare ready status before it starts by typing (r) or (ready). With everyone ready a count down can be started with the /pvp start command. Or a Countdown shouted in the chat by a volunteer. &lt;br /&gt;
## You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction. Running away when you have received an emote directed at you will be counted as roleplay avoidance.&lt;br /&gt;
## In the aftermath the severity of the fight is judged by the actions of the victors (See Consequence Rules.). Where they may choose to mechanically help one up, this equals a sort of brawl. If they are left to get up on their own, they will suffer some injury. Then finally one can choose to mechanically execute a fallen, this inflicts severe mechanical consequences and should be considered a severe injury taken, used sparringly.&lt;br /&gt;
# In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight.&lt;br /&gt;
# PVP may take place anywhere in the world, except for the spawning locations. Players can be recovered when downed by means of spells and In-Game mechanics. They can rejoin the same fight as long as it’s allowable. &lt;br /&gt;
# Upon dropping a Pvp intent upon a Player showing activity before the intent is dropped, such as movement, typing ect. If the receiver does not emote or respond after a time of five minutes, the Pvp intent is considered lost by the character presumably AFK or stalling. The initiator of the Pvp intent needs to open a Ticket to log the encounter with screen shots of timeframe.&lt;br /&gt;
# Sizing up: Players must use the /resize command to set their height to 180 with hand sliders set to 0. Changing these values during a fight is a strike-worthy offense.&lt;br /&gt;
&lt;br /&gt;
====PVP Rule - Two: AOS Location Allowance====&lt;br /&gt;
# Attack On Sight is prohibited outside of designated areas such as the Unnamed City. It is the players responsibility to press M to look at the map to be sure they are not breaking this rule.  PVP Intents are still allowed on first contact Also, provided the PVP intent procedures are followed. You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction in such zones. Running away to avoid roleplay or intent will be counted as roleplay avoidance.&lt;br /&gt;
# If a player is downed within an AOS Zone or downed in a fight that travels out of it the encounter falls under Attack on Sight rules, they are subject to the specific downed-state rules applicable to Attack on Sight situations.&lt;br /&gt;
# Attack on Sight is active within the zones unless a party is involved in roleplay. To be protected while in roleplay they must input command /rp when stopping to roleplay a scene. In RP scenes, players are required to actively roleplay in it. If the scene is not active RP, AOS protected status will be invalidated.&lt;br /&gt;
# Upon choosing to engage someone with Attack on Sight, you are required to give them roleplay in the aftermath to your standard quality. AOS-ing someone, dropping a single line then running off is considered not good faith gameplay. Be mindful if you need to Execute when an opponent is down, the mechanic is not to be used to hinder someone else&#039;s enjoyment of the game.&lt;br /&gt;
====PVP Rule - Three: Banned PVP Practices====&lt;br /&gt;
Intentionally causing other players to crash or lag out with any means is forbidden. Blocking doors with deco items to block breach attempts, or placing Explosives such as Jars &amp;amp; Mines in the middle of PvP as a way to kill other Players. They are fine to be used to create breaches in Raids, but actively using them solely to kill players is not allowed.&lt;br /&gt;
====PVP Rule - Four: Water Combat====&lt;br /&gt;
Water Combat - PVP in water &amp;amp; attacking someone swimming in water is forbidden. Water should be used absolutely minimally, only as a way to pass from point A to point B, in a direct line. Lingering inside water during PvP or dodging attacks by going into water would be severely punished in a ticket. It is known mistakes happen in the heat of combat so some variations may occur but please be conscious of your movements around water.&lt;br /&gt;
====PVP Rule - Five: Teleportation in PVP====&lt;br /&gt;
Any means of teleportation or portals are forbidden in active combat. It is not to be until 10 minutes have passed since last contact that being in active combat ends. Players who are damaged by other players earn PvP status debuff, which won’t allow them to use travel systems. Moreover, they are not allowed to use map teleports. The only exception to this are locations which are not a direct part of the open world such as dungeons. Teleportation means can be used to exit towards the open world.&lt;br /&gt;
====PvP Rule - Six: Mounts &amp;amp; Thralls in PVP====&lt;br /&gt;
Mounts &amp;amp; Ranger thralls can be used for PVP. They cannot however be used to store valuable items or block pathways. Mounts can spawn by pathways while in following mode, but must never be parked by it in guarding or scouting state.&lt;br /&gt;
====PvP Rule - Seven: PvP Downing====&lt;br /&gt;
In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location for Consequences, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight.&lt;br /&gt;
====PvP Rule - Eight: Conflict Resolution &amp;amp; Dice Alternative====&lt;br /&gt;
Mechanical PvP is considered the official resolution of any conflict, and it’s protected by the rules. Parties however may choose dice combat, but it has to be purely consensual between both parties.&lt;br /&gt;
&lt;br /&gt;
==== PvP Rule Nine: Player vs. Player in Towns (Hubs) ====&lt;br /&gt;
By default, &#039;&#039;&#039;PvP actions&#039;&#039;&#039; and &#039;&#039;&#039;attack-on-sight behavior&#039;&#039;&#039; are not permitted in admin-controlled towns or hubs.&lt;br /&gt;
Players may temporarily enable PvP intent through in-game mechanics (such as bribing guards). When enabled, PvP is only allowed within the &#039;&#039;&#039;specified timeframe and conditions&#039;&#039;&#039; provided by the mechanic.&lt;br /&gt;
&lt;br /&gt;
==== PvP Rule Ten: Resizing in AOS Zones ====&lt;br /&gt;
Players are required to be &#039;&#039;&#039;properly resized&#039;&#039;&#039; while in designated &#039;&#039;&#039;AOS zones&#039;&#039;&#039;.&lt;br /&gt;
Players will be &#039;&#039;&#039;automatically resized upon entering&#039;&#039;&#039; these zones. If a mechanical issue prevents this from occurring, players are responsible for manually resizing using the &amp;lt;code&amp;gt;/resize&amp;lt;/code&amp;gt; command or other provided methods to ensure PvP resizing rules are respected.&lt;br /&gt;
&lt;br /&gt;
==== PvP Rule Eleven: PvP Intent Near Player Compounds ====&lt;br /&gt;
Players may not declare &#039;&#039;&#039;PvP intent with more than two players (including themselves)&#039;&#039;&#039; within &#039;&#039;&#039;three foundation range&#039;&#039;&#039; of another players compounds.  &lt;br /&gt;
Player compounds are defined as &#039;&#039;&#039;secured bases&#039;&#039;&#039; that require climbing or scaling to gain access.&lt;br /&gt;
&lt;br /&gt;
Players involved in a PvP declaration are required to respond appropriately using either &amp;lt;code&amp;gt;/pvp surrender&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/pvp join&amp;lt;/code&amp;gt;, consistent with PvP rules applied during &#039;&#039;&#039;caravans&#039;&#039;&#039; and &#039;&#039;&#039;roleplay scenes&#039;&#039;&#039; anywhere on the server.&lt;br /&gt;
&lt;br /&gt;
==== PvP Rule Twelve: Caravan and Base Camping ====&lt;br /&gt;
Camping caravans for the purpose of attacking players is &#039;&#039;&#039;strictly prohibited&#039;&#039;&#039;, similar to base camping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camping&#039;&#039;&#039; is defined as remaining in a caravan area for &#039;&#039;&#039;longer than 10 minutes&#039;&#039;&#039; with the intent to cause harm to players passing through.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base camping&#039;&#039;&#039; is also prohibited and is defined as remaining near a player base for &#039;&#039;&#039;longer than 10 minutes without active roleplay&#039;&#039;&#039;.  &lt;br /&gt;
To engage a base, players must &#039;&#039;&#039;submit a siege ticket and conduct a raid&#039;&#039;&#039;. Failure to do so will require players to &#039;&#039;&#039;disperse immediately&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Players who are &#039;&#039;&#039;actively roleplaying&#039;&#039;&#039; within caravan locations may be declared for PvP intent and are exempt from caravan camping restrictions.&lt;br /&gt;
&lt;br /&gt;
==Consequence Rules==&lt;br /&gt;
===Mechanical Debuffs &amp;amp; Injuries===&lt;br /&gt;
For a more realistic aftermaths after fights, and for injuries being taken seriously whilst also giving classes such as Sages more purpose, the Irontide mod has implemented several mechanical debuffs and injuries, with the following being (All injuries fade even after logging off, after 3 RL hours):&lt;br /&gt;
====Shaken====&lt;br /&gt;
This is applied the first time you are defeated in a PvP scenario. It has a very slight movement speed debuff; otherwise, it is mainly applied to keep a record. Upon being downed, the battle status elevates to &#039;Wounded&#039;.&lt;br /&gt;
&lt;br /&gt;
====Minor Injury====&lt;br /&gt;
This is similar to Shaken, but lasts for three hours. There is a slight speed debuff and it keeps a record of whether someone has been PvP&#039;d and has not yet been cleansed. Upon being downed, the battle status changes to &#039;Wounded&#039;.&lt;br /&gt;
&lt;br /&gt;
====Wounded====&lt;br /&gt;
This is the first serious battle status. If the player is not revived while wounded or is incapacitated again while sustaining either a Shaken or Minor Injury, this status is applied. The player incurs 50% unremovable corruption (25% of their health and stamina), which moderately but not significantly reduces their movement speed. Players are advised to try to run away in this state, as they will not perform at their best. If the player is not revived while in this state, it turns into &#039;Incapacitated&#039;.&lt;br /&gt;
&lt;br /&gt;
====Moderate injury====&lt;br /&gt;
After 15 minutes of the wounded status, the status turns into moderate injury. Again, 50% corruption (25% of player health and stamina) is applied, but the movement speed reduction is softened to a smaller amount. If the player is downed in this status, they are elevated to &#039;Incapacitated&#039;.&lt;br /&gt;
&lt;br /&gt;
====Incapacitated====&lt;br /&gt;
This is a &#039;down&#039; status that is closer to the roleplay style of &#039;down&#039; mechanics. Players in this state are incapacitated and unable to run away or use weapons. They also incur a Pvp Debuff, A player takes more damage and deals less damage. This status is applied when an enemy finishes someone off. If a player is downed while already wounded or moderately injured, this status is also applied. After 15 minutes, this status turns into a severe injury. Players are required to be carried in this state for healing or after-battle roleplay. Players cannot refuse to be carried in this state.&lt;br /&gt;
&lt;br /&gt;
====Severe Injury====&lt;br /&gt;
After 15 minutes of the Incapacitated status, it turns into a Severe Injury. The difference is that it is less severe in terms of movement speed and players can use weaponry, so even when they are debuffed, they can conduct their PvE. However, 100% unremovable corruption, equivalent to 50% of their health and stamina, is still applied. If people get caught in this state, they should stay in &#039;Defeated&#039; status so they can be carried or captured. This lasts for 3 hours.&lt;br /&gt;
&lt;br /&gt;
===On Dismemberment Cons===&lt;br /&gt;
&lt;br /&gt;
Dismemberment may be inflicted without the affected player&#039;s approval, but out-of-character communication must be established beforehand. Valid reasons for dismemberment include extreme cases of No Value for Life (NVL), which validates the application of non-consent dismemberment. In addition to this, long conflict history between players is valid for application of non-consent dismemberment. Players may object to the act by opening a ticket, provided they include a full record of the roleplay that led up to the event. &lt;br /&gt;
&lt;br /&gt;
Players are required to honor such dismemberments in their roleplay, If not strike can be issued if not honored in their featured roleplay. Prostateics require proper roleplay also and suggest them to keep that roleplay as proof.&lt;br /&gt;
&lt;br /&gt;
If repeated dismemberments impact a character’s ability to function normally, which includes capability to speak, see, move, or fight, it falls under permadeath rules and must proceed either through Blood Feud mechanics or as a strategic death.&lt;br /&gt;
&lt;br /&gt;
Any dismemberment involving reproductive organs is subject to adult content rules and requires explicit consent. While dismemberment scenes may be Faded To Black (FTB), players are expected to respect the roleplay and reflect the permanent damage in their ongoing character development.&lt;br /&gt;
&lt;br /&gt;
===Consequence Logging===&lt;br /&gt;
Players are advised to log consequences that occur for the ability to contest rerolls. If a player opens a ticket they must provide proof with screen shots of the reason why the reroll is being contested, reasons like Severe Consequences including, but are limited to the following categories:&lt;br /&gt;
&lt;br /&gt;
* Long history of conflict&lt;br /&gt;
* Amputation/mutilation&lt;br /&gt;
* Murder/Permakilling&lt;br /&gt;
&lt;br /&gt;
===Consequence Rules===&lt;br /&gt;
====Consequence Rule - One: On Being Downed====&lt;br /&gt;
A downed player that is carried away from a fight will be under their captor’s mercy. If one friendly picks their downed, they can be relocated and then given the ability to move again or still being given consequences, in which case they cannot move. If an Enemy is downed and then picked up by their opposing force, it’s considered in consequences and cannot move from being relocated, unless an ally of theirs is able to pick them up again in the fight.&lt;br /&gt;
&lt;br /&gt;
Downed players are not allowed to use abilities or move without their captor’s permission, which includes pulling the bracelet. The only exception to this is when the captor Out-of-Character clearly states on allowing it.&lt;br /&gt;
&lt;br /&gt;
Players are not allowed to move captives into the hub nor close to it. Abuse of the hub will not be tolerated and admin action will be taken.&lt;br /&gt;
====Consequence Rule - Two: On Captivity====&lt;br /&gt;
Players may not hold their captured victim for more than three Real Life hours, These three hours are active time in game, offline three hours doesn&#039;t tick. Players cannot do this without the OOC consent of the victim. Any form of long-term captivity or slavery must be agreed upon through clear and respectful OOC communication &amp;amp; Consent from the victim. If a captive is left without active roleplay interaction for over 30 minutes, they may choose to leave early, even if the three-hour limit has not been reached.&lt;br /&gt;
====Consequence Rule - Three: Sexual Content &amp;amp; Consent====&lt;br /&gt;
* For everything that requires consent (all matters involving sexual content, including, but not limited to, torture, slavery and nudity, or any other sexually explicit scenarios), it is not only the victim’s duty to clearly voice their limitations and objections, but also the attacker/captor’s duty to find out via reaching out OOC to know what the victim’s limitations and objections are.&lt;br /&gt;
&lt;br /&gt;
* If the player engages in a pattern of disruptive or indifferent behavior in Roleplay, markedly different from the individual&#039;s usual engagement during Consequences, that will count as an infringement of the spirit of the roleplay. It is both sides&#039; responsibility to provide necessary depth and engagement during the roleplay.&lt;br /&gt;
====Consequence Rule - Four: On Out-Of-Character Emergencies====&lt;br /&gt;
* If a player has to log out of the game due to Real Life reasons, or if they quit for any other reason during the consequence phase. The scene will be frozen, players may ask for the consequence to be dealt in a ticket. With genuine reason, it will be granted, but as custom. If not dealt with in a ticket, the scene will continue when both parties are online again and the three hour captivity timer will resume. Players may not be saved upon the initial three hour phase if the scene is rescheduled to another time. &lt;br /&gt;
* Extreme cases of poor sportsmanship are not allowed for either party. The captor may not try to extract enforced roleplay consequences, and the captive may not refuse to show any hint of humility. Players are not required to bend the knee and captors are not to be humiliated. Consequences are not tools for Out-Of-Character fame, nor does it provide a platform for bullying. In any cases like this, staff may intervene to switch to mechanical consequences, possibly even upgraded, harsher versions of them.&lt;br /&gt;
====Consequence Rule - Five: Extortion====&lt;br /&gt;
* Extortion for in-game valuables, robbery, and enforcing adult theme roleplay by means of In-character threats or Out-of-character, is not allowed. It can be consented, but even hints of extortion of this type of roleplay or players’ valuables will be subject to community rules for the consequence scene.&lt;br /&gt;
* Without consent, consequence stacking is not allowed. A player either chooses physical harm or material gain. Not both. Victor may request in-game items and currency, the victim can choose to consent to the request or refuse in favor of alternative consequences to the robbery. No further consequences can be applied in this case. Refusal to material request can not end with blood feuds or dismemberments.&lt;br /&gt;
==Permadeath==&lt;br /&gt;
Characters live, strive, conquer and die. Death is the natural order of things, a glorious end, or a satisfying conclusion. In-Character and Out-of-Character blending revolving around character deaths are strictly forbidden for the player’s own mental health. We are not here to cause real life stress. Staff and the administrators will help you separate yourself from your character for your own good. &lt;br /&gt;
&lt;br /&gt;
There are no resurrections nor any means to get characters back. A character’s death is its story’s end, allowing its player to venture forth to create different stories and characters. Every character&#039;s death requires good reason, which includes good roleplay behind it and meaningful development of their story. Any kill attempt without this will revert to left for dead.&lt;br /&gt;
&lt;br /&gt;
For strategic deaths such as violent betrayal of allegiances and vigilante deaths in response to severe consequences, players may submit permanent death requests through a ticket while having a character in Cons, provided that they include roleplay evidence and an expected outcome. This does not apply to blood feuds but if the reason is not found substantial enough it may count toward a Blood Feud instead. Players choosing this route should understand that outcomes are unpredictable and will only be granted in rare cases&lt;br /&gt;
&lt;br /&gt;
Character deaths are not a victory or defeat condition. The focus of the server is territory control and gaining fame and being rewarded through our prestige system along the way. Grow and leave your mark on the campaign world. Portraying character deaths as victory or defeat conditions is subject to the Community Rules.&lt;br /&gt;
===Permadeath Rule - One: Blood Feuds===&lt;br /&gt;
* Players may only attempt to start a blood feud if they are in the victor’s position after a PvP encounter. The reasoning for initiating a blood feud may vary, but in first-encounter situations, valid reasons include: extreme cases of no value for life, refusal to roleplay, refusal to engage in out-of-character communication, or severe consequences previously inflicted on the victor’s associates, repeated thieving, repeated maiming, severe cases such as a Dawi losing their beard or a long standing history of violence and conflict. Only the victor may initiate a blood feud.&lt;br /&gt;
* The one who declared the Feud must be actively seeking their target with proof for the Blood Feud to stay active.&lt;br /&gt;
* Blood feuding characters may attempt to kill each other during consequences. If they inflict consequence on a character worthy of Blood Feud being declared, they may assume victor intends to kill you. If victor suspects they have a Blood Feud declared victor may leave for dead and submit a permanent death request. The request will be approved immediately if it is the case. This does not mean leave for dead and request perm requests for all you are in conflict with. Only two characters may be hunting a Target with the ability to permanently kill. The killer will be required to pay prestige points to commit the deed and the affected player will be rewarded a portion of the prestige cost, depending on their sportsmanship. &lt;br /&gt;
* There is a 24 Real-Life Hour cooldown between Perma-Kill attempts. &lt;br /&gt;
&lt;br /&gt;
===Permadeath Rule - Two: Sharing Blood Feuds===&lt;br /&gt;
* The blood feud status can only be shared with one other person, which will be a third party in the feuding system. Upon the death of the original party, the blood feud will dissolve. Necessary roleplay should be played out and requires a staff ticket to confirm it, a new Blood Feud would have to be issued to continue.&lt;br /&gt;
* A player may choose another player to inherit the blood feud. This player won’t be able to involve any new third party if the ancestor doesn’t have a third party, but the third party will stay with the inheritance owner. Necessary roleplay should be played out and requires a staff ticket to confirm it before the attempt is successful. If the original parties agree upon dissolving the feud, third parties&#039; claims will be nullified.&lt;br /&gt;
&lt;br /&gt;
===Blood Feuds - Conflict History &amp;amp; Proof ===&lt;br /&gt;
&#039;&#039;&#039;Blood Feuds require a conflict history.&#039;&#039;&#039; This history does &#039;&#039;not&#039;&#039; include AoS wars or official event PvP outcomes. Conflict history may include &#039;&#039;&#039;personal feuds, repeated hostile encounters, and documented patterns of aggression&#039;&#039;&#039; that establish clear, ongoing motive and escalation.&lt;br /&gt;
&lt;br /&gt;
====What counts as Conflict History====&lt;br /&gt;
Valid conflict history can include (but is not limited to):&lt;br /&gt;
* &#039;&#039;&#039;Non-AoS conflicts&#039;&#039;&#039; (personal rivalries, political disputes, faction grudges, ideological hatred, vendettas).&lt;br /&gt;
* &#039;&#039;&#039;Event PvP downs&#039;&#039;&#039; or other staff-run / community event combat outcomes that create lasting consequences.&lt;br /&gt;
* &#039;&#039;&#039;Repeated hostile encounters&#039;&#039;&#039; (multiple attacks, ambushes, intimidation, kidnappings, repeated maiming, repeated thieving).&lt;br /&gt;
* &#039;&#039;&#039;Severe personal or cultural offenses&#039;&#039;&#039; that would reasonably escalate to “no mercy” (e.g., desecration, betrayal, oathbreaking, public humiliation, or setting a long-term target).&lt;br /&gt;
* &#039;&#039;&#039;Consequences inflicted on associates&#039;&#039;&#039; that create believable retaliation (harm to close allies, destruction of property/territory, repeated sabotage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will look for escalation and motive: a feud should feel earned through roleplay and consequences, not used as a shortcut to permakill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Proof &amp;amp; Supporting Evidence====&lt;br /&gt;
When initiating or maintaining a Blood Feud, providing proof will &#039;&#039;&#039;strengthen your case&#039;&#039;&#039; and reduce disputes. Strong supporting evidence includes:&lt;br /&gt;
* &#039;&#039;&#039;Recordings / clips&#039;&#039;&#039; of the encounter(s) and relevant roleplay.&lt;br /&gt;
* &#039;&#039;&#039;Screenshots&#039;&#039;&#039; (chat logs, threats, agreements, admissions, repeated incidents).&lt;br /&gt;
* &#039;&#039;&#039;Third-party witnesses&#039;&#039;&#039; (neutral observers who can confirm what happened).&lt;br /&gt;
* &#039;&#039;&#039;Ticket history&#039;&#039;&#039; or staff-confirmed outcomes related to the conflict.&lt;br /&gt;
* &#039;&#039;&#039;Consistent RP documentation&#039;&#039;&#039; (letters, declarations, public notices, guild records), when supported by in-game context.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Evidence does not need to be perfect, but it must be &#039;&#039;&#039;credible&#039;&#039;&#039; and &#039;&#039;&#039;relevant&#039;&#039;&#039; to the claimed history. Staff may request additional context if a feud is disputed.&lt;br /&gt;
&lt;br /&gt;
====Anti-Abuse Clarification====&lt;br /&gt;
* A single isolated down with no meaningful roleplay, motive, or escalation is usually &#039;&#039;&#039;not&#039;&#039;&#039; enough on its own to justify a Blood Feud, unless it includes the listed “first-encounter” extreme reasons (e.g., refusal to RP/OOC communication, extreme no-value-for-life behavior).&lt;br /&gt;
* “I dislike them” or “we’re enemies because we say so” is &#039;&#039;&#039;not&#039;&#039;&#039; conflict history. There must be &#039;&#039;&#039;events and consequences&#039;&#039;&#039; behind it.&lt;br /&gt;
* False claims, edited evidence, or coordinated witness-stacking may result in staff action and the feud being denied or revoked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bottom line: if you can show a believable chain of cause → escalation → intent, and back it with proof (clips/screens/witnesses), your Blood Feud claim is substantially stronger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Prestige Compensation - “Great Ending” Character Deaths===&lt;br /&gt;
A character’s death is the end of their story — but a well-earned ending that creates meaningful roleplay for others is valuable to the campaign. In rare cases, &#039;&#039;&#039;players may be compensated with Prestige&#039;&#039;&#039; if their character’s permanent death is determined by staff to be a &#039;&#039;&#039;Great Ending&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====What qualifies as a “Great Ending”====&lt;br /&gt;
A Great Ending is a permanent death that demonstrates &#039;&#039;&#039;strong roleplay, meaningful development, and clear impact&#039;&#039;&#039; on the world. Examples include:&lt;br /&gt;
* A climactic finale to a long-running arc (rivalry, redemption, downfall, tragedy).&lt;br /&gt;
* A sacrifice that meaningfully changes the outcome of a conflict or protects others.&lt;br /&gt;
* A well-executed betrayal, punishment, or consequence with extensive lead-up and roleplay.&lt;br /&gt;
* A conclusion that creates ongoing hooks for other characters/factions (without forcing OOC pressure).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will prioritize endings that were roleplayed fairly and created good experiences for multiple players.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====How compensation works====&lt;br /&gt;
* Prestige compensation is &#039;&#039;&#039;not automatic&#039;&#039;&#039; and must be requested through a &#039;&#039;&#039;staff ticket&#039;&#039;&#039;.&lt;br /&gt;
* The ticket must include:&lt;br /&gt;
** A short summary of the character’s arc and why the ending is a Great Ending.&lt;br /&gt;
** Evidence where possible (clips, screenshots, witness statements, ticket links).&lt;br /&gt;
** The context of the death (who, where, why, and what roleplay led to it).&lt;br /&gt;
* If approved, staff may award a &#039;&#039;&#039;one-time Prestige compensation&#039;&#039;&#039; to the player.&lt;br /&gt;
* The amount is &#039;&#039;&#039;discretionary&#039;&#039;&#039; and may scale with factors like:&lt;br /&gt;
** Length/importance of the arc,&lt;br /&gt;
** Quality of roleplay and sportsmanship,&lt;br /&gt;
** Impact on the campaign world,&lt;br /&gt;
** Fairness and clarity of escalation.&lt;br /&gt;
&lt;br /&gt;
====Limits &amp;amp; anti-abuse====&lt;br /&gt;
* Prestige compensation &#039;&#039;&#039;does not turn death into a win condition&#039;&#039;&#039; and must never be treated as a “reward for losing” or “payment for being killed.”&lt;br /&gt;
* Staff may deny compensation if the death:&lt;br /&gt;
** Was primarily strategic/OOC motivated,&lt;br /&gt;
** Was rushed, baited, or engineered for payout,&lt;br /&gt;
** Lacked meaningful roleplay development,&lt;br /&gt;
** Involved rule violations or disputed circumstances.&lt;br /&gt;
* Repeated attempts to manufacture “Great Endings” for compensation may result in denial and/or staff action.&lt;br /&gt;
* Twice every season this can be granted per player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Great Endings are meant to celebrate exceptional storytelling, not to replace progression or encourage throwaway deaths.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Building Rules and Restrictions==&lt;br /&gt;
===Building Rule - One: Clan Creation &amp;amp; Solo Builds===&lt;br /&gt;
All characters must be in a clan, including solo players. All builds must be realistic and not break immersion.&lt;br /&gt;
===Building Rule - Two: Build Accessibility===&lt;br /&gt;
* Do not build in spots where it blocks essential PvE spots/resources. This also includes dungeon areas, or inside them. Loot chests and their associated bosses must remain accessible. Building in instances separated from the overworld by a teleport such as dungeons is forbidden. Open a ticket to ask the Staff team if you are unsure about the spot availability.&lt;br /&gt;
* Builds must be rendering distances away from each other and not be built near hubs. All builds must have a direct means to access it. A T3 bridge or staircase, which leads to your base on foot is required. This means it doesn&#039;t require you to swim, climb, or use an elevator to access your base. Drawbridges are strictly forbidden. Upon destruction of this stairway, if it is the only way to access the base, in raid situations admins may allow further destruction.&lt;br /&gt;
===Building Rule - Three: Principality Build Additions &amp;amp; Obligations===&lt;br /&gt;
* Clans and members within the principalities are required to have their own respected home. They are not allowed to live inside another clan&#039;s base as every clan needs their own integral build so they can be subject to a raid without players getting confused about their raid target.&lt;br /&gt;
* Principality Clans are also not allowed to store the entire loot of the principality in a different clan or transfers their loot in order to confuse raiding attackers as means to protect it from said looting is forbidden. Material transfers should done via roleplay, OOC material transfer between clans even in principality will be judged under sister clanning.&lt;br /&gt;
===Building Rule - Four: Building Piece/Placeable Allowances===&lt;br /&gt;
A clan may have up to a maximum of 10 players. The allocations for building pieces and placeables are as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PlayerCount !! BuildingPieces !! Placeables !! CraftingSitations !! Containers !! LightSources !! Siege&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 300 || 150 || 5 || 2 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 600 || 200 || 5 || 4 || 19 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 900 || 250 || 5 || 5 || 27 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1200 || 300 || 5 || 6 || 34 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1500 || 350 || 5 || 7 || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1700 || 400 || 5 || 8 || 45 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1900 || 450 || 6 || 9 || 49 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2100 || 500 || 6 || 10 || 52 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2300 || 550 || 6 || 11 || 54 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2500 || 600 || 6 || 12 || 55 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Raids==&lt;br /&gt;
When a Raid is declared on someone’s base, by default the defending clan can join the raid. Defenders may teleport back to their base. If not all members are available, the clan is allowed to use mercenaries or their allies in filling up missing slots. The allowed number of mercenaries and/or allies is calculated as the total clan size, minus the number of active members. This number is determined when the raid ticket is opened. Every raid type except for shock sieges must be declared via a raid ticket. If a Shock Raid is conducted by more than two people, a raid ticket must be opened for counting.&lt;br /&gt;
&lt;br /&gt;
Raids are allowed between 9:00 PM to 5:00 AM (GMT+3 Wise) to ensure a staff response. It doesn&#039;t apply to ticketless shock raids. Raid objectives must be declared on the ticket along with Roleplay reasons behind it. The victor may only enact siege objectives. The defender may propose a counter objective in the ticket in relation to the Raider’s objective. It can be expected to be reduced.&lt;br /&gt;
&lt;br /&gt;
If defenders log out, the limit stays the same. Attackers may bring a number of raiders equal to the number of defenders plus two. Defenders are given 30 minutes of preparation time. They may not flee during this period. However, they may attempt to fill their ranks with mercenaries and allies through In-Character methods. They can not bring defenders in slots of the logged out defenders in response to the raid. These logged out defenders are shown in the roster of the raid and in defeat they are subject to consequences.&lt;br /&gt;
&lt;br /&gt;
When the cooldown begins, the defending clan may pull bracelets or request to be summoned into the base to join the raid. Any additional defenders from mercenaries and allied groups must be declared in the raid ticket during the cooldown. &lt;br /&gt;
&lt;br /&gt;
These mercenaries and allies may only join if they’re inside the defending compound. &lt;br /&gt;
&lt;br /&gt;
Both attackers and defenders are required to place an RPR tag above their character’s head (Defender [Blue] or Attacker [Red]) before the raid begins, to show their allegiance. Assassins characters are the only exception. They are not required to wear the tag but must clearly declare their participation. &lt;br /&gt;
&lt;br /&gt;
All raid attendees are considered to be in an active roleplay state. They may not be attacked on sight (AOS). They cannot initiate combat or be attacked until the raid counter ends. Anyone not participating in the raid may not arrest attendees.&lt;br /&gt;
&lt;br /&gt;
In Irontide, there’s three types of Raids that Principalities can enact on someone’s base:&lt;br /&gt;
&lt;br /&gt;
===Shock Raids===&lt;br /&gt;
* Shock Raids are Spontaneous raids, they are designed to allow sieges to continue the flow of roleplay and can be done outside of set raiding hours. They can be declared for immediate action. Only two attackers may enter the other player’s build and you do not need to open a ticket. &lt;br /&gt;
* It is the attacker’s responsibility to ensure that only you and another player are breaching the premises and do not have five allies waiting outside.Doors or gates can be breached or lockpicked. Upon raid declaration, only defenders who are in the defenders’ compound may join. Additional joiners are not allowed. &lt;br /&gt;
* Any other building damage besides doors/gates is not allowed. This is the only time you may lockpick or use the battering ram— During a shock raid.&lt;br /&gt;
* Looting is forbidden in this type of raid. Clan leaders will be safe from permanent death consequences in this raid tier. Victorious attackers can only claim a sole defender as captive or free however many Captives are being held within the raid targets base.&lt;br /&gt;
* Shock raids will have a 3-Day Cooldown, and the raider clan will be forbidden from raiding the same target.&lt;br /&gt;
&lt;br /&gt;
===Medium Raids===&lt;br /&gt;
* Medium raids are planned assaults that are designed to allow Attackers to assault enemy compounds with no intention to destroy the affected clan. The target clan should have 40% of its clan to be online for this raid to be allowed. If it’s found out the Defender clan population is mostly inactive, players&#039; percentage values are adjusted for the clan.&lt;br /&gt;
* For Medium Raids, Clans that hold a Principality are able to lend their numbers to their allies’s raid defence up to the Principalities clan size. This means if the Principality has a clan size of 10 but their allies only have 2, the Principality can lend 8 people for a defence of 10. If Principality had 8 and Vassal 2, max people for defence is 8 total for their vassal with the aid. This will affect the amount of Raiders also.&lt;br /&gt;
* Explosive damage is allowed to building pieces. However, foundation wiping is not allowed. Active staff may ask players to mitigate destruction. &lt;br /&gt;
* Anyone who is severely injured or incapacitated during the Medium Raid should remain at their location until the raid is over, exception is being recovered via being carried or revived.&lt;br /&gt;
* Medium raids will have a 3-Day Cooldown, so they won’t be affected with shock raid cooldown. Their cooldown is global, so the defenders will be protected from other medium raids. The besieging group may ask for an appointment for this siege timer to ensure this is not abused. Staff may decide to not apply for protection timer, if there is suspicion of a raid to be not destructive or destabilizing enough for the target clan to avoid possible abuses.&lt;br /&gt;
&lt;br /&gt;
===Huge Raids===&lt;br /&gt;
* Huge raids are the most rare of the raids and to be meant only for ending stories. Due to the significant impact of huge raids, heavier consideration is taken into account when approving these types of raids. The defender&#039;s compound will be compromised and the enemy clan is dissolved afterwards.&lt;br /&gt;
* Raiders and defenders need to set an agreed upon time and date in a ticket. Defenders are not allowed to flee. Any member of the clan who is not active in the raid will be under consequences. The clan’s roster will be recorded as soon as a huge raid is declared. Even if they weren’t part of the clan, the raid time, numbers and roster will be taken by the raid declaration time. If you become inactive in your clan or away for an extended period of time, you may leave your clan or have your clan leader kick you in order to protect your character.&lt;br /&gt;
* Upon raid declaration, only the defender&#039;s clan may join the raid. They can teleport back to their base. Both sides are allowed to bring as many mercenaries as they wish. Allies can also be called upon. Explosive damage is allowed to building pieces and foundation wiping is allowed &amp;amp; looting, with all consequence mechanics are allowed.&lt;br /&gt;
* Huge raids have a weeklong protection from any other sieges. The defeated group may ask to reroll their characters as they will be granted status-quo (soft permanent character loss) for their characters and rewarded with prestige for their next concept.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - One: Offline Raiding , Attendance &amp;amp; Max Count===&lt;br /&gt;
* Offline raiding is strictly forbidden.&lt;br /&gt;
* Joining late to a raid is not allowed. Whoever is present or planned to be there from the start can only join. Bystanders and onlookers are not allowed to be present during raids. After the raid ends, the compound will be counted as open world and raid participants will be under roleplay status from a PVP rule perspective.&lt;br /&gt;
* Max Defender &amp;amp; Raider count is dependent on one&#039;s Clan size. If you have 10 players, you may have up to 10 to defend. If not able to get every Clan member online, mercenaries &amp;amp; allies can fill the slots to equal 10. Raider count is based on the overall size of one’s clan, not who is online at that moment. If you have a max clan of 10 that allows a count of 12 Raiders.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Two: Raid Declaration &amp;amp; Reasoning===&lt;br /&gt;
A declared raid must always provide a raid reason &amp;amp; objective, they can range from:&lt;br /&gt;
Territorial Gains: Any territorial gain requires a claim, which can be purchased using influence in-game from the Colonize button in the same location.&lt;br /&gt;
Principality Wars: When one Principality attempts to attack another, their territorial war is considered a Principality War, which is a planned and officially recognized conflict not judged under medium sieges.&lt;br /&gt;
&lt;br /&gt;
Ownership of the Land: Principality that owns the Land are granted reason to medium siege to any other foreign clans. They may ask for them to relocate as a raid reason.&lt;br /&gt;
 &lt;br /&gt;
Raid Declaration Format:&lt;br /&gt;
Defenders&#039;s Clan Name:&lt;br /&gt;
Attacker&#039;s Clan Name:&lt;br /&gt;
Attacker&#039;s Ally Clan Name(s):&lt;br /&gt;
Raid Objective:&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Three: Raid Objectives===&lt;br /&gt;
* Once the raid objective is declared, the defending clan may choose to surrender under the stated terms. If they surrender, the objective is enacted. If they refuse or do not respond, the raid becomes valid and the raid counter begins. Player activity is tracked. If the defending clan refuses to respond to the raid ticket, the raid still remains valid. If all active defenders are defeated and no one remains in the base, the raid objective is automatically enacted.&lt;br /&gt;
&lt;br /&gt;
* Attackers may choose to include non-enforceable demands. However, they are required to include an additional enforceable demand. If defenders fail to meet the enforceable demand, that secondary objective will be applied. &lt;br /&gt;
&lt;br /&gt;
* Raid objectives must be mechanically possible and enforceable. Examples include Medium Raid territorial ownership gain for Principality warfare, with requirement of a T3 Huge Raid: subjugation, or tribute. These are demands that admins can carry out. &lt;br /&gt;
&lt;br /&gt;
* Objectives such as slavery, imprisonment, or humiliation roleplay are considered invalid, since admins cannot enforce them. Admins may ask for changes to raid objectives to ensure the defending clan is not entirely destroyed. &lt;br /&gt;
&lt;br /&gt;
* If the raid objective involves capturing a specific character, that character must be online when the raid ticket is opened. If they choose to log off, they will be summoned to the victors for consequences. If the target escapes during the raid, the capture objective becomes invalid and will not be enforced.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Four: Raids and Warp/Portal/Wayshrine Usage===&lt;br /&gt;
* Once a raid is declared, neither side is able to use warps, portals or wayshrines at any point. The only exception to this is with the case of the defending clan members who may use a home warp to return to defend their home.&lt;br /&gt;
&lt;br /&gt;
* The attacking party may use mounts to arrive at the target base location, however they must be kept well away from the intended raid base and may not be used during combat.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Five: Raid Reasons and Timing===&lt;br /&gt;
Raids may be declared spontaneously, for example to extract players from being trapped in a base, or to attack someone who has hidden in a base. As such raids can be declared from anywhere on the map however once declared creatures must move from that exact location to the raid. Failure to arrive at the raid within ten minutes of the raid timer start may see the raid canceled and a 24 hour cooldown imposed before they may raid again.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Six: Looting===&lt;br /&gt;
* Once the raid objective is achieved, by roleplay means, and both attacker and defender come to terms, looting will be denied. If a defender refuses to cooperate, looting will be allowed. (Unless the primary raid objective is looting) .&lt;br /&gt;
&lt;br /&gt;
* If looting is allowed, destruction of the workshop is not allowed. Attackers can get as many as captives they want. During these sieges, you can only loot as much as your inventory will allow and you are not allowed to intentionally blow up chests. You are allowed to loot as long as your character is not &amp;quot;encumbered&amp;quot; which includes your raid build, you may not change build to loot more.&lt;br /&gt;
&lt;br /&gt;
* Defenders are not allowed to go above their encumbrance to hide loot from being looted. They also may not change their build to secure more loot. If raid goal is a specific resource, those resources should be given to the victor. Overseen Staff have the right to check their inventory or logs for potential hiding.&lt;br /&gt;
&lt;br /&gt;
===Raiding Rule - Seven: Raid Cooldown Abuse — No Contest / No Meaningful Fight===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooldowns and protection timers only apply if the raid was genuinely contested.&#039;&#039;&#039; If a raid ends (or is intentionally invalidated) &#039;&#039;&#039;without a meaningful fight&#039;&#039;&#039;, staff may rule it &#039;&#039;&#039;No Contest&#039;&#039;&#039;, and &#039;&#039;&#039;no raid cooldown/protection is granted&#039;&#039;&#039; to either side.&lt;br /&gt;
&lt;br /&gt;
====What counts as a “Meaningful Fight”====&lt;br /&gt;
A raid is considered meaningfully contested if &#039;&#039;&#039;at least one&#039;&#039;&#039; of the following happens after the raid counter/prep ends:&lt;br /&gt;
* &#039;&#039;&#039;Sustained PvP engagement&#039;&#039;&#039; (an exchange of damage/pressure where both sides are actively participating), OR&lt;br /&gt;
* &#039;&#039;&#039;A confirmed down/incapacitation&#039;&#039;&#039; on either side, OR&lt;br /&gt;
* &#039;&#039;&#039;A real breach/entry attempt&#039;&#039;&#039; that leads to active combat contact, OR&lt;br /&gt;
* &#039;&#039;&#039;Clear objective progress&#039;&#039;&#039; that required defenders to actively contest (not just hiding/leaving).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Staff will use common sense here; the goal is to separate real raids from timer-gaming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====No Contest examples (cooldowns do NOT apply)====&lt;br /&gt;
A raid can be ruled &#039;&#039;&#039;No Contest&#039;&#039;&#039; if, before a meaningful fight happens:&lt;br /&gt;
* &#039;&#039;&#039;Defenders abandon the defense&#039;&#039;&#039; (run away from the compound/raid area, scatter to avoid contact, or otherwise refuse to contest) to try to invalidate the raid or gain protection.&lt;br /&gt;
* &#039;&#039;&#039;Attackers declare then disengage&#039;&#039;&#039; (leave, refuse to approach, or intentionally avoid contact) to try to force a cooldown/protection state.&lt;br /&gt;
* Either side uses &#039;&#039;&#039;stalling/avoidance behavior&#039;&#039;&#039; whose clear purpose is to prevent a fight from starting (not tactical retreat during combat, but “we refuse to play the raid”).&lt;br /&gt;
&lt;br /&gt;
====Outcomes when No Contest is declared====&lt;br /&gt;
* &#039;&#039;&#039;No cooldown/protection is applied.&#039;&#039;&#039;&lt;br /&gt;
* Staff may rule the raid as:&lt;br /&gt;
** &#039;&#039;&#039;Canceled (No Contest)&#039;&#039;&#039;, or&lt;br /&gt;
** &#039;&#039;&#039;Forfeit&#039;&#039;&#039; (if one side’s abandonment clearly concedes the situation).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Defenders running away to invalidate does &#039;&#039;not&#039;&#039; protect them. If defenders abandon the defense to dodge the raid, staff can rule &#039;&#039;&#039;No Contest&#039;&#039;&#039; and the defenders receive &#039;&#039;&#039;no protection cooldown&#039;&#039;&#039;, and may additionally treat it as a &#039;&#039;&#039;forfeit&#039;&#039;&#039; depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
====Anti-spam / anti-baiting enforcement====&lt;br /&gt;
To prevent abuse of this rule:&lt;br /&gt;
* If &#039;&#039;&#039;attackers&#039;&#039;&#039; repeatedly open raids and then avoid contact / leave, staff may impose penalties (example: a &#039;&#039;&#039;24-hour raid-declare restriction&#039;&#039;&#039; or ticket limitations), on top of any existing “failure to arrive” consequences.&lt;br /&gt;
* If &#039;&#039;&#039;defenders&#039;&#039;&#039; repeatedly abandon defenses to dodge outcomes, staff may apply escalating consequences (forfeit rulings, enforced objectives where applicable, and/or disciplinary action).&lt;br /&gt;
&lt;br /&gt;
==Territory Warfare==&lt;br /&gt;
Territory wars are conflicts designated to occur between Principalities for control of Lands and its riches..&lt;br /&gt;
&lt;br /&gt;
There are four war slots (GMT +3 Wise):&lt;br /&gt;
&lt;br /&gt;
* EU: 10:00 PM Friday and Saturday&lt;br /&gt;
&lt;br /&gt;
* NA: 3:00 AM Friday and Saturday&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
War slots are assigned by admins for balance, using the following system. &lt;br /&gt;
&lt;br /&gt;
War slots rotate between Principalities. All war declarations are added to a War Queue and handled in order. If a war is not resolved in the current week, it carries over to the next one &lt;br /&gt;
&lt;br /&gt;
Admins reserve the right to delay or close war slots based on availability. If a Principality or claim is invalidated, it is removed from the queue and the list continues as normal.&lt;br /&gt;
&lt;br /&gt;
Requirements to Declare a Territory War:&lt;br /&gt;
&lt;br /&gt;
# A principality capable of colonizing, settling, and laying claim to land.&lt;br /&gt;
# Claim the territory you wish to fight for. On the map, press Claim.&lt;br /&gt;
# Assemble your vanguard roster of 20 and reserves of up to 10.&lt;br /&gt;
# Open a ticket to be registered for a weekly war slot.&lt;br /&gt;
# Be present 30 minutes before the war timer begins.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - One: War Procedures===&lt;br /&gt;
*  A 1-hour grace period occurs before the war begins; required healing will be handled by admins.&lt;br /&gt;
* Each principality may declare one offensive war per week. War slots are rotated among principalities—some may not receive a slot every week. Each player may participate in one offensive and one defensive war per week. Organize vanguards accordingly.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Two: War Camps &amp;amp; Healing tactics===&lt;br /&gt;
* War camps will be granted to both sides, each with infirmary beds. If you wish to build your own camp, notify staff—they will provide infirmaries, but make sure you have the required building pieces for it, as it will count toward your clan&#039;s allowance.&lt;br /&gt;
&lt;br /&gt;
* Players may rejoin the fight if they are healed or otherwise able to continue.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Three: Player Limit===&lt;br /&gt;
* Depending on available numbers, vanguard size can be extended to 30 if both sides can provide enough players. All participants must display Clear RPR tags above their heads to note the side they are on, except assassins. Tags must not be altered during the war.&lt;br /&gt;
* Non-combatant applicants do not count towards the player limit. They may assist with resupply and healing, but must wear the appropriate colored tag labeled “Logistics.”&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Four: Player Land Ownership Procedures===&lt;br /&gt;
* If no principality owns the land, it becomes an open field battle. Both sides may build camps. The defending principality can bid to become the main defender—this costs influence and is done via principality tickets.&lt;br /&gt;
* If the defender wins, they retain the territory and gain influence equal to half the cost of the original claim.&lt;br /&gt;
* If the attacker wins, they gain control of the territory under their principality.&lt;br /&gt;
* If a principality loses control of the land and has a base there, they receive one week of protection from medium raids. They may attempt to reclaim the location in the following week’s war. If they fail, they are subject to a territorial raid and possible relocation.&lt;br /&gt;
&lt;br /&gt;
===Territory Warfare Rule - Five: Cons &amp;amp; Consent===&lt;br /&gt;
* Without consent, any consequences are invalidated. Defeated players may pull their bracelet or log out to withdraw from the event.&lt;br /&gt;
* You may detain players during the war, but they still retain the right to log out or pull their bracelet.&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Building_Rules&amp;diff=1562</id>
		<title>Building Rules</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Building_Rules&amp;diff=1562"/>
		<updated>2026-01-11T13:23:02Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* Building Rule - Four: Building Piece/Placeable Allowances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Button|text=Back to Rules|link=Rules}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 100%; height: auto;&amp;quot;&amp;gt;[[File:Building.png|960px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Rule - One: Clan Creation &amp;amp; Solo Builds===&lt;br /&gt;
All characters must be in a clan, including solo players. All builds must be realistic and not break immersion.&lt;br /&gt;
No excessive use of doors or other designs intended for PvP advantages (fx. Honeycomb).&lt;br /&gt;
No stacking of building pieces within another nor foundations higher than 3 blocks. Failure to abide by these rules will give your clan auto-forfeit in a raid scenario. If in doubt, open a ticket for inspection.&lt;br /&gt;
&lt;br /&gt;
===Building Rule - Two: Build Accessibility===&lt;br /&gt;
* Do not build in spots where it blocks essential PvE spots/resources. This also includes dungeon areas, or inside them. Loot chests and their associated bosses must remain accessible. Building in instances separated from the overworld by a teleport such as dungeons is forbidden. Open a ticket to ask the Staff team if you are unsure about the spot availability.&lt;br /&gt;
* Builds must be rendering distances away from each other and not be built near hubs. All builds must have a direct means to access it. A T3 bridge or staircase, which leads to your base on foot is required. This means it doesn&#039;t require you to swim, climb, or use an elevator to access your base. Drawbridges are strictly forbidden. Upon destruction of this stairway, if it is the only way to access the base, in raid situations admins may allow further destruction.&lt;br /&gt;
===Building Rule - Three: Principality Build Additions &amp;amp; Obligations===&lt;br /&gt;
* Clans and members within the principalities are required to have their own respected home. They are not allowed to live inside another clan&#039;s base as every clan needs their own integral build so they can be subject to a raid without players getting confused about their raid target.&lt;br /&gt;
* Principality Clans are also not allowed to store the entire loot of the principality in a different clan or transfers their loot in order to confuse raiding attackers as means to protect it from said looting is forbidden. Material transfers should done via roleplay, OOC material transfer between clans even in principality will be judged under sister clanning.&lt;br /&gt;
===Building Rule - Four: Building Piece/Placeable Allowances===&lt;br /&gt;
A clan may have up to a maximum of 10 players. The allocations for building pieces and placeables are as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PlayerCount !! BuildingPieces !! Placeables !! CraftingStations !! Containers !! LightSources !! Siege&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 300 || 150 || 5 || 2 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 600 || 200 || 5 || 4 || 19 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 900 || 250 || 5 || 5 || 27 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1200 || 300 || 5 || 6 || 34 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1500 || 350 || 5 || 7 || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1700 || 400 || 5 || 8 || 45 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1900 || 450 || 6 || 9 || 49 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2100 || 500 || 6 || 10 || 52 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2300 || 550 || 6 || 11 || 54 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2500 || 600 || 6 || 12 || 55 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Building_Rules&amp;diff=1561</id>
		<title>Building Rules</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Building_Rules&amp;diff=1561"/>
		<updated>2026-01-11T13:22:44Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* Building Rule - One: Clan Creation &amp;amp; Solo Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Button|text=Back to Rules|link=Rules}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 100%; height: auto;&amp;quot;&amp;gt;[[File:Building.png|960px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Rule - One: Clan Creation &amp;amp; Solo Builds===&lt;br /&gt;
All characters must be in a clan, including solo players. All builds must be realistic and not break immersion.&lt;br /&gt;
No excessive use of doors or other designs intended for PvP advantages (fx. Honeycomb).&lt;br /&gt;
No stacking of building pieces within another nor foundations higher than 3 blocks. Failure to abide by these rules will give your clan auto-forfeit in a raid scenario. If in doubt, open a ticket for inspection.&lt;br /&gt;
&lt;br /&gt;
===Building Rule - Two: Build Accessibility===&lt;br /&gt;
* Do not build in spots where it blocks essential PvE spots/resources. This also includes dungeon areas, or inside them. Loot chests and their associated bosses must remain accessible. Building in instances separated from the overworld by a teleport such as dungeons is forbidden. Open a ticket to ask the Staff team if you are unsure about the spot availability.&lt;br /&gt;
* Builds must be rendering distances away from each other and not be built near hubs. All builds must have a direct means to access it. A T3 bridge or staircase, which leads to your base on foot is required. This means it doesn&#039;t require you to swim, climb, or use an elevator to access your base. Drawbridges are strictly forbidden. Upon destruction of this stairway, if it is the only way to access the base, in raid situations admins may allow further destruction.&lt;br /&gt;
===Building Rule - Three: Principality Build Additions &amp;amp; Obligations===&lt;br /&gt;
* Clans and members within the principalities are required to have their own respected home. They are not allowed to live inside another clan&#039;s base as every clan needs their own integral build so they can be subject to a raid without players getting confused about their raid target.&lt;br /&gt;
* Principality Clans are also not allowed to store the entire loot of the principality in a different clan or transfers their loot in order to confuse raiding attackers as means to protect it from said looting is forbidden. Material transfers should done via roleplay, OOC material transfer between clans even in principality will be judged under sister clanning.&lt;br /&gt;
===Building Rule - Four: Building Piece/Placeable Allowances===&lt;br /&gt;
A clan may have up to a maximum of 10 players. The allocations for building pieces and placeables are as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PlayerCount !! BuildingPieces !! Placeables !! CraftingSitations !! Containers !! LightSources !! Siege&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 300 || 150 || 5 || 2 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 600 || 200 || 5 || 4 || 19 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 900 || 250 || 5 || 5 || 27 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1200 || 300 || 5 || 6 || 34 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1500 || 350 || 5 || 7 || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1700 || 400 || 5 || 8 || 45 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1900 || 450 || 6 || 9 || 49 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2100 || 500 || 6 || 10 || 52 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2300 || 550 || 6 || 11 || 54 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2500 || 600 || 6 || 12 || 55 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Building_Rules&amp;diff=1560</id>
		<title>Building Rules</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Building_Rules&amp;diff=1560"/>
		<updated>2026-01-10T23:12:23Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* Building Rule - One: Clan Creation &amp;amp; Solo Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Button|text=Back to Rules|link=Rules}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 100%; height: auto;&amp;quot;&amp;gt;[[File:Building.png|960px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building Rule - One: Clan Creation &amp;amp; Solo Builds===&lt;br /&gt;
All characters must be in a clan, including solo players. All builds must be realistic and not break immersion.&lt;br /&gt;
No excessive use of doors or other designs intended for PvP advantages (fx. Honeycomb).&lt;br /&gt;
No stacking of building pieces within another nor foundations higher than 3 blocks. Failure to abide by these rules will give your clan auto-forfeit in a raid scenario. If in doubt, open a ticket for inspection&lt;br /&gt;
&lt;br /&gt;
===Building Rule - Two: Build Accessibility===&lt;br /&gt;
* Do not build in spots where it blocks essential PvE spots/resources. This also includes dungeon areas, or inside them. Loot chests and their associated bosses must remain accessible. Building in instances separated from the overworld by a teleport such as dungeons is forbidden. Open a ticket to ask the Staff team if you are unsure about the spot availability.&lt;br /&gt;
* Builds must be rendering distances away from each other and not be built near hubs. All builds must have a direct means to access it. A T3 bridge or staircase, which leads to your base on foot is required. This means it doesn&#039;t require you to swim, climb, or use an elevator to access your base. Drawbridges are strictly forbidden. Upon destruction of this stairway, if it is the only way to access the base, in raid situations admins may allow further destruction.&lt;br /&gt;
===Building Rule - Three: Principality Build Additions &amp;amp; Obligations===&lt;br /&gt;
* Clans and members within the principalities are required to have their own respected home. They are not allowed to live inside another clan&#039;s base as every clan needs their own integral build so they can be subject to a raid without players getting confused about their raid target.&lt;br /&gt;
* Principality Clans are also not allowed to store the entire loot of the principality in a different clan or transfers their loot in order to confuse raiding attackers as means to protect it from said looting is forbidden. Material transfers should done via roleplay, OOC material transfer between clans even in principality will be judged under sister clanning.&lt;br /&gt;
===Building Rule - Four: Building Piece/Placeable Allowances===&lt;br /&gt;
A clan may have up to a maximum of 10 players. The allocations for building pieces and placeables are as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PlayerCount !! BuildingPieces !! Placeables !! CraftingSitations !! Containers !! LightSources !! Siege&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 300 || 150 || 5 || 2 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 600 || 200 || 5 || 4 || 19 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 900 || 250 || 5 || 5 || 27 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1200 || 300 || 5 || 6 || 34 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1500 || 350 || 5 || 7 || 40 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1700 || 400 || 5 || 8 || 45 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1900 || 450 || 6 || 9 || 49 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 2100 || 500 || 6 || 10 || 52 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2300 || 550 || 6 || 11 || 54 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2500 || 600 || 6 || 12 || 55 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Beastmen&amp;diff=1373</id>
		<title>Beastmen</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Beastmen&amp;diff=1373"/>
		<updated>2025-12-04T18:20:40Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* Attitudes toward Other Races (Sexualized) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Button|text=Back to Races|link=Races}}&lt;br /&gt;
&lt;br /&gt;
{{Race Infobox&lt;br /&gt;
| name           = Beastmen&lt;br /&gt;
| image          = Beastmanart.jpg&lt;br /&gt;
| caption        = The world belongs to the Children of Chaos&lt;br /&gt;
&lt;br /&gt;
| founding       = Before mankind walked upright; born from the first spill of Chaos onto the earth&lt;br /&gt;
| founder        = The Dark Gods themselves&lt;br /&gt;
| current_leader = None; each warherd follows the strongest Beastlord (currently Khazrak the One-Eye holds the most skulls)&lt;br /&gt;
&lt;br /&gt;
| capital        = No cities; only herdstones slick with blood in the deepest forests&lt;br /&gt;
| major_cities   = None; Drakwald, Forest of Arden, the Great Forest, every shadow between&lt;br /&gt;
| regions        = Every dark wood and ruined place across the Old World&lt;br /&gt;
&lt;br /&gt;
| lifespan       = 20-30 years (few die of old age)&lt;br /&gt;
| height         = 180-250 cm (5′11″ - 8′2″); Minotaurs much taller&lt;br /&gt;
&lt;br /&gt;
| language       = Dark Tongue (bleats, roars, and the screams of the dying)&lt;br /&gt;
| religion       = The Ruinous Powers in their rawest, most bestial form&lt;br /&gt;
| government     = The strongest horns rule until they are broken&lt;br /&gt;
&lt;br /&gt;
| allies         = Warriors of Chaos (sometimes), Daemons (always)&lt;br /&gt;
| enemies        = Everything that builds, plants, or prays to anything but Chaos&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039; are the true face of Chaos on earth: twisted, horned, cloven-hooved abominations that hate the very sight of walls, roads, and hope. They were here before men, before elves, before the world was tamed. Every village burned, every field trampled, every child dragged screaming into the woods is a prayer to the Dark Gods. When the herdstones bleed and the brayhorns sound, the Herdstone comes: a tide of muscle, fang, and fury that drowns civilisation in red.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
If you want to play a creature that exists only to tear down everything beautiful and replace it with screaming, fire, and blood-soaked earth, welcome to the warherd.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Half man, half beast, all nightmare. Coarse fur, curling horns, cloven hooves that spark on stone. Snouts dripping with saliva, yellow tusks, eyes that burn red in the dark. Some have too many limbs, some have faces where faces shouldn’t be. Minotaurs are walking siege towers of horn and muscle. Centigors gallop on bodies that never decided what animal they wanted to be.&lt;br /&gt;
&lt;br /&gt;
===Culture &amp;amp; Society===&lt;br /&gt;
* &#039;&#039;&#039;Regions:&#039;&#039;&#039; Deep forest, ruined places, anywhere the trees remember Chaos.&lt;br /&gt;
* &#039;&#039;&#039;Culture:&#039;&#039;&#039; Kill the weak, eat the dead, burn the rest.&lt;br /&gt;
* &#039;&#039;&#039;Names:&#039;&#039;&#039; Khazrak, Ghorros, Morghur, Taurox, Malagor the Dark Omen.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; The Gods speak through blood and thunder.&lt;br /&gt;
&lt;br /&gt;
===Morality, Slavery, and Corruption===&lt;br /&gt;
* &#039;&#039;&#039;Slavery:&#039;&#039;&#039; Rarely practiced; Beastmen are anarchic and nomadic, focused on survival and raiding rather than structured societies or labor systems.  &lt;br /&gt;
* &#039;&#039;&#039;Non-consent sexual relationships:&#039;&#039;&#039; Common among their chaotic, primal culture; often tied to dominance, survival, and herd structure rather than morality.  &lt;br /&gt;
* &#039;&#039;&#039;Vulnerability to Chaos corruption:&#039;&#039;&#039; Very high. Beastmen are inherently chaotic and worship Chaos spontaneously, making them highly susceptible to mutation, dark influence, and daemonic patronage.&lt;br /&gt;
&lt;br /&gt;
===Strengths &amp;amp; Weaknesses===&lt;br /&gt;
* &#039;&#039;&#039;Strengths:&#039;&#039;&#039; Fierce, primal, and unpredictable; excellent in ambushes, raids, and survival in harsh wilderness.  &lt;br /&gt;
* &#039;&#039;&#039;Weaknesses:&#039;&#039;&#039; Chaotic, undisciplined, untrustworthy, and highly susceptible to internal conflict and corruption.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Adventurers born of this race naturally align with the following subclasses, which they may choose during character creation.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#1e1e1e; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background:#2d2d2d; font-size:120%; padding:6px; text-align:center;&amp;quot; | &#039;&#039;&#039;Compatible Classes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ffaa00; text-align:center;&amp;quot; | &#039;&#039;&#039;Vanguard&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ffdd88; text-align:center;&amp;quot; | &#039;&#039;&#039;Sage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Bastion]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Berserker]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Healer]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Necromancer]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background:#262626; font-size:90%; padding:6px; text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Playing a Beastman==&lt;br /&gt;
You do not think. You hunger. You rage. You destroy. Speech is growls and bleats; words are for prey. A Gor charges because the herd charges. A Bray-Shaman hears the Gods in the wind and screams their will until reality tears. A Minotaur does not know mercy; it only knows the taste of marrow.&lt;br /&gt;
&lt;br /&gt;
Civilisation is a wound on the world. Your purpose is to rip it open.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Imagine every childhood monster given flesh, muscle, and an axe bigger than a man. That is the smallest one in the warherd.&lt;br /&gt;
&lt;br /&gt;
==Relations with Other Races==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background:#1e1e1e; color:#e0e0e0; border:1px solid #444; font-size:95%;&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Faction&lt;br /&gt;
! Relation&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ccff;&amp;quot; | &#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
| [[Empire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bretonnia]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Kislev]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sartosa]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Araby]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cathay]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Norsca]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
| [[Asur|Asur (High Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Asrai|Asrai (Wood Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Druchii|Druchii (Dark Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ffdd88;&amp;quot; | &#039;&#039;&#039;Dwarfs&#039;&#039;&#039;&lt;br /&gt;
| [[Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Greenskins&#039;&#039;&#039;&lt;br /&gt;
| [[Orcs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblins]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff8888;&amp;quot; | &#039;&#039;&#039;Monstrous&#039;&#039;&#039;&lt;br /&gt;
| [[Ogre]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff88ff;&amp;quot; | &#039;&#039;&#039;Affliction&#039;&#039;&#039;&lt;br /&gt;
| [[Chaos]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#88ff88; font-weight:bold;&amp;quot;&amp;gt;Friendly&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gender Roles &amp;amp; Sexuality==&lt;br /&gt;
&lt;br /&gt;
===Gender Roles===&lt;br /&gt;
* Beastmen are feral, chaotic, and governed by the survival of the strongest. Their society is anarchic, with no formal leadership; dominance hierarchies are determined by physical strength, aggression, and cunning.  &lt;br /&gt;
* &#039;&#039;&#039;Males:&#039;&#039;&#039; Male Beastmen dominate in combat and often control small herds or packs. Leadership within a group is fluid and constantly challenged through strength or aggression.  &lt;br /&gt;
* &#039;&#039;&#039;Females:&#039;&#039;&#039; Female Beastmen are active participants in hunting, combat, and herd protection. They are not subservient and often contribute equally to raids, foraging, and survival.  &lt;br /&gt;
* Beastmen society values brutality, survival, and cunning over structured hierarchy, though the strongest dominate both sexes and weaker individuals.&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
* Sexuality in Beastmen society is &#039;&#039;&#039;open, opportunistic, and tied to survival, dominance, and chaos&#039;&#039;&#039;. Reproduction is important for sustaining the herd, but sexual activity is frequent, unregulated, and uninhibited.  &lt;br /&gt;
* &#039;&#039;&#039;Mating Practices:&#039;&#039;&#039; Dominant males generally secure mates, but sexual competition is fierce and sometimes violent.  &lt;br /&gt;
* Sexual relationships are often intertwined with aggression, power displays, and chaotic behavior rather than romantic attachment.&lt;br /&gt;
&lt;br /&gt;
===Attitudes toward Other Races (Sexualized)===&lt;br /&gt;
* Beastmen view other races with predatory intent; sexualized behavior is often &#039;&#039;&#039;aggressive, coercive, or symbolic of dominance&#039;&#039;&#039;:  &lt;br /&gt;
* &#039;&#039;&#039;Humans:&#039;&#039;&#039; Humans are often raided or captured; sexualized depictions involve coercion, predation, or ritualized violence.  &lt;br /&gt;
* &#039;&#039;&#039;Elves:&#039;&#039;&#039; Elves are exotic and sometimes targeted; female elves may be desired in grotesque, predatory fantasies.  &lt;br /&gt;
* &#039;&#039;&#039;Dwarfs:&#039;&#039;&#039; Male dwarfs are mocked or ignored; female dwarfs are occasionally sexualized in grotesque or exaggerated tales.  &lt;br /&gt;
* &#039;&#039;&#039;Greenskins:&#039;&#039;&#039; Orcs and goblins are competitors or prey; sexualization is minimal and crude.  &lt;br /&gt;
* Beastmen sexualized behavior is almost entirely &#039;&#039;&#039;instrumental&#039;&#039;&#039; — tied to dominance, reproduction, and chaos rather than desire or mutual consent.&lt;br /&gt;
&lt;br /&gt;
===Notable Cultural Nuances===&lt;br /&gt;
* Beastmen are anarchic, chaotic, and survival-driven, with no formal gender hierarchy; dominance dictates social structure.  &lt;br /&gt;
* Sexuality is abundant, opportunistic, and often violent, intertwined with mating and displays of power.  &lt;br /&gt;
* Female Beastmen are active participants in society, combat, and reproduction, unlike many human or fantasy races.  &lt;br /&gt;
* Sexualized fascination with other races is predatory, symbolic, and often brutal, reflecting the chaotic nature of Beastmen society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Ranks &amp;amp; Careers==&lt;br /&gt;
Ungor → Gor → Bestigor → Wargor → Beastlord → Doombull → Shayman → Spawn (if the Gods really like you… or really hate you)&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Beastmen&amp;diff=1372</id>
		<title>Beastmen</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Beastmen&amp;diff=1372"/>
		<updated>2025-12-04T18:20:20Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* Attitudes toward Other Races (Sexualized) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Button|text=Back to Races|link=Races}}&lt;br /&gt;
&lt;br /&gt;
{{Race Infobox&lt;br /&gt;
| name           = Beastmen&lt;br /&gt;
| image          = Beastmanart.jpg&lt;br /&gt;
| caption        = The world belongs to the Children of Chaos&lt;br /&gt;
&lt;br /&gt;
| founding       = Before mankind walked upright; born from the first spill of Chaos onto the earth&lt;br /&gt;
| founder        = The Dark Gods themselves&lt;br /&gt;
| current_leader = None; each warherd follows the strongest Beastlord (currently Khazrak the One-Eye holds the most skulls)&lt;br /&gt;
&lt;br /&gt;
| capital        = No cities; only herdstones slick with blood in the deepest forests&lt;br /&gt;
| major_cities   = None; Drakwald, Forest of Arden, the Great Forest, every shadow between&lt;br /&gt;
| regions        = Every dark wood and ruined place across the Old World&lt;br /&gt;
&lt;br /&gt;
| lifespan       = 20-30 years (few die of old age)&lt;br /&gt;
| height         = 180-250 cm (5′11″ - 8′2″); Minotaurs much taller&lt;br /&gt;
&lt;br /&gt;
| language       = Dark Tongue (bleats, roars, and the screams of the dying)&lt;br /&gt;
| religion       = The Ruinous Powers in their rawest, most bestial form&lt;br /&gt;
| government     = The strongest horns rule until they are broken&lt;br /&gt;
&lt;br /&gt;
| allies         = Warriors of Chaos (sometimes), Daemons (always)&lt;br /&gt;
| enemies        = Everything that builds, plants, or prays to anything but Chaos&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039; are the true face of Chaos on earth: twisted, horned, cloven-hooved abominations that hate the very sight of walls, roads, and hope. They were here before men, before elves, before the world was tamed. Every village burned, every field trampled, every child dragged screaming into the woods is a prayer to the Dark Gods. When the herdstones bleed and the brayhorns sound, the Herdstone comes: a tide of muscle, fang, and fury that drowns civilisation in red.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
If you want to play a creature that exists only to tear down everything beautiful and replace it with screaming, fire, and blood-soaked earth, welcome to the warherd.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Half man, half beast, all nightmare. Coarse fur, curling horns, cloven hooves that spark on stone. Snouts dripping with saliva, yellow tusks, eyes that burn red in the dark. Some have too many limbs, some have faces where faces shouldn’t be. Minotaurs are walking siege towers of horn and muscle. Centigors gallop on bodies that never decided what animal they wanted to be.&lt;br /&gt;
&lt;br /&gt;
===Culture &amp;amp; Society===&lt;br /&gt;
* &#039;&#039;&#039;Regions:&#039;&#039;&#039; Deep forest, ruined places, anywhere the trees remember Chaos.&lt;br /&gt;
* &#039;&#039;&#039;Culture:&#039;&#039;&#039; Kill the weak, eat the dead, burn the rest.&lt;br /&gt;
* &#039;&#039;&#039;Names:&#039;&#039;&#039; Khazrak, Ghorros, Morghur, Taurox, Malagor the Dark Omen.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; The Gods speak through blood and thunder.&lt;br /&gt;
&lt;br /&gt;
===Morality, Slavery, and Corruption===&lt;br /&gt;
* &#039;&#039;&#039;Slavery:&#039;&#039;&#039; Rarely practiced; Beastmen are anarchic and nomadic, focused on survival and raiding rather than structured societies or labor systems.  &lt;br /&gt;
* &#039;&#039;&#039;Non-consent sexual relationships:&#039;&#039;&#039; Common among their chaotic, primal culture; often tied to dominance, survival, and herd structure rather than morality.  &lt;br /&gt;
* &#039;&#039;&#039;Vulnerability to Chaos corruption:&#039;&#039;&#039; Very high. Beastmen are inherently chaotic and worship Chaos spontaneously, making them highly susceptible to mutation, dark influence, and daemonic patronage.&lt;br /&gt;
&lt;br /&gt;
===Strengths &amp;amp; Weaknesses===&lt;br /&gt;
* &#039;&#039;&#039;Strengths:&#039;&#039;&#039; Fierce, primal, and unpredictable; excellent in ambushes, raids, and survival in harsh wilderness.  &lt;br /&gt;
* &#039;&#039;&#039;Weaknesses:&#039;&#039;&#039; Chaotic, undisciplined, untrustworthy, and highly susceptible to internal conflict and corruption.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Adventurers born of this race naturally align with the following subclasses, which they may choose during character creation.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#1e1e1e; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background:#2d2d2d; font-size:120%; padding:6px; text-align:center;&amp;quot; | &#039;&#039;&#039;Compatible Classes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ffaa00; text-align:center;&amp;quot; | &#039;&#039;&#039;Vanguard&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ffdd88; text-align:center;&amp;quot; | &#039;&#039;&#039;Sage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Bastion]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Berserker]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Healer]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Necromancer]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background:#262626; font-size:90%; padding:6px; text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Playing a Beastman==&lt;br /&gt;
You do not think. You hunger. You rage. You destroy. Speech is growls and bleats; words are for prey. A Gor charges because the herd charges. A Bray-Shaman hears the Gods in the wind and screams their will until reality tears. A Minotaur does not know mercy; it only knows the taste of marrow.&lt;br /&gt;
&lt;br /&gt;
Civilisation is a wound on the world. Your purpose is to rip it open.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Imagine every childhood monster given flesh, muscle, and an axe bigger than a man. That is the smallest one in the warherd.&lt;br /&gt;
&lt;br /&gt;
==Relations with Other Races==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background:#1e1e1e; color:#e0e0e0; border:1px solid #444; font-size:95%;&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Faction&lt;br /&gt;
! Relation&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ccff;&amp;quot; | &#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
| [[Empire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bretonnia]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Kislev]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sartosa]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Araby]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cathay]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Norsca]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
| [[Asur|Asur (High Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Asrai|Asrai (Wood Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Druchii|Druchii (Dark Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ffdd88;&amp;quot; | &#039;&#039;&#039;Dwarfs&#039;&#039;&#039;&lt;br /&gt;
| [[Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Greenskins&#039;&#039;&#039;&lt;br /&gt;
| [[Orcs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblins]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff8888;&amp;quot; | &#039;&#039;&#039;Monstrous&#039;&#039;&#039;&lt;br /&gt;
| [[Ogre]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff88ff;&amp;quot; | &#039;&#039;&#039;Affliction&#039;&#039;&#039;&lt;br /&gt;
| [[Chaos]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#88ff88; font-weight:bold;&amp;quot;&amp;gt;Friendly&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gender Roles &amp;amp; Sexuality==&lt;br /&gt;
&lt;br /&gt;
===Gender Roles===&lt;br /&gt;
* Beastmen are feral, chaotic, and governed by the survival of the strongest. Their society is anarchic, with no formal leadership; dominance hierarchies are determined by physical strength, aggression, and cunning.  &lt;br /&gt;
* &#039;&#039;&#039;Males:&#039;&#039;&#039; Male Beastmen dominate in combat and often control small herds or packs. Leadership within a group is fluid and constantly challenged through strength or aggression.  &lt;br /&gt;
* &#039;&#039;&#039;Females:&#039;&#039;&#039; Female Beastmen are active participants in hunting, combat, and herd protection. They are not subservient and often contribute equally to raids, foraging, and survival.  &lt;br /&gt;
* Beastmen society values brutality, survival, and cunning over structured hierarchy, though the strongest dominate both sexes and weaker individuals.&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
* Sexuality in Beastmen society is &#039;&#039;&#039;open, opportunistic, and tied to survival, dominance, and chaos&#039;&#039;&#039;. Reproduction is important for sustaining the herd, but sexual activity is frequent, unregulated, and uninhibited.  &lt;br /&gt;
* &#039;&#039;&#039;Mating Practices:&#039;&#039;&#039; Dominant males generally secure mates, but sexual competition is fierce and sometimes violent.  &lt;br /&gt;
* Sexual relationships are often intertwined with aggression, power displays, and chaotic behavior rather than romantic attachment.&lt;br /&gt;
&lt;br /&gt;
===Attitudes toward Other Races (Sexualized)===&lt;br /&gt;
* Beastmen view other races with predatory intent; sexualized behavior is often &#039;&#039;&#039;aggressive, coercive, or symbolic of dominance&#039;&#039;&#039;:  &lt;br /&gt;
* &#039;&#039;&#039;Humans:&#039;&#039;&#039; Humans are often raided or captured; sexualized depictions involve coercion, predation, or ritualized violence.  &lt;br /&gt;
* &#039;&#039;&#039;Elves:&#039;&#039;&#039; Elves are exotic and sometimes targeted; female elves may be desired in grotesque, predatory fantasies.  &lt;br /&gt;
* &#039;&#039;&#039;Dwarfs:&#039;&#039;&#039; Male dwarfs are mocked or ignored; female dwarfs are occasionally sexualized in grotesque or exaggerated tales.  &lt;br /&gt;
* &#039;&#039;&#039;Greenskins:&#039;&#039;&#039; Orcs and goblins are competitors or prey; sexualization is minimal and crude.  &lt;br /&gt;
* Beastmen sexualized behavior is almost entirely **instrumental** — tied to dominance, reproduction, and chaos rather than desire or mutual consent.&lt;br /&gt;
&lt;br /&gt;
===Notable Cultural Nuances===&lt;br /&gt;
* Beastmen are anarchic, chaotic, and survival-driven, with no formal gender hierarchy; dominance dictates social structure.  &lt;br /&gt;
* Sexuality is abundant, opportunistic, and often violent, intertwined with mating and displays of power.  &lt;br /&gt;
* Female Beastmen are active participants in society, combat, and reproduction, unlike many human or fantasy races.  &lt;br /&gt;
* Sexualized fascination with other races is predatory, symbolic, and often brutal, reflecting the chaotic nature of Beastmen society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Ranks &amp;amp; Careers==&lt;br /&gt;
Ungor → Gor → Bestigor → Wargor → Beastlord → Doombull → Shayman → Spawn (if the Gods really like you… or really hate you)&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Beastmen&amp;diff=1371</id>
		<title>Beastmen</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Beastmen&amp;diff=1371"/>
		<updated>2025-12-04T18:19:48Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* Sexuality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Button|text=Back to Races|link=Races}}&lt;br /&gt;
&lt;br /&gt;
{{Race Infobox&lt;br /&gt;
| name           = Beastmen&lt;br /&gt;
| image          = Beastmanart.jpg&lt;br /&gt;
| caption        = The world belongs to the Children of Chaos&lt;br /&gt;
&lt;br /&gt;
| founding       = Before mankind walked upright; born from the first spill of Chaos onto the earth&lt;br /&gt;
| founder        = The Dark Gods themselves&lt;br /&gt;
| current_leader = None; each warherd follows the strongest Beastlord (currently Khazrak the One-Eye holds the most skulls)&lt;br /&gt;
&lt;br /&gt;
| capital        = No cities; only herdstones slick with blood in the deepest forests&lt;br /&gt;
| major_cities   = None; Drakwald, Forest of Arden, the Great Forest, every shadow between&lt;br /&gt;
| regions        = Every dark wood and ruined place across the Old World&lt;br /&gt;
&lt;br /&gt;
| lifespan       = 20-30 years (few die of old age)&lt;br /&gt;
| height         = 180-250 cm (5′11″ - 8′2″); Minotaurs much taller&lt;br /&gt;
&lt;br /&gt;
| language       = Dark Tongue (bleats, roars, and the screams of the dying)&lt;br /&gt;
| religion       = The Ruinous Powers in their rawest, most bestial form&lt;br /&gt;
| government     = The strongest horns rule until they are broken&lt;br /&gt;
&lt;br /&gt;
| allies         = Warriors of Chaos (sometimes), Daemons (always)&lt;br /&gt;
| enemies        = Everything that builds, plants, or prays to anything but Chaos&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039; are the true face of Chaos on earth: twisted, horned, cloven-hooved abominations that hate the very sight of walls, roads, and hope. They were here before men, before elves, before the world was tamed. Every village burned, every field trampled, every child dragged screaming into the woods is a prayer to the Dark Gods. When the herdstones bleed and the brayhorns sound, the Herdstone comes: a tide of muscle, fang, and fury that drowns civilisation in red.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
If you want to play a creature that exists only to tear down everything beautiful and replace it with screaming, fire, and blood-soaked earth, welcome to the warherd.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Half man, half beast, all nightmare. Coarse fur, curling horns, cloven hooves that spark on stone. Snouts dripping with saliva, yellow tusks, eyes that burn red in the dark. Some have too many limbs, some have faces where faces shouldn’t be. Minotaurs are walking siege towers of horn and muscle. Centigors gallop on bodies that never decided what animal they wanted to be.&lt;br /&gt;
&lt;br /&gt;
===Culture &amp;amp; Society===&lt;br /&gt;
* &#039;&#039;&#039;Regions:&#039;&#039;&#039; Deep forest, ruined places, anywhere the trees remember Chaos.&lt;br /&gt;
* &#039;&#039;&#039;Culture:&#039;&#039;&#039; Kill the weak, eat the dead, burn the rest.&lt;br /&gt;
* &#039;&#039;&#039;Names:&#039;&#039;&#039; Khazrak, Ghorros, Morghur, Taurox, Malagor the Dark Omen.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; The Gods speak through blood and thunder.&lt;br /&gt;
&lt;br /&gt;
===Morality, Slavery, and Corruption===&lt;br /&gt;
* &#039;&#039;&#039;Slavery:&#039;&#039;&#039; Rarely practiced; Beastmen are anarchic and nomadic, focused on survival and raiding rather than structured societies or labor systems.  &lt;br /&gt;
* &#039;&#039;&#039;Non-consent sexual relationships:&#039;&#039;&#039; Common among their chaotic, primal culture; often tied to dominance, survival, and herd structure rather than morality.  &lt;br /&gt;
* &#039;&#039;&#039;Vulnerability to Chaos corruption:&#039;&#039;&#039; Very high. Beastmen are inherently chaotic and worship Chaos spontaneously, making them highly susceptible to mutation, dark influence, and daemonic patronage.&lt;br /&gt;
&lt;br /&gt;
===Strengths &amp;amp; Weaknesses===&lt;br /&gt;
* &#039;&#039;&#039;Strengths:&#039;&#039;&#039; Fierce, primal, and unpredictable; excellent in ambushes, raids, and survival in harsh wilderness.  &lt;br /&gt;
* &#039;&#039;&#039;Weaknesses:&#039;&#039;&#039; Chaotic, undisciplined, untrustworthy, and highly susceptible to internal conflict and corruption.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Adventurers born of this race naturally align with the following subclasses, which they may choose during character creation.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#1e1e1e; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background:#2d2d2d; font-size:120%; padding:6px; text-align:center;&amp;quot; | &#039;&#039;&#039;Compatible Classes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ffaa00; text-align:center;&amp;quot; | &#039;&#039;&#039;Vanguard&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ffdd88; text-align:center;&amp;quot; | &#039;&#039;&#039;Sage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Bastion]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Berserker]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Healer]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Necromancer]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background:#262626; font-size:90%; padding:6px; text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Playing a Beastman==&lt;br /&gt;
You do not think. You hunger. You rage. You destroy. Speech is growls and bleats; words are for prey. A Gor charges because the herd charges. A Bray-Shaman hears the Gods in the wind and screams their will until reality tears. A Minotaur does not know mercy; it only knows the taste of marrow.&lt;br /&gt;
&lt;br /&gt;
Civilisation is a wound on the world. Your purpose is to rip it open.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Imagine every childhood monster given flesh, muscle, and an axe bigger than a man. That is the smallest one in the warherd.&lt;br /&gt;
&lt;br /&gt;
==Relations with Other Races==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background:#1e1e1e; color:#e0e0e0; border:1px solid #444; font-size:95%;&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Faction&lt;br /&gt;
! Relation&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ccff;&amp;quot; | &#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
| [[Empire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bretonnia]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Kislev]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sartosa]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Araby]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cathay]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Norsca]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
| [[Asur|Asur (High Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Asrai|Asrai (Wood Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Druchii|Druchii (Dark Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ffdd88;&amp;quot; | &#039;&#039;&#039;Dwarfs&#039;&#039;&#039;&lt;br /&gt;
| [[Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Greenskins&#039;&#039;&#039;&lt;br /&gt;
| [[Orcs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblins]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff8888;&amp;quot; | &#039;&#039;&#039;Monstrous&#039;&#039;&#039;&lt;br /&gt;
| [[Ogre]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff88ff;&amp;quot; | &#039;&#039;&#039;Affliction&#039;&#039;&#039;&lt;br /&gt;
| [[Chaos]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#88ff88; font-weight:bold;&amp;quot;&amp;gt;Friendly&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gender Roles &amp;amp; Sexuality==&lt;br /&gt;
&lt;br /&gt;
===Gender Roles===&lt;br /&gt;
* Beastmen are feral, chaotic, and governed by the survival of the strongest. Their society is anarchic, with no formal leadership; dominance hierarchies are determined by physical strength, aggression, and cunning.  &lt;br /&gt;
* &#039;&#039;&#039;Males:&#039;&#039;&#039; Male Beastmen dominate in combat and often control small herds or packs. Leadership within a group is fluid and constantly challenged through strength or aggression.  &lt;br /&gt;
* &#039;&#039;&#039;Females:&#039;&#039;&#039; Female Beastmen are active participants in hunting, combat, and herd protection. They are not subservient and often contribute equally to raids, foraging, and survival.  &lt;br /&gt;
* Beastmen society values brutality, survival, and cunning over structured hierarchy, though the strongest dominate both sexes and weaker individuals.&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
* Sexuality in Beastmen society is &#039;&#039;&#039;open, opportunistic, and tied to survival, dominance, and chaos&#039;&#039;&#039;. Reproduction is important for sustaining the herd, but sexual activity is frequent, unregulated, and uninhibited.  &lt;br /&gt;
* &#039;&#039;&#039;Mating Practices:&#039;&#039;&#039; Dominant males generally secure mates, but sexual competition is fierce and sometimes violent.  &lt;br /&gt;
* Sexual relationships are often intertwined with aggression, power displays, and chaotic behavior rather than romantic attachment.&lt;br /&gt;
&lt;br /&gt;
===Attitudes toward Other Races (Sexualized)===&lt;br /&gt;
* Beastmen view other races with predatory intent; sexualized behavior is often **aggressive, coercive, or symbolic of dominance**:  &lt;br /&gt;
* &#039;&#039;&#039;Humans:&#039;&#039;&#039; Humans are often raided or captured; sexualized depictions involve coercion, predation, or ritualized violence.  &lt;br /&gt;
* &#039;&#039;&#039;Elves:&#039;&#039;&#039; Elves are exotic and sometimes targeted; female elves may be desired in grotesque, predatory fantasies.  &lt;br /&gt;
* &#039;&#039;&#039;Dwarfs:&#039;&#039;&#039; Male dwarfs are mocked or ignored; female dwarfs are occasionally sexualized in grotesque or exaggerated tales.  &lt;br /&gt;
* &#039;&#039;&#039;Greenskins:&#039;&#039;&#039; Orcs and goblins are competitors or prey; sexualization is minimal and crude.  &lt;br /&gt;
* Beastmen sexualized behavior is almost entirely **instrumental** — tied to dominance, reproduction, and chaos rather than desire or mutual consent.&lt;br /&gt;
&lt;br /&gt;
===Notable Cultural Nuances===&lt;br /&gt;
* Beastmen are anarchic, chaotic, and survival-driven, with no formal gender hierarchy; dominance dictates social structure.  &lt;br /&gt;
* Sexuality is abundant, opportunistic, and often violent, intertwined with mating and displays of power.  &lt;br /&gt;
* Female Beastmen are active participants in society, combat, and reproduction, unlike many human or fantasy races.  &lt;br /&gt;
* Sexualized fascination with other races is predatory, symbolic, and often brutal, reflecting the chaotic nature of Beastmen society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Ranks &amp;amp; Careers==&lt;br /&gt;
Ungor → Gor → Bestigor → Wargor → Beastlord → Doombull → Shayman → Spawn (if the Gods really like you… or really hate you)&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Asrai&amp;diff=1367</id>
		<title>Asrai</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Asrai&amp;diff=1367"/>
		<updated>2025-12-04T17:09:25Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* Relations with Other Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Button|text=Back to Races|link=Races}}&lt;br /&gt;
&lt;br /&gt;
{{Race Infobox&lt;br /&gt;
| name           = Asrai (Wood Elves)&lt;br /&gt;
| image          = Woodelfart.jpg&lt;br /&gt;
| caption        = Children of the Weave, blades of the living forest&lt;br /&gt;
&lt;br /&gt;
| founding       = The first winter after the Coming of Chaos; when the elves fled into Athel Loren&lt;br /&gt;
| founder        = The pact between the first elves and the forest spirits&lt;br /&gt;
| current_leader = Orion (the Eternal King) and Ariel (the Mage Queen)&lt;br /&gt;
&lt;br /&gt;
| capital        = The Oak of Ages, heart of Athel Loren&lt;br /&gt;
| major_cities   = Wythamreal, Wydrioth, Cythral Glade, the Glade of Woe&lt;br /&gt;
| regions        = Athel Loren and its hidden glades&lt;br /&gt;
&lt;br /&gt;
| lifespan       = 1000-2000 years or more&lt;br /&gt;
| height         = 170-200 cm (5′7″ - 6′7″)&lt;br /&gt;
&lt;br /&gt;
| language       = Fan-Eltharin (the forest tongue)&lt;br /&gt;
| religion       = The Cadai pantheon, but above all the living spirit of Athel Loren, Orion, and Ariel&lt;br /&gt;
| government     = Seasonal monarchy of the Eternal King and Queen, guided by the Council of Glades&lt;br /&gt;
&lt;br /&gt;
| allies         = High Elves (distant kin), Bretonnian Grail Knights (by ancient pact), forest spirits&lt;br /&gt;
| enemies        = Beastmen, Dark Elves, Chaos&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Asrai&#039;&#039;&#039; are the Wood Elves of Athel Loren: wild, secretive, and utterly lethal. They do not merely live in the forest; they are the forest. Every leaf listens, every branch strikes, every shadow hides an arrow aimed at your heart. They abandoned the marble towers of Ulthuan long ago and made a pact with something far older and far angrier. Now they guard the sacred glades with a ferocity that makes dragons flinch.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
If you want to play an immortal predator who can vanish into a tree, put three arrows through a man’s eye before he hits the ground, and then dance barefoot on his corpse while the forest sings, welcome home.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Tall, lithe, and perfectly camouflaged. Skin of oak-bark brown, moss green, or pale birch. Hair of autumn fire, spring green, or winter snow. Eyes that glow faintly in the dark like a hunting cat. Armour grown from living wood, cloaks stitched from living leaves that change with the season. They smell of loam, pine resin, and fresh blood.&lt;br /&gt;
&lt;br /&gt;
===Culture &amp;amp; Society===&lt;br /&gt;
* &#039;&#039;&#039;Regions:&#039;&#039;&#039; Athel Loren and nowhere else. Trespassers are fertilizer.&lt;br /&gt;
* &#039;&#039;&#039;Culture:&#039;&#039;&#039; The forest is alive, the forest is sacred, the forest is judge and executioner.&lt;br /&gt;
* &#039;&#039;&#039;Names:&#039;&#039;&#039; Araloth, Orion, Scarloc, Naestra &amp;amp; Arahan, Drycha, Skaw the Falconer.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; The old Elven gods still hear prayers, but the trees hear them first.&lt;br /&gt;
&lt;br /&gt;
===Morality, Slavery, and Corruption===&lt;br /&gt;
* &#039;&#039;&#039;Slavery:&#039;&#039;&#039; Forbidden. Wood Elves prize freedom above all; captivity is abhorrent, and outsiders taken by the Asrai are either released or kept temporarily for protection, not forced labor.  &lt;br /&gt;
* &#039;&#039;&#039;Non-consent sexual relationships:&#039;&#039;&#039; Condemned. Wood Elves value consent, harmony with nature, and respect for individual autonomy; coercion is considered deeply dishonorable.  &lt;br /&gt;
* &#039;&#039;&#039;Vulnerability to Chaos corruption:&#039;&#039;&#039; Low. The Asrai are attuned to magic and nature, which protects them, though prolonged exposure to Chaos-tainted forests or dark magic can corrupt vulnerable individuals.&lt;br /&gt;
&lt;br /&gt;
===Strengths &amp;amp; Weaknesses===&lt;br /&gt;
* &#039;&#039;&#039;Strengths:&#039;&#039;&#039; Agile, stealthy, and in tune with nature; exceptional archers, hunters, and trackers; deeply protective of their forests and kin.  &lt;br /&gt;
* &#039;&#039;&#039;Weaknesses:&#039;&#039;&#039; Isolationist, mistrustful of outsiders, can be rigidly conservative, and highly reactive to threats against their woodland homes.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Adventurers born of this race naturally align with the following subclasses, which they may choose during character creation.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#1e1e1e; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; font-size:120%; padding:6px; text-align:center;&amp;quot; | &#039;&#039;&#039;Compatible Classes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ffaa00; text-align:center;&amp;quot; | &#039;&#039;&#039;Vanguard&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#88ff88; text-align:center;&amp;quot; | &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ff88ff; text-align:center;&amp;quot; | &#039;&#039;&#039;Caster&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#262626; color:#ffdd88; text-align:center;&amp;quot; | &#039;&#039;&#039;Sage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Bastion]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Berserker]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Ranger]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Assassin]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Pyromancer]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Cryomancer]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Healer]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#262626; font-size:90%; padding:6px; text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Playing an Asrai==&lt;br /&gt;
You do not walk through the forest; the forest walks through you. Speak softly, move silently, kill instantly. A Waywatcher can stand motionless for days, arrow nocked, waiting for one perfect shot. A Wardancer fights naked but for paint and blades, dancing death in spirals no eye can follow. A Spellsinger sings to the trees and the trees answer with storms of thorn and root.&lt;br /&gt;
&lt;br /&gt;
Outsiders are tolerated only as long as they serve the forest. The moment they threaten it, they become prey.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Beauty sharpened to a killing edge. Skin painted with leaf-patterns, hair braided with feathers and bones, eyes that see further and deeper than any human. They do not wear the forest; they are the forest wearing the shape of an elf.&lt;br /&gt;
&lt;br /&gt;
==Relations with Other Races==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background:#1e1e1e; color:#e0e0e0; border:1px solid #444; font-size:95%;&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Faction&lt;br /&gt;
! Relation&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ccff;&amp;quot; | &#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
| [[Empire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bretonnia]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#88ff88; font-weight:bold;&amp;quot;&amp;gt;Friendly&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Kislev]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sartosa]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Araby]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cathay]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Norsca]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
| [[Asur|Asur (High Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Druchii|Druchii (Dark Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ffdd88;&amp;quot; | &#039;&#039;&#039;Dwarfs&#039;&#039;&#039;&lt;br /&gt;
| [[Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Greenskins&#039;&#039;&#039;&lt;br /&gt;
| [[Orcs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblins]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff8888;&amp;quot; | &#039;&#039;&#039;Monstrous&#039;&#039;&#039;&lt;br /&gt;
| [[Ogre]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastmen]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff88ff;&amp;quot; | &#039;&#039;&#039;Affliction&#039;&#039;&#039;&lt;br /&gt;
| [[Chaos]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gender Roles &amp;amp; Sexuality==&lt;br /&gt;
&lt;br /&gt;
===Gender Roles===&lt;br /&gt;
* Wood Elf society is egalitarian and closely tied to the forest and nature. Both men and women hold equal status in leadership, hunting, warfare, and magical practice.  &lt;br /&gt;
* &#039;&#039;&#039;Leadership and Warriors:&#039;&#039;&#039; Both male and female wardancers, rangers, and spellweavers serve as guardians of the forest. Leadership roles in communities and military units are based on skill, wisdom, and contribution rather than gender.  &lt;br /&gt;
* &#039;&#039;&#039;Commoners:&#039;&#039;&#039; All members of society are expected to be self-sufficient, participate in hunting, crafting, and defense. Women are fully integrated into martial and magical roles, and there is no formal gender hierarchy.  &lt;br /&gt;
* Society values personal ability, environmental harmony, and community contribution over social status or birthright.&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
* Sexuality is natural, flexible, and tied to individual choice rather than rigid social norms. Wood Elves are free-spirited, and relationships often reflect personal desire and compatibility. &lt;br /&gt;
* &#039;&#039;&#039;Courtship:&#039;&#039;&#039; Courtship is generally informal, often taking place within the context of shared work, hunting, or magical training. Monogamy is common but not strictly enforced.  &lt;br /&gt;
* Sexual expression is often harmonious with nature, seasonal cycles, and personal freedom, with little social regulation or shame.&lt;br /&gt;
&lt;br /&gt;
===Attitudes toward Other Races (Sexualized)===&lt;br /&gt;
* Wood Elves are secretive and xenophobic, generally avoiding other races, but sexualized perceptions exist in rare or private contexts:  &lt;br /&gt;
* &#039;&#039;&#039;Humans:&#039;&#039;&#039; Human men and women are occasionally eroticized in stories, particularly those of rangers or outsiders venturing into Athel Loren, but such interactions are rare.  &lt;br /&gt;
* &#039;&#039;&#039;Elves (Other Subraces):&#039;&#039;&#039; High Elves are respected for skill and beauty; sexual attraction is possible but complicated by politics and pride. Dark Elves are seen as dangerous, and sexualized fascination is often tinged with fear or taboo.  &lt;br /&gt;
* &#039;&#039;&#039;Dwarfs:&#039;&#039;&#039; Rarely sexualized; male dwarfs are respected for craft, and female dwarfs appear occasionally in private fantasies.  &lt;br /&gt;
* &#039;&#039;&#039;Greenskins:&#039;&#039;&#039; Orcs and goblins are enemies; sexualized depictions are almost nonexistent, except in crude folklore or cautionary tales.&lt;br /&gt;
&lt;br /&gt;
===Notable Cultural Nuances===&lt;br /&gt;
* Wood Elf culture emphasizes freedom, equality, and harmony with nature, making gender and sexual norms flexible and egalitarian.  &lt;br /&gt;
* Sexuality is natural and personal, often entwined with artistic, magical, or martial expression.  &lt;br /&gt;
* Sexualized interest in other races is rare, generally private, and usually framed with caution or exotic fascination.  &lt;br /&gt;
* Relationships are often based on mutual respect, skill, and personal affinity rather than social obligation or hierarchy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Ranks &amp;amp; Careers==&lt;br /&gt;
Glade Guard → Eternal Guard → Waywatcher → Wardancer → Wild Rider → Spellsinger → Treeman Ancient → Consort of Orion&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Asrai&amp;diff=1366</id>
		<title>Asrai</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Asrai&amp;diff=1366"/>
		<updated>2025-12-04T17:08:53Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* Relations with Other Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Button|text=Back to Races|link=Races}}&lt;br /&gt;
&lt;br /&gt;
{{Race Infobox&lt;br /&gt;
| name           = Asrai (Wood Elves)&lt;br /&gt;
| image          = Woodelfart.jpg&lt;br /&gt;
| caption        = Children of the Weave, blades of the living forest&lt;br /&gt;
&lt;br /&gt;
| founding       = The first winter after the Coming of Chaos; when the elves fled into Athel Loren&lt;br /&gt;
| founder        = The pact between the first elves and the forest spirits&lt;br /&gt;
| current_leader = Orion (the Eternal King) and Ariel (the Mage Queen)&lt;br /&gt;
&lt;br /&gt;
| capital        = The Oak of Ages, heart of Athel Loren&lt;br /&gt;
| major_cities   = Wythamreal, Wydrioth, Cythral Glade, the Glade of Woe&lt;br /&gt;
| regions        = Athel Loren and its hidden glades&lt;br /&gt;
&lt;br /&gt;
| lifespan       = 1000-2000 years or more&lt;br /&gt;
| height         = 170-200 cm (5′7″ - 6′7″)&lt;br /&gt;
&lt;br /&gt;
| language       = Fan-Eltharin (the forest tongue)&lt;br /&gt;
| religion       = The Cadai pantheon, but above all the living spirit of Athel Loren, Orion, and Ariel&lt;br /&gt;
| government     = Seasonal monarchy of the Eternal King and Queen, guided by the Council of Glades&lt;br /&gt;
&lt;br /&gt;
| allies         = High Elves (distant kin), Bretonnian Grail Knights (by ancient pact), forest spirits&lt;br /&gt;
| enemies        = Beastmen, Dark Elves, Chaos&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Asrai&#039;&#039;&#039; are the Wood Elves of Athel Loren: wild, secretive, and utterly lethal. They do not merely live in the forest; they are the forest. Every leaf listens, every branch strikes, every shadow hides an arrow aimed at your heart. They abandoned the marble towers of Ulthuan long ago and made a pact with something far older and far angrier. Now they guard the sacred glades with a ferocity that makes dragons flinch.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
If you want to play an immortal predator who can vanish into a tree, put three arrows through a man’s eye before he hits the ground, and then dance barefoot on his corpse while the forest sings, welcome home.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Tall, lithe, and perfectly camouflaged. Skin of oak-bark brown, moss green, or pale birch. Hair of autumn fire, spring green, or winter snow. Eyes that glow faintly in the dark like a hunting cat. Armour grown from living wood, cloaks stitched from living leaves that change with the season. They smell of loam, pine resin, and fresh blood.&lt;br /&gt;
&lt;br /&gt;
===Culture &amp;amp; Society===&lt;br /&gt;
* &#039;&#039;&#039;Regions:&#039;&#039;&#039; Athel Loren and nowhere else. Trespassers are fertilizer.&lt;br /&gt;
* &#039;&#039;&#039;Culture:&#039;&#039;&#039; The forest is alive, the forest is sacred, the forest is judge and executioner.&lt;br /&gt;
* &#039;&#039;&#039;Names:&#039;&#039;&#039; Araloth, Orion, Scarloc, Naestra &amp;amp; Arahan, Drycha, Skaw the Falconer.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; The old Elven gods still hear prayers, but the trees hear them first.&lt;br /&gt;
&lt;br /&gt;
===Morality, Slavery, and Corruption===&lt;br /&gt;
* &#039;&#039;&#039;Slavery:&#039;&#039;&#039; Forbidden. Wood Elves prize freedom above all; captivity is abhorrent, and outsiders taken by the Asrai are either released or kept temporarily for protection, not forced labor.  &lt;br /&gt;
* &#039;&#039;&#039;Non-consent sexual relationships:&#039;&#039;&#039; Condemned. Wood Elves value consent, harmony with nature, and respect for individual autonomy; coercion is considered deeply dishonorable.  &lt;br /&gt;
* &#039;&#039;&#039;Vulnerability to Chaos corruption:&#039;&#039;&#039; Low. The Asrai are attuned to magic and nature, which protects them, though prolonged exposure to Chaos-tainted forests or dark magic can corrupt vulnerable individuals.&lt;br /&gt;
&lt;br /&gt;
===Strengths &amp;amp; Weaknesses===&lt;br /&gt;
* &#039;&#039;&#039;Strengths:&#039;&#039;&#039; Agile, stealthy, and in tune with nature; exceptional archers, hunters, and trackers; deeply protective of their forests and kin.  &lt;br /&gt;
* &#039;&#039;&#039;Weaknesses:&#039;&#039;&#039; Isolationist, mistrustful of outsiders, can be rigidly conservative, and highly reactive to threats against their woodland homes.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Adventurers born of this race naturally align with the following subclasses, which they may choose during character creation.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#1e1e1e; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; font-size:120%; padding:6px; text-align:center;&amp;quot; | &#039;&#039;&#039;Compatible Classes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ffaa00; text-align:center;&amp;quot; | &#039;&#039;&#039;Vanguard&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#88ff88; text-align:center;&amp;quot; | &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ff88ff; text-align:center;&amp;quot; | &#039;&#039;&#039;Caster&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#262626; color:#ffdd88; text-align:center;&amp;quot; | &#039;&#039;&#039;Sage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Bastion]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Berserker]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Ranger]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Assassin]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Pyromancer]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Cryomancer]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Healer]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#262626; font-size:90%; padding:6px; text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Playing an Asrai==&lt;br /&gt;
You do not walk through the forest; the forest walks through you. Speak softly, move silently, kill instantly. A Waywatcher can stand motionless for days, arrow nocked, waiting for one perfect shot. A Wardancer fights naked but for paint and blades, dancing death in spirals no eye can follow. A Spellsinger sings to the trees and the trees answer with storms of thorn and root.&lt;br /&gt;
&lt;br /&gt;
Outsiders are tolerated only as long as they serve the forest. The moment they threaten it, they become prey.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Beauty sharpened to a killing edge. Skin painted with leaf-patterns, hair braided with feathers and bones, eyes that see further and deeper than any human. They do not wear the forest; they are the forest wearing the shape of an elf.&lt;br /&gt;
&lt;br /&gt;
==Relations with Other Races==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background:#1e1e1e; color:#e0e0e0; border:1px solid #444; font-size:95%;&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Faction&lt;br /&gt;
! Relation&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ccff;&amp;quot; | &#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
| [[Empire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bretonnia]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#88ff88; font-weight:bold;&amp;quot;&amp;gt;Friendly&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Kislev]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sartosa]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Araby]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cathay]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Norsca]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
| [[Asur|Asur (High Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Druchii|Druchii (Dark Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ffdd88;&amp;quot; | &#039;&#039;&#039;Dwarfs&#039;&#039;&#039;&lt;br /&gt;
| [[Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Greenskins&#039;&#039;&#039;&lt;br /&gt;
| [[Orcs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblins]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff8888;&amp;quot; | &#039;&#039;&#039;Monstrous&#039;&#039;&#039;&lt;br /&gt;
| [[Ogre]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastmen]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff88ff;&amp;quot; | &#039;&#039;&#039;Affliction&#039;&#039;&#039;&lt;br /&gt;
| [[Chaos]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gender Roles &amp;amp; Sexuality==&lt;br /&gt;
&lt;br /&gt;
===Gender Roles===&lt;br /&gt;
* Wood Elf society is egalitarian and closely tied to the forest and nature. Both men and women hold equal status in leadership, hunting, warfare, and magical practice.  &lt;br /&gt;
* &#039;&#039;&#039;Leadership and Warriors:&#039;&#039;&#039; Both male and female wardancers, rangers, and spellweavers serve as guardians of the forest. Leadership roles in communities and military units are based on skill, wisdom, and contribution rather than gender.  &lt;br /&gt;
* &#039;&#039;&#039;Commoners:&#039;&#039;&#039; All members of society are expected to be self-sufficient, participate in hunting, crafting, and defense. Women are fully integrated into martial and magical roles, and there is no formal gender hierarchy.  &lt;br /&gt;
* Society values personal ability, environmental harmony, and community contribution over social status or birthright.&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
* Sexuality is natural, flexible, and tied to individual choice rather than rigid social norms. Wood Elves are free-spirited, and relationships often reflect personal desire and compatibility. &lt;br /&gt;
* &#039;&#039;&#039;Courtship:&#039;&#039;&#039; Courtship is generally informal, often taking place within the context of shared work, hunting, or magical training. Monogamy is common but not strictly enforced.  &lt;br /&gt;
* Sexual expression is often harmonious with nature, seasonal cycles, and personal freedom, with little social regulation or shame.&lt;br /&gt;
&lt;br /&gt;
===Attitudes toward Other Races (Sexualized)===&lt;br /&gt;
* Wood Elves are secretive and xenophobic, generally avoiding other races, but sexualized perceptions exist in rare or private contexts:  &lt;br /&gt;
* &#039;&#039;&#039;Humans:&#039;&#039;&#039; Human men and women are occasionally eroticized in stories, particularly those of rangers or outsiders venturing into Athel Loren, but such interactions are rare.  &lt;br /&gt;
* &#039;&#039;&#039;Elves (Other Subraces):&#039;&#039;&#039; High Elves are respected for skill and beauty; sexual attraction is possible but complicated by politics and pride. Dark Elves are seen as dangerous, and sexualized fascination is often tinged with fear or taboo.  &lt;br /&gt;
* &#039;&#039;&#039;Dwarfs:&#039;&#039;&#039; Rarely sexualized; male dwarfs are respected for craft, and female dwarfs appear occasionally in private fantasies.  &lt;br /&gt;
* &#039;&#039;&#039;Greenskins:&#039;&#039;&#039; Orcs and goblins are enemies; sexualized depictions are almost nonexistent, except in crude folklore or cautionary tales.&lt;br /&gt;
&lt;br /&gt;
===Notable Cultural Nuances===&lt;br /&gt;
* Wood Elf culture emphasizes freedom, equality, and harmony with nature, making gender and sexual norms flexible and egalitarian.  &lt;br /&gt;
* Sexuality is natural and personal, often entwined with artistic, magical, or martial expression.  &lt;br /&gt;
* Sexualized interest in other races is rare, generally private, and usually framed with caution or exotic fascination.  &lt;br /&gt;
* Relationships are often based on mutual respect, skill, and personal affinity rather than social obligation or hierarchy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Ranks &amp;amp; Careers==&lt;br /&gt;
Glade Guard → Eternal Guard → Waywatcher → Wardancer → Wild Rider → Spellsinger → Treeman Ancient → Consort of Orion&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Irontide_Fantasy_Roleplay:About&amp;diff=1341</id>
		<title>Irontide Fantasy Roleplay:About</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Irontide_Fantasy_Roleplay:About&amp;diff=1341"/>
		<updated>2025-12-03T16:57:50Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* About Irontide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= About Irontide =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irontide&#039;&#039;&#039; is a community-driven, text-based RP/PvP server set in an unofficial Warhammer Fantasy–inspired world within &#039;&#039;Conan Exiles&#039;&#039;. Our goal is to create a collaborative storytelling experience where players shape the world through roleplay, alliances, and strategic conflict.&lt;br /&gt;
&lt;br /&gt;
== What Makes Irontide Unique ==&lt;br /&gt;
* **Text-Based Roleplay** – Immerse yourself in a rich, narrative-driven environment where your actions and decisions impact the story.&lt;br /&gt;
* **PvP &amp;amp; Conflict** – Engage in tactical player-versus-player encounters, forging your path through diplomacy, cunning, and battle.&lt;br /&gt;
* **Player-Driven World** – The world evolves based on the choices, rivalries, and alliances of its players, creating dynamic and unpredictable storylines.&lt;br /&gt;
* **Mature Content (18+)** – Irontide includes mature themes and content appropriate only for adult players.&lt;br /&gt;
&lt;br /&gt;
== Community &amp;amp; Collaboration ==&lt;br /&gt;
Our project is entirely fan-driven, and we welcome creative contributions from players. From crafting lore and history to designing adventures and challenges, every participant helps shape the world of Irontide.&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Irontide is an unofficial project inspired by Warhammer Fantasy and &#039;&#039;Conan Exiles&#039;&#039;. We are in no way endorsed or affiliated with Games Workshop or Funcom. All content is purely for non-commercial, community-based storytelling purposes.&lt;br /&gt;
&lt;br /&gt;
== Get Involved ==&lt;br /&gt;
To join, create a wiki account (admin approval required) and participate in our growing community. Forge alliances, tell stories, and immerse yourself in the unique world of Irontide.&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Vampire&amp;diff=1112</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Vampire&amp;diff=1112"/>
		<updated>2025-12-02T16:17:15Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* Sexuality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Button|text=Back to Races|link=Races}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{TopInfo&lt;br /&gt;
 | icon = ⚠️&lt;br /&gt;
 | title = Important Notice&lt;br /&gt;
 | text = Players cannot begin with this race; it can only be unlocked through evolution. If this is your first time creating a character, please choose a starting race from the following: [[Empire]], [[Bretonnia]], [[Kislev]], [[Sartosa]], [[Araby]], [[Cathay]], [[Norsca]]. Upon ascending to this race, players will forfeit all racial progression associated with their former racial skill trees.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Race Infobox&lt;br /&gt;
| name           = Vampire&lt;br /&gt;
| image          = Vampireart.jpg&lt;br /&gt;
| caption        = Death is only the beginning&lt;br /&gt;
&lt;br /&gt;
| founding       = Circa -1200 IC (Neferata drinks the first Elixir in Lahmia)&lt;br /&gt;
| founder        = Neferata, Queen of Lahmia – the first true vampire&lt;br /&gt;
| current_leader = No single ruler; the Von Carstein dynasty (Vlad, Isabella, Mannfred) currently holds the most power&lt;br /&gt;
&lt;br /&gt;
| capital        = None; Castle Drakenhof in Sylvania is the closest thing to a throne&lt;br /&gt;
| major_cities   = Castle Drakenhof, Waldenhof, Nachthafen, Mourkain (ruined), Strygos (long fallen)&lt;br /&gt;
| regions        = Sylvania, the Badlands, scattered courts across the Old World&lt;br /&gt;
&lt;br /&gt;
| lifespan       = Immortal unless staked, beheaded, burned, or exposed to sunlight&lt;br /&gt;
| height         = 170-200 cm (5′7″ - 6′7″); they were usually tall and noble in life&lt;br /&gt;
&lt;br /&gt;
| language       = Classical Reikspiel, ancient Nehekharan, lingering accents from their mortal lands&lt;br /&gt;
| religion       = None; they serve only their own thirst and ambition (though some still whisper to Nagash)&lt;br /&gt;
| government     = Feudal courts of blood and betrayal; the strongest throat rules&lt;br /&gt;
&lt;br /&gt;
| allies         = Necromancers, wights, ghouls, each other (until the knife goes in)&lt;br /&gt;
| enemies        = The Empire, Dwarfs, High Elves, Kislev, Bretonnia, anyone with a stake and faith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vampirism originated as a corrupted form of attaining immortality through a mixture of necromancy and alchemical research concocted by the first vampire, Queen Neferata, with the aid of Nagash The Lich-King, and his most loyal servant, and later-ally of Neferata, Arkhan the Black.&lt;br /&gt;
&lt;br /&gt;
Neferata would later brew her potion to be offered to ten others of her consorts, who&#039;d later be responsible in forming the bloodlines we know today. (Only six bloodlines currently remain in the present timeline);&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
===Appearance===&lt;br /&gt;
A vampire retains their previous form, with their only changes being their skin become ivory pale or deathly white, followed by their irises being red or foggy/milky white.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan:&#039;&#039;&#039; Immortal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Height Range:&#039;&#039;&#039; Depends on their before conversion race.&lt;br /&gt;
&lt;br /&gt;
===Culture &amp;amp; Society===&lt;br /&gt;
* &#039;&#039;&#039;Regions:&#039;&#039;&#039; Sylvania, the Badlands, scattered courts across the Old World&lt;br /&gt;
* &#039;&#039;&#039;Culture:&#039;&#039;&#039; Depends on their bloodline.&lt;br /&gt;
* &#039;&#039;&#039;Names:&#039;&#039;&#039; Depends on their before conversion race.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Due to their nature of undeath, a vampire&#039;s spirit cannot reach an afterlife, nor be influenced or absorbed by the Chaos Gods due to their soul being stuck into a limbo between their own body &amp;amp; Nagash.&lt;br /&gt;
&lt;br /&gt;
===Morality, Slavery, and Corruption===&lt;br /&gt;
* &#039;&#039;&#039;Slavery:&#039;&#039;&#039; Practiced in the form of thralls and servants; humans and other mortals are bound through compulsion, blood magic, or fear rather than formal ownership.  &lt;br /&gt;
* &#039;&#039;&#039;Non-consent sexual relationships:&#039;&#039;&#039; Common and often entwined with manipulation, seduction, and domination; vampires exploit mortals for pleasure, power, and control.  &lt;br /&gt;
* &#039;&#039;&#039;Vulnerability to Chaos corruption:&#039;&#039;&#039; Moderate. Vampires are already unnatural and resistant to mortality, but hubris, obsession, or exposure to dark magic can still invite greater Chaos influence.&lt;br /&gt;
&lt;br /&gt;
===Strengths &amp;amp; Weaknesses===&lt;br /&gt;
* &#039;&#039;&#039;Strengths:&#039;&#039;&#039; Immortal, cunning, charismatic, and magically potent; expert manipulators and strategists; physically resilient.  &lt;br /&gt;
* &#039;&#039;&#039;Weaknesses:&#039;&#039;&#039; Reliant on blood, susceptible to sunlight and holy magic; obsession and arrogance can blind them; often distrusted by other factions.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Upon transforming into a vampire, characters maintain their existing class. Should their class be incompatible with vampirism, they are granted a free class change to any class of their choice.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#1e1e1e; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; font-size:120%; padding:6px; text-align:center;&amp;quot; | &#039;&#039;&#039;Compatible Classes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ffaa00; text-align:center;&amp;quot; | &#039;&#039;&#039;Vanguard&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#88ff88; text-align:center;&amp;quot; | &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ff88ff; text-align:center;&amp;quot; | &#039;&#039;&#039;Caster&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#262626; color:#ffdd88; text-align:center;&amp;quot; | &#039;&#039;&#039;Sage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Bastion]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Berserker]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Ranger]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Assassin]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Pyromancer]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Cryomancer]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Necromancer]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#262626; font-size:90%; padding:6px; text-align:center;&amp;quot; | &#039;&#039;&#039;None&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Five Bloodlines==&lt;br /&gt;
&lt;br /&gt;
===Von Carstein (Sylvania’s aristocrats)===&lt;br /&gt;
Open rulers of Sylvania. Charismatic, proud, and theatrical, they treat the living as beloved (if tasty) cattle. Mortals in Sylvania often pay lower taxes to their vampire counts than to the Emperor, and many willingly offer blood for protection.  &lt;br /&gt;
Notable: Vlad von Carstein, Isabella, Mannfred, Konrad.&lt;br /&gt;
&lt;br /&gt;
===Lahmian (The Sisterhood of the Silver Pinnacle)===&lt;br /&gt;
Mistresses of seduction and subterfuge. Neferata’s daughters infiltrate courts, temples, and merchant houses across the Old World. Half the noble houses of Tilea, the Empire, and Bretonnia unknowingly dance to Lahmian strings. They appear as flawless courtesans, advisors, or dowagers – never as monsters.  &lt;br /&gt;
Notable: Neferata the Queen of Mysteries, Ankhaten, Khemala.&lt;br /&gt;
&lt;br /&gt;
===Blood Dragon (The crimson knights)===&lt;br /&gt;
Warrior-vampires cursed by Abhorash after he drank the blood of a dragon. Obsessed with martial perfection, they wander the world seeking worthy foes. In Bretonnia, slaying a Blood Dragon is the fastest path to knighthood – and the surest path to death. They wear ancient, blood-red armour and refuse to feed on innocents, believing only the blood of warriors strengthens them.  &lt;br /&gt;
Notable: Abhorash, Walach Harkon, The Red Duke.&lt;br /&gt;
&lt;br /&gt;
===Necrarch (The corpse-sages)===&lt;br /&gt;
Withered, skeletal scholars who traded beauty for power. Obsessed with necromancy and forbidden lore, most dwell in crumbling towers in Nehekhara or the Badlands, surrounded by libraries of flayed skin. When they do move, it is to seize a single grimoire or relic that promises one more secret of death.  &lt;br /&gt;
Notable: Zacharias the Everliving, W’soran, Melkhior.&lt;br /&gt;
&lt;br /&gt;
===Strigoi (The monstrous exiles)===&lt;br /&gt;
Degenerate, bat-like monstrosities shunned even by other vampires. Once the noble house of Ushoran in Strygos, they were betrayed and hunted to near extinction. Now they haunt ruins and graveyards, served by the wandering Strigany folk who revere them as “Ghoul Kings.” Their appearance is the most bestial of all bloodlines – winged, clawed, and utterly feral.  &lt;br /&gt;
Notable: Ushoran (long dead), Vorag Bloodytooth, Gashnag, Merovech.&lt;br /&gt;
&lt;br /&gt;
==Playing a Vampire==&lt;br /&gt;
Vampires begin their existence as Vampire Thralls. Once transformed, most Vampires lose whatever Human qualities and desires once motivated them, becoming creatures of naked bloodlust. They retain the thoughts and memories of the mortal they once were, but within them now is a dark beast, driving them to hunt and prey, to revel in their every twisted vice, and to glory in all their dark desires. whilst others believe it is simply the benefit of no longer being burdened with the weight of a soul and the conscience it spawns&lt;br /&gt;
&lt;br /&gt;
Vampires become paler upon their transformation and their eyes turn red. Over time, the now-unneeded internal organs of a Vampire shrivel and atrophy. Only the heart continues to beat, although at such a low frequency that it is undetectable except when the Vampire has newly fed.&lt;br /&gt;
&lt;br /&gt;
It is in these times that being trained by their sire or some other Vampire that adopts them is vital, preventing them from losing themselves while also indoctrinating them in the ways of their specific bloodline. Many &amp;quot;newborn&amp;quot; Vampires started this indoctrination even before the Blood Kiss was given. As they age, new Vampires either manage to become independent of their sire or become so dependent on their creator that they become little more than extensions of their master&#039;s every whim.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Vampires share no uniform physical appearance, aside from the fact that most of them have basically humanoid dimensions, most can pass as Human at a distance, and hide their ungodly natures behind practiced charm and magical glamour, but for all their refinement, they are in reality nothing more than rotting corpses held together by Dark Magic (Dahr) and its immortal will. The strain of retaining their appearance is a drain on a vampire and when it is stressed or angered, its true face reveals itself.&lt;br /&gt;
&lt;br /&gt;
They retain much of their original intelligence, personalities and capabilities despite their curse, and hence retain their ambition and desire. The only twist is that their emotions, unlike mortals, are more intensified depending on how they used to be as a living person. As such, an evil person being turned into vampire can turn into a comically or frightenly evil sort, while one who used to be a good person, couldn&#039;t even stand watching people cry (as mentioned in the weakness section).&lt;br /&gt;
&lt;br /&gt;
==Relations with Other Races==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background:#1e1e1e; color:#e0e0e0; border:1px solid #444; font-size:95%;&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Faction&lt;br /&gt;
! Relation&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ccff;&amp;quot; | &#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
| [[Empire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bretonnia]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Kislev]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sartosa]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Araby]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cathay]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Norsca]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
| [[Asur|Asur (High Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Asrai|Asrai (Wood Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Druchii|Druchii (Dark Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ffdd88;&amp;quot; | &#039;&#039;&#039;Dwarfs&#039;&#039;&#039;&lt;br /&gt;
| [[Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Greenskins&#039;&#039;&#039;&lt;br /&gt;
| [[Orcs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblins]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff8888;&amp;quot; | &#039;&#039;&#039;Monstrous&#039;&#039;&#039;&lt;br /&gt;
| [[Ogre]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastmen]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff88ff;&amp;quot; | &#039;&#039;&#039;Affliction&#039;&#039;&#039;&lt;br /&gt;
| [[Chaos]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==How to become a Vampire==&lt;br /&gt;
Only characters from the following races are eligible for vampirism: [[Empire]], [[Bretonnia]], [[Kislev]], [[Sartosa]], [[Araby]], [[Cathay]], and [[Norsca]]. Ensure your character belongs to one of these races. Upon ascending to this race, players will forfeit all racial progression associated with their former racial skill trees.&lt;br /&gt;
=== Blood Kiss ===&lt;br /&gt;
This path leads the player character toward becoming a vampire. When the path is completed, the character ascends as a Vampire, a process that can only be achieved through collaboration with an established Sire Vampire(Player).&lt;br /&gt;
&lt;br /&gt;
==== 1. The Eclipse Ritual – The True Bite ====&lt;br /&gt;
* The Master-Sire must bestow the &#039;&#039;&#039;Blood Kiss&#039;&#039;&#039; (the actual transforming bite) beneath a scheduled server-wide “Mannslieb Eclipse” event (held every two weeks).  &lt;br /&gt;
* Location: Central altar (Desginated area disclosed to vampire players).  &lt;br /&gt;
* Minimum attendance: 4 players.  &lt;br /&gt;
* The Sire roleplays the bite, drinks from the candidate, then forces their own ancient blood back into the candidate’s mouth.&lt;br /&gt;
&lt;br /&gt;
==== 2. The Seven Nights of Pain ====&lt;br /&gt;
* For seven consecutive nights the fledgling must remain sealed inside their base. (Five in real life days)&lt;br /&gt;
* Each night they must post a short journal entry (public or private to staff in ticket) describing the agony of transformation.&lt;br /&gt;
* Missing even one night resets the trial.&lt;br /&gt;
&lt;br /&gt;
==== 3. The Naming &amp;amp; the Brand – Ascension to Sirehood ====&lt;br /&gt;
* On the eighth dawn the new vampire emerges.  &lt;br /&gt;
* They publicly declare their chosen bloodline and receive the sigil brand (custom item/skin) from their Master-Sire.  &lt;br /&gt;
* They swear the Oath of the Undying in front of at their sire.&lt;br /&gt;
* Player immediately receives Vampire race.&lt;br /&gt;
&lt;br /&gt;
=== The Seven Sacred Trials ===&lt;br /&gt;
This path guides the player character toward becoming a sire vampire, forging a new offshoot of a chosen bloodline. Upon completion, the character rises as a Sire, empowered to create and shape their own lineage of vampires&lt;br /&gt;
&lt;br /&gt;
==== 1. The Whispers – Public Sponsorship ====&lt;br /&gt;
* &#039;&#039;&#039;Requirement&#039;&#039;&#039;: An existing Vampire Sire must publicly declare you their chosen heir in a scene witnessed by at least 8 other players.  &lt;br /&gt;
* &#039;&#039;&#039;Typical venues&#039;&#039;&#039;: Midnight balls, graveyard gatherings, noble courts, or tavern. (NPC)  &lt;br /&gt;
* &#039;&#039;&#039;Staff ticket&#039;&#039;&#039;: “Sire [Name] has claimed [Candidate] as heir – witnesses attached.”&lt;br /&gt;
&lt;br /&gt;
==== 2. The Black Library – The Five Tomes ====&lt;br /&gt;
* Collect the five unique, physical forbidden tomes that exist on the server:&lt;br /&gt;
*# A page torn from the &#039;&#039;Liber Necris&#039;&#039;&lt;br /&gt;
*# Neferata’s perfumed love letter&lt;br /&gt;
*# Ushoran’s Strigoi chronicle&lt;br /&gt;
*# Abhorash’s blood-oath parchment&lt;br /&gt;
*# A von Carstein signet letter bearing Vlad’s seal&lt;br /&gt;
* These books are singular or extremely limited. They must be borrowed, traded, gifted, or stolen through pure roleplay. (Drops from bounty hunter loot table from treasure chests.) &lt;br /&gt;
* &#039;&#039;&#039;Staff ticket&#039;&#039;&#039;: “Candidate possesses the Five Tomes – screenshots attached.”&lt;br /&gt;
&lt;br /&gt;
==== 3. The Covenant of One Hundred Drops ====&lt;br /&gt;
* Collect exactly &#039;&#039;&#039; 12 Blood Tokens&#039;&#039;&#039; – one willingly given drop of blood from 12 different living players.  &lt;br /&gt;
* Each player may donate only once per candidate.  &lt;br /&gt;
* The donation must be roleplayed (a prick of the finger, a kiss that draws blood, a chalice passed in secret, etc.).  &lt;br /&gt;
* &#039;&#039;&#039;Staff ticket&#039;&#039;&#039;: Screenshots/list of all 12 donors with dates and short scene descriptions.&lt;br /&gt;
&lt;br /&gt;
==== 4. The Night of Three Willing Hearts ====&lt;br /&gt;
* Three players of specific archetypes must publicly mix their blood with yours in the ritual chalice:&lt;br /&gt;
*# A commoner or peasant&lt;br /&gt;
*# A noble or priest of any faith&lt;br /&gt;
*# A warrior, knight, or witch hunter&lt;br /&gt;
* They swear a binding oath of secrecy, devotion, or curiosity - no death occurs.  &lt;br /&gt;
* The scene is public and announced days in advance.  &lt;br /&gt;
* These three become your eternal “Blood-Bound”.&lt;br /&gt;
&lt;br /&gt;
==== 5. The Eclipse Ritual – The True Bite ====&lt;br /&gt;
* The Master-Sire must bestow the &#039;&#039;&#039;Blood Kiss&#039;&#039;&#039; (the actual transforming bite) beneath a scheduled server-wide “Mannslieb Eclipse” event (held every two weeks).  &lt;br /&gt;
* Location: Central altar (Desginated area disclosed to vampire players).  &lt;br /&gt;
* Minimum attendance: 8 players.  &lt;br /&gt;
* The Sire roleplays the bite, drinks from the candidate, then forces their own ancient blood back into the candidate’s mouth.  &lt;br /&gt;
* For first vampire Sire is chosen bloodlines DMNPC.&lt;br /&gt;
&lt;br /&gt;
==== 6. The Seven Nights of Pain ====&lt;br /&gt;
* For seven consecutive nights the fledgling must remain sealed inside their base.  &lt;br /&gt;
* Each night they must post a short journal entry (public or private to staff) describing the agony of transformation.&lt;br /&gt;
* Missing even one night resets the trial.&lt;br /&gt;
&lt;br /&gt;
==== 7. The Naming &amp;amp; the Brand – Ascension to Sirehood ====&lt;br /&gt;
* On the eighth dawn the new vampire emerges.  &lt;br /&gt;
* They publicly declare their chosen bloodline and receive the sigil brand (custom item/skin) from their Master-Sire.  &lt;br /&gt;
* They swear the Oath of the Undying in front of at least 8 witnesses.  &lt;br /&gt;
* Server Lore message: “&#039;&#039;A new Vampire Sire walks the Old World: of the line of [Bloodline]. They may now create progeny of their own.&#039;&#039;”  &lt;br /&gt;
* The new Sire immediately receives Vampire race and ability to perform blood kiss.&lt;br /&gt;
&lt;br /&gt;
==Gender Roles &amp;amp; Sexuality==&lt;br /&gt;
&lt;br /&gt;
===Gender Roles===&lt;br /&gt;
* Vampire society in Warhammer Fantasy is hierarchical and patriarchal/matriarchal depending on the bloodline and region. Power is concentrated in individuals with great age, magical ability, and influence.  &lt;br /&gt;
* &#039;&#039;&#039;Nobility and Bloodlines:&#039;&#039;&#039; Male and female vampires alike can rise to prominence, with age, cunning, and magical skill determining status. Female vampires often wield power equal to or exceeding males, particularly in noble houses.  &lt;br /&gt;
* &#039;&#039;&#039;Servants and Thralls:&#039;&#039;&#039; Vampires dominate humans, other creatures, and lesser undead as servants or soldiers. Gender hierarchy among thralls reflects vampire preference rather than societal norms.  &lt;br /&gt;
* Vampire society values intelligence, ruthlessness, and charisma over gender; both males and females can be rulers, generals, or sorcerers.&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
* Vampires are highly sexualized beings, with sexuality often entwined with predation, power, and seduction. Erotic attraction is closely tied to &#039;&#039;&#039;bloodlust and control&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Courtship and Seduction:&#039;&#039;&#039; Vampires may seduce mortals or other races to feed, dominate, or manipulate. Both male and female vampires use allure and eroticism strategically.  &lt;br /&gt;
* Sexuality is intertwined with immortality, desire, and danger, creating a blend of eroticism and fear.&lt;br /&gt;
&lt;br /&gt;
===Attitudes toward Other Races (Sexualized)===&lt;br /&gt;
* Vampires often sexualize other races as &#039;&#039;&#039;predation, temptation, or dominance&#039;&#039;&#039;, with erotic fascination tied to allure, danger, and exoticism:  &lt;br /&gt;
* &#039;&#039;&#039;Humans:&#039;&#039;&#039; Mortals are the primary objects of sexualized predation. Vampires use seduction, charm, and erotic power to feed, manipulate, or dominate humans.  &lt;br /&gt;
* &#039;&#039;&#039;Elves:&#039;&#039;&#039; Female elves are admired for beauty and grace; sexualized attraction is present but complicated by pride, skill, or magic. Male elves may be viewed as rivals or potential thralls.  &lt;br /&gt;
* &#039;&#039;&#039;Dwarfs:&#039;&#039;&#039; Rarely sexualized due to aesthetics and temperament; male dwarfs are potential targets for domination, female dwarfs occasionally appear in rare eroticized fantasies.  &lt;br /&gt;
* &#039;&#039;&#039;Greenskins:&#039;&#039;&#039; Orcs and goblins are rarely sexualized; interactions focus on feeding, manipulation, or dominance.  &lt;br /&gt;
* Sexual attraction often intersects with &#039;&#039;&#039;bloodlust, magical influence, and power dynamics&#039;&#039;&#039;, making erotic encounters dangerous and manipulative.&lt;br /&gt;
&lt;br /&gt;
===Notable Cultural Nuances===&lt;br /&gt;
* Vampire society is hierarchical, cunning, and power-driven, with gender secondary to age, magical ability, and influence.  &lt;br /&gt;
* Sexuality is fluid, strategic, and intertwined with dominance, seduction, and predation.  &lt;br /&gt;
* Attraction to other races is heavily filtered through danger, exoticism, and manipulation rather than mutual desire.  &lt;br /&gt;
* Female vampires often wield enormous sexual and political power, particularly in aristocratic bloodlines, reflecting both allure and ruthlessness.&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Vampire&amp;diff=1111</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Vampire&amp;diff=1111"/>
		<updated>2025-12-02T16:14:23Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* Attitudes toward Other Races (Sexualized) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Button|text=Back to Races|link=Races}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{TopInfo&lt;br /&gt;
 | icon = ⚠️&lt;br /&gt;
 | title = Important Notice&lt;br /&gt;
 | text = Players cannot begin with this race; it can only be unlocked through evolution. If this is your first time creating a character, please choose a starting race from the following: [[Empire]], [[Bretonnia]], [[Kislev]], [[Sartosa]], [[Araby]], [[Cathay]], [[Norsca]]. Upon ascending to this race, players will forfeit all racial progression associated with their former racial skill trees.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Race Infobox&lt;br /&gt;
| name           = Vampire&lt;br /&gt;
| image          = Vampireart.jpg&lt;br /&gt;
| caption        = Death is only the beginning&lt;br /&gt;
&lt;br /&gt;
| founding       = Circa -1200 IC (Neferata drinks the first Elixir in Lahmia)&lt;br /&gt;
| founder        = Neferata, Queen of Lahmia – the first true vampire&lt;br /&gt;
| current_leader = No single ruler; the Von Carstein dynasty (Vlad, Isabella, Mannfred) currently holds the most power&lt;br /&gt;
&lt;br /&gt;
| capital        = None; Castle Drakenhof in Sylvania is the closest thing to a throne&lt;br /&gt;
| major_cities   = Castle Drakenhof, Waldenhof, Nachthafen, Mourkain (ruined), Strygos (long fallen)&lt;br /&gt;
| regions        = Sylvania, the Badlands, scattered courts across the Old World&lt;br /&gt;
&lt;br /&gt;
| lifespan       = Immortal unless staked, beheaded, burned, or exposed to sunlight&lt;br /&gt;
| height         = 170-200 cm (5′7″ - 6′7″); they were usually tall and noble in life&lt;br /&gt;
&lt;br /&gt;
| language       = Classical Reikspiel, ancient Nehekharan, lingering accents from their mortal lands&lt;br /&gt;
| religion       = None; they serve only their own thirst and ambition (though some still whisper to Nagash)&lt;br /&gt;
| government     = Feudal courts of blood and betrayal; the strongest throat rules&lt;br /&gt;
&lt;br /&gt;
| allies         = Necromancers, wights, ghouls, each other (until the knife goes in)&lt;br /&gt;
| enemies        = The Empire, Dwarfs, High Elves, Kislev, Bretonnia, anyone with a stake and faith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vampirism originated as a corrupted form of attaining immortality through a mixture of necromancy and alchemical research concocted by the first vampire, Queen Neferata, with the aid of Nagash The Lich-King, and his most loyal servant, and later-ally of Neferata, Arkhan the Black.&lt;br /&gt;
&lt;br /&gt;
Neferata would later brew her potion to be offered to ten others of her consorts, who&#039;d later be responsible in forming the bloodlines we know today. (Only six bloodlines currently remain in the present timeline);&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
===Appearance===&lt;br /&gt;
A vampire retains their previous form, with their only changes being their skin become ivory pale or deathly white, followed by their irises being red or foggy/milky white.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan:&#039;&#039;&#039; Immortal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Height Range:&#039;&#039;&#039; Depends on their before conversion race.&lt;br /&gt;
&lt;br /&gt;
===Culture &amp;amp; Society===&lt;br /&gt;
* &#039;&#039;&#039;Regions:&#039;&#039;&#039; Sylvania, the Badlands, scattered courts across the Old World&lt;br /&gt;
* &#039;&#039;&#039;Culture:&#039;&#039;&#039; Depends on their bloodline.&lt;br /&gt;
* &#039;&#039;&#039;Names:&#039;&#039;&#039; Depends on their before conversion race.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Due to their nature of undeath, a vampire&#039;s spirit cannot reach an afterlife, nor be influenced or absorbed by the Chaos Gods due to their soul being stuck into a limbo between their own body &amp;amp; Nagash.&lt;br /&gt;
&lt;br /&gt;
===Morality, Slavery, and Corruption===&lt;br /&gt;
* &#039;&#039;&#039;Slavery:&#039;&#039;&#039; Practiced in the form of thralls and servants; humans and other mortals are bound through compulsion, blood magic, or fear rather than formal ownership.  &lt;br /&gt;
* &#039;&#039;&#039;Non-consent sexual relationships:&#039;&#039;&#039; Common and often entwined with manipulation, seduction, and domination; vampires exploit mortals for pleasure, power, and control.  &lt;br /&gt;
* &#039;&#039;&#039;Vulnerability to Chaos corruption:&#039;&#039;&#039; Moderate. Vampires are already unnatural and resistant to mortality, but hubris, obsession, or exposure to dark magic can still invite greater Chaos influence.&lt;br /&gt;
&lt;br /&gt;
===Strengths &amp;amp; Weaknesses===&lt;br /&gt;
* &#039;&#039;&#039;Strengths:&#039;&#039;&#039; Immortal, cunning, charismatic, and magically potent; expert manipulators and strategists; physically resilient.  &lt;br /&gt;
* &#039;&#039;&#039;Weaknesses:&#039;&#039;&#039; Reliant on blood, susceptible to sunlight and holy magic; obsession and arrogance can blind them; often distrusted by other factions.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Upon transforming into a vampire, characters maintain their existing class. Should their class be incompatible with vampirism, they are granted a free class change to any class of their choice.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#1e1e1e; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; font-size:120%; padding:6px; text-align:center;&amp;quot; | &#039;&#039;&#039;Compatible Classes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ffaa00; text-align:center;&amp;quot; | &#039;&#039;&#039;Vanguard&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#88ff88; text-align:center;&amp;quot; | &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ff88ff; text-align:center;&amp;quot; | &#039;&#039;&#039;Caster&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#262626; color:#ffdd88; text-align:center;&amp;quot; | &#039;&#039;&#039;Sage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Bastion]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Berserker]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Ranger]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Assassin]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Pyromancer]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Cryomancer]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Necromancer]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#262626; font-size:90%; padding:6px; text-align:center;&amp;quot; | &#039;&#039;&#039;None&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Five Bloodlines==&lt;br /&gt;
&lt;br /&gt;
===Von Carstein (Sylvania’s aristocrats)===&lt;br /&gt;
Open rulers of Sylvania. Charismatic, proud, and theatrical, they treat the living as beloved (if tasty) cattle. Mortals in Sylvania often pay lower taxes to their vampire counts than to the Emperor, and many willingly offer blood for protection.  &lt;br /&gt;
Notable: Vlad von Carstein, Isabella, Mannfred, Konrad.&lt;br /&gt;
&lt;br /&gt;
===Lahmian (The Sisterhood of the Silver Pinnacle)===&lt;br /&gt;
Mistresses of seduction and subterfuge. Neferata’s daughters infiltrate courts, temples, and merchant houses across the Old World. Half the noble houses of Tilea, the Empire, and Bretonnia unknowingly dance to Lahmian strings. They appear as flawless courtesans, advisors, or dowagers – never as monsters.  &lt;br /&gt;
Notable: Neferata the Queen of Mysteries, Ankhaten, Khemala.&lt;br /&gt;
&lt;br /&gt;
===Blood Dragon (The crimson knights)===&lt;br /&gt;
Warrior-vampires cursed by Abhorash after he drank the blood of a dragon. Obsessed with martial perfection, they wander the world seeking worthy foes. In Bretonnia, slaying a Blood Dragon is the fastest path to knighthood – and the surest path to death. They wear ancient, blood-red armour and refuse to feed on innocents, believing only the blood of warriors strengthens them.  &lt;br /&gt;
Notable: Abhorash, Walach Harkon, The Red Duke.&lt;br /&gt;
&lt;br /&gt;
===Necrarch (The corpse-sages)===&lt;br /&gt;
Withered, skeletal scholars who traded beauty for power. Obsessed with necromancy and forbidden lore, most dwell in crumbling towers in Nehekhara or the Badlands, surrounded by libraries of flayed skin. When they do move, it is to seize a single grimoire or relic that promises one more secret of death.  &lt;br /&gt;
Notable: Zacharias the Everliving, W’soran, Melkhior.&lt;br /&gt;
&lt;br /&gt;
===Strigoi (The monstrous exiles)===&lt;br /&gt;
Degenerate, bat-like monstrosities shunned even by other vampires. Once the noble house of Ushoran in Strygos, they were betrayed and hunted to near extinction. Now they haunt ruins and graveyards, served by the wandering Strigany folk who revere them as “Ghoul Kings.” Their appearance is the most bestial of all bloodlines – winged, clawed, and utterly feral.  &lt;br /&gt;
Notable: Ushoran (long dead), Vorag Bloodytooth, Gashnag, Merovech.&lt;br /&gt;
&lt;br /&gt;
==Playing a Vampire==&lt;br /&gt;
Vampires begin their existence as Vampire Thralls. Once transformed, most Vampires lose whatever Human qualities and desires once motivated them, becoming creatures of naked bloodlust. They retain the thoughts and memories of the mortal they once were, but within them now is a dark beast, driving them to hunt and prey, to revel in their every twisted vice, and to glory in all their dark desires. whilst others believe it is simply the benefit of no longer being burdened with the weight of a soul and the conscience it spawns&lt;br /&gt;
&lt;br /&gt;
Vampires become paler upon their transformation and their eyes turn red. Over time, the now-unneeded internal organs of a Vampire shrivel and atrophy. Only the heart continues to beat, although at such a low frequency that it is undetectable except when the Vampire has newly fed.&lt;br /&gt;
&lt;br /&gt;
It is in these times that being trained by their sire or some other Vampire that adopts them is vital, preventing them from losing themselves while also indoctrinating them in the ways of their specific bloodline. Many &amp;quot;newborn&amp;quot; Vampires started this indoctrination even before the Blood Kiss was given. As they age, new Vampires either manage to become independent of their sire or become so dependent on their creator that they become little more than extensions of their master&#039;s every whim.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Vampires share no uniform physical appearance, aside from the fact that most of them have basically humanoid dimensions, most can pass as Human at a distance, and hide their ungodly natures behind practiced charm and magical glamour, but for all their refinement, they are in reality nothing more than rotting corpses held together by Dark Magic (Dahr) and its immortal will. The strain of retaining their appearance is a drain on a vampire and when it is stressed or angered, its true face reveals itself.&lt;br /&gt;
&lt;br /&gt;
They retain much of their original intelligence, personalities and capabilities despite their curse, and hence retain their ambition and desire. The only twist is that their emotions, unlike mortals, are more intensified depending on how they used to be as a living person. As such, an evil person being turned into vampire can turn into a comically or frightenly evil sort, while one who used to be a good person, couldn&#039;t even stand watching people cry (as mentioned in the weakness section).&lt;br /&gt;
&lt;br /&gt;
==Relations with Other Races==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background:#1e1e1e; color:#e0e0e0; border:1px solid #444; font-size:95%;&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Faction&lt;br /&gt;
! Relation&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ccff;&amp;quot; | &#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
| [[Empire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bretonnia]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Kislev]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sartosa]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Araby]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cathay]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Norsca]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
| [[Asur|Asur (High Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Asrai|Asrai (Wood Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Druchii|Druchii (Dark Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ffdd88;&amp;quot; | &#039;&#039;&#039;Dwarfs&#039;&#039;&#039;&lt;br /&gt;
| [[Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Greenskins&#039;&#039;&#039;&lt;br /&gt;
| [[Orcs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblins]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff8888;&amp;quot; | &#039;&#039;&#039;Monstrous&#039;&#039;&#039;&lt;br /&gt;
| [[Ogre]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastmen]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff88ff;&amp;quot; | &#039;&#039;&#039;Affliction&#039;&#039;&#039;&lt;br /&gt;
| [[Chaos]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==How to become a Vampire==&lt;br /&gt;
Only characters from the following races are eligible for vampirism: [[Empire]], [[Bretonnia]], [[Kislev]], [[Sartosa]], [[Araby]], [[Cathay]], and [[Norsca]]. Ensure your character belongs to one of these races. Upon ascending to this race, players will forfeit all racial progression associated with their former racial skill trees.&lt;br /&gt;
=== Blood Kiss ===&lt;br /&gt;
This path leads the player character toward becoming a vampire. When the path is completed, the character ascends as a Vampire, a process that can only be achieved through collaboration with an established Sire Vampire(Player).&lt;br /&gt;
&lt;br /&gt;
==== 1. The Eclipse Ritual – The True Bite ====&lt;br /&gt;
* The Master-Sire must bestow the &#039;&#039;&#039;Blood Kiss&#039;&#039;&#039; (the actual transforming bite) beneath a scheduled server-wide “Mannslieb Eclipse” event (held every two weeks).  &lt;br /&gt;
* Location: Central altar (Desginated area disclosed to vampire players).  &lt;br /&gt;
* Minimum attendance: 4 players.  &lt;br /&gt;
* The Sire roleplays the bite, drinks from the candidate, then forces their own ancient blood back into the candidate’s mouth.&lt;br /&gt;
&lt;br /&gt;
==== 2. The Seven Nights of Pain ====&lt;br /&gt;
* For seven consecutive nights the fledgling must remain sealed inside their base. (Five in real life days)&lt;br /&gt;
* Each night they must post a short journal entry (public or private to staff in ticket) describing the agony of transformation.&lt;br /&gt;
* Missing even one night resets the trial.&lt;br /&gt;
&lt;br /&gt;
==== 3. The Naming &amp;amp; the Brand – Ascension to Sirehood ====&lt;br /&gt;
* On the eighth dawn the new vampire emerges.  &lt;br /&gt;
* They publicly declare their chosen bloodline and receive the sigil brand (custom item/skin) from their Master-Sire.  &lt;br /&gt;
* They swear the Oath of the Undying in front of at their sire.&lt;br /&gt;
* Player immediately receives Vampire race.&lt;br /&gt;
&lt;br /&gt;
=== The Seven Sacred Trials ===&lt;br /&gt;
This path guides the player character toward becoming a sire vampire, forging a new offshoot of a chosen bloodline. Upon completion, the character rises as a Sire, empowered to create and shape their own lineage of vampires&lt;br /&gt;
&lt;br /&gt;
==== 1. The Whispers – Public Sponsorship ====&lt;br /&gt;
* &#039;&#039;&#039;Requirement&#039;&#039;&#039;: An existing Vampire Sire must publicly declare you their chosen heir in a scene witnessed by at least 8 other players.  &lt;br /&gt;
* &#039;&#039;&#039;Typical venues&#039;&#039;&#039;: Midnight balls, graveyard gatherings, noble courts, or tavern. (NPC)  &lt;br /&gt;
* &#039;&#039;&#039;Staff ticket&#039;&#039;&#039;: “Sire [Name] has claimed [Candidate] as heir – witnesses attached.”&lt;br /&gt;
&lt;br /&gt;
==== 2. The Black Library – The Five Tomes ====&lt;br /&gt;
* Collect the five unique, physical forbidden tomes that exist on the server:&lt;br /&gt;
*# A page torn from the &#039;&#039;Liber Necris&#039;&#039;&lt;br /&gt;
*# Neferata’s perfumed love letter&lt;br /&gt;
*# Ushoran’s Strigoi chronicle&lt;br /&gt;
*# Abhorash’s blood-oath parchment&lt;br /&gt;
*# A von Carstein signet letter bearing Vlad’s seal&lt;br /&gt;
* These books are singular or extremely limited. They must be borrowed, traded, gifted, or stolen through pure roleplay. (Drops from bounty hunter loot table from treasure chests.) &lt;br /&gt;
* &#039;&#039;&#039;Staff ticket&#039;&#039;&#039;: “Candidate possesses the Five Tomes – screenshots attached.”&lt;br /&gt;
&lt;br /&gt;
==== 3. The Covenant of One Hundred Drops ====&lt;br /&gt;
* Collect exactly &#039;&#039;&#039; 12 Blood Tokens&#039;&#039;&#039; – one willingly given drop of blood from 12 different living players.  &lt;br /&gt;
* Each player may donate only once per candidate.  &lt;br /&gt;
* The donation must be roleplayed (a prick of the finger, a kiss that draws blood, a chalice passed in secret, etc.).  &lt;br /&gt;
* &#039;&#039;&#039;Staff ticket&#039;&#039;&#039;: Screenshots/list of all 12 donors with dates and short scene descriptions.&lt;br /&gt;
&lt;br /&gt;
==== 4. The Night of Three Willing Hearts ====&lt;br /&gt;
* Three players of specific archetypes must publicly mix their blood with yours in the ritual chalice:&lt;br /&gt;
*# A commoner or peasant&lt;br /&gt;
*# A noble or priest of any faith&lt;br /&gt;
*# A warrior, knight, or witch hunter&lt;br /&gt;
* They swear a binding oath of secrecy, devotion, or curiosity - no death occurs.  &lt;br /&gt;
* The scene is public and announced days in advance.  &lt;br /&gt;
* These three become your eternal “Blood-Bound”.&lt;br /&gt;
&lt;br /&gt;
==== 5. The Eclipse Ritual – The True Bite ====&lt;br /&gt;
* The Master-Sire must bestow the &#039;&#039;&#039;Blood Kiss&#039;&#039;&#039; (the actual transforming bite) beneath a scheduled server-wide “Mannslieb Eclipse” event (held every two weeks).  &lt;br /&gt;
* Location: Central altar (Desginated area disclosed to vampire players).  &lt;br /&gt;
* Minimum attendance: 8 players.  &lt;br /&gt;
* The Sire roleplays the bite, drinks from the candidate, then forces their own ancient blood back into the candidate’s mouth.  &lt;br /&gt;
* For first vampire Sire is chosen bloodlines DMNPC.&lt;br /&gt;
&lt;br /&gt;
==== 6. The Seven Nights of Pain ====&lt;br /&gt;
* For seven consecutive nights the fledgling must remain sealed inside their base.  &lt;br /&gt;
* Each night they must post a short journal entry (public or private to staff) describing the agony of transformation.&lt;br /&gt;
* Missing even one night resets the trial.&lt;br /&gt;
&lt;br /&gt;
==== 7. The Naming &amp;amp; the Brand – Ascension to Sirehood ====&lt;br /&gt;
* On the eighth dawn the new vampire emerges.  &lt;br /&gt;
* They publicly declare their chosen bloodline and receive the sigil brand (custom item/skin) from their Master-Sire.  &lt;br /&gt;
* They swear the Oath of the Undying in front of at least 8 witnesses.  &lt;br /&gt;
* Server Lore message: “&#039;&#039;A new Vampire Sire walks the Old World: of the line of [Bloodline]. They may now create progeny of their own.&#039;&#039;”  &lt;br /&gt;
* The new Sire immediately receives Vampire race and ability to perform blood kiss.&lt;br /&gt;
&lt;br /&gt;
==Gender Roles &amp;amp; Sexuality==&lt;br /&gt;
&lt;br /&gt;
===Gender Roles===&lt;br /&gt;
* Vampire society in Warhammer Fantasy is hierarchical and patriarchal/matriarchal depending on the bloodline and region. Power is concentrated in individuals with great age, magical ability, and influence.  &lt;br /&gt;
* &#039;&#039;&#039;Nobility and Bloodlines:&#039;&#039;&#039; Male and female vampires alike can rise to prominence, with age, cunning, and magical skill determining status. Female vampires often wield power equal to or exceeding males, particularly in noble houses.  &lt;br /&gt;
* &#039;&#039;&#039;Servants and Thralls:&#039;&#039;&#039; Vampires dominate humans, other creatures, and lesser undead as servants or soldiers. Gender hierarchy among thralls reflects vampire preference rather than societal norms.  &lt;br /&gt;
* Vampire society values intelligence, ruthlessness, and charisma over gender; both males and females can be rulers, generals, or sorcerers.&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
* Vampires are highly sexualized beings, with sexuality often entwined with predation, power, and seduction. Erotic attraction is closely tied to **bloodlust and control**.  &lt;br /&gt;
* &#039;&#039;&#039;Courtship and Seduction:&#039;&#039;&#039; Vampires may seduce mortals or other races to feed, dominate, or manipulate. Both male and female vampires use allure and eroticism strategically.  &lt;br /&gt;
* Sexuality is intertwined with immortality, desire, and danger, creating a blend of eroticism and fear.&lt;br /&gt;
&lt;br /&gt;
===Attitudes toward Other Races (Sexualized)===&lt;br /&gt;
* Vampires often sexualize other races as &#039;&#039;&#039;predation, temptation, or dominance&#039;&#039;&#039;, with erotic fascination tied to allure, danger, and exoticism:  &lt;br /&gt;
* &#039;&#039;&#039;Humans:&#039;&#039;&#039; Mortals are the primary objects of sexualized predation. Vampires use seduction, charm, and erotic power to feed, manipulate, or dominate humans.  &lt;br /&gt;
* &#039;&#039;&#039;Elves:&#039;&#039;&#039; Female elves are admired for beauty and grace; sexualized attraction is present but complicated by pride, skill, or magic. Male elves may be viewed as rivals or potential thralls.  &lt;br /&gt;
* &#039;&#039;&#039;Dwarfs:&#039;&#039;&#039; Rarely sexualized due to aesthetics and temperament; male dwarfs are potential targets for domination, female dwarfs occasionally appear in rare eroticized fantasies.  &lt;br /&gt;
* &#039;&#039;&#039;Greenskins:&#039;&#039;&#039; Orcs and goblins are rarely sexualized; interactions focus on feeding, manipulation, or dominance.  &lt;br /&gt;
* Sexual attraction often intersects with &#039;&#039;&#039;bloodlust, magical influence, and power dynamics&#039;&#039;&#039;, making erotic encounters dangerous and manipulative.&lt;br /&gt;
&lt;br /&gt;
===Notable Cultural Nuances===&lt;br /&gt;
* Vampire society is hierarchical, cunning, and power-driven, with gender secondary to age, magical ability, and influence.  &lt;br /&gt;
* Sexuality is fluid, strategic, and intertwined with dominance, seduction, and predation.  &lt;br /&gt;
* Attraction to other races is heavily filtered through danger, exoticism, and manipulation rather than mutual desire.  &lt;br /&gt;
* Female vampires often wield enormous sexual and political power, particularly in aristocratic bloodlines, reflecting both allure and ruthlessness.&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Vampire&amp;diff=1110</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Vampire&amp;diff=1110"/>
		<updated>2025-12-02T16:13:53Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* Attitudes toward Other Races (Sexualized) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Button|text=Back to Races|link=Races}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{TopInfo&lt;br /&gt;
 | icon = ⚠️&lt;br /&gt;
 | title = Important Notice&lt;br /&gt;
 | text = Players cannot begin with this race; it can only be unlocked through evolution. If this is your first time creating a character, please choose a starting race from the following: [[Empire]], [[Bretonnia]], [[Kislev]], [[Sartosa]], [[Araby]], [[Cathay]], [[Norsca]]. Upon ascending to this race, players will forfeit all racial progression associated with their former racial skill trees.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Race Infobox&lt;br /&gt;
| name           = Vampire&lt;br /&gt;
| image          = Vampireart.jpg&lt;br /&gt;
| caption        = Death is only the beginning&lt;br /&gt;
&lt;br /&gt;
| founding       = Circa -1200 IC (Neferata drinks the first Elixir in Lahmia)&lt;br /&gt;
| founder        = Neferata, Queen of Lahmia – the first true vampire&lt;br /&gt;
| current_leader = No single ruler; the Von Carstein dynasty (Vlad, Isabella, Mannfred) currently holds the most power&lt;br /&gt;
&lt;br /&gt;
| capital        = None; Castle Drakenhof in Sylvania is the closest thing to a throne&lt;br /&gt;
| major_cities   = Castle Drakenhof, Waldenhof, Nachthafen, Mourkain (ruined), Strygos (long fallen)&lt;br /&gt;
| regions        = Sylvania, the Badlands, scattered courts across the Old World&lt;br /&gt;
&lt;br /&gt;
| lifespan       = Immortal unless staked, beheaded, burned, or exposed to sunlight&lt;br /&gt;
| height         = 170-200 cm (5′7″ - 6′7″); they were usually tall and noble in life&lt;br /&gt;
&lt;br /&gt;
| language       = Classical Reikspiel, ancient Nehekharan, lingering accents from their mortal lands&lt;br /&gt;
| religion       = None; they serve only their own thirst and ambition (though some still whisper to Nagash)&lt;br /&gt;
| government     = Feudal courts of blood and betrayal; the strongest throat rules&lt;br /&gt;
&lt;br /&gt;
| allies         = Necromancers, wights, ghouls, each other (until the knife goes in)&lt;br /&gt;
| enemies        = The Empire, Dwarfs, High Elves, Kislev, Bretonnia, anyone with a stake and faith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vampirism originated as a corrupted form of attaining immortality through a mixture of necromancy and alchemical research concocted by the first vampire, Queen Neferata, with the aid of Nagash The Lich-King, and his most loyal servant, and later-ally of Neferata, Arkhan the Black.&lt;br /&gt;
&lt;br /&gt;
Neferata would later brew her potion to be offered to ten others of her consorts, who&#039;d later be responsible in forming the bloodlines we know today. (Only six bloodlines currently remain in the present timeline);&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
===Appearance===&lt;br /&gt;
A vampire retains their previous form, with their only changes being their skin become ivory pale or deathly white, followed by their irises being red or foggy/milky white.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan:&#039;&#039;&#039; Immortal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Height Range:&#039;&#039;&#039; Depends on their before conversion race.&lt;br /&gt;
&lt;br /&gt;
===Culture &amp;amp; Society===&lt;br /&gt;
* &#039;&#039;&#039;Regions:&#039;&#039;&#039; Sylvania, the Badlands, scattered courts across the Old World&lt;br /&gt;
* &#039;&#039;&#039;Culture:&#039;&#039;&#039; Depends on their bloodline.&lt;br /&gt;
* &#039;&#039;&#039;Names:&#039;&#039;&#039; Depends on their before conversion race.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Due to their nature of undeath, a vampire&#039;s spirit cannot reach an afterlife, nor be influenced or absorbed by the Chaos Gods due to their soul being stuck into a limbo between their own body &amp;amp; Nagash.&lt;br /&gt;
&lt;br /&gt;
===Morality, Slavery, and Corruption===&lt;br /&gt;
* &#039;&#039;&#039;Slavery:&#039;&#039;&#039; Practiced in the form of thralls and servants; humans and other mortals are bound through compulsion, blood magic, or fear rather than formal ownership.  &lt;br /&gt;
* &#039;&#039;&#039;Non-consent sexual relationships:&#039;&#039;&#039; Common and often entwined with manipulation, seduction, and domination; vampires exploit mortals for pleasure, power, and control.  &lt;br /&gt;
* &#039;&#039;&#039;Vulnerability to Chaos corruption:&#039;&#039;&#039; Moderate. Vampires are already unnatural and resistant to mortality, but hubris, obsession, or exposure to dark magic can still invite greater Chaos influence.&lt;br /&gt;
&lt;br /&gt;
===Strengths &amp;amp; Weaknesses===&lt;br /&gt;
* &#039;&#039;&#039;Strengths:&#039;&#039;&#039; Immortal, cunning, charismatic, and magically potent; expert manipulators and strategists; physically resilient.  &lt;br /&gt;
* &#039;&#039;&#039;Weaknesses:&#039;&#039;&#039; Reliant on blood, susceptible to sunlight and holy magic; obsession and arrogance can blind them; often distrusted by other factions.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Upon transforming into a vampire, characters maintain their existing class. Should their class be incompatible with vampirism, they are granted a free class change to any class of their choice.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; background:#1e1e1e; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; font-size:120%; padding:6px; text-align:center;&amp;quot; | &#039;&#039;&#039;Compatible Classes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ffaa00; text-align:center;&amp;quot; | &#039;&#039;&#039;Vanguard&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#88ff88; text-align:center;&amp;quot; | &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#262626; color:#ff88ff; text-align:center;&amp;quot; | &#039;&#039;&#039;Caster&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#262626; color:#ffdd88; text-align:center;&amp;quot; | &#039;&#039;&#039;Sage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Bastion]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Berserker]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Ranger]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Assassin]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Pyromancer]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Cryomancer]]&lt;br /&gt;
| style=&amp;quot;background:#1e1f22;&amp;quot; | [[Necromancer]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#262626; font-size:90%; padding:6px; text-align:center;&amp;quot; | &#039;&#039;&#039;None&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Five Bloodlines==&lt;br /&gt;
&lt;br /&gt;
===Von Carstein (Sylvania’s aristocrats)===&lt;br /&gt;
Open rulers of Sylvania. Charismatic, proud, and theatrical, they treat the living as beloved (if tasty) cattle. Mortals in Sylvania often pay lower taxes to their vampire counts than to the Emperor, and many willingly offer blood for protection.  &lt;br /&gt;
Notable: Vlad von Carstein, Isabella, Mannfred, Konrad.&lt;br /&gt;
&lt;br /&gt;
===Lahmian (The Sisterhood of the Silver Pinnacle)===&lt;br /&gt;
Mistresses of seduction and subterfuge. Neferata’s daughters infiltrate courts, temples, and merchant houses across the Old World. Half the noble houses of Tilea, the Empire, and Bretonnia unknowingly dance to Lahmian strings. They appear as flawless courtesans, advisors, or dowagers – never as monsters.  &lt;br /&gt;
Notable: Neferata the Queen of Mysteries, Ankhaten, Khemala.&lt;br /&gt;
&lt;br /&gt;
===Blood Dragon (The crimson knights)===&lt;br /&gt;
Warrior-vampires cursed by Abhorash after he drank the blood of a dragon. Obsessed with martial perfection, they wander the world seeking worthy foes. In Bretonnia, slaying a Blood Dragon is the fastest path to knighthood – and the surest path to death. They wear ancient, blood-red armour and refuse to feed on innocents, believing only the blood of warriors strengthens them.  &lt;br /&gt;
Notable: Abhorash, Walach Harkon, The Red Duke.&lt;br /&gt;
&lt;br /&gt;
===Necrarch (The corpse-sages)===&lt;br /&gt;
Withered, skeletal scholars who traded beauty for power. Obsessed with necromancy and forbidden lore, most dwell in crumbling towers in Nehekhara or the Badlands, surrounded by libraries of flayed skin. When they do move, it is to seize a single grimoire or relic that promises one more secret of death.  &lt;br /&gt;
Notable: Zacharias the Everliving, W’soran, Melkhior.&lt;br /&gt;
&lt;br /&gt;
===Strigoi (The monstrous exiles)===&lt;br /&gt;
Degenerate, bat-like monstrosities shunned even by other vampires. Once the noble house of Ushoran in Strygos, they were betrayed and hunted to near extinction. Now they haunt ruins and graveyards, served by the wandering Strigany folk who revere them as “Ghoul Kings.” Their appearance is the most bestial of all bloodlines – winged, clawed, and utterly feral.  &lt;br /&gt;
Notable: Ushoran (long dead), Vorag Bloodytooth, Gashnag, Merovech.&lt;br /&gt;
&lt;br /&gt;
==Playing a Vampire==&lt;br /&gt;
Vampires begin their existence as Vampire Thralls. Once transformed, most Vampires lose whatever Human qualities and desires once motivated them, becoming creatures of naked bloodlust. They retain the thoughts and memories of the mortal they once were, but within them now is a dark beast, driving them to hunt and prey, to revel in their every twisted vice, and to glory in all their dark desires. whilst others believe it is simply the benefit of no longer being burdened with the weight of a soul and the conscience it spawns&lt;br /&gt;
&lt;br /&gt;
Vampires become paler upon their transformation and their eyes turn red. Over time, the now-unneeded internal organs of a Vampire shrivel and atrophy. Only the heart continues to beat, although at such a low frequency that it is undetectable except when the Vampire has newly fed.&lt;br /&gt;
&lt;br /&gt;
It is in these times that being trained by their sire or some other Vampire that adopts them is vital, preventing them from losing themselves while also indoctrinating them in the ways of their specific bloodline. Many &amp;quot;newborn&amp;quot; Vampires started this indoctrination even before the Blood Kiss was given. As they age, new Vampires either manage to become independent of their sire or become so dependent on their creator that they become little more than extensions of their master&#039;s every whim.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Vampires share no uniform physical appearance, aside from the fact that most of them have basically humanoid dimensions, most can pass as Human at a distance, and hide their ungodly natures behind practiced charm and magical glamour, but for all their refinement, they are in reality nothing more than rotting corpses held together by Dark Magic (Dahr) and its immortal will. The strain of retaining their appearance is a drain on a vampire and when it is stressed or angered, its true face reveals itself.&lt;br /&gt;
&lt;br /&gt;
They retain much of their original intelligence, personalities and capabilities despite their curse, and hence retain their ambition and desire. The only twist is that their emotions, unlike mortals, are more intensified depending on how they used to be as a living person. As such, an evil person being turned into vampire can turn into a comically or frightenly evil sort, while one who used to be a good person, couldn&#039;t even stand watching people cry (as mentioned in the weakness section).&lt;br /&gt;
&lt;br /&gt;
==Relations with Other Races==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background:#1e1e1e; color:#e0e0e0; border:1px solid #444; font-size:95%;&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Faction&lt;br /&gt;
! Relation&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ccff;&amp;quot; | &#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
| [[Empire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bretonnia]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Kislev]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sartosa]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Araby]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cathay]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Norsca]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
| [[Asur|Asur (High Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Asrai|Asrai (Wood Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Druchii|Druchii (Dark Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ffdd88;&amp;quot; | &#039;&#039;&#039;Dwarfs&#039;&#039;&#039;&lt;br /&gt;
| [[Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Greenskins&#039;&#039;&#039;&lt;br /&gt;
| [[Orcs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblins]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff8888;&amp;quot; | &#039;&#039;&#039;Monstrous&#039;&#039;&#039;&lt;br /&gt;
| [[Ogre]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastmen]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff88ff;&amp;quot; | &#039;&#039;&#039;Affliction&#039;&#039;&#039;&lt;br /&gt;
| [[Chaos]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==How to become a Vampire==&lt;br /&gt;
Only characters from the following races are eligible for vampirism: [[Empire]], [[Bretonnia]], [[Kislev]], [[Sartosa]], [[Araby]], [[Cathay]], and [[Norsca]]. Ensure your character belongs to one of these races. Upon ascending to this race, players will forfeit all racial progression associated with their former racial skill trees.&lt;br /&gt;
=== Blood Kiss ===&lt;br /&gt;
This path leads the player character toward becoming a vampire. When the path is completed, the character ascends as a Vampire, a process that can only be achieved through collaboration with an established Sire Vampire(Player).&lt;br /&gt;
&lt;br /&gt;
==== 1. The Eclipse Ritual – The True Bite ====&lt;br /&gt;
* The Master-Sire must bestow the &#039;&#039;&#039;Blood Kiss&#039;&#039;&#039; (the actual transforming bite) beneath a scheduled server-wide “Mannslieb Eclipse” event (held every two weeks).  &lt;br /&gt;
* Location: Central altar (Desginated area disclosed to vampire players).  &lt;br /&gt;
* Minimum attendance: 4 players.  &lt;br /&gt;
* The Sire roleplays the bite, drinks from the candidate, then forces their own ancient blood back into the candidate’s mouth.&lt;br /&gt;
&lt;br /&gt;
==== 2. The Seven Nights of Pain ====&lt;br /&gt;
* For seven consecutive nights the fledgling must remain sealed inside their base. (Five in real life days)&lt;br /&gt;
* Each night they must post a short journal entry (public or private to staff in ticket) describing the agony of transformation.&lt;br /&gt;
* Missing even one night resets the trial.&lt;br /&gt;
&lt;br /&gt;
==== 3. The Naming &amp;amp; the Brand – Ascension to Sirehood ====&lt;br /&gt;
* On the eighth dawn the new vampire emerges.  &lt;br /&gt;
* They publicly declare their chosen bloodline and receive the sigil brand (custom item/skin) from their Master-Sire.  &lt;br /&gt;
* They swear the Oath of the Undying in front of at their sire.&lt;br /&gt;
* Player immediately receives Vampire race.&lt;br /&gt;
&lt;br /&gt;
=== The Seven Sacred Trials ===&lt;br /&gt;
This path guides the player character toward becoming a sire vampire, forging a new offshoot of a chosen bloodline. Upon completion, the character rises as a Sire, empowered to create and shape their own lineage of vampires&lt;br /&gt;
&lt;br /&gt;
==== 1. The Whispers – Public Sponsorship ====&lt;br /&gt;
* &#039;&#039;&#039;Requirement&#039;&#039;&#039;: An existing Vampire Sire must publicly declare you their chosen heir in a scene witnessed by at least 8 other players.  &lt;br /&gt;
* &#039;&#039;&#039;Typical venues&#039;&#039;&#039;: Midnight balls, graveyard gatherings, noble courts, or tavern. (NPC)  &lt;br /&gt;
* &#039;&#039;&#039;Staff ticket&#039;&#039;&#039;: “Sire [Name] has claimed [Candidate] as heir – witnesses attached.”&lt;br /&gt;
&lt;br /&gt;
==== 2. The Black Library – The Five Tomes ====&lt;br /&gt;
* Collect the five unique, physical forbidden tomes that exist on the server:&lt;br /&gt;
*# A page torn from the &#039;&#039;Liber Necris&#039;&#039;&lt;br /&gt;
*# Neferata’s perfumed love letter&lt;br /&gt;
*# Ushoran’s Strigoi chronicle&lt;br /&gt;
*# Abhorash’s blood-oath parchment&lt;br /&gt;
*# A von Carstein signet letter bearing Vlad’s seal&lt;br /&gt;
* These books are singular or extremely limited. They must be borrowed, traded, gifted, or stolen through pure roleplay. (Drops from bounty hunter loot table from treasure chests.) &lt;br /&gt;
* &#039;&#039;&#039;Staff ticket&#039;&#039;&#039;: “Candidate possesses the Five Tomes – screenshots attached.”&lt;br /&gt;
&lt;br /&gt;
==== 3. The Covenant of One Hundred Drops ====&lt;br /&gt;
* Collect exactly &#039;&#039;&#039; 12 Blood Tokens&#039;&#039;&#039; – one willingly given drop of blood from 12 different living players.  &lt;br /&gt;
* Each player may donate only once per candidate.  &lt;br /&gt;
* The donation must be roleplayed (a prick of the finger, a kiss that draws blood, a chalice passed in secret, etc.).  &lt;br /&gt;
* &#039;&#039;&#039;Staff ticket&#039;&#039;&#039;: Screenshots/list of all 12 donors with dates and short scene descriptions.&lt;br /&gt;
&lt;br /&gt;
==== 4. The Night of Three Willing Hearts ====&lt;br /&gt;
* Three players of specific archetypes must publicly mix their blood with yours in the ritual chalice:&lt;br /&gt;
*# A commoner or peasant&lt;br /&gt;
*# A noble or priest of any faith&lt;br /&gt;
*# A warrior, knight, or witch hunter&lt;br /&gt;
* They swear a binding oath of secrecy, devotion, or curiosity - no death occurs.  &lt;br /&gt;
* The scene is public and announced days in advance.  &lt;br /&gt;
* These three become your eternal “Blood-Bound”.&lt;br /&gt;
&lt;br /&gt;
==== 5. The Eclipse Ritual – The True Bite ====&lt;br /&gt;
* The Master-Sire must bestow the &#039;&#039;&#039;Blood Kiss&#039;&#039;&#039; (the actual transforming bite) beneath a scheduled server-wide “Mannslieb Eclipse” event (held every two weeks).  &lt;br /&gt;
* Location: Central altar (Desginated area disclosed to vampire players).  &lt;br /&gt;
* Minimum attendance: 8 players.  &lt;br /&gt;
* The Sire roleplays the bite, drinks from the candidate, then forces their own ancient blood back into the candidate’s mouth.  &lt;br /&gt;
* For first vampire Sire is chosen bloodlines DMNPC.&lt;br /&gt;
&lt;br /&gt;
==== 6. The Seven Nights of Pain ====&lt;br /&gt;
* For seven consecutive nights the fledgling must remain sealed inside their base.  &lt;br /&gt;
* Each night they must post a short journal entry (public or private to staff) describing the agony of transformation.&lt;br /&gt;
* Missing even one night resets the trial.&lt;br /&gt;
&lt;br /&gt;
==== 7. The Naming &amp;amp; the Brand – Ascension to Sirehood ====&lt;br /&gt;
* On the eighth dawn the new vampire emerges.  &lt;br /&gt;
* They publicly declare their chosen bloodline and receive the sigil brand (custom item/skin) from their Master-Sire.  &lt;br /&gt;
* They swear the Oath of the Undying in front of at least 8 witnesses.  &lt;br /&gt;
* Server Lore message: “&#039;&#039;A new Vampire Sire walks the Old World: of the line of [Bloodline]. They may now create progeny of their own.&#039;&#039;”  &lt;br /&gt;
* The new Sire immediately receives Vampire race and ability to perform blood kiss.&lt;br /&gt;
&lt;br /&gt;
==Gender Roles &amp;amp; Sexuality==&lt;br /&gt;
&lt;br /&gt;
===Gender Roles===&lt;br /&gt;
* Vampire society in Warhammer Fantasy is hierarchical and patriarchal/matriarchal depending on the bloodline and region. Power is concentrated in individuals with great age, magical ability, and influence.  &lt;br /&gt;
* &#039;&#039;&#039;Nobility and Bloodlines:&#039;&#039;&#039; Male and female vampires alike can rise to prominence, with age, cunning, and magical skill determining status. Female vampires often wield power equal to or exceeding males, particularly in noble houses.  &lt;br /&gt;
* &#039;&#039;&#039;Servants and Thralls:&#039;&#039;&#039; Vampires dominate humans, other creatures, and lesser undead as servants or soldiers. Gender hierarchy among thralls reflects vampire preference rather than societal norms.  &lt;br /&gt;
* Vampire society values intelligence, ruthlessness, and charisma over gender; both males and females can be rulers, generals, or sorcerers.&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
* Vampires are highly sexualized beings, with sexuality often entwined with predation, power, and seduction. Erotic attraction is closely tied to **bloodlust and control**.  &lt;br /&gt;
* &#039;&#039;&#039;Courtship and Seduction:&#039;&#039;&#039; Vampires may seduce mortals or other races to feed, dominate, or manipulate. Both male and female vampires use allure and eroticism strategically.  &lt;br /&gt;
* Sexuality is intertwined with immortality, desire, and danger, creating a blend of eroticism and fear.&lt;br /&gt;
&lt;br /&gt;
===Attitudes toward Other Races (Sexualized)===&lt;br /&gt;
* Vampires often sexualize other races as &#039;&#039;&#039;predation, temptation, or dominance&#039;&#039;&#039;, with erotic fascination tied to allure, danger, and exoticism:  &lt;br /&gt;
* &#039;&#039;&#039;Humans:&#039;&#039;&#039; Mortals are the primary objects of sexualized predation. Vampires use seduction, charm, and erotic power to feed, manipulate, or dominate humans.  &lt;br /&gt;
* &#039;&#039;&#039;Elves:&#039;&#039;&#039; Female elves are admired for beauty and grace; sexualized attraction is present but complicated by pride, skill, or magic. Male elves may be viewed as rivals or potential thralls.  &lt;br /&gt;
* &#039;&#039;&#039;Dwarfs:&#039;&#039;&#039; Rarely sexualized due to aesthetics and temperament; male dwarfs are potential targets for domination, female dwarfs occasionally appear in rare eroticized fantasies.  &lt;br /&gt;
* &#039;&#039;&#039;Greenskins:&#039;&#039;&#039; Orcs and goblins are rarely sexualized; interactions focus on feeding, manipulation, or dominance.  &lt;br /&gt;
* Sexual attraction often intersects with **bloodlust, magical influence, and power dynamics**, making erotic encounters dangerous and manipulative.&lt;br /&gt;
&lt;br /&gt;
===Notable Cultural Nuances===&lt;br /&gt;
* Vampire society is hierarchical, cunning, and power-driven, with gender secondary to age, magical ability, and influence.  &lt;br /&gt;
* Sexuality is fluid, strategic, and intertwined with dominance, seduction, and predation.  &lt;br /&gt;
* Attraction to other races is heavily filtered through danger, exoticism, and manipulation rather than mutual desire.  &lt;br /&gt;
* Female vampires often wield enormous sexual and political power, particularly in aristocratic bloodlines, reflecting both allure and ruthlessness.&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
	<entry>
		<id>http://irontide.info/index.php?title=Goblins&amp;diff=810</id>
		<title>Goblins</title>
		<link rel="alternate" type="text/html" href="http://irontide.info/index.php?title=Goblins&amp;diff=810"/>
		<updated>2025-11-29T18:07:10Z</updated>

		<summary type="html">&lt;p&gt;Kikee: /* Attitudes toward Other Races (Sexualized) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race Infobox&lt;br /&gt;
| name           = Goblin&lt;br /&gt;
| image          = Goblinart.jpg&lt;br /&gt;
| caption        = Sneaky, stabby, and proud of it&lt;br /&gt;
&lt;br /&gt;
| founding       = Been sneakin’ around since Gork and Mork had their first scrap&lt;br /&gt;
| founder        = Probably some runt that hid instead of fightin’&lt;br /&gt;
| current_leader = Whoever’s got the biggest stick and the meanest wolf right now (Skarsnik claims the title, everyone else argues)&lt;br /&gt;
&lt;br /&gt;
| capital        = Wherever the biggest tribe is squattin’ this week&lt;br /&gt;
| major_cities   = Karak Eight Peaks (lower levels), Red Eye Mountain, Black Crag cellars, every cave nobody else wants&lt;br /&gt;
| regions        = Badlands, deep forests, under yer bed&lt;br /&gt;
&lt;br /&gt;
| lifespan       = 15-25 years if a bigger git doesn’t sit on them first&lt;br /&gt;
| height         = 90-130 cm (3′0″ - 4′3″); perfect height for stabbin’ knees&lt;br /&gt;
&lt;br /&gt;
| language       = Goblin-speak (high-pitched, whiny, full of threats they’ll never keep)&lt;br /&gt;
| religion       = Gork an’ Mork (from a safe distance), plus the big moon that sometimes eats goblins&lt;br /&gt;
| government     = Whoever’s biggest today (changes tomorrow)&lt;br /&gt;
&lt;br /&gt;
| allies         = Nobody. Allies are just future back-stab victims.&lt;br /&gt;
| enemies        = Everyone bigger (so, everyone)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblins&#039;&#039;&#039; are the runts of the Greenskin family: small, sneaky, cowardly, and ten times meaner than anything their size has a right to be. Where Orcs charge in roaring, Goblins creep in giggling, stab you in the ankle, nick your purse, set your trousers on fire, and run away cackling. They breed like rats, hide like cockroaches, and when there’s enough of them they roll over the world in a wave of poison mushrooms, squig-powered catapults, and pure spite.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
If you want to play a snivelling, scheming, backstabbing little git who wins by cheating, running away, and coming back with fifty mates when the enemy’s asleep, congratulations: you’re a proper goblin.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Scrawny, knobbly, big ears that twitch at every sound. Skin bright toxic green or mouldy dark green (Night Goblins). Eyes like dirty coins, teeth like broken knives, grin like a shark that learned sarcasm. Rags, hoods, rusty knives in every pocket, and a sack for loot that’s always bigger than it should be.&lt;br /&gt;
&lt;br /&gt;
===Culture &amp;amp; Society===&lt;br /&gt;
* &#039;&#039;&#039;Regions:&#039;&#039;&#039; Caves, ruins, sewers, anywhere dark and damp.&lt;br /&gt;
* &#039;&#039;&#039;Culture:&#039;&#039;&#039; Stab it, steal it, blame someone else.&lt;br /&gt;
* &#039;&#039;&#039;Names:&#039;&#039;&#039; Skarsnik, Snagga, Gitilla, Zoggit, Wuzzbag, Grabnatz.&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; Gork an’ Mork get a quick prayer when things look bad; the rest of the time it’s “please don’t let the big uns notice me”.&lt;br /&gt;
&lt;br /&gt;
===Morality, Slavery, and Corruption===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slavery:&#039;&#039;&#039; Practiced occasionally, usually under Orc overlords. Goblins themselves may capture weaker creatures for labor, but structured slavery is rare.  &lt;br /&gt;
* &#039;&#039;&#039;Non-consent sexual relationships:&#039;&#039;&#039; Largely irrelevant in canon; reproductive behavior is opportunistic or asexual in nature.  &lt;br /&gt;
* &#039;&#039;&#039;Vulnerability to Chaos corruption:&#039;&#039;&#039; Moderate. Goblins are cunning but weak-willed; exposure to Chaos can corrupt them, though they are often more interested in mischief and survival than allegiance to dark powers.&lt;br /&gt;
&lt;br /&gt;
===Strengths &amp;amp; Weaknesses===&lt;br /&gt;
* &#039;&#039;&#039;Strengths:&#039;&#039;&#039; Cunning, nimble, quick, and adaptable; skilled at ambushes, traps, and guerrilla tactics.  &lt;br /&gt;
* &#039;&#039;&#039;Weaknesses:&#039;&#039;&#039; Cowardly, disorganized, prone to panic, and easily dominated by stronger creatures or Orcs.&lt;br /&gt;
&lt;br /&gt;
==Relations with Other Races==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background:#1e1e1e; color:#e0e0e0; border:1px solid #444; font-size:95%;&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Faction&lt;br /&gt;
! Relation&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ccff;&amp;quot; | &#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
| [[Empire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bretonnia]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Kislev]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sartosa]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Araby]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cathay]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Norsca]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
| [[Asur|Asur (High Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Asrai|Asrai (Wood Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00ff00; font-weight:bold;&amp;quot;&amp;gt;Friendly&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Druchii|Druchii (Dark Elves)]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ffdd88;&amp;quot; | &#039;&#039;&#039;Dwarfs&#039;&#039;&#039;&lt;br /&gt;
| [[Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos Dwarfs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#88ff88;&amp;quot; | &#039;&#039;&#039;Greenskins&#039;&#039;&#039;&lt;br /&gt;
| [[Orcs]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00ff00; font-weight:bold;&amp;quot;&amp;gt;Friendly&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff8888;&amp;quot; | &#039;&#039;&#039;Monstrous&#039;&#039;&#039;&lt;br /&gt;
| [[Ogre]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ffaa00; font-weight:bold;&amp;quot;&amp;gt;Neutral&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastmen]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#2d2d2d; text-align:center; color:#ff88ff;&amp;quot; | &#039;&#039;&#039;Affliction&#039;&#039;&#039;&lt;br /&gt;
| [[Chaos]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#ff3333; font-weight:bold;&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Playing a Goblin==&lt;br /&gt;
Talk fast, whine lots, threaten constantly, and never, ever fight fair. Loyalty is a word for people who haven’t met you yet. A Boss rules by being slightly less dead than the last one. A Shaman eats glowing mushrooms until the magic happens (or until his head explodes, same difference). A wolf rider hits, runs, circles back, and repeats until the enemy gets bored and dies.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Imagine a malicious garden gnome crossed with a feral cat, painted green, and given a permanent sugar rush. That’s the tall one.&lt;br /&gt;
&lt;br /&gt;
==Gender Roles &amp;amp; Sexuality==&lt;br /&gt;
&lt;br /&gt;
===Gender Roles===&lt;br /&gt;
* Goblin society is essentially all-male, like Orcs. They are small, cunning, and fungoid, reproducing asexually without females.  &lt;br /&gt;
* &#039;&#039;&#039;Leadership:&#039;&#039;&#039; Status is based on cleverness, stealth, and ability to manipulate others. Larger goblins (e.g., Night Goblins, Forest Goblins) are led by the strongest or most cunning males.  &lt;br /&gt;
* &#039;&#039;&#039;Commoners:&#039;&#039;&#039; All goblins are expected to fight, steal, raid, or serve more powerful goblins or Orcs. There is no gender-based distinction; all are biologically similar males.&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
* Sexuality is largely irrelevant due to asexual reproduction. Goblins reproduce magically/biologically without females.  &lt;br /&gt;
* Any sexual behavior is fan speculation or humorous folklore; canonically, Goblins are focused on survival, trickery, and raiding.  &lt;br /&gt;
* Goblins’ social interactions revolve around hierarchy, fear, and cunning rather than romance or sexual attraction.&lt;br /&gt;
&lt;br /&gt;
===Attitudes toward Other Races (Sexualized)===&lt;br /&gt;
* Goblins view most other races as prey, enemies, or opportunities for exploitation. Canonically, sexualized behavior toward other races does &#039;&#039;&#039;not exist&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Humans:&#039;&#039;&#039; Seen as food, slaves, or enemies. Sexualized behavior is non-canonical.  &lt;br /&gt;
* &#039;&#039;&#039;Elves:&#039;&#039;&#039; Respected for danger or magic, feared, occasionally mocked, but not sexualized.  &lt;br /&gt;
* &#039;&#039;&#039;Dwarfs:&#039;&#039;&#039; Hated or feared; sexualization does not exist.  &lt;br /&gt;
* &#039;&#039;&#039;Orcs:&#039;&#039;&#039; Goblins serve or interact with Orcs in hierarchical or tactical ways, not sexually.  &lt;br /&gt;
* Any sexualized depictions in stories are fan-made, humorous, or exaggerated, not official lore.&lt;br /&gt;
&lt;br /&gt;
===Notable Cultural Nuances===&lt;br /&gt;
* Goblins are anarchic, cunning, and survival-focused.  &lt;br /&gt;
* Reproduction is asexual; no females exist in society, warbands, or leadership.  &lt;br /&gt;
* Social organization is based on fear, cunning, and hierarchy rather than gender or sexuality.  &lt;br /&gt;
* Goblins are more cowardly and opportunistic than Orcs, but their biological and social structure mirrors Orcs in being all-male and fungoid.&lt;/div&gt;</summary>
		<author><name>Kikee</name></author>
	</entry>
</feed>