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===Blood Feuds Conflict History & Proof ===
===Blood Feuds - Conflict History & Proof ===
'''Blood Feuds require a conflict history.''' This history does ''not'' include AoS wars or official event PvP outcomes. Conflict history may include '''personal feuds, repeated hostile encounters, and documented patterns of aggression''' that establish clear, ongoing motive and escalation.
'''Blood Feuds require a conflict history.''' This history does ''not'' include AoS wars or official event PvP outcomes. Conflict history may include '''personal feuds, repeated hostile encounters, and documented patterns of aggression''' that establish clear, ongoing motive and escalation.



Revision as of 11:31, 24 December 2025

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Server Vision

Irontide started as a main project in 2025 by a group of players with varying degrees of experience throughout the game's evolution from 2018 until present day, as well with some modding experience. The main vision of the server & it'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.

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't be possible; the gameplay mechanics, combat changes & 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 & Staff & the Irontide mod.

Refusal of Service

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 & rules. We’ll also monitor those who have a history for OOC malicious & disruptive behaviour whenever’s the case. 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 & without tainting the server’s reputation.

Rule Categories


General Roleplay Rules
Character Creation Rules
General PVP Rules & AOS
Consequence Rules
Permadeath
Building Rules and Restrictions
Raid Rules
Territory Warfare

Roleplay & Character Etiquette

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.

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't expect any type of punishment because the team will appreciate your input. Tickets and punishments are not weapons to use against players.

They are only enacted as needed in order to enforce our ⁠⁠server-vision.

General Roleplay Rules

Roleplay Rule - One: English Only | Text-Based Server

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.

Roleplay Rule - Two: Always In-Character

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.

Roleplay Rule - Three: +18 / Adult Content

  • 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 & requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.
  • Acts of zoophilia/bestiality & pedophilia is strictly forbbiden, and if a player is caught enacting such sceneries, they will be swiftly banned— permanently.
  • 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 & requested to change, any attempts to compromise or refusal from the player’s side will result with them being banned.

Roleplay Rule - Four: Rule Lawyering

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.

Roleplay Rule - Five: Godmodding, Powergaming, Metagaming, Metapost & Blending

The following behaviours are strictly prohibited on this server:

  • 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;
  • 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.
  • 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;
  • 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;
  • 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;

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.

Roleplay Rule - Six: Streaming

  • 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.
  • Recordings are however permitted only to solidify any evidence for any rule infraction committed by a player.
  • Consent must be fully respected and upheld in all matters, especially when involving sexual content or scenery, but not limited to: torture, slavery & 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.
  • The option to Fade to Black a scene is not meant to be abused to shield yourself from certain consequences. It'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.

Roleplay Rule - Eight: Lore Adherence

  • 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 & class it’s affiliated with.
  • The Loremasters & 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.

Roleplay Rule - Nine: Roleplay Avoidance

  • 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.
  • 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.

Roleplay Rule - Ten: Act Names (/Disguise)

  • 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.
  • Assassins will need to use /disguise for the first time in order to unlock /act.
  • 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)
  • 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.

Roleplay Rule - Eleven: Dice Rolls

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.

Roleplay Rule - Twelve: Sister Clanning

Sister-clanning is prohibited.

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.

This rule applies whether the cooperation is explicit or implicit, and whether it is done in-character or out-of-character.

What Counts as Sister-Clanning

Examples include, but are not limited to:

  • Maintaining a permanent or near-permanent alliance structure with the same partner groups
  • Disbanding an alliance "in name only" while continuing to coordinate as one power bloc
  • Re-forming Coalitions repeatedly with the same members to maintain continuous cooperation
  • Coordinating territory expansion, wars, claims, or defenses as if you are one Principality
  • Sharing leadership, command structure, or decision-making across multiple Principalities in a way that removes independence
  • Using multiple clans or Principalities to avoid membership limits, territory limits, recruitment limits, or other system restrictions
  • Operating mutual defense pacts as a default state rather than a temporary response to a specific situation
  • Rotating members between clans to bypass recruitment or size restrictions
What Is Allowed

The following are allowed, as long as they remain temporary, limited, and do not create a permanent unified bloc:

  • Short-term Coalitions formed for a specific conflict or objective
  • Limited non-aggression agreements for diplomacy or trade
  • Temporary military cooperation during a defined war goal
  • Story-driven alliances that end when their purpose is achieved
  • Neutral diplomacy and normal political interaction
Staff Review and Enforcement

Staff may review suspected sister-clanning based on patterns of behavior, not just written agreements.

If staff determines sister-clanning is occurring, they may require corrective action, including:

  • Forced disbanding of alliances or Coalitions
  • Limits on cooperation scope
  • Forced separation of military planning and territorial action
  • Administrative penalties according to the rules page

Staff may also request proof that the involved groups have returned to independent operation and remained separate.

Failure to comply with staff instructions regarding sister-clanning will be treated as a rules violation.

Character Creation Rules

Character Creation Rule - One: Alternative Characters or Alt Account

You are only allowed to play one character at a time. Alternate characters & alting are strictly forbidden.

Character Creation Rule - Two: Character Representation

  • 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.
  • 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)
  • 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.
  • 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!

Character Creation Rule - Three: Naming convention

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.

Character Creation Rule - Four: Accessory Limit

Character accessories are limited to 25. All accessories that add particles are banned from use such as torches as an accessory.

Character Creation Rule - Five: Character Legitimacy

  • 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.
  • 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.

Character Creation Rule - Six: Futanari Characters

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 & 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.

Rerolling

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.

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.

Reroll Rule - One: Reroll Allowance

  • 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.
  • In order to stop another player from switching to a different character concept you are required to open a Contest ticket.

Reroll Rule - Two: Owner of Principality

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.

Reroll Rule - Three: Voluntary Reroll & Forced Rerolls

  • 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.
  • Only one voluntary reroll request per week is allowed.

Reroll Rule - Four: Self-Perma & Fleeing the Lands

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.

New Life Rule (NLR)

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:

NLR Rule - One: Knowledge from Previous Character

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.

This involves while they are present in their clan, If their killer clan offends past permanently killed characters or clan, this doesn't count as a valid reason, reason should not be personal to the player.

NLR Rule - Two: Participating on Raids

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.

NLR Rule - Three: Distinctions

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.

General PVP Rules & AOS

PVP Rule - One: PVP Pvp Intent Procedure & Rules

  1. 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.
    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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.
  2. 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.
  3. 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.
  4. Camping caravans to attack players is strictly prohibited, like camping one’s base. Staying longer than 10 minutes in order to do harm to a character coming through the caravan is classified as camping. No base camping, this is defined as staying longer than 10 Minutes without Roleplaying. You will need to put in a siege ticket and raid or you will be obliged to disperse.
  5. You may not declare a Pvp intent with more than 3 In enclosed player compounds (secured bases that require you to climb or scale into the base as a means of access) PvP declared players are required to respond to PvP declarations with either /Pvp surrender or /Pvp join just as they are at Caravans and in Roleplay Scenes anywhere.
  6. 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.
  7. Sizing up,

PVP Rule - Two: AOS Location Allowance

  1. 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.
  2. 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.
  3. 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.
  4. 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's enjoyment of the game.

PVP Rule - Three: Banned PVP Practices

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 & 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.

PVP Rule - Four: Water Combat

Water Combat - PVP in water & 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.

PVP Rule - Five: Teleportation in PVP

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.

PvP Rule - Six: Mounts & Thralls in PVP

Mounts & 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.

PvP Rule - Seven: PvP Downing

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.

PvP Rule - Eight: Conflict Resolution & Dice Alternative

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.

Consequence Rules

Mechanical Debuffs & Injuries

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):

Shaken

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 'Wounded'.

Minor Injury

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'd and has not yet been cleansed. Upon being downed, the battle status changes to 'Wounded'.

Wounded

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 'Incapacitated'.

Moderate injury

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 'Incapacitated'.

Incapacitated

This is a 'down' status that is closer to the roleplay style of 'down' 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.

Severe Injury

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 'Defeated' status so they can be carried or captured. This lasts for 3 hours.

On Dismemberment Cons

Dismemberment may be inflicted without the affected player'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.

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.

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.

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.

Consequence Logging

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:

  • Long history of conflict
  • Amputation/mutilation
  • Murder/Permakilling

Consequence Rules

Consequence Rule - One: On Being Downed

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.

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.

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.

Consequence Rule - Two: On Captivity

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'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 & 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.

  • 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.
  • If the player engages in a pattern of disruptive or indifferent behavior in Roleplay, markedly different from the individual's usual engagement during Consequences, that will count as an infringement of the spirit of the roleplay. It is both sides' responsibility to provide necessary depth and engagement during the roleplay.

Consequence Rule - Four: On Out-Of-Character Emergencies

  • 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.
  • 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.

Consequence Rule - Five: Extortion

  • 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.
  • 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.

Permadeath

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.

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'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.

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

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.

Permadeath Rule - One: Blood Feuds

  • 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.
  • The one who declared the Feud must be actively seeking their target with proof for the Blood Feud to stay active.
  • 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.
  • There is a 24 Real-Life Hour cooldown between Perma-Kill attempts.

Permadeath Rule - Two: Sharing Blood Feuds

  • 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.
  • 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' claims will be nullified.


Blood Feuds - Conflict History & Proof

Blood Feuds require a conflict history. This history does not include AoS wars or official event PvP outcomes. Conflict history may include personal feuds, repeated hostile encounters, and documented patterns of aggression that establish clear, ongoing motive and escalation.

What counts as Conflict History

Valid conflict history can include (but is not limited to):

  • Non-AoS conflicts (personal rivalries, political disputes, faction grudges, ideological hatred, vendettas).
  • Event PvP downs or other staff-run / community event combat outcomes that create lasting consequences.
  • Repeated hostile encounters (multiple attacks, ambushes, intimidation, kidnappings, repeated maiming, repeated thieving).
  • Severe personal or cultural offenses that would reasonably escalate to “no mercy” (e.g., desecration, betrayal, oathbreaking, public humiliation, or setting a long-term target).
  • Consequences inflicted on associates that create believable retaliation (harm to close allies, destruction of property/territory, repeated sabotage).

Staff will look for escalation and motive: a feud should feel earned through roleplay and consequences, not used as a shortcut to permakill.

Proof & Supporting Evidence

When initiating or maintaining a Blood Feud, providing proof will strengthen your case and reduce disputes. Strong supporting evidence includes:

  • Recordings / clips of the encounter(s) and relevant roleplay.
  • Screenshots (chat logs, threats, agreements, admissions, repeated incidents).
  • Third-party witnesses (neutral observers who can confirm what happened).
  • Ticket history or staff-confirmed outcomes related to the conflict.
  • Consistent RP documentation (letters, declarations, public notices, guild records), when supported by in-game context.

Important: Evidence does not need to be perfect, but it must be credible and relevant to the claimed history. Staff may request additional context if a feud is disputed.

Anti-Abuse Clarification

  • A single isolated down with no meaningful roleplay, motive, or escalation is usually not 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).
  • “I dislike them” or “we’re enemies because we say so” is not conflict history. There must be events and consequences behind it.
  • False claims, edited evidence, or coordinated witness-stacking may result in staff action and the feud being denied or revoked.

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.

Prestige Compensation — “Great Ending” Character Deaths

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, players may be compensated with Prestige if their character’s permanent death is determined by staff to be a Great Ending.

What qualifies as a “Great Ending”

A Great Ending is a permanent death that demonstrates strong roleplay, meaningful development, and clear impact on the world. Examples include:

  • A climactic finale to a long-running arc (rivalry, redemption, downfall, tragedy).
  • A sacrifice that meaningfully changes the outcome of a conflict or protects others.
  • A well-executed betrayal, punishment, or consequence with extensive lead-up and roleplay.
  • A conclusion that creates ongoing hooks for other characters/factions (without forcing OOC pressure).

Staff will prioritize endings that were roleplayed fairly and created good experiences for multiple players.

How compensation works

  • Prestige compensation is not automatic and must be requested through a staff ticket.
  • The ticket must include:
    • A short summary of the character’s arc and why the ending is a Great Ending.
    • Evidence where possible (clips, screenshots, witness statements, ticket links).
    • The context of the death (who, where, why, and what roleplay led to it).
  • If approved, staff may award a one-time Prestige compensation to the player.
  • The amount is discretionary and may scale with factors like:
    • Length/importance of the arc,
    • Quality of roleplay and sportsmanship,
    • Impact on the campaign world,
    • Fairness and clarity of escalation.

Limits & anti-abuse

  • Prestige compensation does not turn death into a win condition and must never be treated as a “reward for losing” or “payment for being killed.”
  • Staff may deny compensation if the death:
    • Was primarily strategic/OOC motivated,
    • Was rushed, baited, or engineered for payout,
    • Lacked meaningful roleplay development,
    • Involved rule violations or disputed circumstances.
  • Repeated attempts to manufacture “Great Endings” for compensation may result in denial and/or staff action.
  • Twice every season this can be granted per player

Great Endings are meant to celebrate exceptional storytelling, not to replace progression or encourage throwaway deaths.

Building Rules and Restrictions

Building Rule - One: Clan Creation & Solo Builds

All characters must be in a clan, including solo players. All builds must be realistic and not break immersion.

Building Rule - Two: Build Accessibility

  • 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.
  • 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'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.

Building Rule - Three: Principality Build Additions & Obligations

  • Clans and members within the principalities are required to have their own respected home. They are not allowed to live inside another clan'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.
  • 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.

Building Rule - Four: Building Piece/Placeable Allowances

A clan may have up to a maximum of 10 players. The allocations for building pieces and placeables are as follows:

PlayerCount BuildingPieces Placeables CraftingSitations Containers LightSources Siege
1 300 150 5 2 10 1
2 600 200 5 4 19 1
3 900 250 5 5 27 1
4 1200 300 5 6 34 2
5 1500 350 5 7 40 2
6 1700 400 5 8 45 2
7 1900 450 6 9 49 3
8 2100 500 6 10 52 3
9 2300 550 6 11 54 3
10 2500 600 6 12 55 4

Raids

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.

Raids are allowed between 9:00 PM to 5:00 AM (GMT+3 Wise) to ensure a staff response. It doesn'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.

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.

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.

These mercenaries and allies may only join if they’re inside the defending compound.

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.

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.

In Irontide, there’s three types of Raids that Principalities can enact on someone’s base:

Shock Raids

  • 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.
  • 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.
  • 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.
  • 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.
  • Shock raids will have a 3-Day Cooldown, and the raider clan will be forbidden from raiding the same target.

Medium Raids

  • 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' percentage values are adjusted for the clan.
  • 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.
  • Explosive damage is allowed to building pieces. However, foundation wiping is not allowed. Active staff may ask players to mitigate destruction.
  • 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.
  • 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.

Huge Raids

  • 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's compound will be compromised and the enemy clan is dissolved afterwards.
  • 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.
  • Upon raid declaration, only the defender'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 & looting, with all consequence mechanics are allowed.
  • 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.

Raiding Rule - One: Offline Raiding , Attendance & Max Count

  • Offline raiding is strictly forbidden.
  • 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.
  • Max Defender & Raider count is dependent on one'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 & 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.

Raiding Rule - Two: Raid Declaration & Reasoning

A declared raid must always provide a raid reason & objective, they can range from: Territorial Gains: Any territorial gain requires a claim, which can be purchased using influence in-game from the Colonize button in the same location. 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.

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.

Raid Declaration Format: Defenders's Clan Name: Attacker's Clan Name: Attacker's Ally Clan Name(s): Raid Objective:

Raiding Rule - Three: Raid Objectives

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Raiding Rule - Four: Raids and Warp/Portal/Wayshrine Usage

  • 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.
  • 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.

Raiding Rule - Five: Raid Reasons and Timing

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.

Raiding Rule - Six: Looting

  • 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) .
  • 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 "encumbered" which includes your raid build, you may not change build to loot more.
  • 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.

Raiding Rule - Seven: Raid Cooldown Abuse — No Contest / No Meaningful Fight

Cooldowns and protection timers only apply if the raid was genuinely contested. If a raid ends (or is intentionally invalidated) without a meaningful fight, staff may rule it No Contest, and no raid cooldown/protection is granted to either side.

What counts as a “Meaningful Fight”

A raid is considered meaningfully contested if at least one of the following happens after the raid counter/prep ends:

  • Sustained PvP engagement (an exchange of damage/pressure where both sides are actively participating), OR
  • A confirmed down/incapacitation on either side, OR
  • A real breach/entry attempt that leads to active combat contact, OR
  • Clear objective progress that required defenders to actively contest (not just hiding/leaving).

Staff will use common sense here; the goal is to separate real raids from timer-gaming.

No Contest examples (cooldowns do NOT apply)

A raid can be ruled No Contest if, before a meaningful fight happens:

  • Defenders abandon the defense (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.
  • Attackers declare then disengage (leave, refuse to approach, or intentionally avoid contact) to try to force a cooldown/protection state.
  • Either side uses stalling/avoidance behavior whose clear purpose is to prevent a fight from starting (not tactical retreat during combat, but “we refuse to play the raid”).

Outcomes when No Contest is declared

  • No cooldown/protection is applied.
  • Staff may rule the raid as:
    • Canceled (No Contest), or
    • Forfeit (if one side’s abandonment clearly concedes the situation).

Important: Defenders running away to invalidate does not protect them. If defenders abandon the defense to dodge the raid, staff can rule No Contest and the defenders receive no protection cooldown, and may additionally treat it as a forfeit depending on circumstances.

Anti-spam / anti-baiting enforcement

To prevent abuse of this rule:

  • If attackers repeatedly open raids and then avoid contact / leave, staff may impose penalties (example: a 24-hour raid-declare restriction or ticket limitations), on top of any existing “failure to arrive” consequences.
  • If defenders repeatedly abandon defenses to dodge outcomes, staff may apply escalating consequences (forfeit rulings, enforced objectives where applicable, and/or disciplinary action).

Territory Warfare

Territory wars are conflicts designated to occur between Principalities for control of Lands and its riches..

There are four war slots (GMT +3 Wise):

  • EU: 10:00 PM Friday and Saturday
  • NA: 3:00 AM Friday and Saturday


War slots are assigned by admins for balance, using the following system.

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

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.

Requirements to Declare a Territory War:

  1. A principality capable of colonizing, settling, and laying claim to land.
  2. Claim the territory you wish to fight for. On the map, press Claim.
  3. Assemble your vanguard roster of 20 and reserves of up to 10.
  4. Open a ticket to be registered for a weekly war slot.
  5. Be present 30 minutes before the war timer begins.

Territory Warfare Rule - One: War Procedures

  • A 1-hour grace period occurs before the war begins; required healing will be handled by admins.
  • 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.

Territory Warfare Rule - Two: War Camps & Healing tactics

  • 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's allowance.
  • Players may rejoin the fight if they are healed or otherwise able to continue.

Territory Warfare Rule - Three: Player Limit

  • 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.
  • 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.”

Territory Warfare Rule - Four: Player Land Ownership Procedures

  • 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.
  • If the defender wins, they retain the territory and gain influence equal to half the cost of the original claim.
  • If the attacker wins, they gain control of the territory under their principality.
  • 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.
  • Without consent, any consequences are invalidated. Defeated players may pull their bracelet or log out to withdraw from the event.
  • You may detain players during the war, but they still retain the right to log out or pull their bracelet.
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