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Permadeath

From Irontide Fantasy Roleplay
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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.