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itdontmatta

Moderation Manager
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Everything posted by itdontmatta

  1. Okay so quick clarification on this tile thing. It’s still in krugmar’s hands until the war ends it’s contested EDIT: also thanks for free rep on OP
  2. Hi @GMRO@Elite Snipes@DrunkPapaBear, This is the designated war thread. Feel free to chat about war claim times and such.
  3. 4 PM should be fine, considering Krugmar chose the time of the first warclaim
  4. @TigergiriThe agreed upon minas has been deposited into Elysium's bank account, Celianor now owns the tile.
  5. If Fenn doesn't have enough to finish their payment for the tile after the war, the rest of the money will be debited from Celianor's Treasury. @Tigergiri @Twinny @Monkee
  6. Okay, the warclaim will be happening on the 25th @ 3 PM EST. @Tigergiri@Twinny Tile transfer will begin today. I will calculate your war costs shortly.
  7. omg @Heero @Llir @Telanir @Josh3738 @ErikAzog @all 3.0 babies it’s happening. please bring back hops and mixing shit in a cauldron
  8. We cannot hold up for one person. The difference for Krugmar's side is that multiple people cannot show up. We'll just have to keep extending if we can't have it the 25th, 2nd, or 9th.
  9. Okay let's wait until the 2nd then. We can do the 2nd & 9th if anything.
  10. Perfect. I'm gone all weekend so if you, @Monkee and @Tigergiri are free - let's get that set up today/tonight. I've reviewed their fort and told them to make modifications to it accordingly. The shifting half-slabs to get through ankle-biters are being removed. Soul sand is being removed. Redstone is being removed. Any gate signs that can't be reached by a treb are also being removed. It'll be fair for both sides, IF it even comes to a siege.
  11. "Leadership from both sides will use the war-thread to organize the specifics of the warclaim. Use this time to declare allies and settle on an exact time of day and location." This has been adjusted. Elysium's extension holds no precedent here. I've realized how close Saturday is and I don't want either side to rush rosters. It'll end up in a failed / unfun warclaim in which staff will be blamed for. "Follow the spirit of the rules, not the word of the law—these rules create an environment for fun and organic war (no loopholing!)" I am forcing Celianor/Malinor(?) to buy the tile from Elysium. Celianor will own the tile. This is completely allowed within the rules. West Hub is an extension of land (AKA you can pass through it). This makes sense as Celianor directly borders West Hub. Also, for future reference, we will not allow anyone to "loan" a tile for war. Also, Elysium has full reason to give their tile to Celianor. The Orcs declared war on Elysium in the first place. "In our assault upon Elysium, they were granted extended time when we wished to pursue it so we would assume that affect is still in place as we are now on the defensive and request that it be consistent." See above / my response on the warclaim thread. If you have any comments, questions, or concerns - please reach out to me on discord @ itdontmatta#9932. Otherwise, I'll be locking this post.
  12. 1. There is no staff bias here, no one has a vendetta against either group. 2. The tile purchase has yet to go through. I need @Twinny's permission to confirm this tile transfer and war overall actually. 3. The warclaim cannot happen this weekend. It's not good to rush warclaims and I want both sides to beef up their rosters in time. We also need time to check rosters as people have already been trying to slip through the cracks in fighting internationally. I have been notified of sides recruiting from pvp servers. People who are recruited from these servers will be arbitrarily removed from your rosters (AKA we may not even do complete checks on them and just remove participants from your rosters off of suspicion. People can attest to this as it has happened before. It can be pretty unfair when we remove people from rosters, so I ask that you both be honorable during this war). Please do not recruit outsiders, people from other servers or other nations. It ruins the fun for everyone. 4. Elysium's war sets no precedent. They claimed they were unable to make the warclaim and instead hosted a pvp training on the day the warclaim was set to take place. 5. Please send me your rosters ASAP so we can start checking people off. 6. @Twinny @Monkee I'll need a list of any mercenaries you plan on hiring immediately. Please send me a list of their usernames. 7. Wherever the defenders retreat to, assuming the attackers win the skirmish, will be the place of the siege. Yes, you can theoretically "siege" an abandoned town but you need to wipe out the remaining opponents on the tile first. The skirmish is set to take place on the 25th @ 3 PM EST, unless either side has a disagreement with that.
  13. The warclaim will take place this Saturday @ 3 PM EST. Neither side may make major adjustments to their build without approval from myself. A fort repaste / rebuild is not allowed (even if it’s done by hand / without worldedit pasting) unless both sides agree on waiving that rule. I understand that @Monkee wants to have Nor’asath pasted so really you both have bargaining chips here. Come to an agreement and we can make it happen.
  14. The fort is not ultimately important at the moment because this weekend's warclaim will be a skirmish, not a siege. I am willing to allow major modifications to the tile if both sides agree to this.
  15. Hi @DrunkPapaBear, @Twinny, and @Monkee, The warclaim is scheduled to take place this weekend, Saturday or Sunday. All pastes are halted unless both sides want to agree to otherwise (both of you have come to me about this).
  16. ━━━━━━━━┛ ✠ ┗━━━━━━━━ MODERATION TEAM UPDATE Spring 2022 ━━━━━━━━┓ ✠ ┏━━━━━━━━ Hi everyone! I want to personally thank you all for your patience in awaiting a Mod Team update. I apologize that it has taken so long, though I wanted to put it off until we had exciting news to share about our directional changes on the server. Firstly, I'd like to say congratulations to our new additions. We’ve truly stacked our roster this time around, and the team looks forward to working closely with them in the coming months. Infraction Hub [COMPLETE] The current infraction system, while serving the purpose of recording rule-breaking history, does not encourage players to learn from their mistakes. Day or week bans, categorized by an arbitrary "level 4" or "level 5" infraction, ultimately create a confusing and inconsistent rule enforcement. In essence, our team will be getting rid of small, punitive day bans. Instead, we will be replacing them with longer punishments that are given after multiple warnings. Infractions will continue to serve as a record of a rule-breaking history. Though, we have now implemented an automatic one-year expiration (thank you @Llir) on all minor and moderate infractions in each category. Old System New System Understandably, Mod Team's new direction in giving longer punishments can be quite concerning. I want to assure everyone of our philosophy - these bans should not happen often. Situations with repeat rule-breakers will be analyzed, and the team will determine whether it is the fault of our rules for being too easy to break. If such is true, the rule will be adjusted accordingly. Perhaps the most exciting part for you, my lovely reader, is that all infractions level 5 and below will be expunged from player history. If your UUID is not on this list, you will have a clean record starting today. If your UUID is on this list and would like to inquire more, you may contact myself or a mod manager on discord. Current bans will not be lifted or affected by this change. Rule Reorganization [COMPLETE] The rules page will now reflect each infraction category. A screenshot of our infraction guidelines has been provided on the rules page to provide transparency behind bans & ban history with players. Appeals & Reports [COMPLETE] A significant problem with the Mod team was the lack of transparency regarding bans. In taking on a more “rehabilitative” standpoint with the rules & punishment, we have decided to push for more openness in appeals and reports. All mod appeals & reports are now public. Raid Rule Rewrite [COMPLETE] The previous raid rules were filled with a lot of features and functions from previous maps. We have rewritten raid rules to be concise & to the point, while also maintaining the balance between attackers and defenders. Huge shoutout to @Masouriand @Miofor their initiative on this. Petty Theft & Heist Rewrite [IN PROGRESS] More to come! Forum Mods, Rules, and Warning Points.. oh no! [IN PROGRESS] More to come! Thank you, itdontmatta & the Mod Team
  17. Original: N/A Update: Raid Rules Rational: Keep the spirit of the rules in line with our mission statement. The rules are now concise, and allow for more roleplay to be generated.
  18. itdontmatta

    Realms

    Realms and Land Ownership Welcome to the realm system of Lord of the Craft! This guide will help you understand the basics of land ownership and the different features that come with it. Obtaining Land To get land for your realm, you need to have at least 15 unique accounts attached to it. Once you have the required number of players, you can obtain land through a soft-approval process from the implementation team and a fee of 5000 mina. The application form can be found here (note that although all fields are required, the application is mostly just for tracking purposes and collecting signatures). New realms can be established in any unowned land except adjacent to the capital tile of another nation. If there is an ongoing war when your realm is created, you may not participate in it (unless granted an exception by both sides). Activity Checks To keep your realm active, you need to pass activity checks. These checks are conducted by an internal program and measure the activity of your realm. Activity is measured on two signals which are calculated based on a rolling-average - online realm members, and players within your realm. The exact algorithm for how these are calculated is internal, though as a guideline you should maintain an average of 1% global activity between the two. PASSING Both signals passing STRUGGLING One or more signals failing FAILING Both signals failing, eviction is imminent Will require final approval by both the Tech + Mod Admins. Tiles There are two types of tiles within realms, core and exterior tiles. Core tiles represent the bustling, lived-in parts of a realm and may be used for settlements, forts, vassals, estates, etc. Exterior tiles represent the vast territorial claims realms may have, and may not be developed beyond small improvements like farms, mines, docks, camps, small outposts, shrines, etc. Your capital tile is automatically a core tile. Additionally, your capital region may span multiple tiles with approval from the implementation team. One of these must be indicated as ‘true’ capital tile for administrative purposes. Monetary Upkeep To keep your land, you need to pay a monetary upkeep. The cost of this upkeep depends on the type of tiles you own. Your capital tile has no upkeep; and Additional core tiles cost 150 minas each, and; Exterior tiles cost 50 minas each; or A minimum upkeep of 100 mina, if the sum of core and exterior tile upkeep is less than 100 mina. The upkeep will be automatically withdrawn from your treasury every Sunday. If you fail to pay your monetary upkeep and are unable to rectify the missed payment with staff, your realm will be dissolved. Normal Expansion If you want to expand your realm, you will need to pay for expansion. 3,000 minas to purchase an exterior tile. 2,000 minas to upgrade an exterior tile to a core tile. To purchase a tile, it must border at least two of your other tiles, or your capital. Exceptions may be granted for odd-shaped tiles on a case-by-case basis. Expanding into a tile bordering another realm’s capital is considered an act of war. Tile purchases or core upgrades after a declaration of war will have no effect on victory conditions or war pathing, and any vassals added to these tiles will be subjected automatically if/when your capital is taken. Previously, the system permitted expansion from any core tile without the rule of two bordering tiles. Realms that expanded this way will not have any of that land considered exclaves or removed, but may not continue expanding from those tiles unless they purchase additional land to satisfy the expansion rules from their capital to the expansion point. Tiles cannot be redrawn or split. Exclave Expansion An exclave is a region that is not connected to your capital tile per the normal expansion rules. It must have at least one core tile with an active vassal on it, which functions as the vassal-capital of the exclaver. The tile must be cored immediately, though you have a one month “establishing” phase to get the active vassal in place, or the land is lost. Upkeep is an additional 50 minas per tile. The additional upkeep and vassal-capital requirement does not apply to exclaves created due to a conquest warclaim, unless you wish to start expanding from / upgrading tiles in that exclave. Tile dispersal or evictions that result in an exclave losing its vassal-capital will initiate a one-month “establishing” phase, after which there must be a new vassal-capital, or the land is lost. Capital Relocation Your capital may be relocated as long as you are not involved in a war and you may not join an ongoing war after a capital relocation (unless granted an exception by both sides). Your capital may only be moved with sufficient roleplay and a build, and the new location must adhere to the normal expansion bordering guidelines. If you wish to move your capital to a tile you do not own (or is not cored), you must first purchase and core it. Capitals may be moved to an exclave with consent of the vassal-capital’s leadership (or if the exclave is in the “establishing” phase), though this would turn the previous capital-connected land into an exclave. If the intention is to surrender the previous capital's lands upon relocation to an exclave, this exclave will be charged only an exterior tile's upkeep until the relocation, though this must be communicated to staff prior to tile acquisition. Tile Dispersal / Downgrading You can get rid of tiles in your realm using the following methods, note that you may not disperse of a tile if it results in a violation of normal expansion bordering guidelines: Exterior / vacant core tiles: Exterior tiles, or core tiles without vassals, may be abandoned or sold to another realm at any point. This will cause the tile to be removed from the realm, no refund will be given. You can also downgrade a core tile to exterior with this method. Occupied core tiles: If a tile you wish to disperse of contains a vassal, you may either expel them from the realm, transfer them to another realm, or evict them. Eviction: Follow the process outlined in the region rules, after this you can abandon or sell the tile as outlined above. Expulsion: One week notice (unless otherwise mutually agreed on) before they become their own realm, they may revolt during this time if they do not want independence. They must meet the requirements for realm creation signatures. Transfer: One week notice (unless otherwise mutually agreed on) until they transfer to another realm. The other realm must also be in agreement before the process begins. If the vassal does not wish to be transferred, they may declare a rebellion or revolution during this time. Realm Merging Two realms may agree to merge. One realm's capital must be designated the capital for administrative purposes, and exclave expansion rules apply for upkeep should the realms not be connected as per the normal expansion rules. A one week notice will be given in both realms, during which time any vassals may rebel / revolt, unless all vassals agree to the merger. The merger may not proceed until any issues with vassals are resolved through. Realm Dissolution A realm may be dissolved by it's leadership, or by staff if no upkeep can be paid, with a one week notice. During this time, any vassals may declare independence should they meet the signature requirements. A dissolution may also be stopped by a revolution. If the realm is being dissolved due to failure to pay upkeep, the relevant upkeep must be paid by any newly independent vassals, or in the event of a revolution, the new leadership. Administration Features As a realm owner, you have access to several administration features. Every feature is free, aside from carts. Multiple within the realm: Carts: These allow your players to fast travel across your lands. Carts are only allowed for use within the realm, and not to anywhere outside of your lands. Upkeep Cost Carts require a standard upkeep cost per week based on the distance they travel. The further the distance, the higher the cost. Keep this in mind when deciding where to send your carts, and how much to charge as a usage fee. Usage Fee Realm leaders can determine the price players pay for using carts. A separate price can be set for realm members and non-members. One within the realm: Soul Beacon: Location where realm members can always soulstone to. Will be where new players have their soulstone set when leaving cloud temple should they select your realm. Please make a /treq to update this location. Default Mine: This is a free mine that comes with each realm. You can use it to gather resources and materials. Treasury: Hold your realm’s mina. It is free, and you can have one per realm. Treasuries have sub-accounts for the realm’s leadership to manage. Each account has a transaction ledger that allows managers to review outgoing and incoming payments. You can link shops to any treasury account. One per core-tile within realm: Green Soulstone Pillar: These allow your players to travel to your realm. Banks: NPCs that allow players to store their mina. Aviaries: These allow you to send messages to other players. Bells: These allow you to alert players and other realms of important events or announcements.
  19. itdontmatta

    Regions

    ‘Regions’ refer to areas protected with WorldGuard. For a more in-depth explanation our Nation, Settlement, and Lair system, please refer to the next section, 'Settlement Rules'. These rules cover basic day-to-day interactions between players and regions. Region Ownership and Eviction Rules A standard region member must be notified 3 days prior to removal from the region should they have a home or shop. (This is normally done with a sign in front of their door, for mass evictions a region greeting flag can be used). A player's locks may be evicted by a region owner through /evict. /evict may only be used on a player’s building after the 3 day eviction notice has passed. Using it before the 3 days is strictly forbidden. Some locks, although owned by a player, may be considered “nation/settlement-owned”, such as in guardhouses, public buildings, nation storage, etc. These locks may be removed or transferred by the PRO through a mod-request instead of /evict, with no 3-day wait required. A leadership figure may not steal more than 10% of any type of item from the nation’s storage and treasury when they leave. Moderator supervision is required for when this occurs. Primary region owners (PROs) of nation tiles, capitals, independent settlements, or lairs must be the active roleplay leader of the nation, settlement, or lair. If they are overthrown via a coup, entirely inactive, or otherwise no longer the roleplay leader, they must release their PRO status to the new roleplay leader of the nation or settlement. The PRO of a nation may have permission to build on road regions that are within their nation's tiles. These builds or additions on the road may not alter the road physically or change the route of the road The build may not obstruct the road or traffic along the road in any way. This includes, but is not limited to: gates, forts, checkpoints, walls, or any other kind of aggressive structure that would suggest the listed examples above. Only the PRO may add/remove region owners. No notice is required. For nations, this applies to tiles, the capital, and sub-regions outlined in 8.2. A tile PRO (the nation leader) must request the creation of sub-regions of an appropriate size within a nation tile when they wish to build a significant structure on the tile. The region ownership will be determined as follows Initially, the region will not have a PRO listed. Once the build is complete, the region ownership will be by default transferred to the roleplay leader of that location. An exception may be granted by Moderation on request of the nation for nation-run military forts, unfortified manors/lodges, farms, or shops. For these, the nation leader is set as PRO. This exception may never apply for vassals, settlements, militant guilds, or mercenary groups. The roleplay leader of the region may request that this exception be lifted at a later point in time should the use of the region and/or build have changed, making the region no longer fit the exception criteria. Likewise, the nation leader may request the exception be granted at a later date should the use of their region and/or build have changed so that it fits the criteria. A tile PRO (the nation leader) may remove or change the PRO of sub-regions, or request deletion of sub-regions, but must notify the owners 7 days prior. There must be valid roleplay supporting this decision. This does not apply to the regions excepted under rule 8, for which a 3 day standard eviction may apply. The 7 day eviction notice may be interrupted through rebellion (see War Rules), should the region have been classified under the default classification of rule 8 for at least 14 days. If the region has had this classification for less than 14 days, a 7 day notice is still required, though it is not grounds for a rebellion. Nations cannot claim ownership of land in freebuild areas. Disclaimer on Rule 8:
  20. itdontmatta

    Heists

    #scope ul li { margin-bottom: 1em; } #scope p { line-height:2; font-size:16px; } What Are Heists? A heist is an organized roleplay ‘raid’ where the attackers are allowed to lockpick various chests and/or armour stands to steal from their targets This is purely roleplay and any Out of Character usage is not permitted, including during the planning. Committing a Heist On the day of the Heist, at the approved time agreed upon by the leader of the Heist and the Moderators handling it, the leader must make a /modreq detailing the number of heisters, the heist location, and what is being heisted. The Moderator(s) will be in spectetor/vanish as the heist to occurs. Heists must take place during peak server hours. You may purchase both lockpicks and bolt cutters from the thief shops scattered around the map. Heist Rules A heist may consist of three to six players. Lockpicks attempts may be emoted (#q) and rolled (/roll -q) in quiet chat. Use of the lockpicking plugin is not permitted during heists Players are permitted to bring up to five thievery tools each with them on a heist. (ex. Bringing 3 Lockpicks and 2 Bolt Cutters.) Regular roll guidelines are applied (see Petty Theft Rules) except iron bars, armor stands, item frames, and bookcases are now added: Item Frame/Armor Stands — 16+ (Bolt Cutters Required) Bookcases/Lecterns — 16+ Per Book Iron bars — 15+ (Bolt Cutters Required) With a Roll lower than 10 a thievery tool breaks and may no longer be used. With a roll lower then 5 the item is jammed and no further lockpicking attempts may occur for the rest of the heist. Shulker Boxes within a chest will be counted as an expansion of that chest’s inventory, they will not require additional lockpicking. After a heist is done another may not be conducted on the same targeted settlement for two weeks. Heists need to be around prime time for the area, so the defenders have a fighting chance. It’s up to the defenders to engage those partaking in the heist. If the heisting group is caught and attacked by anyone in the city, the member of the city will be given Defender (Guard) Default. Only those around at the time will be allowed to initiate the combat. They may use a Rally Bell or via shouting to alert others of the city of the heist. Event and Staff Area’s may not be heisted. Warp and Soulstone may not be used to gain entry to an area. The main objective of a heist must be made clear to the handling moderator/moderators. (Ex. General Thievery, Specific target item, etc.) No Blocks may be broken during a heist. (Excluding rolls as outlined above.) All routes of entry must be accessible prior to the start of the heist, any secret entrances such as tunnels must be known through RP. Heists must be planned ingame through RP. Screenshots will be required by Moderation prior to approval. If costumes/disguises are made for the heist. They must be lore friendly and made in-game. Heist members may only take up to 6 items with them from the heist. Only empty shulker boxes may be taken as part of this. In addition to the above, heist groups will be permitted to steal up to a single placed RP item. These items can include but are not limited to from, crystals, thrones, chairs, tables, anvils, piles of rare books, paintings, etc. This item may not be in a chest, item frame, shulker box or armor stand. Taking the item must make RP sense and will be up to the handling moderators discretion. Moderators will need to inspect the inventories of all players before and after the heist. You have two hours to complete the heist, starting when the moderator overseeing the heist notifies the leader to start. Once the time limit is up, no items may be stolen and you must leave the area. Moderators who come across excessive amounts of doors blocking a single path to a room may treat it as two doors for lock-picking purposes. Any staff member that participates in a heist must have their Pex taken for the duration of the heist or use an alt account due to unfair advantages. Overseeing Moderators may be using recording Software during a heist for documentation purposes.
  21. itdontmatta

    Petty Theft

    Disclaimer: A chest encompasses all storage containers, including barrels, shulker-boxes, furnaces, hoppers, etc. Other containers such as lecterns, bookshelves and armour-stands can only be stolen from during a Heist. At times, a character might indulge in others’ belongings— albeit find their path hindered with locked passage. You can lockpick a wooden (or iron) door, wooden gate or trap-door with the /lockpick command (alternatively /smash or /breakdown). Other instances, such as chests and signs require a /modreq. You must adhere to Roleplay Quality Standards. Each /lockpick attempt requires an emote in the appropriate channel. Lockpicking must be emoted in #rp or #q. Breaking-In must be emoted in #rp or #s. Signs must be placed to describe the roleplay once concluded (scattered footprints, etc). You can request assistance in a /modreq if unable to place down signs due to region permissions. You must adhere to server-rules, entering locations accessible mechanically. Petty Theft Guidelines You must adhere to the guidelines above and limitations, outlined below. Unlocked chests (not including shop-chests) can be stolen from, without limitations, following a sufficient emote. You must create a /modreq to lockpick locked or shop-chests. At a successful lockpick of a chest and/or shop-chest, you can loot up-to one-half (rounded down) from a single stack. You can only loot one slot, per target chest. In effect, this prevents unique (singular) items from being stolen. If the target-item can be stacked with others inside the same chest (or shop-chest), a member of the Moderation Team can condense these before splitting the full-stack. You can loot items from a shulker-box (within a chest) but a shulker-box, unless empty, cannot be taken. Petty Theft Limitations You cannot interact with blocks, in order to break into a location or bypass locks. You can only loot three (3) locked chests and/or shop-chests, per 24 hours. You must request a Heist to steal items from lecterns, bookshelves, item-frames and armour-stands or to target a unique (singular) item. You can attempt to lockpick a target three (3) times, per target-object, with a limit of nine (9) target-objects in a lair/settlement/nation. A target-object encompasses an item interacted with (door, chest, etc.). Each target-object can be attempted by all members of the party, unless jammed. You must have an admin-approved lockpick in your inventory, in order to /lockpick (rather than /breakdown). Lockpicks and Bolt-Cutters can be found at CT. Lockpicks and Bolt-Cutters are consumed on success, or in the event of a jam. Rolling Guidelines You must create a /modreq before attempting to lockpick a target. You must emote each attempt to lockpick and/or break-in. Each emote must be followed by /roll 20. You must follow all guidelines encompassed in petty-theft rules. Required rolls for success: Wooden Door — Roll 17+ (10+ w/ lockpick) Iron Doors — Roll 19+ (15+ w/ lockpick) Glass Window — Roll 12+ (2+ w/ hard-object*) Wooden Fence Window — Roll 15+ (10+ w/ axe*) Wooden Gate — Roll 15+ (10+ w/ lockpick) Iron-Bar Window — Roll 19+ (Roll 15+ w/ bolt-cutters) Chest — Roll 16+ (Lockpick or Bolt-Cutters required) *This item must be present in your inventory. A roll below 5 will result in an object-target jamming, unable to be lockpicked further. Vandalism You must create a /modreq before an act of vandalism. A member of the Moderation Team will supervise the event and make the required alterations in-game. You must request region owner permission for major alterations (destruction of large structures, arson, explosions, etc) You can conduct minor alterations, such as graffiti, propaganda or minor destruction (windows, doors, banners, etc) without region owner approval. Signs must be placed down to describe the scene. You can request assistance from the moderator if you're unable to place down signs due to region-permissions. Interactable Roleplay Objects Interactable RP Objects include all individual objects that can be interacted with through roleplay but cannot be looted mechanically, such as heads/bodies hung outside of areas, bodies in graves and/or tombs, uniforms in armories, etc. You must create a /modreq before stealing an interactable roleplay object. A member of the Moderation Team will claim the ticket, either accepting or denying the request, pending discussion and valid reason. Signs must be placed down to describe the scene. You can request assistance from the moderator if you're unable to place down signs due to region-permissions. You cannot loot player-heads that represent a character's child as kidnapping through petty theft.
  22. itdontmatta

    Roleplay

    General Roleplay Please review and abide by the Roleplay Standards. Your Minecraft skin must be appropriate and match the persona you are playing. Roleplay must take place within the server’s established lore and medieval-fantasy setting. Exclude real-world history, clones of real-world figures, and lore from other games and fiction from your roleplay. Do not troll or meme in roleplay, follow the Roleplay Standards. Always remain in character while in roleplay chat channels. Do not participate in or encourage metagaming or powergaming. Your own characters may not interact with each other. This includes physically being together, transferring items, or otherwise contributing to each other’s ambitions, goals, or stories. Your inventory, actions (ex. punching), and mechanical location are considered admissible in RP. You may not roleplay items that you do not currently possess in your inventory (this excludes small, non-combat and non-magical trinkets such as rings and necklaces). Information on your persona card must match your character, you must always have your persona’s age and race on the card - you may not adjust your character's age artificially to avoid aging. Lore creatures, event creatures, etc. are an exception. Do not set your character name to anything that is offensive, or impersonates another member of the community (and other realms of fiction or non-fiction). You cannot give your persona to another player. The only exceptions are between your own alternative accounts. Do not share your accounts with anyone. Any action taken is your responsibility. Sharing your accounts with banned players will result in harsher punishment. This includes any alt accounts that are linked to your main account. Do not use alternate accounts to avoid punishments such as bans and blacklists. This leads to ban length extensions. Do not set your Minecraft username to anything that is offensive, or impersonates another member of the community. Doing this will result in the account being banned until the name is changed. Character Death and Permakills When your character dies, they do not recall how it happened or any event leading up to the death. Further, you may not return to the area in which they died until 30 minutes have passed. Even after 30 minutes, you may not interact with the ongoing roleplay scenario that lead to your character’s death. Death by suicide is non-reversible (permakill) unless specific lore states otherwise. Accidental or forced suicide does not count (such as unknowingly drinking a poisoned beverage, or being forced to stab yourself). Referencing monk revival shortly before death, using /d20, or suddenly collapsing due to stress, a heart attack, or bleeding out to forcefully end or avoid roleplay is not cohesive with our Roleplay Standards, and will result in punishment. Repeatedly doing this may result in administration forcefully perma-killing your character. Another player cannot force you to permanently kill a character upon death without your consent, regardless of the situation or any out of character agreements. Permanently killing a character can be enforced or reversed by the administration on a case-by-case basis in special circumstances. The one-week permakill take back would not apply for this. If you permanently kill your character, you have one week to reverse your decision with the exception of suicide, an agreed-upon event-perma-kill, or an administration-enforced permakill. Except for certain creatures/magics with a revival mechanic, if a character witnesses their own body after monk revival, they will be unable to recognize it. Further, they will not believe any claim that it is their body, or that they even died. Bodies and body parts are not dragged away by monks, remaining after death and revival. If a character is revived, they may not reference notes they left for themselves prior to visiting a group or location as evidence they were killed. Witnessing (or fabricating) a character's non-PK death and ruling the individual to be "Undead" when learning they have been revived is permitted. Prohibited Roleplay Sexually explicit or graphic roleplay is forbidden. You must ‘fade-to-black’. Characters under the age of 18 may not fade-to-black. Fading to black, or more commonly known as an FTB is an emote in which the screen ‘fades out.’ Prior to a graphic or explicit scene, you are expected to emote the screen ‘fading out.’ No graphic, sexually explicit, or erotic / fetish (references to) roleplay takes place on the server. Brothels, prostitution, rape, beastiality, pedophilia, grooming, and necrophilia are prohibited and may not even be mentioned in roleplay or backstories. Relationships with playable humanoid races do not count as beastiality. 'Grooming' is defined as: Romance-based roleplay, relationships, engagements, marriages, etc. involving characters 18 years of age, unless all characters involved are within two years of age. We consider the age of maturity to be 18 years of age. Regardless of the medium, we will take action against players who use our community as a means to engage in predatory behaviour towards others. If you feel unsafe due to the actions of another player, please email [email protected]
  23. itdontmatta

    Gameplay

    Gameplay Rules Do not abuse glitches/exploits. Report any glitch/exploit you find immediately to a member of the Tech Team, do not share these glitches/exploits with anyone. Do not use modified clients that grant you an advantage or cheat in any way, including but not limited to auto-clickers or mouse/keyboard features to that effect, radar, etc. You may only have a maximum of three minecraft accounts registered on the server. All of your Minecraft accounts must be linked to your forum account. This can be done with /freja forum <forum username>. If for some reason this command does not work, contact a member of the Tech Team. You may not use multiple personas to gain an advantage by circumventing Vortex limitations and concentrating the benefits with one nation/settlement/group/etc. Example, no "Vortex Alts" or RPly unaffiliated personas contributing to something that doesn't make sense for them. You may not access areas you cannot get to in roleplay. This includes using boats, horses, or 'horse parkour' to bypass walls higher than 3 blocks in height, or gaps wider than 4 blocks in length
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