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This section refers to day-to-day combat. For raids, please see the following section. For wars, please see our 'war rules' page.

General Combat Rules


  1. When a party emotes to pursue combat, parties must decide whether it will be resolved through CRP or PVP. Once a decision is made, it cannot be reversed unless both sides agree. If neither side agrees, it defaults to CRP.

    1. If the conflict includes eight or more people, the defenders may vote by majority to switch to PvP. Afterwards, it requires the consent of all groups involved.

    2. Guards are defenders when in their own land.

    3. The decision to mechanically flee should be decided when any party begins an emote with the intent to pursue combat.

  2. After being stopped with a sufficient halting emote, involved parties must adhere to the movement rules. If the party halted chooses to continue to run, they will be teleported back by a moderator.

    1. A sufficient halting emote must be said in #rp, and contain a descriptive halting action such as “He moves to block her path, a hand held towards their weapon”, or both dialogue and said action. 

  3. The victor of the combat scenario allows the losing party to either soulstone or /d20. Using either prematurely or in bad-faith can result in a perma-kill the losing party’s characters.


  4. Once any party begins an emote with the intent to pursue combat, the use of mechanics (blocks, LWC, lava, waterbuckets, flint & steel, MyPet, etc.) is disallowed.

    1. However, involved parties can:

      1. Emote the usage of Craftbook and LWC mechanisms (doors, gates, bridges, lifts, etc.) in CRP.

      2. Freely use Craftbook and LWC mechanisms in PvP.

  5. Stalling or intentionally holding off conflict through OOC means is disallowed. 

  6. Use of soul stones in order to travel during or leading up to conflict is disallowed.

  7. Malirally bells can only be used after three uninterrupted preparation emotes.

Disclaimer: If a conflict/CRP/raid gets too out of hand OOCly (bickering, meta accusations, etc), a moderator reserves the ability to force a course of action be it PVP, roll combat or to void the roleplay entirely regardless of the intention from either side. A report can later be pursued by those involved if incriminatory evidence (proving powergaming, metagaming, etc) is compiled. Refer to Report Guidelines.


Combat Roleplay / CRP (Default)


Combat Roleplay (CRP) is a chat-based battle between characters. It relies on your fairness and honor to wage fun and realistic combat. Players exchange emotes while following the Roleplay Standards: avoiding powergaming, being considerate, and accepting defeat gracefully. If an action relies on random chance, players have the option of using our /roll plugin to guide their decisions.


1 block = 1 meter


  1. Combat is considered “locked” 15 minutes after the initial emote with the intent to pursue combat, preventing others from joining unless both sides agree.

    1. Once combat is locked, players involved in the fight will be “invisible” to everyone who is not in the combat.

    2. Once combat has ended players are freely allowed to leave unrestricted by anyone outside of the initial combat. 

  2. You may move four blocks per emote, or eight blocks per emote whilst mounted, whenever performing an action relevant to combat. An example of an action is swinging a melee weapon, blocking a strike, aiming a ranged weapon, preparing to throw a projectile, or casting magic.

  3.  You may move eight blocks per emote, or twelve blocks per emote whilst mounted, when your character is solely focused on sprinting and not being reasonably attacked.

  4. You must follow realistic standards for abstract scenarios such as when falling, walking or running with injuries, etc. You must account for these scenarios when referencing movement or other actions. 

    1. Furthermore, combat roleplay does not adhere to mechanical standards and instead follows common sense logic. 

      1. For example: your character can not pull a boat out of their pocket even if there is a boat in your minecraft inventory. 

      2. The exception being that special items used in combat like weaponry, potions, etc., must be in your mechanical inventory to be used in CRP.

  5. In order to join an ongoing combat scenario, you must make two emotes making your character’s presence known before being able to engage in the ongoing combat. Likewise, to leave combat you must emote three times unhindered, making your character's attempts to leave known.

    1. The two emotes before joining combat must be fully non-combative, i.e you are not able to draw any sort of weapon, connect to magic etc.

    2. Only one of two emotes needs to be emoted before combat locks, if combat locks after you have started you are free to continue emoting joining.

  6. Horses or other mounts cannot be summoned during combat by whistle. 



Mechanics Combat/MRP (Alternative)


If both parties in the battle wish to use their own agreed upon rule set they may do so. However, if any issues are to arise the combat will be immediately swapped to one of the existing systems.


Mechanics Combat/MRP
Mechanics-based combat roleplay (MRP) is also considered RP, however, it uses Minecraft combat to simulate the encounter. In the event that this combat is chosen, you must do the following:


  1. All involved players must choose an appropriate /status which must match for all players on the side that you are fighting for. 

  2. The use of storage containers during combat is disallowed. 

  3. Before initiating a /countdown, both sides must have clearly stated they are ready for MRP.

  4. Engaging in mechanics after MRP has been agreed upon (hitting, moving, dropping items, summoning horses) is prohibited. After the countdown ends, these restrictions are lifted.

  5. If you are completely disengaged from MRP for 10 minutes, you are free to leave.



Capture Roleplay


  1. During mechanical combat, a player can be bound via the capture plugin after being downed.

  2. When capturing a common citizen, you must actively interact with them for the duration of the 2 hour holding limit.

    1. If MRP occurs involving the holding party, no interaction is necessary but the time continues.

    2. The captive may not escape mechanically in MRP if the capturers emoted binding, tying or knocking them out.

    3. Active interaction is defined as no more than 15 minutes between emotes with the prisoner.

      1. Captive players are expected to engage in high-quality RP with their captors in good faith.

  3. High ranking nation officials like monarchs, military commanders, and councilors may be held actively for up to 3 hours with RP.

  4. If a player has to log off at any point throughout the capture, the players involved must first agree on a conclusion or resume the RP once they are able to both be online. While this is in effect, the captured persona cannot be played. 

  5. The capture timer begins only when the captive arrives at the holding location, not as soon as they are apprehended.


For any issues regarding any rule on this page, please /modreq. Other staff members are unable to assist.

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