Crime and Conflict Rules
Welcome to the Conflict and Crime rules.
The goal of this document is to explain the game rules that must be applied during illicit contexts, such as lockpicking, vandalism etc.
As well as provide a general ruling to any conflict RP you mat encounter.
If you have any questions, please talk to our staff team.
Chapter I. Civil Conflicts
Welcome to the Conflict and Crime rules.
The goal of this document is to explain the game rules that must be applied during illicit contexts, such as lockpicking, vandalism etc.
As well as provide a general ruling to any conflict RP you mat encounter.
If you have any questions, please talk to our staff team.
Chapter I. Civil Conflicts
- Civil conflicts within a faction including coup attempts, power struggles between high-ranking players, political drama, etc. are considered an internal conflict that can only include internal players to decide its outcome.
- A player attempting to seize power from the established order within a faction can only use internal support to achieve their goals and must be considered an active citizen.
- Only active citizens of the faction in question are considered internal support and are thus able to participate in any internal power struggle.
- Active citizens have at least had their character for two months with 50 hours of active (not AFK) gameplay on that character, and must be actively playing within the faction.
- Outside forces, that being players hailing from other factions, roaming players, and players from organizations that primarily operate internationally, cannot participate in any civil conflict.
- If power has been successfully seized, it is expected of the new leadership to coordinate with server administration and lore team to get the nation rolling again as soon as possible along the guidelines provided in the roleplay etiquettes and established lore of the nation.
- Server administration always holds the right to terminate a power grab if they deem the actions of the new leadership hurtful to the setting, plot, or the faction's community.
Chapter II. Transferring of Power
- When power is transferred from one faction leader to the other through a peaceful transition in coordination with server administration, the new leaders enjoy a two-month period of immunity to any sort of internal & external conflict unless they undertake hostile actions themselves. (Ex: Start wars, plot to assassinate prominent figures, etc.)
- When power is transferred from one faction leader to the other through civil conflict, the new leader does not have any sort of protection from civil, or external conflict.
- When taking the reigns of any faction, the leader is expected to respect the body they rule over and uphold established lore, builds, and culture. Any updates, expansions, or changes to the faction’s established lore or builds are to be coordinated with the appropriate staff teams.
- Only characters of the primary races described in the faction’s lore can become leaders of said faction through internal struggles. This does not include a hostile takeover through war.
Chapter III. Lockpicking, Breakouts, and Looting
- Unlocked chests can be stolen from, without limitations, and do not require RP signs to describe a scene.
- Signs must be placed to describe the roleplay once concluded (scattered footprints, etc). You can request assistance using /requeststaff gamemaster if unable to place down signs due to region permissions.
- At a successful lockpick of a chest, you can loot up to one-half (rounded down) from a single stack. You can only loot three slots, per target chest.
- You are allowed to take items from shulker boxes in a locked chest at a similar rate as described in rule 3, but you cannot take the shulker box itself unless it is empty.
- You can loot up to three locked containers per 24 OOC hours. This includes locked and unlocked containers.
- Doors can be lockpicked without limit as long as the player has enough lockpicks in their inventory.
- You cannot interact with blocks in order to break into a location or bypass locks. (Breaking blocks, block glitching, etc.)
- You cannot (mount) parkour your way inside a build in order to then rob from it, free players, kidnap players, attack players, etc.
- An action to free a player from any build's prison can be carried out with a maximum of 6 characters and may only be conducted when there is an activity of at least two players in the build who are part of the faction owning the build. The prisoner does not count towards this activity threshold.
- You are allowed to kill or steal animals, but you will have to leave at least two of each animal type alive/behind per tile.
- You are required to ask a moderator or gamemaster to DM the situation and have them place signs describing the act.
- Each time you kill an animal while acting under the crime rules, you must roll a D20. If the roll is below 5 the staff member DM'ing the event will alert the faction through discord that for example, something odd is going on in their fields.
Chapter IV. Vandalism
- You must request a Gamemaster (using /requeststaff gamemaster) before conducting an act of vandalism. A Gamemaster will DM the event and make the required alterations in-game.
- You can conduct minor acts of vandalism, 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 a gamemaster if you are unable to place down signs due to region permissions.
- You can only conduct major acts of vandalism, such as burning down a building, causing a big explosion, etc. with the approval of the owner of that territory tile or chunk in case of a lair.
- Gamemasters are allowed to overrule the vandalism denial of tile owners with the permission of their respected Team Managers if it is deemed appropriate in times of conflict.
Chapter V. Imprisonment rules
Once you imprison someone, it is your duty to regularly provide the prisoner with RP. The captors are responsible for keeping track of this. Here are a few house rules regarding imprisonment:
- You are allowed to keep a prisoner up to a maximum of 3 OOC days.
- Captured faction leaders/stewards/lords, etc. may be kept indefinitely. To overwrite the 3-day rule because of the status of the prisoner, refer to the moderation team to confirm you can keep a prisoner indefinitely.
- The captors must schedule at least one RP session every 24 hours with the prisoner(s)
- Upon imprisonment, the prisoner will be informed who is responsible for scheduling RP with them. If this is not done, the faction leader is responsible by default.
- If no roleplay was (attempted to be) scheduled and performed for 24 hours, the prisoner is allowed to leave without consequence during the next interaction.
- If this is not possible due to the inability to schedule RP, the 24 hours will be extended continuously until the maximum prison time has been reached.
- If captors refuse to provide RP, Moderation or administration can rule that the prisoner can teleport out.
- The prisoner is not allowed to escape using the warp crystal.
- If the prisoner is stalling oocly, refuses to come online to work around the 24-hour RP mark, or fails to respond to DMS requesting RP, the moderation team will grant the wardens PK perms on the target. If the prisoner then still refuses to come online, the character will be PK-ed off-screen by server administration.
- During (civil) wars everyone involved in the conflict can be kept in prison indefinitely upon capture for the duration of the conflict. Lowborn and nobles alike.
Last edited: