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Peace has returned to Anoma

Anoma appears to have returned to peace...on the surface.

The City of Shadeholm is Open

The city of eternal night, Shadeholm, is now providing free passage to any from Anoma.

What will end the land of Talidur? 

The Void?
The Titans?

Vote in the discord #chosen-vote-four.

[Global] Server Rules

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  • Technical Lead

Any and all rules are subject to change at any point, and the responsibility of keeping up-to-date on the rules falls on the individual player. We will make our best effort to report any changes in the Lost Fables Discord announcement channel, however any and all decisions will be done using the state of these rules at the time of incident.



General rules apply to any and all situations, and are generally more vague because of this. More accurate rules for specifics are included in their own categories which are Ownership, Conflict, Thievery, Raids, and War. At present the War rules & system is incomplete, however the system itself is slotted to be completed by the time we arrive at full release. Thank you for understanding!

Rules are numerated in three sections. The first is the category they pertain to, the second is the main rule topic, and the third is the unique rule itself. For example, T4.2 is a Thievery rule which applies to the concept of T4 and is the unique rule 2 for that concept. If there are no unique rules for a concept, they are simply listed without the unique rule, such as G5.

Lastly each rule has a type which is shared amongst various rules for cross-reference. These types are Metagaming, FailRP, Toxicity, and Protocol. Accumulating infractions with multiple of the same type can lead to more swift punishment just as repetitions of the same rule break can.

Terms & Acronyms 

Throughout the rules we use several terms that one may or may not be accustomed to. Please see this quick list of terms and what they mean.

  • OOC / Out of Character
    • Actions and Information done/used by you as a person and not by your character.
  • IC & RP / In Character & Roleplay
    • Actions and Information done/used by your character.
  • Region / Settlement
    • A section of blocks that is owned by a group of players/characters.
  • RO / Region Owner
    • A player who has ownership permissions on a specific region.
  • LF / Lost Fables / Lost Fables Mediums / The Platform
    • The collective whole of servers being ran by the Lost Fables staff team (Minecraft, Discord, Forums, etc).
  • Volume
    • The distance in blocks your message travels when using various roleplay channels.
    • In order from lowest to highest for players they are; Whisper (#w), Quiet (#q), Normal (#rp), and Shout (#s).
  • Rolls / 1d20 / Modifiers
    • Used to numerically represent luck, rolling offers a random number mimicking dice rolls. One can use in-game commands to /roll for a random number. The format is how many, d, how many sides. For example 1d20 simulates a single 20 sided die.
    • Modifiers are additions to one's roll. For example a +3 Modifier means that the number one receives from a roll, plus 3, is your true value. Our plugin also handles this part of rolling, simply add the modifier. For example 1d20+3 simulates a single 20 sided die plus 3.

General Rules

  1. F Common sense applies to gameplay.
    • While some aspects of gameplay require a suspense of disbelief and slight gamification, one should always strive for their actions to make sense and flow with the given situation unless otherwise stated in a rule or LF protocols. For example, while one's character model clips through a glass pane when standing against it, it does not make sense for the character to be phasing through solid glass unless they are a non-corporeal being (like a ghost). The same applies for builds, there must be appropriate supports for any given structure within reasonable measure. Things such as flat stone boxes underground, floating structures, or other such non RP-abiding structures do not follow common sense.
  2. M Metagaming is strictly prohibited.
    • Metagaming is defined as the act of using knowledge that you have gained out of character (OOC) to change one's in character decision (IC). An example of such would be knowing another character's name without any previous history with said character simply because you've read their character card. As you do not know that information in character (IC), you should not be using that information in character (IC).
  3. F Powergaming is strictly prohibited
    • Powergaming is defined as the act of enforcing consequences, or nonsensically avoiding consequences. What this means is that each time one makes an emote they are not deciding the outcome, they are attempting an action. Things such as one-hit knockouts without giving the other party time to respond would be considered powergaming. In addition, avoiding the results of an outcome in a way that is unrealistic is also powergaming. The best way to avoid powergaming is to always attempt actions, and try to set up for future actions ahead of time.
  4. T Harassment is strictly prohibited.
    • Harassment is defined as behavior that demeans, humiliates, or embarrasses a person in a repetitive nature, usually to offend or negate a person's rights and freedoms by making them unable or unwilling to use them. One does not need to request the harasser stop for it to be considered harassment.
  5. T OOC Manipulation and Excessive OOC Lying is prohibited.
    • OOC Manipulation is defined as using social influence to change the behavior and/or perception of others through indirect, deceptive, or underhanded tactics. This is often done to forward the manipulator's interests, and often results in exploitation of others.
    • Excessive OOC Lying is determined by the act of purposely feeding false information on an OOC basis to others in order to gain an advantage in character (IC), and is often times linked to OOC Manipulation.
  6. T Doxing is strictly prohibited.
    • Doxing is the act of actively searching and publishing identifying information about a specific person on the internet. This is typically done with malicious intent and is usually done by accessing publicly available databases such as social media websites, acquiring information through social engineering, hacking, or a mix of those.
  7. P Sexually explicit content of one's Lost Fable's character is not permitted.
    • Characters made on Lost Fables may be searched for online by minors on the platform. As such any and all characters used on Lost Fables may not be portrayed in a sexually explicit manner in any way, and any publicly available content of such nature regarding one's characters can and will result in punishment.
  8. P Sexually explicit and/or suggestive content is not permitted on Lost Fables mediums.
    • As with the last rule, there are minors on our platform. As such any and all sexually explicit material is prohibited, regardless of IC, OOC, private, or public channels. If it is a Lost Fables medium, sexually explicit content will result in an immediate ban.
  9. P Account sharing and/or alternate accounts not linked to one's main accounts are prohibited.
    • We provide means to link main and alt accounts together for easy access to all of one's personas. If one is found to have an alt account that is not linked it will be forcefully linked, and punishment may still occur after that is complete, depending on the nature of the alternate account(s) found. Furthermore sharing of the same Minecraft account is disallowed and can result in a ban.
  10. P The use of unapproved game modifications is prohibited.
    • Certain modifications such as Minimaps without player radars, Optifine/Shaders, and a few others are permitted. Use of anything outside of what has been permitted can result in severe punishment depending on the nature of said modifications. This means hacked clients for combat, x-ray, etc. are all disallowed.
  11. T Excessive rule lawyering to pursue a different verdict and/or mod-shopping is prohibited.
    • Excessive rule lawyering occurs when the rules have been updated, explained, and the individual fully understands them and continues to argue in order to avoid punishment or losses. Mod shopping is the act of requesting a different moderator on the basis of getting a different ruling. If you feel like you're being mistreated or unheard, request their senior or team lead, not another moderator.
  12. T Lying to Moderation is prohibited.
    • Purposely providing incorrect information to moderation staff can result in severe punishment depending on the nature of the information being requested and to amount of information is purposefully incorrect. Moderation staff are not permitted to ask for private information such as passwords, addresses, etc.
  13. T Report any and all found exploits. Knowing use or safeguard of exploits will result in punishment.
    • If an exploit is found without being reported, you are likely to lose anything associated to said exploit. Furthermore knowingly using an unintended feature will result in severe punishment.
  14. F Do not avoid or ignore active in character (IC) interactions with your character.
    • If you believe the other person to be powergaming or metagaming please call a moderator, however walking away from a situation without responding is prohibited. The roleplay may be suspended until a moderator arrives if need be. Should someone be ignoring your emotes, you may mechanically down them and call for a moderator as well. If it is found that they have been responding then you will be found in violation of G12 - Lying to Moderation.
  15. T Griefing of any build is prohibited, especially to bypass locks or gates.
    • Griefing is the act of disturbing the blocks of an area one has access to build in without approval from the creator of the build or from the majority of region owners. Punishment for doing so is dependent on the scale. Should the griefing be done specifically to bypass locked doors or gates, then the punishment will be far more severe.
  16. F All interior locations must be mechanically reachable.
    • If an interior location is found without mechanical access through doors, gates, pistons, etc, then the players and items within may be teleported out or killed/deleted depending on the nature of the location. There are many tools in Minecraft to hide a location, but if it cannot be accessed without breaking blocks, then the location is invalid. The only exception to this is having a singular chest below soil acting as hidden treasure or a grave. Items in a hidden treasure/grave setup can be dug up in RP during a Thievery Session.
    • Mechanical access is tied to RP access. One may not use objects being RPly in a different location to justify preventing access while also using that same object to justify that the area is mechanically reachable.
  17. F Use of mechanics (Lifts, Gates, etc) must be backed by an appropriate RPly conceptual build.
    • Appropriate builds are things such as ladders or other paths into an area. An example violating this rule would be to have a hidden Lift sign on the top floor of a house going to a hidden basement with no feasible way to reach that area such as a ladder or a staircase. Mechanic signs are useful for convenience, however they do not mean one can make hidden passages that are conceptually impossible in RP.
  18. F Instant-kill or instant-capture mechanical traps are prohibited.
    • Floor traps, lava pools, pit falls, or any other such use of mechanics to capture and/or kill someone without the use of RP are forbidden from use and can result in the trap being removed, and if necessary, the builder being removed from the platform for repeat usage. While we will primarily prosecute the builder of the trap itself, if there are repeated traps built within the same settlement we may look to the ROs of said settlement. As an RO it is your responsibility to ensure that illegal builds are not taking place in your settlement.
  19. F If you do not possess an item in your inventory, you do not have said item in character (IC).
    • When using an item in roleplay one should always use the /showitem command such that everyone can see that you have said item with you. If you use the item on an object you must leave said object there. For example if I were to detain someone I would need to have some sort of item to bind them with, and once bound, give said item to the bound individual.
  20. F Your location on the main server is where your active character is located.
    • With the exception of exploits and/or bugs, if one walks into a scene mechanically, you're considered to have entered the roleplay; there are no spectators. Using this to force unrealistic encounters such as escaping by running away mechanically or approaching a king in their castle without stopping so that the guards may emote would be considered powergaming. Staff using vanish to perform their duties are excluded from this rule.
  21. F Your characters may not interact with one another in any way, including using a third party.
    • This includes but is not limited to roleplaying, item transfers, and shared storage. While playing any of your characters, they are essentially ghosts to one-another. Only hear-say and rumors may be spoken of, and any direct interactions or metagaming of knowledge are considered violations of this rule. Using a third party may also violate this rule depending on the specific interaction such as items being passed to a third party then back to your other persona.
  22. F Any official lore that is not treated as hearsay in character must be found on the Wiki or Forums.
    • Any content that refers to lore should be on the Wiki, and systems/rules/etc should be found on the forums. Interactions in RP that have not been voided are considered officiated. Any interactions that happened based on said interactions are considered unofficiated if the original interaction is voided.
    • Hearsay in this case is the idea that the information cannot be verified and may be rendered void should it clash with existing or future implemented lore. For example one's family name could be made up or it could be real. It is an unsubstantiated claim that your character makes much like one could claim they're related to royalty.
    • If it has not been officiated in such a manner it is considered invalid with the exception of a WIP system that is half-implemented wherein the ruling of a Team Lead is required. WIP system rulings will not result in punishment providing the ruling is followed.
  23. P Plagiarism is strictly prohibited.
    • Plagiarism is the act of copying the intellectual property of another without the permission of the author. This permission can be written such as a direct message or a license/agreement on a download page. In the case of skins uploaded to PMC, they are considered permitted to use unless otherwise stated. The agreement is based on the time of download in most cases, even if the use-case is updated in the future, however be sure to check license specifics before using content if the agreement has been updated.
  24. P One may not record or share conversations in private Lost Fables channels without consent from all involved.
    • The chats in the sections 'Information, General, Self Promotion, Help Contact, and Voice Channels' of the Lost Fables discord, as well as Whisper (#w), Quiet (#q), Normal (#rp), Shout (#s), OOC, OOC variants, and Message channels in-game are considered to be public channels and may be recorded. Mediums outside of Lost Fables are not subject to this rule, and are to be used with caution.
  25. F Trolling and Meme Roleplay may result in one being sent away by staff or temporarily banned.
    • Trolling is defined as the act of knowingly causing duress, fights, or upsetting others via offensive or off-topic means. Meme Roleplay is defined as the act of purposefully derailing a situation from an OOC perspective, demeaning the roleplay that was actively occurring. Extreme cases of this, namely those for unregistered users, can often times result in severe punishment and instant bans.
  26. T Spamming in channels or DMs not designated for memes and spam is prohibited.
    • Spamming is defined as repeated, unsolicited messages either centralized in one location or copied to many users in quick succession. This is often used for advertisement or humor, and while some find humor in spamming memes, there is a time and place for it. Please look for the designated channels. Spam for advertisement, however, is prohibited. Outside of LF mediums, should we notice a global spam across our users in private DMs that is unsolicited then often an immediate ban is made.
  27. F Roleplay may not include excessive gore details, however gore can be implied.
    • Please see further information in the OOC consent section of the Conflict rules. Please ensure you're respecting other players and fade to black if requested when approaching these situations.
  28. P Actively advertising other mediums is prohibited.
    • Making reference to others' systems or styles (good or bad) can be constructive in some discussions, however the act of actively advertising another server/network can result in an immediate ban.
  29. Birds may be used to send messages from one aviary to another.
    1. F Sending letters through an aviary or private bird requires three emotes.
      • One to write, one to prep the bird, and the last to send the bird. All aviary emotes must be done in appropriate turn order, or if there is no active turn order, at least 30 seconds in between each to allow interruption of the action.
    2. M You must be within a 5 block range of a marked aviary in order to send a letter.
      • Marked aviaries must be approved by Moderation and have a sign stating as such placed by a Moderator.
    3. M Birds must be sent to a settlement and a player, and the receiving player must be at said settlement to receive it.
    4. M Any non-aviary message is considered OOC. Use of these message in Roleplay is prohibited.
    5. F Upon receiving an aviary message one must make a receiving emote in Normal (#rp) volume.
  30. Any player owned NPC character is purely decorative in nature.
    1. M Player owned NPCs cannot report back any information of what happened around them no matter the circumstance.
    2. F Event NPCs require an Event Host to be present and overseeing in order to interact with them or the site around them.
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  • Technical Lead

Ownership Rules

  1. Evicting is the act of forcefully removing locks owned by another player, usually to reclaim property.
    1. P A region owner can evict locks if the owning player has been offline for two weeks or more, or with sufficient notice.
      • Sufficient notice is three (3) days, and is served via a placed sign next to the lock in question.
    2. F During the eviction notice time one may still forcefully breach the locks while abiding thievery protocol.
      • This can be done by third party thieves, guards brute forcing their way in, etc.
    3. T One may not remove a player from a region if there is an ongoing or planned eviction in said region.
    4. P If the owning player grants permission the lock may be immediately evicted.
  2. A coup is the act of changing the leadership hierarchy or figurehead of a region via internal methods.
    1. F If a leadership persona is permanently killed, they may be immediately evicted and removed from the region. 
    2. F If the majority of ROs agree then another RO may be immediately evicted and removed from the region.
    3. F A leadership position may be granted if the majority of ROs agree, providing immediate RO access to the region.
    4. P Any and all items, builds, etc that have been left in the region belong to the region and not the individuals.
    5. P If the coup involves combat this is considered an internal raid and must have moderation oversight.
      • Internal raids do not provide a raid cooldown.
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  • Technical Lead

Conflict Rules

  1. Combat is any interaction between personas in which one or more parties actively aim to harm another.
    1. F For armor to be used in combat it must be represented in one's skin or worn mechanically.
      • As per G19 you must still have the item in your inventory if you're using the skin option.
    2. F Donning armor requires a full turn per piece of armor being equipped.
      • This is split by boots, greaves, chestplate, gauntlets, and helmet.
    3. F Being within 30 blocks automatically includes you in a given combat situation. You may still flee, but you must follow turn order to do so.
    4. F If you are 40 blocks or more from any others involved in the combat at the start of you or your party's turn you may flee.
      • Fleeing in this case being one final emote before mechanically running away.
    5. M After two (2) full emote turns those out of combat may not join without Wandering (C6) or a Rally (C7) being granted.
    6. F One may not join combat after having used a fast travel for five (5) minutes.
    7. F Ambushing at fast travel locations is not permitted.
      • This includes hunting/chasing/following players after they've used a fast travel.
    8. F One may not use a fast travel while actively in combat.
  2. Turn order should be determined as soon as hostile intent is shown that is likely to lead to combat.
    • If all persons involved cannot agree on a turn order, the process below is the default. One turn is one full round of every individual's actions before the first individual is able to act once more. The order that we must determine is the order of each individual's actions within said turn.
    1. P For a total amount of less than 8 persons involved, the turn order is individual; otherwise it is split by party.
      • Parties are grouped by individuals who are attempting to achieve the same goal in the conflict. Same targets and same allies. This does not prevent the persons within a party from having an internal conflict afterwards (i.e. temporary allies). Should a party split up mid-combat, they must determined a turn order for the individuals of said party which will then take place during said party's normal turn.
    2. P Turn order is determined firstly by the turn in which one actively participates in the combat.
    3. P If two persons participate in the combat in the same turn, the aggressor(s) receive priority in turn order.
    4. P If there are multiple aggressors within the same turn participating in combat, they roll 1d20 to determine priority.
      • The higher the roll, the sooner the turn in order. Ties are rolled again to determine the order between them.
    5. P Once turn order is determined, it's recommended to use your persona's prefix to indicate your turn number & party.
  3. Holding, Jailing, or Detainment are all acts of restraining a persona to force them to a specific location.
    1. F Any persona that has been detained must receive adequate RP while detained. If they are left for an hour or more without three (3) or more direct RP interactions they may request a Moderator to oversee an escape attempt.
      • Direct RP interactions is speaking to the individual, providing food, verifying their bindings, etc.
    2. P The detained persona must be online for at least 30 minutes before they may request a moderated escape attempt.
    3. F As per G16, the location which a detained person is left must be mechanically reachable.
    4. F As per G30, NPCs do not play a role in escape attempts. Only PCs may attempt to stop the escape.
    5. P During an escape attempt the escapee is subject to thievery rules and procedures.
    6. P During an escape attempt the escapee may be given additional paths such as climbing short walls.
      • These paths are subject to the build and items the escapee has on their person, and are subject to Moderation oversight.
  4. In the event you must disconnect mid-combat, you must try to come to as agreeable of a solution as possible.
    1. T If one must disconnect during active combat and no solution is found, then disconnector is deemed as having lost.
    2. F If the disconnecting player is deemed as having lost, then they are subject to the victor's whims.
      • The victor's whims includes but is not limited to injury, detainment, and death. Once 12 hours pass this decision cannot be changed.
  5. Keep OOC channel usage to a minimum during combat situations.
    1. T Stalling/Lawyering a situation to strong-arm your desired result is prohibited.
      • Stalling/Lawyering is defined as preventing a combat from continuing by arguing in circles or over non-issues in OOC channels. This is usually done with the intent to have the other party give them more leeway for fear of having to argue with them further. Whether a situation is seen as Stalling/Lawyering is up to Moderation discretion.
    2. T Should a situation be deemed as Stalling/Lawyering the overseeing Moderator will determine outcomes.
      • Further arguments that are seen as Stalling/Lawyering may result in the RP being voided or the Stalling/Lawyering party deemed as having lost. This is up to the overseeing Moderator's discretion.
  6. When one stumbles across an active combat situation and wishes to join we refer to this as Wandering.
    1. M If one knows of the encounter OOC by any means before they stumbled across it, they are not granted Wandering.
      • This includes mediums that do not belong to Lost Fables such as Discord messages. Whether accidental or not, if you heard about the combat through OOC means then you are not permitted to join in the combat situation, regardless of any reasons for your character to join with the exception of having Rally reason (C7).
    2. M Valid locations to earn Wandering are main roads and settlements.
      • One may not join combat with Wandering as the reason in lesser travelled areas. All valid Wandering areas extend 25 from their block location and require the majority actively involved to be within Wandering range to be able to join in. If one flees from combat they are considered to be inactive in the conflict and may not be used to determine majority's location.
  7. Rallying is the act of using any OOC means to have players arrive to participate in a combat situation, typically raids.
    1. M Meta-rallying, that is Rallying without following the proper methods listed below is prohibited.
      • Should a Meta-Rally occur, the roleplay may be voided or player sent away and prevented from participating until a proper Rally is made. The punishment for this primarily falls on the user who made the Rally, however it can extend should it be a communal effort.
    2. M Rallying is done on a per-settlement basis, and only those within the settlement may join per successful Rally.
      • Being within the settlement is defined as being within the settlement's borders +25 blocks at the time of the Rally or if previously offline or using a different persona, when you take control of said persona.
    3. F Prior to Rallying one must have at least one emote noticing the potential combat that is acknowledged by the opposing party.
      • This can be spotting raiders marching forward, observing combat that's broken out, etc. Those involved in the potential combat may acknowledge this from an OOC perspective, and are aware that they have been spotted as a potential threat on an OOC basis.
    4. F Once C7.2 is complete, one may choose to Rally. Rallying requires three (3) Shout (#s) emotes requesting for aid.
      • Requesting for aid can be shouting for help, using an alarm bell, etc. All three emotes must be in Shout (#s). Threats and random outbursts do not constitute requesting for aid for the purpose of Rallying. Emotes must be done in turn order, or if there is no active turn order, with at least 30 seconds between each one.
    5. F After a Rally is completed one may use the Aviary rules (G29) to request for aid from other settlements.
      • Any other settlements who wish to aid must first complete a full Rally of their own before they may leave their settlement, and only those with valid Rally reason may answer the request for aid.
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  • Technical Lead

Thievery Rules

  1. Thievery is the act of forcefully breaching an object such as locked doors or windows.
    • Thievery rules apply to any breaching act regardless of if the goal is to steal things or not, and regardless if stealth is used or not. Thievery is broken up into sessions wherein each session has limits, and one may not start a new session for a set amount of time.
    • In order to apply thievery rules one must have Moderation oversight. Any co-operative thievery will not result in a cooldown for the thieves.
    1. P Any unlocked or public locked objects are free to take from without limit and to not count towards a thievery session.
    2. F All emotes relating to Thievery Acts must be done in Quiet (#q) volume or above.
  2. The amount of items one can take per session is limited based on the item's rarity.
    1. P Each persona actively involved in the session can take 1000 total rarity.
    2. P Item rarity values can be found in the table below:
      Item Rarity Single Item (1) Half Stack (32) Full Stack (64) Items Per 1000
      Very Common 5 160 320 200
      Common 8 256 512 125
      Uncommon 25 800 1,600 40
      Rare 140 4,480 8,960 7
      Wondrous 1000 32,000 64,000 1
      Mythical 2000 64,000 128,000 0.5
      Legendary 4000 128,000 256,000 0.25
      Fabled 8000 256,000 512,000 0.125
    3. P Multiple personas involved in the same session can add together their total rarity to take high tier items.
    4. P Items within containers such as Shulker Boxes are to be removed from the containers prior to being counted for rarity.
  3. Thievery Sessions are limited by the number of objects jammed by each individual.
    1. P Once a persona has achieved three (3) jams during a session, they may not attempt further breaches.
      • One may give their lockpicks to another persona to attempt a breach so long as the other persona has not also reached their jam limit, however they may not attempt to breach themselves once the limit is reached.
    2. P With majority RO permission, one may surpass the number of allowed jams.
    3. P Breached locks are only left open to those in the same thievery session and lock again once complete.
      • In other words, other than evidence left, locks that have been breached will have no effective change made to them.
  4. Lockpicking is the act of using various tools to open locks without damaging the lock or container itself.
    1. F Emotes done for lockpicking must be done in Quiet (#q) or higher volume.
    2. F Lockpicking requires lockpick items in order to breach using this method.
    3. P A successful breach occurs when one rolls 1d20 with modifiers from your chosen lockpick source against the lock requirement.
    4. P If, and only if there is no lock item at the location, the default lock values are to be follows. These can be found below:
      Object Minimum Roll
      Wooden Trap Doors 14
      Wooden Doors 15
      Iron Trap Doors 17
      Iron Doors 18
      Mechanisms (Signs) 13
      Chests 15
      Shulker Boxes & Barrels 14
      Crafting Stations 13
      Item Frames 11
      Glass Windows 11
      Fence & Trapdoor Windows 13
      Iron Bar Windows                       17                      
      Any objects not listed here have a minimum roll requirement of 15.
    5. P Should one fail three (3) breach attempts using lockpicking, the object will jam, preventing further attempts on the same object.
    6. P Should there be several back-to-back locked doors which only lead to the next locked door, the overseeing moderator may rule to breach the entire collective of doors after the first one has been breached.
  5. Brute Force is the utilization of tools, weapons, or raw strength to force something open. Tools do not provide a bonus.
    1. P Emotes done for brute force must be done in Normal (#rp) or higher volume.
    2. P A successful breach occurs when one rolls 1d20 with strength modifiers against the default lock values, found in T4.4.
      • Brute force allows one to ignore the additional roll requirement of lock items, and instead use the default lock values.
    3. P Should one fail one (1) breach attempt using brute force, the object will jam, preventing further attempts on the same object.
    4. P Strength Modifiers are based on the species of the persona which can be found below.
      Species Category Strength Modifier

      Gorney Karlik

      Glubokly Karlik


      Any Child



      Karmeny Karlik

      Most Beastfolk



      Boar Beastfolk


      'Monstrous Strength' CA Races

      Any species not listed here do not receive a strength modifier such as Il'ha and most humans.
      Children are persons who's age is below the lowest age range on each species' respective Wiki page.

  6. On any and all objects one attempts to breach, at least one piece of nondescript evidence must be left.
    • Nondescript evidence must imply a situation that occurred. A sign describing what happened is very common, as is leaving behind physical evidence such as a piece of clothing, a lock of hair, etc. This is typically handled by the overseeing moderator for the thievery session.
    1. F Should an item be discarded to the ground by one of the thieves, the item may be placed in an item frame as evidence.
    2. F The overseeing moderator may create a piece of evidence should there be no other pieces of evidence.
      • Any item created as evidence by a Moderator will be Very Common Cheap Mundane Miscellanea and approved by the Moderator in question. These items should also be nondescript and imply a situation without stating who the thieves are.
  7. Once one has completed their thievery session they will be immediately put on a cooldown for thievery.
    1. P Thievery Cooldowns apply to each individual persona that was involved in the thievery session in any way.
    2. M Abuse of the cooldowns by hopping from persona to persona can result in one being thievery blacklisted.
    3. P Thievery Cooldowns start at the end of a session, not at the beginning.
    4. P The duration of one's cooldown is dependent on the total rarity taken in the session by all involved. The time can be found below:
      Total Rarity Taken Cooldown in Days
      0-299 1
      300-699 3
      700-999 7
      1000-1999 15
      2000-2999 30
      3000-3999 45
      4000-4999 60
      5000-5999 70
      6000-6999 80
      7000-8000 90
      > 8000 105
  8. Thievery allows one to slaughter or steal livestock present during the thievery session.
    • For the purpose of livestock, when we refer to leaving an animal alive, we also mean leaving the animal present in the settlement (not stolen).
    1. F Slaughtering of livestock requires appropriate emotes in Shout (#s) before one may kill each animal.
    2. P One must leave at least 2 animals of each species (Cow vs Chicken) and breed (Sheep Color, Fish Color, etc) alive per settlement.
    3. P Animals stolen or slaughtered incurs a penalty of 50 rarity which will apply for one's thievery cooldown.
    4. P Horses and named animals, referred to as familiars, incur an additional penalty of 50 rarity (100 Total per Familiar).
    5. P Horses are exempt from the breed limitation, however one must still leave at least 2 alive per settlement.
  9. Should combat break out then the Thievery escalates into a Raid regardless of the number of people involved.
    1. P Should the area have an active Raid Cooldown then the thieves are forced to flee and may not aggress further.
      • See Raid Rules for specific definitions on fleeing and aggressing.
    2. P If forced to flee due to Raid Cooldown then a Thievery Cooldown will be applied as per T7.
    3. P If Thievery escalates into a Raid then the cooldown will instead be for the area as per R2.
    4. P In order to attempt Thievery without directly acting as a Raid one must not have an active Thievery Cooldown.
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  • Technical Lead

Raid Rules

  1. Raids are conflicts involving 3 or more personas in an aggressing party harming a settlement.
    • Harming a settlement is defined as harming or threatening to harm the settlement, citizens within the settlement, and/or guard forces of the settlement.
    • Harming in this case is through combat, bodily harm, magically corrupting one's mind or body, property damage, or theft despite resistance.
    • Resistance in this case is demands to cease or combat in an attempt to force one to cease.
    • For the purpose of raids, the act of aggressing is defined as further instigation of a raid despite having the opportunity to flee. In other words, continuing the fight even when one is not cornered or trapped.
    • For the purpose of raids, the act of fleeing is defined as attempting to avoid combat and leave the area to the best of their abilities. Should they be cornered or trapped they may defend themselves, but when given an out they must take it if they are fleeing.
    • Should a conflict between persons occur outside of a settlement and one party retreat into a settlement and said settlement offers resistance to the other party and the other party continues to aggress then it is considered attempting to start a Raid.
    1. P As soon as one is aware that they will be involved in a raid a Moderator is to be requested using /request create Moderator.
      • Should no Moderator be online or available you are recommended to try to contact a Moderator in the LF Discord with a brief summary.
    2. P Should one be unable to have a Moderator oversee the raid, it may only continue at the discretion of the majority of the defenders.
      • The defenders are not required to accept the raid as the burden is on the raiders to acquire Moderator oversight.
      • If raid permission is revoked mid-way through a raid it is cancelled resulting in the RP being voided.
      • Raiders may equally choose to quit the raid, cancelling it and resulting in the RP being voided.
      • Should this raid have occurred without Moderation Oversight a cooldown will not be granted.
    3. T Either party may not abuse the ability to cancel raids, and should only cancel if the situation is out of hand or breaking rules.
      • An example of abuse would be to revoke permission right before a defender is killed or an item is taken without good reason.
    4. P Should one approach a settlement with intent to raid, one must emote their approach in Shout (#s) and wait at least 60 seconds.
      • During that 60 seconds should any player move to or approach as if preparing to respond to the raid declaration, the raiding group must wait for a reply before they may begin. The approach is determined by the border of the settlement's region. In other words, all raiders must start outside of the settlement region if approaching with intent to raid.
    5. P During a raid one may use Thievery Rules with all raiders counting towards the same Thievery Session. This requires a Moderator.
      • The use of Thievery Rules does not incur a Thievery Cooldown (T7), and instead the area receives a Raid Cooldown.
      • Those on Thievery Cooldown may still participate if using a Raid instead. In other words, one may use Thievery Rules and incur a Thievery Cooldown on themselves if they are not already on cooldown, or use a Raid to incur a Raid Cooldown on the area instead.
    6. P While applying Thievery Rules during a Raid the Brute Force limitations in T5.3 are raised to two (2) attempts before jamming.
    7. P Items in unlocked chests or surrendered by the defenders do not count towards the Rarity Taken.
    8. P Combat during a Raid is subject to the Conflict Rules.
  2. Raids are not always available. In order to prevent non-stop forced raids there are cooldowns and windows to be observed.
    1. P After a raid is completed the area is granted a cooldown, making it unavailable to raid until it has expired.
      • Raid Cooldown math for those interested is
        (# of Raiders x (Total Rarity Taken / 10000)) + (# of Raiders / 2) + 1 days rounded to the nearest whole number.
        This amount is doubled if the raiders razed an area. For example if a group of three (3) take 2000 total rarity and raze an area (R5) during a raid, the cooldown would be:
        [(3 x {2000 / 10000}) + (3 / 2) + 1] x 2
        [(3 x 0.2) + 1.5 + 1] x 2
         (0.6 + 2.5) x 2
          3.1 x 2
          6 days
      • Cooldowns always start and end at midnight EST, or more specifically, each day is from 00:00 to 23:59.
      • The cooldown days include the day of the raid itself, meaning if a cooldown of 3 days occurs, the cooldown would be the day of the raid, and two days after, and on the third day after the raid the location is no longer on cooldown.
    2. P When an area is on cooldown a sign must be placed at each major entrance to the settlement (gates, roads, etc).
      • We also recommend one to change their greeting message to incorporate this cooldown.
      • The sign will be locked for/by one of the ROs who can remove it should they wish to remove the cooldown.
      • If the sign needs to be moved for building purposes, then a Moderator request should be made to do so.
    3. T Falsifying cooldown signs may result in immediate eviction and removal from a region, or removal of the settlement entirely if necessary.
    4. P One may not raid an area outside of their peak hours. If there is no peak hours or they are deemed unusable then they are ignored.
      • Raids outside of peak hours may be allowed with majority RO permission. Once this permission is granted it may not be taken back.
    5. P Peak hours must be a 6 hour window labelled in EST and located at each major entrance to the settlement (gates, roads, etc).
      • We also recommend one to change their greeting message to incorporate this cooldown.
      • Failure to adhere to this structure will result in the peak hours being ignored.
    6. P A settlement is responsible for maintaining their peak hours, and does not require a Moderator to update.
    7. P Should one change their peak times, the active timeframe only comes into effect 24 hours after the last sign was placed.
      • During this time the settlement is treated as having no peak hours defined.
    8. P Abuse of peak hours to be opposite to one's true active hours may result in their permission to assign peak hours revoked.
    9. P If one finds themselves as the aggressor in a situation that evolves to be a raid while the area is unavailable then they must flee.
    10. T Raid Baiting is prohibited.
      • Raid Baiting is defined as instigating a conflict within an area unavailable to raid, then drawing the potential defenders to another, raid-able location, or into the wilderness.
  3. Raids may only last 90 minutes, at which point the raiders have 30 minutes to flee from the situation.
    • For clarity these two times will be referred to as 'portions' wherein the 90 minute section is the attacking portion, and the 30 minute section is the retreat portion. Once one has entered the retreat portion they may not return to the attacking portion.
    1. P Raids escalated from Thievery begin at the time of escalation.
    2. P Should the overseeing Moderator deem there to be excessive OOC chatter (C5) they may revoke or grant up to an extra 45 minutes.
      • Chatter in this case being directed from the raiders to the defenders or vice-versa. Chatting to your own party does not count.
      • The time revoked/granted applies to the currently active portion of the Raid that the players find themselves in.
      • Should time be revoked and result in a negative amount of time for the active portion, the remainder is dropped and the next portion begins.
    3. P Those who do not flee from the raid after the time has elapsed may be subject to capture as per the overseeing Moderator.
      • This may occur during the retreat portion should they continue to aggress, or after the total allotted time has elapsed.
  4. Raids allow for one to scale up or down walls that would otherwise be unreachable.
    1. F Scaling up tall walls requires one to have an equal or greater amount of ladders to the height which one wishes to scale.
    2. F A wall that has a height of 2 blocks or less is not considered tall and may be scaled without ladders.
    3. F Scaling down a tall wall requires one to have a rope-like item that has a length equal to the height of the wall less three blocks.
      • If the wall is three blocks or less then a rope-like item is not required.
      • A rope-like item includes but is not limited to rope, chains, thick vines, and tied bedsheets.
    4. F Scaling requires one emote to start plus an additional emote every 6 blocks, including one for demounting at the top of the ladder.
    5. F All scaling emotes must be done in Normal (#rp) volume or higher.
    6. F The areas and height which one may scale is at the discretion of the overseeing Moderator.
      • Should no Moderator be present this is at the discretion of the majority of the defending party.
  5. Raids allow one to breach certain objects such as gates or thin walls.
    1. F Breaching requires heavy equipment such as a battering ram item brought by the using party.
    2. F Operation of heavy equipment requires four (4) personas to actively engage and emote using during the same emote turn.
      • Should one be attempting to stop the equipment they are not counted as operating.
    3. F All emotes for breaches must be done in Shout (#s) and, if there is no present defending party, at least 60 seconds apart.
    4. F Operators of heavy equipment must all be standing next to the object which they are trying to breach.
    5. P Breaching of gates is complete after three (3) emote turns of active operation of the heavy equipment.
      • Should any operator of the heavy equipment do any action besides speaking or thinking before the breach process is complete the breach is cancelled and must be started again from the beginning, requiring another three (3) emotes. This includes defending themselves from attacks.
      • There are no roll requirements for breaching so long as these rules are followed.
    6. F Breachable structures are at the discretion of the overseeing Moderator. Generally this includes gates, thin walls, or jammed objects.
      • Should no Moderator be present this is at the discretion of the majority of the defending party.
  6. Razing allows one to cause block changes to a limited area of a settlement.
    1. P The raiding party collectively may only Raze once per raid.
    2. F All Razing related emotes must be done in Shout (#s).
    3. P Razing of an area does not effect livestock or containers.
      • Containers in this case being objects which contain items such as Chests, Barrels, Furnaces, Item Frames, etc.
    4. P Razing is limited to a 225 block volume of space. Some examples of such would be 15x1x15, 5x9x5, etc. Sizes should be listed in X Y Z format.
    5. F Razeable objects are at the discretion of the overseeing Moderator. Generally does not include gates or major supporting structures.
      • Should no Moderator be present this is at the discretion of the majority of the defending party.
      • Razing includes erecting an object instead such as a statue or vandalism such as destroying a throne.
    6. P With permission from the majority of region owners one may raze a larger area than the default 225.
    7. F Terrain is excluded from Razing. For example one may light a field ablaze, but they may not create a crater in the ground.
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