Rules

General

 * Be Respectful


 * No excessive use of caps lock in chat and no spamming messages.


 * Try to keep swears to a minimum.
 * Common sense is recommended, if not necessary.
 * DO NOT change the voice chat settings to global. Roleplay is great, global jumpscares not so much.
 * Please try to keep the playermodels reasonable
 * If you find spelling mistakes, you get a cookie (The link does not count)

Gameplay
''Whenever there is a rule, there probably is an exception aswell.... or you could make one up, its a roleplay server afterall. Keep that in mind for all the rules you read here.''

Flying
In general you are not allowed to fly. Races that naturally can fly are excluded.

Of course that doesn't stop you from just riding something that can fly ^^

Enchanting
As there are a lot of enchantments, some far beyond broken in combination, there has to be a limit for the maximum of enchantments that you can put onto something. To simplify it, enchantments will be counted in enchantment levels, with a sharpness 1 item being 1 level, a sharpness 2 item 2 levels, etc.

In most cases an item has base of 6 enchantment levels it can hold. You can increase the capacity of the item however by meeting one of the following requirements: Keep in mind that some materials and enchantments are restricted to certain races, like mithril to dwarfs and goblins and wrath to orcs.
 * The item is dragonforged. This will give the item an bonus of 3 enchantment levels. Two of them are however not free of choice as one will have to be used for durability and one for a dragon related enchantment like as example fire aspect or poison.
 * The item is made in ornate style, adding a bonus of 5 enchantment levels which is almost a double of the normal base. There however a catch as you are not allowed to put more then two levels on sharpness and durability each in total.
 * As you might expect magic metals (like Thaumium and Manasteel) give bonuses too, namely 2 restriction-free enchantment levels.
 * The same also counts for magic wood used in hafts. Keep in mind however that only the Minefantasy tools are capable of having different hafts, making this option not useable for standard tools.
 * There should be no question about it: Robes are of course great for enchantments too and thus are capable of holding 10 enchantment levels. Not extra, just 10 flat. And any other tool that somehow is magical yet still doesn't fall into any other of these categories will recieve one extra level.

Magic
There is no true master in all arcanes. No matter who they are, what world they live in or how much they have trained for it. But if you cant have it all, you at least want to have all in one. Except a bad-joke-protection spell, those are sold out.

You have the choice between focusing on a type of magic, as example like necromancy, elemental and arcane, or choosing a school of magic, like Thaumcraft or Witchery, in combination with an additional subschool, similar to some systems you might know from DnD and Pathfinder.

If you are unfamiliar with such systems or unsure which one is referred to here is the short version: ''Some may think: "Sounds cool, but they aren't gonna read anything of my character application anyway, so I will get away with anything." No. I may not be able to speak for all staff, but I will. And I will treat disregard towards fairness, roleplaying and fun with a similar attitude.''
 * You can do a little bit of everything but you can only do the high tier of your focus (Like in Pathfinder Priest deity domains).
 * A subschool is like a secondary focus, meaning you can do a higher tier then normal, but not end-game stuff.
 * However you can not do things that are completely contrary to your focus/believe of your character. If you are a Manakete for example you will be looked upon very harshly by staff if you use demonic magic. (Pathfinder example: An Inquisitor of Pharasma summoning undeads.)

As for those of you who didn't get scared away by my weird speech, you are of course welcome to ask staff if you have any questions regarding the magic system (or anything in general).

Building
In general you can build wherever you are allowed to, usually the nation you belong to, though you aren't forced to be in your on nation, you can also just ask another ruler for allowance to build on their soil.

A side note on this topic: The nether counts as nationless territory. Which means if you wanna live in that hell there is nothing stopping you here.

‎

'' 'A dark swamp, ancient ruins and.... an elven castle on a floating island???'''

It probably doesn't have to mentioned, but yeah please build in a style that fits in with the surroundings and/or with style of the nation. Also no floating islands. And while we are at it: build inside the map.

Others
'' 'You get invited by a dwarf to visit his humble home to share some stories. As you notice his beautiful set of mithril tools and armor you are astound what mastery of the forge this fellow must have. And you were invited to see his home, the workplace of this incredible master? "How can this get any better?" you question yourself as he opens the door of his domain. There were no words. An unimaginable sight. You swiftly shake your head, look upon the dwarf, and then back inside. "Wha… wha… What kinda horrible monster is THIS?" You close your eyes and open them one more time, though the picture remains changed: A lone workbench, a rusty chest and poorly maintained anvil.'''

Does this sound familiar to you? Most of the times people don't actually do proper buildings for their equipment, just throwing the crafting items into one functional room and call it a day. It isn't great. Neither from the atmosphere nor for the feeling of accomplishment. That's why I, your evil neighbourhood narrator voice, will force you to build proper buildings/rooms that are befit of your progress. Or at least having some public place nearby, otherwise everyone would have to have a private smithy in their building which is.... well, uh.... stupid?

Farming

 * Use the resource worlds for farming (There is one for the overworld and one for the nether respectively)
 * Try to leave the resourceworld in a state that is no swiss cheese ( = holes everywhere)

PvP

 * As long as you have a proper reason for it, you are allowed to attack other players (proper reason is defined through roleplay and similar). Killing and looting their souls though, is forbidden. On roleplay you can create an anarchy, but roleplay is not anarchy.
 * Taglocking and disarming are seen as hostile act and thus counts as attacking.

General
In theory roleplay should not require rules. In practice however some don't understand their limits. The moment something occurs which you think is inappropriate, no matter if it is connected to gameplay or roleplay, just yell at staff. We will handle things ;).

But this is also a roleplay server, not just a friendly gathering with some close friends, but a place where strangers meet and gameplay connects. Thus, a few regulations on minor things have be done to create a fair and fun environment for everybody. COUGH

War

 * To declare a war following conditions have to be met
 * 1) You are a ruler or diplomat of your country
 * 2) There is a reason for the war
 * 3) The war was openly declared (as example Diplomacy-announcement-channel)
 * To win the war, you have to either conquer all regions of opposing the country or letting them surrender
 * To conquer a region, you first have to announce a siege and then winning a battle in the region

Sieges

 * 1) To announce a siege a general or higher position of both the attacking and the defending country have to be online (Ingame not discord) at the same time. After the attacker told the defender that they are going to attack they have to make an announcement in the war announcement channel.
 * 2) Make sure you get a staff online that will not participate in the siege.
 * 3) After a siege is announced a siege will take place in 1 hour after the announcement.
 * 4) Attackers do NOT have to announce which region they are attacking. However, they can only attack a region to which they have a secure route.
 * 5) Attackers have to gather 30 minutes before the siege at a camp
 * 6) The attackers have to march from the camp to the region they are attacking (or sail if across the ocean)
 * Every attacker and defender has to follow the war-equipment rules:
 * 1) Dual-wielding (Battlegear mod) is only allowed with medium/shield or light/light weapon combo.
 * 2) Equipment weight has to correspond with character.
 * 3) Max 3 potions
 * 4) Max 2 scrolls/magical gadgets
 * 5) Max 1 slot for ammunition (quiver counts as such)
 * 6) Max 1 utility tool
 * 7) Max 1 slot for food
 * Defenders are allowed to assault camps. Every attacker that dies in an assault is not allowed to participate in the siege.
 * Camps have to be actually be properly setup/build. Doesn't have to look great, but recognizable.

"War npcs are a reward for various nation/city developments"
 * Defenders and attackers are allowed to use war-npcs as support
 * 1) Each general is allowed to bring 5.
 * 2) Each normal player is allowed to use 1.
 * 3) Each ruler/second hand or similar titles are allowed 5 to bring special units
 * 4) Pets and mounts count towards the war npc number.
 * If a player dies during a siege, he can not reenter it.


 * To win a siege as attackers you have to kill every defender in the region or overrun and hold it for 5 minutes without confrontation.
 * To win a siege as defenders you have to defend the region against the attackers, meaning either everyone having died or retreated.
 * A player can choose which side he supports, even if he is not in one of the conflicting parties
 * During Sieges souls of attackers and defenders can be seen as war spoils. In other words, you are allowed to loot them. Civilians should be evacuating a besieged area to not get hung up in a situation where they get confused with a defender.
 * Regions are defined by the rulers of the nation. To be declared as a region an area has to have at least one major building. The "main buildings" will be seen as a reference point for the siege "win-conditions". If the rulers don't hand out updated versions of their region maps its their fault, not mine.

Other
This list can get expanded upon if seen necessary.
 * The world should always be left in a reasonable state, even if there is an event. (You can still make the place look destroyed, but it has to "look nice". = No random destruction or floating treetops etc.)