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New KingdomRP Rules.
#1
Brick 
[Image: 1455570515-infinitylogov2.png]
KingdomRP Server Rules
Last Updated: July 7th, 2016
Written by: Phunk (Gabeth) and Badger


For Sub-Faction Rules Follow this Link: (Sub-Factions)


Requesting Help:
To call a staff member type !admin <your report> You should detail what you need help with and if necessary who is breaking the rules. An admin will then teleport to you and assist you.



Staff's word is final:  If you have any issues with a punishment that was given you need to accept it and then speak with a higher member of staff about it. You also can make an appeal about a warn / ban here! ( Be sure to follow the template so your request can be answered quicker ) Mod > Admin >  Head Admin > Super Admin > Owners



Loopholing:
The rules are stated here as guidelines for the server, they are not here for you to scrutinize and try to look for loopholes. An admin's word on a rule is final. If you feel that they are abusing their powers, please gather evidence and post it in a form of a demote request here, or bring it to the attention of a Super Admin.


1.0 General Conduct

1.1 Discrimination - Discrimination in any form (sexism, racism, prejudicial remarks) are not permitted on our server.

1.2 AFK Farming - Staying AFK on the server for over 10 minutes is against the rules. This will result first with just being kicked, if caught doing again in the near future it can lead to a warn or a ban.

1.3 Disrespect - Users of the IG community server are to conduct themselves respectfully at all times.

1.4 Spam/Promotion of non-IG services - Spamming is unacceptable; do not repeat messages more than once in a short space of time, make incoherent/useless messages or messages which promote another competitor community/service.

1.5 Client Side Modification (hacking) - Do not attempt to modify your client to gain an advantage on our server. This includes, but isn't limited to: hacks and scripts.

1.6 Avoiding Punishment - If you are being addressed by a member of staff out of character, do not leave without their permission to do so.

1.7 Mic spam - Spamming the mic is unacceptable in any format, whether it be screaming, singing, repeating yourself or playing music unless another rule states otherwise.
 
1.75 Voice modifications - The use of Voice changers/soundboards is not allowed.

1.8 Exploiting - Purposely abusing unintentional game features is prohibited.

1.9 Player - Your player name should not be vulgar, offensive or blasphemous. It should also be in the format of a first and last name. For example: Joe Bloggs

2.0 Sexual/Rape RP - Sexual RP in any form is not permitted on our server. (is different to RapeRP)
                                    Any RP which involves rape. Mostly involving a kidnap is not prohibited as it can be offensive and will be taken very seriously. 

2.0 Character

2.1 Random Death Match - In order to kill a player, you must have a roleplay-valid reason to do so.

2.2 New Life Rule - Do not return or interact with the area(See below for a server map) of your death that you died until 5 minutes has passed.  This includes returning to the job/faction you held at the moment of your death, you may only return to that job/faction after 5 minutes has passed. If you died in the spawn area, leave it promptly or AFK at spawn, you must also forget everything about your previous life and start a new one, as from it's name "New Life Rule".

Server Map
[Image: qlWOumt.png]
2.3 Meta gaming - In Character related information should merely be relayed (when appropriate and coincident with the other rules) through the In Character channels. This also applies vice-versa, as out of character information should not be used in character.

2.4 Prop Abuse - The use of a prop to kill, push, or surf entities is not permitted.

2.5 Spawn Areas - Killing or kidnapping players who have just (re)spawned or are in spawn is not allowed. This includes the Tavern/hostel. You're not allowed to build in the spawn area, however you can in the Tavern.

2.6 Job Titles - Job titles do not enable unreasonable actions (such as mass RDMing because your job is a god). You may roleplay AS something such as a god; but actions must be thoughtful and roleplayed correctly. You can not change your job title to the title of another job. You must follow the rules for the 'base' job & server rules.

2.7 FearRP - Do not do anything that would risk your life under FearRP. The side with most armed people would be in charge of the situation. For example, a group of 3 could stop one guy even if he has a sword. FearRP ends after the first sword is swung.

You must use /me to conduct FearRP. For example: '/me strips [name] of his/her weapons.' or '/me pushes [name] over the wall'

- Taking hostage: Once you are under their control, you must comply until someone pays your ransom, breaks you out (advertising counter) or if the owner dies. The town guard/kingdom should try in their best effort to rescue the player, not put them at risk. You can not keep a hostage for more than 15 minutes after this time is up you need to either let them go or kill them. You can not make a victims ransom more than 10k. When taking a hostage you are only allowed to do it in a place that you can't be seen or is not visited by many people. You also can mug people anywhere if no one is in that area; sheltered and private.

- Mugging: You may not mug for more than 4k. If under Fear-RP, you can not refuse this if you have the money, and you can not kill your mugger once they are finished with you. You can't mug more than 3 times over the course of an hour; When mugging you are only allowed to do it in a place that you can't be seen or is not visited by many people. You also can mug people anywhere if no one is in that area; sheltered and private., and properly role-played in order to avert powergaming.

- Raid/Seige/War: FearRP does not apply.

2.8 Demote System - You can not demote people. Call a staff member( use !admin )

2.9 Bribing - You're not allowed to bribe players to become other jobs.

2.10 Self Defence - You can only defend yourself against town guards/kingdom guards/another player who are actively trying to arrest, attack or kidnap you. If someone is insulting you, you may attack them only after warning to cease the insulting behavior and only if they do not comply. (Breaking fearRP if sword is equipped).

2.11 Identifying - You do not know another players name or job before you have asked them. Do not use meta information such as the player overlay or the tab menu.

2.12 FailRP - Sitting on other players heads is FailRP and can lead to a warn. You can only sit on the heads of the Werewolf', slaves and the Transporter. Obviously this is if you are either their master or they let you.

3.0 Base Rules

3.1 Fading Doors & Buttons - You are allowed a maximum of two consecutive fading doors in order to access any part of the base. Every fading door requires a button adjacent to it on both sides with an activated time of at least 4 seconds or openly permanently. Other base mechanisms such as kill holes are an exception as they only require a button on one side. Buttons must be clearly visible.  Buttons must not be used as a building material ( the props ).

3.2 Base Appearance - Bases must not have flickering effects, invisible or anything difficult to the eye. Anyone entering the base must be able to see where they are going. No completely blacked out rooms the black material can only be used on one wall. Transparency can not be lower than 170% / units on the color/colour slider. It must keep within the medieval theme of the server.

3.3 Street/Path Bases - Bases may be built outside of a properties confinement as long as they do not intrude on a property you do not own and do not prohibit players from passing. ( This does not apply to rule 3.13 Town/Kingdom Checkpoint )

3.4 Sky Bases - Sky-bases are not allowed. If parts of a base are floating, they should be aesthetically supported at the edges.

3.5 Propblock - You may prop block any other entrances to a base as long as you have one. You may prop block parts of your base that you are not using as long as you void access to them, and no entities are stored there.

3.6 Entities - Do not store entities in inaccessible areas on the map this includes inside world props.

3.7 Killboxes - Kill boxes which expose a part of a players body through the hit boxes of a prop are not allowed.

3.8 Raider-Defender Rule - Raiders must be able to hit/fire arrows AND see you when you can swing/fire arrows them.

3.9 Fake Entrances - Fake entrances are not allowed.

3.10 Claiming Properties - You may only claim multiple rooms/buildings if you have enough people basing with you to make it worthwhile the owner of the house is the one that owns the front door.

3.11 Building Signs - A building sign can only be used within the space in which you're building in at the time. Anything similar to "Building" will be counted as a building sign so you shouldn't use fake signs to try "Tricking" people. You're not allowed to place building signs on houses you don't own.

3.12 Town Hall/Kingdoms - No building if you are not a official IE: Mayor, town guard,king and etc unless you are given permission to do so.
(This also includes anyone Role-playing as a kingdom/town job like Reach/Stormland doctor)

3.13 Town/Kingdom Checkpoints - Town guards can make Checkpoints at the town entrance but they must have two people at them at all times. You can only hold people for two minutes. You cannot block the town entrance with a fading door. Mazes are allowed.

3.14 Ramps, Ladders & Bridges - Ramps, ladders and bridges must be wide enough for two people to stand side by side at once. They also cannot be fading and must be supported.

3.15 Text Screens - Text Screens must not have flickering effects, invisible or anything difficult to the eye. You are not allowed to place them on anyone's house or another players "Shop Area". Text Screens can not contain anything that is offensive or breaks RP.

3.16 Camera - You are not allowed to place a camera down.

3.17 Roofs - You are not allowed to base or be on any roofs that are on the outer edges of the map or that you can fall out of the map with.

3.18 KOS Sign - KOS signs cannot specify a certain job.

3.19 Restriction Sign - Signs that state a certain job cannot access a certain area are not allowed.

4.0 War/Siege/Raid Rules

4.1 Valid Reason - You must have a valid RP reason to (declare) war/siege/raid a base/kingdom.

4.2 Declaring a siege/raid - You must advertise siege/raid before starting a siege/raid.

4.3 Minimum Players - Each side must have a minimum of 4 players before a war is started.

4.4 War Rejection - You can only reject a war if the RP reason is invalid or if accepting the war would break rule 4.3. If a war is rejected then the declaring side cannot siege/war/raid the opposing faction.

4.5 War Timer - You cannot Siege the other Kingdom's castle until the 10 min setup timer is over. If they meet outside there castle's they can fight.

4.6 Declaring war - You can only declare war if the RP reason is valid & declaring war does not break rule 4.3.

4.7 Siege/War Props - You are allowed to spawn certain props to gain entrance to a kingdom/base. Ladders are the only props permitted, all other props are prohibited and the use of such will be classified as prop climb/failRP.

4.8 War Finish - A war is won only if the attacking/defending leader/king have been killed. Once a war is over you should ask a member of staff to stop the war.

4.9 Attacking/Defending - The kingdom/faction that made the declaration of war is to attack the opposing kingdom/factions keep.

5.0 Kidnapping Rules
Reference rule 2.7 FearRP

5.1 Declaring a kidnap - Before attempting to kidnap a player you must advertise Kidnap. This allows other players to advertise counter and attempt to free your hostage.

5.2 Countering a kidnap - You may only counter/free a hostage after you have advertised Counter.

5.3 Kidnap Timer - You may only hold a hostage for 15 minutes after 15 minutes has passed you must either free the hostage or kill them.

5.4 Kidnap Cooldown - You may only kidnap once every 5 minutes. 12 times every hour. You may not kidnap the same player you have held hostage using your previous kidnap.

5.5 Slavery - You are allowed to kidnap and use players as slaves if job your permits kidnapping. Combat slaves are not allowed.

General Job Rules

Villager
[Raid/Siege]: No
[War]: Self-defense only
[Permitted Weapons]: Pickaxe
[Kidnap]: No
[Mug]: No
[Salary]: $10
- Has to find work that does not involve combat or the use of weapons.
- Can join a Kingdom.

Innkeeper
[Raid/Siege]: No
[War]: Self-defense only
[Permitted Weapons]: Iron Sword
[Kidnap]: No
[Mug]: No
[Salary]: $10
- Can set up shop in town/kingdom/hostel. If a kingdom has an innkeeper you must find work elsewhere.
- Must sell his goods outside the confines of their shop.
- Should only close shop if there is an immediate threat of danger.
- May only work for Orcs if kidnapped and forced into slavery.

Gardener
[Raid/Siege]: No
[War]: Self-defense only
[Permitted Weapons]: None
[Kidnap]: No
[Mug]: No
[Salary]: $0
- Must grow and sell fruit & vegetables.
(Currently bugged)

Blacksmith
[Raid/Siege]: No
[War]: Self-defense only
[Permitted Weapons]: Iron Sword
[Kidnap]: No
[Mug]: No
[Salary]: $0
- Can work for kingdom if there is no other blacksmith already working for said kingdom. The exception is the Orc kingdom.
- Must smelt and craft weapons/armor next to a forge/anvil. Cannot spawn items freely.
- Self-supply is not permitted. The exception being an iron sword for self protection.

Musician
[Raid/Siege]: No
[War]: Self-defense only
[Permitted Weapons]: None.
[Kidnap]: No
[Mug]: No
[Salary]: $0
- May sing / perform music where permitted. For example a musician is to only perform in an inn/kingdom with the permission of the innkeeper/king.
- May not work for Orcs.
- Required to stop performing at the request of another player. This includes following/harassing players.
- Cannot play music through their microphones.

Doctor
[Raid/Siege]: No
[War]: Self-defense only
[Permitted Weapons]: Iron Sword
[Kidnap]: No
[Mug]: No
[Salary]: $20
- Can work for any kingdom with the exception of the Orc kingdom.
- They are not allowed to be in the middle of the battle and must bandage warriors on the side lines. Must obey fearRP.

Merchant
[Raid/Siege]: No
[War]: Self-defense only
[Permitted Weapons]: Iron Sword
[Kidnap]: No
[Mug]: No
[Salary]: $10
- Can buy products such as food, slaves, weapons and rope with the aim of selling them on for a profit.
- Can open a store in the town but not a kingdom.

Transporter
[Raid/Siege]: No
[War]: Self-defense only
[Permitted Weapons]: Iron Sword
[Kidnap]: No
[Mug]: No
[Salary]: $10
- Permitted to make deliveries of goods.
- Permitted to own and operate a wagon. (Player built - Example wagon- to be controled with a physgun)
- Permitted to run a taxi service.

Mayor of the City
[Raid/Siege]: No
[War]: Self-defense only
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Sword
[Kidnap]: No
[Mug]: No
[Salary]: $100
- Must take care of the town and all of its affairs.
- Can charge a toll fee for entrance to the town. $100 maximum.
- Can tax residents of the town for ownership of property, $50 maximum.
- Is to appoint a captain of the town guard from current town guards.

Executioner
[Raid/Siege]: No
[War]: Self-defense only
[Permitted Weapons]: Draugr Greatsword
[Kidnap]: Yes
[Mug]: No
[Salary]: $0
- Must obey the mayor.
- Is to manage the jail cells of the town
- All executions must be held in public and announced.

Town Guard
[Raid/Siege]: Yes (Only within the town)
[War]: Self-defense only
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Long Silver, Steel, Daedric Swords, Bows & Shields.
[Kidnap]: Yes
[Mug]: No
[Salary]: $15
- Does need to advert counter to stop kidnappings within the town walls.
- Must obey the captain of the town guard and the mayor.
- Must protect the mayor of the city.
- Cannot be corrupt.
- Must protect the residents of the town.
- Must advert Arrest when arresting a criminal.
- To raid any noble accused of holding a noble chest in their possession.

Noble
[Raid/Siege]: No
[War]: Self-defense only
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords.
[Kidnap]: Yes
[Mug]: No
[Salary]: $0
- Must live in the town.
- Can buy slaves.
- Can kidnap slaves.
- Can buy noble chests. (They are illegal)

Slave
[Raid/Siege]: No
[War]: Self-defense only
[Permitted Weapons]: Pickaxe
[Kidnap]: No
[Mug]: No
[Salary]: $0
- Can be captured by any job that can kidnap.
- Must serve and obey his/her master.
- Cannot rebel against their master unless the master is unarmed or outnumbered. (Must comply with FearRP rule 2.7)
- Can roleplay as an animal.

Bandit
[Raid/Siege]: Yes
[War]: Self-defense only
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords.
[Kidnap]: Yes
[Mug]: Yes
[Salary]: $10
- Can kidnap players and sell them for profit.
- Can break into/raid houses.
- Can mug players. Maximum amount you can mug is 4k. Must advertise mugging as well as /me RP. (Example: Holds sword to throat and demands 4k)
- Must follow FearRP when kidnapping (e.g Not Kidnapping around a lot of people (Particularly if they have swords))
- Doesnt need to advert Kidnap at night but only if kidnapping in the forest or on the roads. Must still advert at night if kidnapping in a kingdom. (Night is 10pm-5am)

Cultist Leader
[Raid/Siege]: Yes
[War]: Self-defense only
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords.
[Kidnap]: Yes
[Mug]: No
[Salary]: $75
- May order cultists to do its bidding.
- Must serve an evil cause.
- Must be DISCREET with their RP.
- Can only make ritualistic sacrifices at night (10PM - 5am)
- Must torture captives during the day.

Cultist
[Raid/Siege]: Yes
[War]: Self-defense only
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords.
[Kidnap]: Yes
[Mug]: No
[Salary]: $75
- Must obey the cultist leader.
- Must serve an evil cause.
- Must be DISCREET with their RP.
- Can only make ritualistic sacrifices at night (10PM - 5am)
- Must torture captives during the day.

Archivist
[Raid/Siege]: No
[War]: Self-defense only
[Permitted Weapons]: None.
[Kidnap]: No
[Mug]: No
[Salary]: $30

Bounty Hunter
[Raid/Siege]: Yes
[War]: Yes, if serving a king.
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Long Silver, Steel, Daedric Swords.
[Kidnap]: Yes
[Mug]: No
[Salary]: $0
- Can accept quests for money to hunt down/capture cultists, werewolves, Orcs and bandits.
- If possible bounty hunter's should capture their target rather than killing them.
- Must charge a fee for their services.
- Does not engage in war unless serving a king.

Lord of the Elves VIP
[Raid/Siege]: Yes
[War]: Yes.
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Long Silver, Steel, Daedric Swords. Bows.
[Kidnap]: Yes
[Mug]: No
[Salary]: $80
- Can ally with a kingdom.
- Can start their own kingdom in the forest. (can't recruit others to join their kingdom unless Elves.)

Elf
[Raid/Siege]: Yes
[War]: Yes.
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Bows.
[Kidnap]: Yes
[Mug]: No
[Salary]: $50
- Can ally with a kingdom.
- Must obey the Lord of the Elves.

Mercenary
[Raid/Siege]: Yes
[War]: Yes, if serving a king.
[Permitted Weapons]:  Iron, Nordic, Imperial & Ebony Swords. Long Silver, Steel, Daedric Swords, Bows & Shields.
[Kidnap]: No
[Mug]: No
[Salary]: $10
- Allowed to charge to provide services such as protecting a person, a base, a keep or to joining an army.

Assassin
[Raid/Siege]: No
[War]: No
[Permitted Weapons]:  Iron, Nordic, Imperial & Ebony Swords.
[Kidnap]: No
[Mug]: No
[Salary]: $0
- Not allowed to join a guild or kingdom.
- Cannot counter kidnaps.
- Can only kill another player if given a contract or in self-defense (self-defense does not apply to contracts).
- Can only accept a contract after ensuring the contract is placed with a VALID RP reason and does not break FearRP.
- Must advertise that a contract has been accepted. Doesn't require the reason in the advert.
- Must advert Hit Complete including the reason for the hit.
- An example of a valid RP reason would be if a player has been insulted and wants revenge, a player has tried mugging another player. Competition for business is not a valid RP reason. A King cannot place a hit on another King without a valid RP reason, existing is not a valid RP reason.
- Must be DISCREET in finding contracts/business.
- Must carry out the contract without breaking FearRP. For example you cannot carry out a contract if the target is in a guarded well populated place.
- Must ONLY kill the target and flee the scene as fast as possible.
- Cannot kill a King in his castle.
- An assassin cannot kill another assassin even with a contract.
- Cannot carry out a contract on a King if that King is currently engaged in a war.
- Cant climb up the walls of a kingdom and open the gates/drawbridge.
- May be paid money to open the gates, but NOT during a war or siege.

Assassin VIP
- See assassin job rules. ^^

Master Wizard
[Raid/Siege]: Yes, With all Kingdoms that can.
[War]: Can join in wars with any Kingdom
[Permitted Weapons]:  Daedric Staff
[Kidnap]: No
[Mug]: No
[Salary]: $100
- Do not randomly cast spells out of combat.
- May side with any Kingdom

Wizard VIP
[Raid/Siege]: No
[War]: Yes, if serving the Reach.
[Permitted Weapons]:  Silver Staff
[Kidnap]: No
[Mug]: No
[Salary]: $100
- Do not randomly cast spells out of combat.
- May side with the Reach but not the Stormlands or the Orcs.
- Cannot visit to the Stormlands unless the Reach is at war.

Dark Wizard VIP
[Raid/Siege]: Yes
[War]: Yes, if serving The Stormlands.
[Permitted Weapons]:  Daedric Staff
[Kidnap]: No
[Mug]: No
[Salary]: $100
- Do not randomly cast spells out of combat.
- May side with the Stormlands but not the Reach or the Orcs.
- Cannot visit to the Reach unless the Stormlands is at war.

Slave Master VIP
[Raid/Siege]: No
[War]: No
[Permitted Weapons]:  Magnus Staff
[Kidnap]: Yes
[Mug]: No
[Salary]: $200
- Permitted to kidnap villagers to use as slaves.
- Permitted to discipline their slaves as they see fit.
- Do not abuse your staff and remain peaceful unless challenged.
- Must be moderately discreet in their business.
- Cant takeover a Kingdom or ally with any Kingdom.
- Has to follow FearRP in the same way a villager would, as he is a peasant and not a warrior. Can only attack in self-Defense.

Werewolf VIP
[Raid/Siege]: No
[War]: No
[Permitted Weapons]: Iron Sword
[Kidnap]: No
[Mug]: No
[Salary]: $0
- Can only be in Werewolf form in the forest or near the roads when not tamed. When tamed can always be in werewolf form. (Apart from in town)
- Can be tamed by the Master/Owner adverting tame. (e.g. /advert Tame) (Can only be tamed during day time 5am-10pm)(stays tamed through the night)
- To tame a werewolf you need to offer him some food(Ham). Unless there is no Innkeeper online at the time.
- When not tamed can only be in Werewolf form at night (10pm-5am)
- If presented with ham during the day time they may change into a werewolf and be tamed.
- The werewolf is KOS when not tamed when in werewolf form.
- After the werewolf is tamed must have /job<owner's name>.
- The werewolf is not KOS after its tamed.
- Can kill without adverting at night but only in the forest and on the roads. (Cant kill during the day when not tamed.)
- If their Master/Owner has a valid reason to kill someone the master can set the Werewolf on them.
- Must obey their master/Owner.
- If their Master/Owner is killed they are free and must return to Human form.
- Cannot attack any Kingdom, including the town. 
- Cant be in Werewolf form outside in the town even when tamed. May be in werewolf form in its Masters House but cant freely attack anyone that enters unless they have a KOS sign. May only change outside the house in self defense of itself or its owner.
- Cant open the gates or drawbridge during a siege.
- If the werewolf gets under 20% hunger at night it can kill its owner. (Only between the hours of 10pm-5am)
- Can defend sieges, but not in wars or Orc Sieges.


Knight VIP
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Long Silver, Steel, Daedric Swords. Shields.
[Kidnap]: Yes
[Mug]: No
[Salary]: $100
- This job is a freeRP job meaning there is no official backstory for this job, you must come up with your own backstory.
- Must remain neutral unless allied with a kingdom (Cant Ally with the Orcs)  or sub-faction.
- Must /job to show you are allied with a faction E.G Reach Knight, Tavern Guard, Caravan Guard, Freelancer, etc.
- Cannot create guilds or sub-factions.
- Can act like a mercenary( see mercenary job rules )

Knight Guild VIP
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Long Silver, Steel, Daedric Swords. Shields.
[Kidnap]: Yes
[Mug]: No
[Salary]: $100
- See Knight VIP rules.
- Can create guilds and sub-factions.

Overlord VIP
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Long Silver, Steel, Daedric Swords. Shields. Bows.
[Kidnap]: Yes
[Mug]: No
[Salary]: $50
- See Knight VIP rules.

Knight Errant VIP
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Long Silver, Steel, Daedric Swords. Shields.
[Kidnap]: Yes
[Mug]: No
[Salary]: $100
- This job is a freeRP job meaning there is no official backstory for this job, you must come up with your own backstory.
- Must remain neutral unless allied with a kingdom or sub-faction. 
- Must /job to show you are allied with a faction E.G Reach Knight, Tavern Guard, Caravan Guard, Freelancer, etc.
- Cannot create guilds or sub-factions.
- Can act like a mercenary( see mercenary job rules )

Knight Errant
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Katana
[Kidnap]: Yes
[Mug]: No
[Salary]: $100
- This job is a freeRP job meaning there is no official backstory for this job, you must come up with your own backstory.
- Must remain neutral unless allied with a kingdom or sub-faction.
- Must /job to show you are allied with a faction E.G Reach Knight, Tavern Guard, Caravan Guard, Freelancer, etc.
- Cannot create guilds or sub-factions.
- Can act like a mercenary( see mercenary job rules )

Knightess
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Draugr Greatsword
[Kidnap]: Yes
[Mug]: No
[Salary]: $100
- This job is a freeRP job meaning there is no official backstory for this job, you must come up with your own backstory.
- Must remain neutral unless allied with a kingdom or sub-faction.
- Must /job to show you are allied with a faction E.G Reach Knight, Tavern Guard, Caravan Guard, Freelancer, etc.
- Cannot create guilds or sub-factions.
- Can act like a mercenary( see mercenary job rules )

Legendary Warrior
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Draugr Greatsword
[Kidnap]: Yes
[Mug]: No
[Salary]: $100
- Can ally with The Reach.
- Can join in with their Wars.

The Mountain (The Monster)
Can be leader of The Dawnguard see (Sub-Faction Rules)
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Daedric Warhammer
[Kidnap]: Yes
[Mug]: No
[Salary]: $100
- Can ally with The Stormlands.
- Can join in with their Wars.

Reaper (God Of Cultists)
The Reaper is the leader of the cultists.
Can be leader of The Vampires see (Sub-Faction Rules)
[Raid/Siege]: No
[War]: No
[Permitted Weapons]: Draugr Axe
[Kidnap]: Yes
[Mug]: No
[Salary]: $100
- You must try to avoid populated areas, if you are in a town or kingdom you must hide. You can try to corrupt Kingdom monarchs.
- Orcs cannot be corrupted as they are already corrupted by another other-worldly force.
- Despite being a god you are under FearRP because your form can be destroyed and takes time to regenerate(NLR basically)
- A Reaper is equivalent to 3 men or 2 orcs in FearRP.
- All of your sacrifices must be in the forest, or the Church if you have taken it.
- You are allowed to take over the church if you can sneak in.
- Can go invisible, this meaning people cannot attack the Reaper as they cant see them. If they are talking the player may attack by following their voice.

Pet (Dog)(Overlord)
[Raid/Siege]: No
[War]: No
[Permitted Weapons]: None (all weapons are stripped upon spawn)
[Kidnap]: No
[Mug]: No
[Salary]: $100
- Must RP as a dog.
- Can't talk in RP (Or make dog/animal noises)
- Can be Tamed by /advert Tame!, the dog must then reply /advert Tamed.
(More rules will be added)
- Can do /advert Tame denied unless they present you with ham, if so then you must accept.
- If the Dog growls (/me Growls) at a player, if the player has no weapon they must follow FearRP and get away from the dog.


Reach / Stormlands Rules
(Can only Raid if at war)
(Cant ally with eachother, even against the Orcs)

King
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Long Silver, Steel, Daedric Swords. Shields.
[Kidnap]: Yes
[Mug]: No
[Salary]: $300
- Must run his Kingdom.
- Can recruit villager to become infantrymen or archers.
- The maximum amount of family members a King is allowed is a queen, two princesses and a prince.
- Can recruit a doctor,blacksmith, mercenary, musician.
-Can declare war against another kingdom if there is a valid RP reason and only if there is at least 4 players on both sides. (See rules 4.*)
- May decide to send troops to take control of the mines and charge a toll for entry. (Only if the dwarf faction does not have a king).
- Should be heavily guarded when leaving his castle.

Prince
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Long Silver, Steel, Daedric Swords.
[Kidnap]: Yes
[Mug]: No
[Salary]: $50
- If there is no King or he has been killed then the Kingdom is in the charge of the prince.
- Should be moderately guarded when leaving the castle.

Warlord
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Long Silver, Steel, Daedric Swords. Shields.
[Kidnap]: Yes
[Mug]: No
[Salary]: $100
- Must obey the king,queen,princess and the prince. (If either there is a King or Prince in charge)
- If there is no king or prince then the kingdom is in the charge of the warlord.
- Is in charge of the king's army.
Archer
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Bow.
[Kidnap]: Yes
[Mug]: No
[Salary]: $50
- Must obey the orders of the king,prince,warlord and general.
- Must stay within the kingdom's castle unless ordered otherwise.

Warrior
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords.Long Silver, Steel, Daedric Swords. Shields.
[Kidnap]: Yes
[Mug]: No
[Salary]: $50
- Must obey the orders of the king,prince,warlord and general.
- Must stay within the kingdom's castle unless ordered otherwise.

Royal Guard VIP
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords.Long Silver, Steel, Daedric Swords.
[Kidnap]: Yes
[Mug]: No
[Salary]: $50
- Must obey the orders of the king.
- Must stay within the kingdom's castle unless ordered otherwise
- Must protect the king's family at all times.

Royal Archer VIP
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Bows.
[Kidnap]: Yes
[Mug]: No
[Salary]: $50
- Must obey the orders of the king.
- Must stay within the kingdom's castle unless ordered otherwise.
- Must protect the king's family at all times.

Queen
[Raid/Siege]: No
[War]: No
[Permitted Weapons]: None.
[Kidnap]: No
[Mug]: No
[Salary]: $100
- Is loyal to the King of their respective Kingdom.
- Must be moderately guarded if leaving the castle.

Princess
[Raid/Siege]: No
[War]: No
[Permitted Weapons]: None.
[Kidnap]: No
[Mug]: No
[Salary]: $50
- Is loyal to the King of their respective Kingdom.
- Must be moderately guarded if leaving the castle.

Jester
[Raid/Siege]: No
[War]: No
[Permitted Weapons]: None.
[Kidnap]: No
[Mug]: No
[Salary]: $10
- Is loyal to the King of their respective Kingdom.
- Must obey the king.


(Continue scrolling for Page 2 of Rules)
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#2
(Page 2)

Dwarfs

King of the Dwarves
[Raid/Siege]: Yes

[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Long Silver, Steel, Daedric Swords. Maces.
[Kidnap]: Yes
[Mug]: No
[Salary]: $300
- Must run his kingdom.
- May charge a toll to enter the mines.
- May KOS anyone in the mines who is not a dwarf AND has not paid the toll.
- Can declare war against another kingdom if there is a valid RP reason and only if there is at least 4 players on both sides.
- Can ally with the Stormlands or the Reach.
- Permitted to raid the town. MUST advert with a valid RP reason.
- Can Takeover other Kingdoms by adverting (/advert Takeover)

Dwarf Queen
[Raid/Siege]: No
[War]: No
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Maces.
[Kidnap]: No
[Mug]: No
[Salary]: $100
- Is loyal to the King of their respective Kingdom.
- Can ally with the Stormlands or the Reach.
- Permitted to raid the town. MUST advert with a valid RP reason.

WarChief Dwarf
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Mace.
[Kidnap]: Yes
[Mug]: No
[Salary]: $100
- Must obey the king and the queen.
- If there is no king  then the kingdom is in the charge of the warchief.
- Is in charge of the king's army.
- Permitted to raid the town. MUST advert with a valid RP reason.
- Can ally with the Stormlands or the Reach.

Dwarf Warrior
[Raid/Siege]: Yes
[War]: Yes
[Permitted Weapons]: Iron, Nordic, Imperial & Ebony Swords. Maces.
[Kidnap]: Yes
[Mug]: No
[Salary]: $5
- Must obey the king and queen.
- Permitted to raid the town. MUST advert with a valid RP reason.
- Can ally with the Stormlands or the Reach.
- Must protect the mine from random players.

Orc Rules

D1.0 General Orc Rules

D1.1 - Orcs are KOS.

D1.2 - Orcs can kill without a reason. And do not need to advert Orc Brutality.

D1.3 Cannot Ally with anyone but the Master Wizard.

D1.4 - Can advert siege on Stormlands and Reach and takeover the kingdom (e.g. /advert Takeover).They must place a text screen along the lines of "Controlled by the Orcs all none Orcs are KOS."

D1.5 - Orcs can kidnap players and make people come to their camp and pay for there release. (They target Princess')

D1.6 - Orcs are scary, FearRP is important. Players faced by Orcs must obey FearRP in a 1:1 Ratio. (e.g 5 players vs 5 orcs, the players would be under FearRP to obey orc commands) However if already in combat FearRP isn't valid. 

D1.7 - Orcs can only Raid the town but not takeover the town. They do this by adverting Raid on Town.

Orc Job Rules

Orc Warchief[Lvl 20]
[Raid/Siege]: Yes
[War]: Doesn't need to declare war
[Permitted Weapons]: Draugr Axe
[Kidnap]: Yes
[Mug]: No
[Salary]: $100
- Must run his kingdom.
- Can be killed anywhere without reason.
- Cannot ally with any other faction.
- Can kidnap any other faction or job.
- Can tell his Orcs to attack a Kingdom at any time.

Orc Warlord [VIP]
[Raid/Siege]: Yes
[War]: Doesnt need to declare war
[Permitted Weapons]: Daedric Sword. Draugr Great Sword
[Kidnap]: Yes
[Mug]: No
[Salary]: $250
- Must obey the Orc Warchief.
- Is in charge of the kingdom if there is no warlord.
- Can be killed anywhere without reason.
- Cannot ally with any other faction.
- Can kidnap any other faction or job.
- Is the strongest Orc and the Best in battle. Normally the leader in war.

Orc Warrior[Lvl 10]
[Raid/Siege]: Yes
[War]: Doesnt need to declare war
[Permitted Weapons]: All Swords.
[Kidnap]: Yes
[Mug]: No
[Salary]: $50
- Must obey the Orc Warlord and Warchief.
- Can be killed anywhere without reason.
- Cannot ally with any other faction.
- Can kidnap any other faction or job.

Orc Bowman[Lvl 10]
[Raid/Siege]: Yes
[War]: Doesnt need to declare war
[Permitted Weapons]: Iron Sword, All bows. 
[Kidnap]: Yes
[Mug]: No
[Salary]: $50
- Must obey the Orc Warchief and Orc Warlord
- Can be killed anywhere without reason.
- Cannot ally with any other faction.
- Can kidnap any other faction or job.


Orc Blacksmith
[Raid/Siege]: Yes
[War]: Doesnt need to declare war
[Permitted Weapons]: Iron Sword.
[Kidnap]: Yes
[Mug]: No
[Salary]: $50
- Must obey the Warchief and Warlord
- Job is to sell/give weapons to the Orc army
- Can only give themselves an Iron sword and cuffs.
Can be killed anywhere without reason.
- Cannot ally with any other faction, Or sell to any other faction.
- Can kidnap any other faction or job.



These rules are likely to change over time so remember to check them regularly for any updates!
Thanks To Gabeth (Phunk) for writing the rules!
Edited And Added By Badger!
DO NOT REPLY TO THIS THREAD
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