Defines theft and robbery procedure, POI reporting, loot limits, /act usage, titles, disguises, recognition and unmasking.
Introduction
BOOK V
Thievery & Disguise Regulations
Every Crime Should Leave A Story Behind
Book V governs theft, robbery, infiltration, POI reporting, loot limits, /act descriptions, titles, disguises and identity recognition.
CORE PRINCIPLE
Crime is a narrative tool
Theft exists to create investigation, retaliation, tension and consequence. It is not a wipe mechanic or a shortcut to effortless profit.
CRIME
Believable Motive
Theft and robbery require an in-character reason rather than random mechanical profit.
EVIDENCE
Leave A Story
Crime should leave traces, reports and opportunities for investigation or retaliation.
LIMITS
Take, Do Not Wipe
Loot caps keep criminal roleplay consequential without destroying another player's progression.
RELATED BOOKS
Related books
General good-faith conduct › Book I. Forceful actions and agency › Book II. Robbery escalation and raids › Book III. Guard-thrall behavior › Book IV.
CHAPTER I — Thievery, Lockpicking & POI Reports
CHAPTER I
Thievery, Lockpicking & POI Reports
Steal With Motive, Leave Evidence
Steal With Motive, Leave Evidence. These rules explain how that standard applies in play.
01.01
Every theft requires a believable IC motive
Survival, sabotage, espionage, political retaliation, debt collection or another established narrative reason is required. Random looting, boredom and OOC dislike are not valid motives.
01.02
The same target has a 48-hour cooldown
The same individual, clan or settlement structure may not be targeted for theft or robbery more than once within 48 hours. The timer begins when the required POI report is posted.
01.03
Do not fabricate POIs
Creating fake POI entries to block legitimate future theft is prohibited.
01.04
Emote before mechanical interaction
Describe the entry method, search behavior and exit path before using lockpicking or inventory mechanics.
01.05
Leave logical traces
Where appropriate, leave evidence such as a scratched lock, broken latch, disturbed container or targeted shortage.
01.06
Do not spam lockpicking attempts
Maintain a reasonable roleplay pause between attempts so the scene can react to failure or noise.
01.07
Guard thralls may witness
A guard thrall with clear, unobstructed line of sight counts as an IC witness. Detection permits investigation; it does not create an automatic capture.
01.08
Post the POI report immediately after theft
The public POI entry must list every item taken, the entry method, whether guards saw the thief and the physical traces left behind.
01.09
Keep timestamped evidence
Retain screenshots of container logs and relevant roleplay in case staff needs to review the theft.
01.10
Do not remove POIs to invalidate theft
A victim may not delete the relevant POI merely to defeat an otherwise valid theft report.
REQUIRED
Missing or materially false POI report
Failure to submit a complete and accurate POI report may invalidate the theft and trigger administrative review.
CHAPTER II — Structural Theft Limits
CHAPTER II
Structural Theft Limits
Take Enough To Create Consequence, Not To Empty A Base
The limits below apply to the entire target compound per 48-hour window. Splitting goods between several containers does not increase the cap.
Locked / Secured
KeysNever
Resources1/4 stack per type, max 5 types
Gear1 Legendary weapon OR 1 Legendary armor piece; alternatively 2 non-legendary pieces
CurrencyMax 5 Silver Coins
Stored followerMax 1 unplaced thrall, pet or mount
ConsumablesReasonable survival quantity only
Unlocked / Abandoned
KeysNever
Resources1/2 stack per type, max 4 types
GearMax 2 Legendary items total
CurrencyMax 5 Silver Coins
Stored followerMax 1 unplaced thrall, pet or mount
02.01
Armor kits and modifications do not create loopholes
Do not remove attached kits or modifications on-site to convert an otherwise restricted item into legal loot.
02.02
Placed followers cannot be stolen mechanically
Only an eligible unplaced follower item inside storage may be taken.
02.03
Unlocked still requires a POI report
An unlocked or abandoned container is not exempt from the reporting and narrative requirements in Chapter I.
CHAPTER III — Robbery Regulations
CHAPTER III
Robbery Regulations
Robbery Is A Confrontation, Not An Instant Inventory Transfer
Robbery Is A Confrontation, Not An Instant Inventory Transfer. These rules explain how that standard applies in play.
03.01
Use a believable immediate threat
Robbery should begin through roleplay supported by a drawn weapon, positional advantage, numbers or another credible threat.
03.02
Give the victim a fair response window
The target must be able to comply, negotiate, refuse, flee or escalate under Book III. An instant “drop your loot” demand is invalid.
Personal Robbery Limits
CurrencyMax 5 Silver Links
Resources1/4 stack per type, max 2 resource types
Gear1 weapon OR 1 armor piece from inventory
Equipped gearCannot be demanded
MountOnly after PvP defeat or mounted surrender, plus explicit OOC permission
03.03
RPR items cannot be stolen
Restricted server-roleplay items such as Lotus Potions, Blacksmithing/Armorsmithing Kits, Slaver Keys and comparable protected items are excluded.
03.04
Repeated targeted robbery may escalate administratively
Malicious targeting may lead to OOC sanctions. Repeated structural crime may become an approved raid-level conflict under Book III.
CONSEQUENCE
Caught thieves face IC consequences
A thief lawfully identified through roleplay may be hunted, imprisoned, ransomed or otherwise subjected to consequences permitted by Books III and VII.
CHAPTER IV — The /act Command
CHAPTER IV
The /act Command
Visible Characterization, Not Mechanical Authority
Visible Characterization, Not Mechanical Authority. These rules explain how that standard applies in play.
04.01
Describe observable information
/act may show physical traits, clothing, posture or an earned public reputation that others could reasonably perceive.
04.02
/act has no mechanical weight
It grants no combat superiority, magical ability, authority or administrative protection.
04.03
Do not claim power or skill
Descriptions such as “Master Swordsman,” “Deadliest Man Alive” or comparable superiority claims are not allowed.
04.04
Do not use vanity as forced characterization
Do not use /act to declare irresistible beauty, unavoidable intimidation or another reaction that belongs to the observer.
04.05
Do not use /act for identity evasion
The command cannot erase long-term accountability, hide a true identity in Global Chat or defeat valid recognition rules.
04.06
No impersonation
Do not impersonate another active character or a retired historical server figure.
04.07
Do not contradict the visible character
The text must not conflict with the armor, physical state or established identity currently shown.
04.08
Concealed identities do not use Global Chat aliases
If your identity is concealed, do not use the disguise /act name to speak in Global.
ADMINISTRATION
Staff may edit or remove /act entries
Using /act accepts administrative oversight when an entry damages immersion or violates these standards.
CHAPTER V — Titles, Epithets & Valid Disguises
CHAPTER V
Titles, Epithets & Valid Disguises
Reputation Is Earned, Disguise Is Worn
Reputation Is Earned, Disguise Is Worn. These rules explain how that standard applies in play.
05.01
Titles must include the registered character name
A reputation-based title should identify the character rather than replace their identity.
05.02
Titles must be earned in-character
Do not self-declare fame, fear or status that the roleplay has not established.
05.03
Aliases describe appearance only
A disguise alias may describe what strangers see, but may not claim skill, reputation or authority.
05.04
A valid disguise requires all three concealment elements
To receive full disguise protection, conceal the face, change the normal armor/clothing silhouette, and hide distinctive features such as tattoos, scars, unique hair or visible sorcerous marks.
05.05
Minor cosmetic changes are not full disguises
A simple color swap or face covering while leaving distinctive gear and markings visible may be ruled insufficient.
Title examples
Tarek the Riverborn
Cara the Sullen
Boros the One-Eyed
Alias examples
Sand-Worn Nomad
Fur-Clad Raider
Golden Sparrow
CHAPTER VI — Recognition, Suspicion & Unmasking
CHAPTER VI
Recognition, Suspicion & Unmasking
Suspicion Is Not Proof
Suspicion Is Not Proof. These rules explain how that standard applies in play.
06.01
Suspicion is allowed
Voice, behavior, mannerisms and contextual clues may make a character suspicious of a disguised person.
06.02
Suspicion does not automatically confirm identity
Do not declare certainty merely because the player behind the disguise is obvious to you.
06.03
Do not use emote wording as proof
Contextual writing or OOC knowledge cannot substitute for IC evidence.
06.04
Do not force unmasking dice
Dice may be used only if all involved parties agree to that resolution method.
06.05
Physical unmasking can confirm identity
Identity may be confirmed when disguise elements are physically removed through valid roleplay.
06.06
A valid PvP defeat may permit unmasking
A disguised character who is legitimately defeated or overpowered may be physically unmasked as part of the consequence phase, subject to applicable consent rules.
06.07
Once exposed, witnesses may spread the information IC
Characters present when a valid unmasking occurs may remember and communicate the revealed identity through normal roleplay.
CROSS-REFERENCE
Recognition never bypasses Book I
Metagaming remains prohibited even when you strongly suspect who the disguised player is.
Ash & Blood Principle
Good criminal roleplay leaves clues, enemies and consequences behind. The story is the real loot.