Master the rules governing thievery, robbery, disguises and character identity. Learn how criminal roleplay, investigations, theft mechanics and concealment are regulated to promote fair, immersive and consequence-driven storytelling.

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BOOK V

Thievery & Disguise Regulations

Every Theft Should Leave Behind A Story


Theft, infiltration and deception are among the most dangerous forms of roleplay within the Exiled Lands. They create tension between kingdoms, spark investigations, fuel rivalries and often become the catalyst for much larger conflicts. Their purpose is never to generate effortless profit, but to create memorable stories with meaningful consequences.

This book establishes the complete regulations governing thievery, robbery, disguises, infiltration, the use of the /act command, aliases, physical concealment and identity recognition. Every rule exists to preserve immersion, protect fair play and ensure that criminal roleplay remains believable for everyone involved.

Before stealing your first coin, remember one simple principle:

"A successful theft creates consequences long after the prize is gone."
🗝

Thievery

Learn how theft, robbery and infiltration function through structured roleplay rather than mechanical exploitation.

🥸

Disguises

Understand disguises, aliases, identity concealment and how characters may realistically recognize one another.

🎭

Character Identity

Master the proper use of the /act command, titles, epithets and appearance-based characterization.

Remember
  • Every theft requires believable in-character motivation.
  • Mechanical systems should always support roleplay, never replace it.
  • Disguises conceal identities, they do not erase accountability.
  • The greatest reward is the story created after the crime.

✖ Poor Criminal Roleplay

  • Stealing purely for personal profit.
  • Ignoring narrative consequences.
  • Abusing mechanics or loopholes.
  • Using disguises to avoid accountability.

✔ Good Criminal Roleplay

  • Create tension instead of easy profit.
  • Leave believable evidence behind.
  • Accept investigation and retaliation.
  • Use crime to generate future stories.
📚 THIS BOOK COVERS
  • Thievery & Robbery Regulations
  • Evidence, Detection & POI Reports
  • Loot Restrictions & Theft Limits
  • The /act Command
  • Titles, Epithets & Aliases
  • Disguise Framework & Identity Recognition
  • Criminal Roleplay Standards

CHAPTER I — Thievery Regulations

CHAPTER I

Thievery Regulations

Every Theft Must Create Consequences


Thievery is a narrative tool, not a wipe mechanic or a grief loophole. Robbery is a vehicle for roleplay escalation, never a source of free profit. These regulations apply whenever a locked or unlocked container, door, vault, or player inventory is accessed or surrendered without explicit permission. Violations are treated as theft abuse or intentional griefing.

Every act of theft or robbery must be supported by a believable, documented in-character motivation, such as survival, sabotage, political retaliation, espionage, debt collection, or a targeted narrative need. Conducting random looting, thievery out of boredom, or targeting individuals based on out-of-character dislike is strictly prohibited. If your primary goal is material gain rather than generating narrative tension and consequence, you are misusing the system.

"Crime should create stories, not empty containers."

⏳ 48-Hour Cooldown

The same individual, clan, or settlement structure cannot be targeted for theft or robbery more than once within any 48-hour window. This timer begins the exact moment the mandatory Point of Interest (POI) report is posted.

🚫 POI Abuse

Fabricating fake POI entries to artificially block other players from targeting a location is an actionable offense.

✍ Theft Roleplay

A thief must fully emote their physical actions via text chat before executing any mechanical interactions.

  • Clearly describe the entry method.
  • Roleplay your search behavior.
  • Describe your exit trajectory.

🔍 Traces & Detection

Following the act, logical physical traces must be left behind where contextually appropriate, such as a scratched lock cylinder, a broken latch, a visibly disturbed storage chest, or a targeted shortage of goods.

Lockpicking mechanics cannot be spam-attempted; players must maintain an appropriate roleplay pause between mechanical attempts to allow for environmental reactivity.

👁 Guard Thrall Visibility

NPC thralls and pets function as passive environmental observers; they lack the programming to actively pursue you or file automated server reports. However, a guard thrall with a clear, unobstructed line of sight to your character model functions as a legitimate in-character witness.

As a rule of thumb, if you can visibly see the guard thrall from your position, the thrall can see you. Being spotted by a guard thrall enables immediate investigation and pursuit roleplay for the defending faction; it does not grant them an automatic, un-emoted capture.

📝 Mandatory POI Report

Posting a complete POI report immediately following the conclusion of a theft is mandatory. This report must be logged publicly and must explicitly contain the following information:

  • A complete, accurate list of all items taken.
  • The exact physical entry method utilized.
  • A clear declaration of whether detection by guard thralls occurred.
  • A description of the physical traces left behind at the scene.

❌ Enforcement

Failure to post a complete, accurate POI report immediately after the scene invalidates the entire theft. Players must retain timestamped screenshots of the chest logs and the roleplay text for staff review in the event of a dispute.

❌ Removal of a POI

Removal of a POI by the victim in order to invalidate the theft, as mentioned above, will be punished.

CHAPTER II — Theft Limits

CHAPTER II

Theft Limits

What May And May Not Be Taken


The following limits apply collectively across an entire base compound per 48-hour window. Splitting a base's inventory across multiple chests does not bypass these caps, and partial material stacks cannot be combined to exceed the maximum thresholds.

"The objective is to create roleplay, not to empty a settlement."

🔒 Locked or Secured Structures

  • Keys: Completely forbidden. You may never steal keys under any circumstances.
  • Resources: A maximum of 1/4 stack per material type, limited to a maximum of 5 distinct resource types total.
  • Gear Pieces: A maximum of 1 Legendary weapon OR 1 Legendary armor piece (without armor kits attached). Alternatively, you may take up to 2 non-legendary gear pieces. Removing applied armor kits or weapon modifications on-site to bypass this restriction is illegal.
  • Currency: A maximum of 5 Silver Coins.
  • Followers: A maximum of 1 unplaced follower item (Thrall, Pet, or Mount) currently stored inside a container. Placed followers actively guarding the perimeter cannot be stolen mechanically.
  • Consumables: Limited strictly to reasonable survival quantities. Complete chest wipes are prohibited.

🔓 Unlocked or Abandoned Structures

Containers left completely unlocked or found inside clearly abandoned, decaying structures allow for expanded recovery limits. A formal POI report is still strictly required to process these items.

  • Keys: Completely forbidden.
  • Resources: A maximum of 1/2 stack per material type, limited to a maximum of 4 distinct resource types total.
  • Gear Pieces: A maximum of 2 Legendary items total (without armor kits attached).
  • Currency: A maximum of 5 Silver Coins.
  • Followers: A maximum of 1 unplaced follower item (Thrall, Pet, or Mount) extracted from a storage chest.

🔒 Secured Structures

  • Maximum of 5 resource types.
  • 1 Legendary item or 2 non-legendary items.
  • Maximum of 5 Silver Coins.
  • 1 stored follower.

🔓 Abandoned Structures

  • Maximum of 4 resource types.
  • Up to 2 Legendary items.
  • Maximum of 5 Silver Coins.
  • 1 stored follower.

CHAPTER III — Robbery Regulations

CHAPTER III

Robbery Regulations

Theft By Force, Not By Surprise


Robbery is defined as a direct text-based confrontation where a player character is actively forced to surrender their personal inventory under immediate physical threat.

"A robber earns their prize through intimidation, not instant mechanics."

⚔ Confrontation Protocol

A robbery must be initiated through high-quality text roleplay supported by a believable, immediate threat, such as a drawn weapon at close range, clear numerical advantage, or an established ambush position.

The victim must be given a fair, realistic opportunity to respond textually to the ultimatum. Issuing an instant "drop your loot" command with zero narrative buildup or mechanical freeze time is invalid.

💰 Personal Robbery Limits

The following limits apply strictly when robbing an individual character model out in the world per 48-hour window:

  • Currency: A maximum of 5 Silver Links.
  • Resources: A maximum of 1/4 stack per material type, limited to a maximum of 2 distinct resource types total.
  • Gear Pieces: A maximum of 1 weapon OR 1 armor piece selected directly from the victim's underlying inventory bags. You are strictly barred from demanding items that are actively equipped on their paper doll model.
  • Mounts: A mount may only be seized if the victim is mechanically defeated in PvP or formally surrenders while actively mounted. Furthermore, you must secure explicit out-of-character permission from the victim before claiming the mount item.

🚫 Restricted Items

RPR Items are strictly forbidden from being stolen: Lotus Potions, Blacksmithing/Armorsmithing Kits, Slaver Keys, etc.

⚖ Narrative Consequences

Thieves or robbers who are successfully caught through in-character means may be hunted down, legally imprisoned, enslaved, ransomed, or sold at public server auctions within established guidelines.

Repeated, malicious, or abusive targeting of specific players will result in immediate out-of-character sanctions. Severe escalation or repeated structural theft may transition into a staff-monitored Tier I, II, or III Raid scenario.

CHAPTER IV — The /act Command

CHAPTER IV

The /act Command

Visible Characterization, Not Mechanical Advantage


The /act command exists exclusively to enhance situational immersion and provide visible, passive characterization. It must never be weaponized to inflate a character's mechanical status, conceal in-game accountability, or disrupt active roleplay scenes.

Use of this command implies full acceptance of administrative oversight; staff reserve the right to edit, deny, or remove any entry that harms server immersion or violates baseline rules.

"The /act command describes what others see, not what your character is."

⚖ General Principles

The /act text must represent physical traits, clothing styles, or clear reputations that others could reasonably perceive in-character through immediate observation.

All entries must comply with the established lore of the Hyborian Age and remain consistent with the server's low-fantasy tone.

This command carries absolutely no mechanical weight; it grants zero physical authority, magical power, combat advantages, or administrative protection.

🚫 Prohibited Usage

  • Power or Skill Claims: You may not use wording that implies combat superiority, structural dominance, noble rank, or mythical abilities (e.g., "Deadliest Man Alive", "Overpowering Darkness", "Master Swordsman").
  • Self-Promotion or Vanity: Descriptions designed primarily to advertise hyper-attractiveness, forced intimidation, or inherent superiority are barred (e.g., "Irresistible Brythunian Beauty").
  • Identity Evasion: Weaponizing the command to evade long-term narrative consequences, obscure your true character name in Global Chat, or bypass roleplay accountability is an actionable offense.
  • Impersonation: Any attempt to impersonate existing active characters or retired historical figures from the server is strictly prohibited.
  • Misleading Representation: The text must never actively contradict your character's known identity, visible armor model, or current physical situation.
  • Act Names in Global: For whatever purpose, trolling, maintaining a disguise, etc. If you have your identity concealed, you should not be chatting in Global.

CHAPTER V — Titles, Epithets & Disguises

CHAPTER V

Titles, Epithets & Disguises

Reputation Must Be Earned, Identity Must Be Believable


Titles and disguises serve two completely different purposes. One represents a reputation earned through roleplay, while the other conceals a character's identity through believable physical appearance. Both systems exist to strengthen immersion without granting mechanical advantages.

"Your reputation is earned. Your disguise is worn."

🏷 Titles & Epithets

Titles visually represent significant social recognition or fearsome reputations earned organically through extensive server roleplay.

Every title must include the character's actual registered name and must represent a reputation earned in-character rather than being self-declared.

Approved Examples
  • Tarek the Riverborn
  • Cara the Sullen
  • Boros the One-Eyed
  • Selene the Ash-Walker
  • Hadrik the Scarred

🥸 Disguises & Aliases

Aliases describe what a character visually appears to be to strangers rather than revealing their true identity.

Entries must describe only observable physical traits, cannot imply skill or reputation, and are completely prohibited from appearing in Global Chat.

Approved Examples
  • Sand-Worn Nomad
  • Fur-Clad Raider
  • Golden Sparrow
  • Twitchy Scoundrel

🥷 Valid Disguise Framework

To be recognized by staff as a legally valid disguise, the configuration must involve credible, extensive physical concealment rather than a minor cosmetic color swap. Simply covering your face while leaving recognizable armor, tattoos, or other distinctive features exposed may be ruled completely invalid.

A valid disguise must satisfy all three of the following requirements simultaneously:

  1. Complete Facial Obscurity
    Use masks, full helmets, heavy veils, cloth wraps, or deep shadowed hoods to fully conceal the face.
  2. Armor Transformation
    Replace your normal armor or clothing with an entirely different outfit to avoid immediate visual recognition.
  3. Feature Concealment
    Distinctive tattoos, scars, hairstyles, glowing sorcerous markings, body paint, or other recognizable traits must be completely hidden.

CHAPTER VI — Recognition, Suspicion & Unmasking

CHAPTER VI

Recognition, Suspicion & Unmasking

Suspicion Is Not Proof


Witnesses are fully permitted to grow suspicious of a disguised individual based on contextual clues, irregular behavior, recognizable voice inflections, or distinct personal mannerisms. However, suspicion alone does not equal absolute confirmation of identity. True identity must be extracted naturally through deep roleplay interaction, detailed investigation, or physical unmasking.

"Recognizing someone and proving who they are are two different things."

🚫 Metagaming

You are not justified in assuming a character's true identity based on the contextual text contained within their emotes. Doing so constitutes metagaming.

🥷 Unmasking Rules

A disguised character's identity cannot be forced open through random guessing, out-of-character metagaming, or unprompted textual dice rolls. Dice mechanics cannot be forced as an unmasking method if either party dissents.

Identity may only be confirmed under the following circumstances:

  1. The disguise elements are physically removed from the character model during an active roleplay scene.
  2. The disguised character is mechanically defeated or overpowered within a valid, declared PvP encounter, or through a dice roll if every involved party agrees.
  3. Both involved players mutually agree out-of-character to resolve the unmasking sequence statistically through consensual dice rolls.

✔ Valid Recognition

  • Growing suspicious through roleplay.
  • Investigating clues over time.
  • Physically removing the disguise.
  • Winning a legitimate PvP encounter.
  • Consensual dice resolution.

✖ Invalid Recognition

  • Guessing based on emote wording.
  • Using OOC knowledge.
  • Randomly forcing dice rolls.
  • Declaring someone's identity without evidence.
  • Ignoring a valid disguise because you "recognize the player."

📢 Consequences of Exposure

Once the disguise is stripped away through one of the approved parameters, the character's true identity becomes fully known to every individual present in the scene. Rumour-mongering and information-spreading may naturally follow, exposing the individual to all subsequent in-character consequences.


Summary

✔ Allowed

  • Become suspicious through roleplay.
  • Investigate another character over time.
  • Physically remove disguise elements during RP.
  • Identify someone after a valid PvP defeat.
  • Resolve unmasking through mutually agreed dice rolls.

✖ Not Allowed

  • Guessing someone's identity.
  • Using OOC knowledge.
  • Using emote wording as proof.
  • Forcing dice rolls to reveal identity.
  • Ignoring a valid disguise.

End of Book V • Thievery & Disguise Regulations