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.

General Principles

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.

A strict 48-hour cooldown applies to these mechanics. 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. Fabricating fake POI entries to artificially block other players from targeting a location is an actionable offense.


Stealth Theft & Lockpicking

A thief must fully emote their physical actions via text chat before executing any mechanical interactions. Emotes must clearly describe the entry method, search behavior, and exit trajectory.

Traces and 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.


Point of Interest (POI) Requirements

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 data:

  • 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: By the victim, in order to invalidate the theft, as mentioned above, will be punished.


Structural Theft Limits

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.

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.

Robbery (Direct Character Confrontation)

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.

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.
     
    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.

The /Act Command Rules

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.

⚖️ General Principles & Prohibited Usage

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.

To protect fair play and immersion, the following application methods are strictly banned:

  • 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 disguise, etc. If you have your identity concealed, you should not be chatting in Global.

🏷️ Titles, Epithets & Disguises

Titles & Epithets (Reputation-Based)

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

  • Requirements: The entry must explicitly include the character's actual registered name, and the title must be proven to be earned in-character rather than being self-declared on a whim.
  • Approved Examples: Tarek the Riverborn, Cara the Sullen, Boros the One-Eyed, Selene the Ash-Walker, Hadrik the Scarred.

Disguises & Aliases (Appearance-Based)

Aliases are used to describe what a character visually appears to be to a stranger, rather than revealing their true identity.

  • Requirements: The entry must describe observable physical traits only, cannot imply baseline skill or fame, and is completely barred from appearing in Global Chat channels.
  • 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 character's face while leaving recognizable armor sets, prominent tattoos, or distinctive body builds exposed may be ruled completely invalid during a staff review.

The character must fulfill all three structural criteria simultaneously:

  1. Complete Facial Obscurity: The head and face must be fully concealed using specialized masks, full helmets, heavy veils, cloth wraps, or deep, shadowed hoods.
  2. Armor Transformation: The character must swap out their standard armor or clothing style for an entirely different set to avoid immediate visual recognition based on silhouette or daily outfit choices.
  3. Feature Concealment: All highly identifiable personal markings, including glowing sorcerous tattoos, distinct battle scars, vibrant body paint, unique hairstyles, or specialized structural body traits, must be completely covered by clothing layers.

⚔️ Recognition, Suspicion & Unmasking

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.
 
You are not justified to assume a character's true identity based on contextual text of their emotes. That falls under Metagaming.

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 three specific parameters:

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

Once the disguise is stripped away through one of these approved parameters, the character's true identity becomes fully known to every individual present in the scene,rumour-mongering and information-spreading subsequenting from that, therefore exposing them to all subsequent in-character consequences.