1. General Rules
- Argad Bay is a roleplay server. You are supposed to stay in-character while playing and any non-rp behaviours will be punished.
- To play on the server you must be familiar with roleplaying basics.
- To participate in the server you must be adult according to your country's laws. If you are underaged, you must have your parent's consent.
- You agree to the rules listed here by playing on the server or using the forums.
- The set of rules is not permanent and may be a subject to change. Any change to the rules will be announced in the posts below and will become effective 24 hours after being posted.
(.1)- Degree of punishment is determined by the punishing staff member
(.2)- If you think your punishment was unjust, you have every right to appeal using the forums
(.3)- The set of rules is interpreted by the server staff
- Be civil and polite.
- Do not use out of character chats when not necessary.
- Do not go out of character when not necessary.
- Shitposting on the forums will eventually result in a ban; don't do it. Do not trash serious boards with worthless content. Hyde Park is off limits, but previous rules still apply.
- Apart from private channels, the only official language allowed on the server is English. Any narration and dialogue must be conduced in this language.
- Do not metagame.
- Do not powergame.
- Do not break character. Staying in character means staying in character. This includes fighting poorly if you're a good fighter, but you're roleplaying a non-combatant. You get the idea.
- Any form of cheating, defined as gaining unfair adventage over other players, is illegal. This includes using various glitches, modifications, wealth transfers and being unfair.
- Any serious bugs or map flaws shall not be disclosed publically and are to be reported discretely to administration, so an action can be taken
- You are roleplaying together, not against each other.
- Munchkinism, or other notorious cases of powergaming, might result in character suspension.
- Local Out Of Character chat is identified as the text after the double slash (//) symbol, or inside the double brackets - (( )).
- Going out of character is necessary only when:
(.1)- there is a dire need to explain the details of particular scene (e.g. ask an OOC question related to the nature of the scene)
(.2)- there is a need to communicate external factors important for the scene (e.g. being forced to log out)
(.3)- there is a necessity of discussing OOC factors that might be important for the scene (e.g. rules)
(.4)- there is an urgent need of pausing the scene due to external factors (e.g. admin's intervention)
- Sparring out-of-character is not an option. Any staff member might enforce consequences on the players engaged as deemed appropriate by him.
- If a person is breaking the rules of the server, feel free to cease roleplaying with them and call staff. If no staff is present, collect evidence and make a complaint on forums. Keep in mind this works both ways, and you can and will get punished for false accusations, or using this rule to get out of valid RP.
- While most players in the scene are out of character, the scene should be paused and then resumed as soon as possible.
- Any scene can be paused and resumed by a staff member. Refusing to comply will result in punishment.
- Going out of character with no valid reason is strictly prohibited. Any excessive chatter will be punished after the warning is issued.
- Going out of character to stall the scene is strictly prohibited. If any actor joins the scene that is paused because of out of character reasons, he is not permitted to play within said scene and must await permission to join it, or wait until it is dissolved. This also includes going away-from-keyboard, or other inactivity during a scene which is important for the plot.
- Extensive use of local out of character chat is treated as going out of character and should not be done unless necessary.
- The use of LOOC is not allowed for chatter at any mass event, defined as a scene with more than 12 actors taking part. The punishment may be given after the global warning is issued. There is no need to announce the warning more than once.
- Answers to OOC questions regarding IC nature (/do questions) must not be falsified, especially when explaining certain details of the scene during a dispute. Doing so is considered cheating.
- Bugs and other OOC aspects can not be taken ICly unless there is no obvious incoherence introduced to the scene by doing so. (e.g. walking away from the conversation to visit the loo while going for a brief AFK is okay)
- F-bugging (dragging items behind you on the ground by repeadetly tapping F) is legal only for minor applications, such as administering wine or dragging the flour towards the oven. It shall not be used for looting or transporting any significant items, and is considered cheating if done in such manner.
- Any form of griefing, trolling or other disruptive behaviours will not be tolerated.
- Taking items from other players OOCly, without any emotes or roleplay, is strictly prohibited and is considered griefing. (e.g. taking a pouch of gold when two players exchange it and running away). This is a bannable offense.
- Away From Keyboard:
.1β Going AFK for longer periods is not permitted and will result in a kick.
.2β Going AFK to avoid RP is a serious, bannable offense.
.3β Ideally, AFKing should be performed in private interiors where it is less likely to be approached.
.4β If someone wishes to start RP with you when you AFK, they must wait for you to come back.
.5β KOing an AFK player is not acceptable punishment
.1β /rolls are used to determine disputable factors in roleplaying
.2β They take a form of flat checks (against a certain value) or opposing checks (against other PCs)
.3β When /rolling against multiple PCs, the /roll results shall be added as long as the advantage provided by additional characters is relevant (e.g. you can't use more than 2 people to try and kick the door out, etc.)
.4β /rolls should be used only to emulate the element of chance in a certain action. They should not be used to replace the whole narration or other systems that can be used to determine the outcome, unless agreed upon by players.
.5β /rolls should not be used for determining asymmetric actions. (the actions where one of the PCs is handicapped against another)
.6β If determined to use /roll anyways, both players shall agree on modifiers (negative and positive depending on the handicaps)
.7β /rolls must not be used to achieve unlikely or otherwise reality-bending results
.8β /rolls should not be used to completely replace narration and roleplaying. If an action has a handicap for one player, determine it and use it as a modifier. If it is disputable, wait for a staff member
.9β /roll's outcome is final, re-rolling is not allowed.
.1β Horse ownership details will be written when we get a horse system.
- Player Characters should be named in a fashion fitting the lore. Names from fiction are prohibited.
Names appropriate for the lore include formats, such as: Pseudonym, Name(s), Name(s)_Lastname, Name(s)_Pseudonym_Lastname or Name(s)_Pseudonym, e.g. "Borcha of Praven", "Stan the Fat", "Irman_Kerevsky" or simply "Matthias". Not every character requires a surname, but the name should most definitely make sense and be lore-friendly. Pseudonyms cannot be uncanonical or unfriendly to the lore.
- In-character narration should be performed in 3rd person, past or present tense.
- In-character narration (emotes) should be identified by asterisk (*) symbols. Using dashes (-) or asterisks (*) is suggested when the narration is interwoven with dialogue.
- Questions regarding in-character narration, enviroment or characters should be identified by double asterisk (**) symbols. Using LOOC is also acceptable for this matter, but using /do is recommended to put emphasis on the importance of IC-related OOC question.
- In-character dialogue should be identified by plain text with no symbols or a message inside quotation marks (").
- Characters with no accepted biography are assumed illiterate.
- Characters with no accepted biography are assumed to know Swadian only, unless their name and looks clearly match their ethnicity β then they are allowed to use their native tongue as well.
- Characters with no accepted biography will not be able to make equipment requests.
- Once a player commits to any sort of roleplay that could possibly bring consequences to his or hers character, he or she is obliged to stay online and let the situation unfold for at least 15 minutes.
- You must move in RP manner all the time.
.1β Unless there is a valid reason, your character should not run β you are advised to use /walk instead, for greater immersion.
.2β Valid reasons for running include, but are not limited to: carrying a message that needs to be delivered quickly, fleeing, or similar urgency.
.3β If a staff member or player asks you to refrain from unnecessary running, please do so.
.4β Movement in RP manner also consists of refraining to jump ontop of the rooftops, and doing other things that would be deemed unrealistic by the staff or the players. Refrain from doing these, especially if being asked to.
.5β Walking up steep cliffs or other similar surfaces is prohibited. Ladders and steep stairs are obviously excluded from this rule.
- Character development:
.1β You are supposed to roleplay a realistic character.
.2β Avoid falling into clichΓ©s.
.3β Do not play a Mary Sue type of character.
.4β Your character is not supposed to be optimized. Avoid ridiculous or min-maxed combinations.
.5β Adhere to the shown world and familiarize yourself with the lore to design a realistic character with strengths, weaknesses and flaws.
.6β Before making a female character, consider whether you don't have a problem with playing a passive role, because most likely your character will not end up being a fighter. The world we roleplay is based on medieval Europe, and although Calradian women are not as oppressed as European women used to be, the gender prejudice is still present in Calradia.
.7β Avoid introducing any modern ideas to your character. To do so is considered breaking character or metagaming. This includes atheism and anything that was very uncommon in middle ages.
.8β If determined to play a Khergit or Sarranid, make sure you've got a valid in character reason to be in the province in-character, as it is 'the other side of the world' for them.
.9β Avoid designing your characters based on figures known from fiction. It is better to come up with something original, rather than a carbon-copy of another Game of Thrones character. If you're taking inspiration from something, at least make sure to introduce some major differences to maintain authenticity.
.10β Minimal age for player characters is 16. Every character is to be treated as an adult.
- Meaningful actions:
.1β Taking any 'meaningful action' on other PCs must be consulted on the LOOC beforehand. Failing to do so will result in punishment, as it is misinformative for the fellow player.
.2β If a dispute is being held, an admin should be informed of it. If a staff member is not responding, the victim gets a final say when it comes to the action.
.3β If the victim decides to continue roleplaying the scene or agrees with the consequences, the permission is automatically granted.
.4β 'Meaningful actions' are defined as:
(.1)- Any forms of maiming, tortures or mutilation
(.2)- Executions and other actions that may lead to character's death
(.3)- Robbing the character's armor
(.4)- Robbing items from character's /inv(entory)
(.5)- Robbing gold in amounts higher than defined in the looting rules
(.6)- Confiscating the character's horse
.5β Faction leaders are permitted to allow a 'meaningful action' of maiming, torturing or executing if there is a valid in-character reason to it (e.g. breaking the law). Keep in mind that you are obliged to accept the action even if your character is sentenced unjustly, these sorts of mistakes happened in middle ages. If there is a dispute regarding the validity of that reason, the server staff may be called.
.6β Faction leaders are permitted to allow a 'meaningful action' of acquiring the character's armor if there is a valid in-character reason to it (e.g. the armor owner is to be executed).
.7β Faction leader giving the permission to take any of the mentioned actions must be present as it takes place. The action does not necessarily have to be taken by the faction leader's character, he just has to be present there, or at least confirm the permission.
- Fading is defined as skipping the action but not the consequences of said action. Think of it as a fade-to-black during a movie.
- Explicit roleplay is defined as any sort of sexual, gruesome, gorey or otherwise disgusting roleplay that includes but is not limited to sex scenes, rape scenes, torture scenes, sexual harassment scenes, cannibalism, pedophilia, beastiality, or similar actions being described in gruesome/explicit details, using narration.
- Any form of explicit roleplay should always be consulted between those involved and consent must be given before these actions are played out.
.1β If there is no universal agreement between the roleplayers in the scene, the action must be faded.
.2β If the roleplayers are interrupted during the scene, they may not continue playing the explicit scene until they have the consent of those who have interrupted them.
.3β If any participant or witness of the scene feels uncomfortable even after giving initial consent to parttake in explicit roleplay rule 15.1 still applies.
.4β Should a roleplayer enter a place where ERP is ought to be expected, such as a brothel or a torture room, they may not pause the explicit scenes and are bound to leave said area without interrupting the roleplay.
- Fading is permitted when the scene carries little to no importance for external characters that might intervene during said scene.
- Voiding is defined as skipping the consequences of action that has already been finished.
- Voiding any scene significant for characters outside of it may be permitted only by a high ranking staff member.
- Voiding should not be abused to avoid consequences of your characters actions.
- Any action taken by the character can be taken ICly, unless a void is valid.
- Banditry is allowed as long as roleplayed properly. See Looting and Fighting Rules.
- Banditry commited by groups of player characters falls under Player-made Organization rules.
- Banditry cannot be roleplayed on freshspawn characters (identified by no items other than those covered by starting wealth).
- Banditry cannot be roleplayed by freshspawn characters (identified by no items other than those covered by starting wealth).
.1β While looting other character's goods your character is permitted to obtain:
(.1)- One third (33%) of gold carried by the victim.
(.2)- Every weapon available to the victim. This includes weapons available on the scroll, and daggers or knives concealed in the /inv(entory).
(.3)- Money pouches contained in the victim's /inv(entory).
... after a succesful search is played out (daggers/knives concealed in the /inv after rolling β₯20, moneypouches after rolling β₯30). 33% of the gold and scroll items don't have to be rolled for.
.2β While looting other character's goods your character is not permitted to obtain:
(.1)- More than one third (33%) of gold carried by the victim.
(.2)- Weapons RP hidden (logically, such as a dagger hidden in the boots) in the /inv(entory) of your victim, if your character has not searched them thorougly.
(.3)- Armor of your victim.
(.4)- Unique and exclusive items, such as class items, obtainable only via ticket (e.g. smith hammers, surgeon scalpels).
(.5)- Heirloom items can be looted, despite their unique nature, as an exception to rule 22.2(.5).
... unless permitted by staff member, as a meaningful action.
.3β While looting from other characters after the fight you must not use your /inv(entory) command to store the looted items. If you're using all 4 slots of your characters equipement, you may not loot your opponents weapon, not without leaving your own weapon behind (dropping with 'G').
.4β If the weapons are given away willingly (e.g. during a confiscation or peaceful disarming), you may store them in your /inv(entory) for convinience.
.5β If the looting takes place as a part of a robbery, toll-taking, fine-taking, taxation, or similar, your character must not damage or rob the victim further if said victim complies, shows fear, or is not a threat to your character.
.6β If the victim attempts to run, you are free to attack, as specified in fighting rules.
.7β Burglary commited to loot containers may be performed only when the faction controlling certain area with the chest has at least 8 members online.
.8β Burglary may be roleplayed only when a staff member is present to overlook the scene and decide about the outcomes of certain actions. The staff member also decides what sort of items is the burglar able to recover.
.9β Looting containers owned by certain character may be performed only when said character is online.
.10β Each victim can be looted only once after being knocked out, even if there is more than one person looting said victim.
.11β KOing the victim multiple times or attempting to loot more than permitted is strictly prohibited and heavily punishable.
.12β Looting may take place whenever the victim is in no power to defend their belongings. (e.g. being knocked out, tied up or unconscious)
.13β Some looting rules are exclusive to ambushes, skirmishes, battles, raids and sieges. These are described in fighting rules.
.14β If the looting takes a form of temporary confiscation, item transfer between characters may be ignored. (e.g. getting your weapons confiscated as you enter the keep). The confiscated items must be taken off the slots and put in the inventory.
.15β Misinforming a fellow player about the rules to increase amount of goods looted is considered cheating (thus falls under rule 2.9)
.1β Thievery must be emoted correctly and roleplayed, each /roll has to be performed after the emote or other form of narration.
.2β Thievery check is done by /rollng a first, opposing check by two characters: the thief and the victim.
(.1)- The check succeeds flawlessly if the thief rolls at least 16 points more than the victim.
(.2)- The check succeeds if the thief rolls 1-15 points more than the victim. Other characters, but not the victim, can roleplay noticing the thievery, after beating or matching thief's initial /roll.
(.3)- The check succeeds poorly if the thief rolls 0-15 points less than the victim (matching rolls included). The victim catches the thief red-handed, while others must beat or match thief's initial /roll to notice.
(.4)- The check fails miserably if the thief rolls at least 16 less than the victim. Not only everyone notices the thief, but he also doesn't manage to get any gold.
.2β Noticing the thief may be roleplayed only after the gold is passed and no sooner than that, if the attempt was succesful.
.3β The thief might flee the scene as soon as the gold is passed, or after the check fails miserably, without awaiting anyone's permission to do so.
.4β The amount of gold stolen is determined by the thieve's second /roll divided by 5. Rolling a hundred will result in 20% of gold being stolen. The roll is to be done only if the opposing check succeeds.
.5β If the thief is caught in a direct consequence of his thievery, all of the gold he has stolen may be taken looted from him, additionally to 33% of what he owns after substracting that amount.
.1β Searching can be roleplayed whenever the subject is in no position to resist, or if he does not resist. After the searching the subject must disclose:
(.1)- what weapons does he have at ready (in the slots)
(.2)- 33% of gold he has (revealing the pouch works as well); roleplayed as the gold on the person
(.3)- concealable weapons he has in the /inv(entory). If the hiding of such weapons is disputable, the searching person has to roll at least 20 to find them.
(.4)- concealed money pouches he has in the /inv(entory). If the hiding of such pouches is disputable, the searching person has to roll at least 30 to find them.
.2β One character may be searched only once. If the search has failed, and a character has managed to hide items succesfully in their inventory, it may not be re-done by other characters in the scene.
.3β The results must be disclosed using narration or narration-related informative LOOC. (/me or /do)
.4β Searching takes form of a flat check against the value (20 for weapons, 30 for pouches).
.5β While disclosing the results, you must be truthful and you must inform of the items you have succesfully concealed even if the person doing the frisk did not find them;
e.g. after a /roll of 10 - *Your character has not found the dagger concealed in the left boot and small pouch hidden behind the belt.*
.6β The roll for searching should be done once and once only; e.g. a result of 29 will mean that a dagger has been found, but a pouch was missed by the person doing the frisk.
.7β If the person doing the search wishes it, the searched must take a screenshot of their /inv(entory). Failing to provide this screenshot as evidence either in a complaint or via private channels is treated as cheating (falls under rule 2.9). Taking such screenshot must be clearly requested by the person doing the search and provided as evidence in such case.
.1β Being knocked out commits you to roleplay proper wounds, as you see fit. Consider the damage taken and roleplay a serious wound that would take you out of the fight. It does not necessary have to be life-threatening, unless the attacker intends to CK your character.
Examples of the wounds include:
(.1)- Serious blunt trauma, broken bones, being stunned or unconcious.
(.2)- Open cuts, avulsions and lacerations.
(.3)- Puncture wounds and holes
.2β After being KOed, your character must not engage in fighting until their wounds are treated properly.
.3β Duelling using sharp weapons might result in a character kill. Friendly sparring should always be done using training weapons.
.4β Emoting wrapping a weapon in leather or fighting with a sword in its scabbard is not an option to avoid using a training weapon. Using dangerous weapons may result in wounds or lethal damage.
.5β Falling damage must be roleplayed properly.
.6β Being KOed by missiles must be roleplayed by having at least one major wound on one of the body parts hit by said missiles.
.7β Failing to roleplay damage might result in a character kill.
.8β If you haven't been knocked out, you can roleplay minor wounds at your own discretion, or you can roleplay that the armor has absorbed most trauma.
.9β If you have been knocked out in training or similar manner (e.g. using training weapons, jousting in a plate armour, sparring in heavy armour) you don't have to roleplay wounds harder than concussion and bruises.
.10β After being knocked out and respawning, you must press "Z" to crouch.
.11β Attacking other players who have been knocked out and are crouching is strictly prohibited.
.12β Each knock out is treated as being incapacitated, unless a fleeing attempt is taken.
.13β To flee, you must emote your retreat and then /roll.
(.1)- If the result is lower than 30, you may not flee. Roleplaying severe wounds is a good idea.
(.2)- If the result is higher or equal to 30, you may flee using /walk command. Roleplaying wounded legs is a good idea.
(.3)- If the result is higher or equal to 60, you may get up and flee, running away from the fight. Roleplaying arm wounds is a good idea.
This rule is different for some mass fighting, see the Fighting Rules.
.1β After being knocked out you must not get up and continue fighting. This is considered DMing and it is a bannable offense.
.2β While fleeing from the fight you may use your shield to cover yourself from arrows, but using weapons is prohibited.
.3β If you fail the /roll, you can still be dragged away by someone.
.4β Dragging away a wounded person, at least one of your hands should be free. You both may use shields.
.5β While fleeing, you might be knocked out again. If it happens, you may not attempt fleeing again; your character is unable to flee.
.6β Wounds should be roleplayed consistently, and when no surgeon is available the healing process should be lenghty.
.7β Wound treatment should be realistic and fit the lore; do not use modern knowledge of medicine in character. Doing so is considered metagaming.
- Official Player-Made Organizations:
.1β In order to have an Official Player Made Organization please make an application in this forum: https://argadbay.com...-organizations/
.2β Player-Made Organizations consist of: Bandit Groups, Gangs, Clans, Mercenary Groups, etcetera.
.3β Accepted Player-made Organization is mandatory for groups of 3 or more player characters acting together in organized manner.
Faction areas in which guards would be present, however due to the limitation of player-base & Mount and Blade: Warband cannot be properly simulated. This rule is dependant heavily on the logic of an RP scenario, likewise the OOC factors such as time, player-amount & IG Actions.
.1β The Keep of each town/castle is considered the basic safe-zone of the residing nobles, characters will not be able to enter the keeps and assassinate/butcher characters within without an accepted CK ticket/Appropiate-Admin-Approved Event.
.2β This rule is null when a faction has 8 or more players online within it's faction roster.
- Legal Wealth Transfer
.1β All transfers must be reviewed, processed & completed by a staff member.
.2β Transferred items may not be given to the same player.
.3β The use of player-proxies is not allowed (Transfering an item to your friend, only for them to give it back to you on your new character).
Transferable Items consist of:
β Stored Goods (Items/Money left in chests, crates, etc.)
β Salvaged Items from one's person (Equipment from the transferring character).
.4β Only 75% of the total gold that is encountered/collected will be given to the receiving character.
.5β Abuse of the Wealth-Transfer system or conducting illegal wealth transfers will be met with a permanent ban without appeal.
- Meaningful actions:
- 5. Fighting
- All details about the fighting are contained in the separate Fighting Rules thread.