Rules

🛡️ Medieval Online RP Rules 🛡️

Medieval Online RP is a narrative driven high-consequence seriousRP server.
High-quality roleplay is expected from all members.
Low-quality roleplay may result in temporary or permanent bans.
This is not Red Dead Redemption Online.
We are an AI free space, DO NOT USE AI! This includes in the discord and posterboards.



General Conduct

  • Use common sense in all situations.

  • Ignorance of the rules is not an excuse. You are responsible for staying up to date. These rules are subject to change at anytime.

  • If you are unsure about a rule, open a support ticket for clarification.

  • All players and characters must be 18+ years old.

  • Encouraging others to break rules (IC or OOC) makes you equally responsible.

  • Management has final say and can take action without a player report.

  • Opening a ticket for yourself or on behalf of another player to appeal a denied application or a ban is not allowed. Your ticket will be closed.



Roleplay Standards

  • Stay in character at all times while on server.

  • If an issue occurs, finish the RP, then report it afterward. 

  • OOC (Out-of-Character) chatter is not allowed in game.

  • Use /me and /ooc selectively and do not abuse it (/ooc should only be used to obtain consent. example would be getting consent to permanently kill their  character).

  • Toxicity, harassment, or OOC drama will not be tolerated anywhere. (This includes but is not limited to bringing IC or OOC drama into streamer chats, discord channels, DM's, ect.)



Character Names

Your character’s name must:

  • Be realistic and in the format “First Last.”

  • Represent your character’s legal name.

Not allowed:

  • Nicknames or meme names

  • Sexual, racist, or inappropriate names

  • Names taken directly from real life or RDR characters (inspiration only)

Exception: Single-word names are allowed only for characters with genuine context.



Communication

  • All players must have a working microphone and use voice chat as their primary form of communication.

  • Exceptions may be made for players who are mute in real life or approved to play a mute character.

  • Please contact staff for details.



Metagaming

Metagaming means using information your character wouldn’t realistically know. Metagaming is a black listable offence, if you are caught doing  this you will be banned and removed from the community. It ruins the whole point of the server and the players that are involved fun. 

Do not:

  • Share IC information through third-party platforms (Discord DMs, streams, etc.).

  • Watch a stream from another player on the server while playing.

  • Be in a voice channel with other players on the server (even if muted/deafened).

  • Share or transfer items, money, or information between your own characters.



RDM / VDM

RDM (Random Deathmatch) and VDM (Vehicle Deathmatch) are not allowed.

  • You must have a valid RP reason and proper initiation before harming anyone.

  • Attacking locals (NPCs) without cause is also RDM.

  • VDM: Using your horse, cart, or carriage as a weapon is only allowed if someone is directly blocking your reasonable escape path. You cannot go out of your way to hit another player.



Hostile Group Limits

  • A maximum of 6 players may take part in a hostile encounter at once unless law enforcement.

  • No more than 12 players total (hostile + non-hostile) may be involved.

  • Large peaceful gatherings are allowed but must designate 6 combatants for potential hostilities.

  • If attacked, only those 6 may fight, everyone else must disengage.

  • Law enforcement may have up to 6 members in response to robberies, kidnappings, investigations, calls or bounty situations if the hostile group is full.


Articles of Skirmish and Lesser War

This is something you can bring up IC for fights to be able to figure out the specifics of a battle to keep things fair and informed and fun for all.
Example: in an IC parlay you can bring up the "Rules of Skirmish" to start discussing the battle specifics.

Parley And Accord
Official skirmishes that wish to exceed past normal Hostile Group Limits must come from a parley. Both parties shall negotiate the cause, terms and bounds of conflict before steel is drawn.

Field of Battle
Both parties may agree upon a location to be declared the battleground. Once named, the laws of skirmish will hold over that ground for a max of three full IRL days. But can be agreed upon to be a lesser amount of time.

Arms and Station

  • The armor worn and weapons must be befitting to the combatant's rank, station and standing within the faction.
  • Battles exceeding 6v6 will not have the opportunity to use bows, to fight desync, pace out fights, and avoid gunplay playstyles.

Numbers and Healers

  • Each battle fought shall have no more than 12 against 12 combatants, or an agreed upon lesser even number.
  • Each side may additionally field only one healer, who sole duty is to only gather and tend to the wounded after each battle has concluded. 
  • By default, healers exist for treating the fallen, not altering the course of battle
  • if you would want to agree on healers being able to heal mid battle, then the healer themselves are treated as combatants part of the total count.
  • Once the combatants are declared, no previously unknown combatant may take the place of any active slot during a battle.

Survival

Healing supplies may be used during the battle to hold off death and prolong combat. Yet the wounds suffered shall be retained until properly treated by a healer once the battle has concluded. 

Horse and Rider

  • A horse is counted as a combatant.
  • Fully mounted skirmishes may be fought as a total of Six riders against six riders.
  • Mounted combatants arriving to the battleground, must dismount at a distance, send their horse away, and approach on foot - unless the rider is declared as two combatants, may remain mounted on the battleground. (Horses still count toward instancing issues, hence a riding combatant counts as 2 combatants)

Captivity and Chivalry

If a battle is intended to last longer than one fight, or one day. No attendant during a battle may be taken as captive. This conflict is declared a matter of honor. To seize a captive would trespass beyond the prior agreed terms and bounds of the parley, altering the nature of contest. Any attempt shall be deemed a breech of chivalric conduct and void of accord.

Victory

  • Should a party fully retreat from the battlefield during combat, it shall be judged a forfeit of battle and victory shall be granted to the opposing faction.
  • A battle is won when your side includes the last combatants standing.
  • Each battle won in a multi-day skirmish. grants one mark towards a skirmish victory.
  • First to claim greater marks than the other after all battles complete, is the skirmish victor and is granted the full terms agreed upon in parley and the matter considered settled by rights of arms.




Valuing Life (NVL)

You must value your life at all times.

  • If you are outnumbered or at arrow point, comply.

  • The wraithwinds are lethal forces. Characters may not travel through them except for permanent character death. If encountered, characters must immediately retreat; failure to do so is NVL. While the winds exist in lore as traversable and may be referenced as something your character has done prior to arrival, they cannot be used for current RP travel except via official routes. Consult the lore books.

  • Avoid unrealistic or suicidal actions (e.g., jumping off cliffs).

  • During duels, both parties must RP realistic injuries if not perma-killing. Unless agreed in /ooc that it is a no hit duel.



Rules of Engagement

1. *Spot & Assess*  Approach range, don't attack on sight.

2. *Initiate* Give the target something to react to.

3. *Response Window*  Give a realistic beat (roughly 10-15 seconds of interaction, not a countdown) for the target to comply, flee, or draw.

4. *Escalate* Only after initiation and response does lethal force become fair game.

5. *Resolve* Death, capture, robbery, or retreat, whichever fits the scene.

Ambush and stealth are still allowed *as part of RP* (a bandit raiding party springing a trap, goblin stepping out from cover) the line isn't "you must announce yourself first," it's "the target must get a chance to recognize and react before the attack."


Goblins

     Goblins are feral, so their initiation doesn't need to look like polite dialogue but it still needs to be seen as a threat before violence:

  • Acceptable initiation: demands, taunt, or an ambush with dialogue, rather than a silent kill.

  • Goblins should generally prefer raiding, intimidation, theft, and territorial aggression over pure execution it keeps them recurring antagonists instead of a one-shot.

  • Players fighting goblins get the same courtesy in reverse: They shouldn't be executed the instant they're seen if they haven't acted aggressively.

  •  Territory rule: inside a declared goblin cave, players entering are considered "on notice" goblins there can engage faster since the location itself is the initiation.
    (This includes other NLV locations like the castle keeps, bandit castles, ect... NVL locations are places that organizations or factions exists within, if you don't belong to those factions you should treat it as a dangerous place for your character to be.)

Guards

Guards represent lawful authority, so they follow a use-of-force ladder (exception would be a corrupt guard but should still use rules of engagment) 

1. Verbal command / identify yourself (halt, drop weapon, you're under arrest)

2. Non-lethal response to non-compliance (weapon drawn, restrain attempt)

3. Lethal force only if the suspect draws a weapon, flees armed and dangerous, or directly threatens life

  • Arrest takes priority over kill.

  • Guards responding to an active robbery/hostage situation should negotiate or set up before storming in.

 Criminals

Criminals need a clean initiation before robbing or hurting someone:

  • Acceptable initiation: a verbal demand/threat with a weapon visible ("hands up, weapons on the ground"), or a declared hostage-taking.

  • The victim gets a genuine chance to comply, resist, or flee before lethal force is used against them.

  •  Killing a complying victim (after they've handed over goods / surrendered) is not ok. The scene should end in robbery, capture, or a fight, not execution-after-compliance.

  • Criminals attacking guards need the same standard: identify the threat, give the target a beat to react, then escalate.

Death & Capture Outcomes

  • Death Character has no memory of specifics.

  • Capture Preferred over killing when the scene allows it. Opens up ransom, interrogation, jail, or trial RP more story per encounter than a kill.

  • Robbery Only take what is reasonable, do not pocket wipe someone.

Exceptions

  • Declared events/raids  (server-scheduled goblin raids, sieges, wars) may run under different, event-specific rules those will be announced separately.

  • Self-defense against an active, ongoing attack doesn't require you to re-initiate you can respond immediately to a threat already initiated against you.

Enforcement

  • Report violations with clip/log evidence to staff.
    - Medal is very help for this, they have hotkeys so you can clip up to the last 20 mins, having clips makes it easy to have a accurate depiction of what happened and not based off  they said this or that. 

  • First offense: warning + IC consequence where possible.

  •  Repeat KOS/fail-RP: escalating OOC punishment ( temp ban, then perma for continual offenders).

  •  Staff discretion applies to each cases” the standard is always did the target get a fair chance to react before violence."

  • * in terms of executions should be avoided, tackles are fine but if you cant do it with out spamming the button then simply dont do it.



Exploiting

  • Do not use unapproved mods or third-party programs.

  • Exploiting bugs or mechanics is strictly prohibited.

  • Report all bugs to staff.

  • Intentionally using a known exploit = ban.



Zero Tolerance Topics

The following topics will result in an immediate permanent ban (IC or OOC):

  • Racism

  • Sexism/Misogyny 

  • Homophobia / Transphobia

  • Bestiality

  • Rape or sexual assault RP

  • Sexual harassment

  • Infanticide

  • Suicide RP

  • Necrophilia

  • Slavery

  • Harassment of any kind

  • Attempts to blackmail.

Even accusations of these actions IC are not allowed.


“Historical accuracy” is not an excuse.
Portray sensitive subjects with respect and tact.


 


Bad Faith RP

  • Attempting to hurt someone OOC with IC actions (ie. Stone walling role play scenes for a player). Will not be tolerated, we are here to create stories together.


Romantic & Erotic RP

  • Erotic Roleplay (ERP) is not allowed on server.

  • Romantic RP is fine, but sexual acts should never be roleplayed or discussed.

  • Anything NSFW must be done privately (e.g., Discord DMs, off-server).

  • Pregnancy RP and RP involving babies or children are not allowed on server.



Fail RP (General)

Fail RP covers unrealistic or low-quality behavior.
Examples include:

  • Guard Baiting: Provoking guards without reason.

  • Combat/Conflict Logging: Leaving mid-scene. You should give proper time for conflict scenes to conclude. Do not start conflict and log out shortly after. Give at least 10 mins after conflict before logging out .

  • Force Perma: Forcing injuries or death without consent.

  • Fake Hostages: Hostages must be genuine; max of 4 per event.

  • Torture RP: Requires clear OOC consent. Silence is not consent.

  • Self-Harm RP: Not permitted.

  • Supernatural RP: Beliefs are fine; powers are not. Unless approved by staff. *open a ticket and give why you have powers or "special abilities".  

  • Bodily Fluids: Do not use or emote them inappropriately.

  • Notice Board: Must be near the board in game to post/read.

  • Spawn Camping: Not allowed.

  • NPC Blaming: NPCs can’t publish or write IC content.

  • Timelock: Server is locked in the year 1300 AD. This is a fictional world.

  • Instancing: Don’t use teleport zones to escape or hide mid-conflict.

  • Pacing: Allow downtime between major hostile acts.

  • Powergaming: Don’t remove player agency or force outcomes.

  • Injuries: Portray wounds realistically and continuously. Medical RP does not end when a healer finishes their scene. If your character has a broken limb, they do not run. If your character loses an eye, that loss is carried into every interaction that follows. Injuries are not resolved by a single scene. They are lived with until they realistically would not be.

  • RP it out: The absence of a scripted mechanic is not a reason to stop roleplay or open a ticket. If a mechanic does not exist for what your character is doing, use emotes and /me actions to create the scene yourself.



Robbery Guidelines

  • Theft should make sense for your character.

  • Do not take all of another player’s belongings. Be reasonable with what you take and have a reason for taking it, just because you wanted it is not a reason.

  • Never force a victim to access storages, horse saddles, or camps for extra loot.



Story RP crime.

  • Being in medieval times, grand crimes carry high risk and could result in forced perma.

    - Direct actions against Royalty, the Council, or the Maesters’ Guild

    - Blatant show of witchcraft supernatural, or magic powers.

    - Any crimes falling under Story RP Crime that have not been approved in a ticket.

Exile may be offered IC as a final chance but is not a requirement. Breaking exile, if caught in-character, will result in forced perma.
Your characters actions are counted as consent to Story RP Crime consequences.

Due to the uniqueness of the server, if you want to do larger story based crimes (ie, castle siege, royal assassination, royal dungeon escape) you must submit a ticket and have it approved from staff. This just helps keep the world in a functional state. All things will be considered and discussed.



Crimes Near Restart

Crimes are restricted near restart times:

  • Mechanic-based crimes: 30 minutes before & after restart (e.g., store or bank robberies).

  • Player/NPC crimes: 20 minutes before & after restart (e.g., kidnapping, robbery).

  • If RP began before this window, you may finish it normally.



New Life Rule (NLR)

When you respawn:

  • Stay away from the area where you died as long as realistic roleplay allows.

  • RP your injuries realistically.

  • If downed do not communicate as if uninjured.

  • You may remember the events only if:

    • You are healed by a healer.  This includes the NPC healer at the Healers shack - if a player finds you and brings you to be healed.

    • The aggressor gives consent.
                        

  • You must forget all events prior to being downed/killed if:

    • If you respawn by holding "E".

If you killed someone, you cannot take them to a healer to revive for continued RP unless they consent.

Exceptions:

  • Guards: Custody continues from incapacitation to sentencing unless freed by others.

  • Licensed Bounty Hunters: May turn in incapacitated bounties. If no guard or king is available, release them.



Reporting

  •  Reports must be submitted by the player directly affected. Reports submitted on behalf of others, or based on secondhand accounts, will be closed without action. Evidence in the form of video clips is required. Viewer reports are not accepted.

  • If you submit a report or ticket about a scene or interaction because you believe a boundary has been crossed, you are expected to disengage from that situation entirely. You may not continue to bring up the topic IC, spread rumours about it, seek out the player involved, or engage with the situation in any way that prolongs or reignites it.

    Submitting a report is a statement that you believe something went too far. Continuing to engage with it after that report has been filed contradicts that statement entirely. You cannot claim a scene was harmful and then voluntarily return to it.

  •  Evidence submitted in a report will be evaluated from the point the report was opened. Situations that occurred after a report was filed, particularly those where the reporting player continued to engage with or reintroduce the topic, will not be considered as additional violations against the reported player. If it is found that a player has filed a report and then deliberately baited the reported player into further interactions of the same nature, that behaviour will be treated as a rule break in itself.



Character Backstory and Starting Status

Introducing a major lore character, world-altering faction, or large-scale influential narrative (supernatural) event without ticket pre-approval is a bannable offence regardless of intent. This applies to characters as well as storylines. You may not unilaterally introduce figures or events that would affect the world at large, or that include world altering lore that was not approved.

Your character begins as an ordinary person. No noble titles, royal heritage, political recognition, or positions of power will be accepted as part of a starting backstory, and applications that include them will be denied.

Beyond the denial, it is worth understanding why this matters for you as a player. A character who arrives already claiming a title has nowhere to go. The story has been written before it started. A character who arrives as a nobody, with a trade, a past, and an open road ahead of them, has everything still to play for. The titles, the reputation, the recognition, all of it can be earned here, and earning it in front of others who witnessed it happen will mean far more than anything written into a backstory ever could.

The most compelling characters on this server did not arrive important. They became important. Give yourself the chance to do the same.


Final Notes

  • Roleplay with respect, realism, and maturity.

  • Your actions shape the world, make your story legendary.

  • The staff team reserves the right to take appropriate action when rules are broken.