~ Void of the Fallen Heroes ~
Private Conan Exiles Kingdoms Server Rules Handbook
Welcome to the VOID! These are the rules and guidelines for the Void of Fallen Heroes PvE-C private conan exiles server. The Void is a Kingdoms Roleplay server with equal and complimentary PvE and PvP paths.
The admin team is very proud of the work we've all put in to make our server a success. Primary in our success has been the implementation of our unique rules set written by Argante Dillon. We strive to encourage an interactive and co-dependant relationship between PvE and PvP players. To this end, we have developed a new and dynamic system of ranking, progression, alliances, and victory points. Imagine that your were running a regular table-top roleplaying game, then realize that you must run it over the internet. Some groups choose to use Roll20 or another app for their online tabletop. We have chosen to use the Conan Exiles game as our game mechanics tabletop as the setting for our stories.
What follows is our ever-changing, always in play-test rules set. Please enjoy! If you would like help creating your own Conan Exiles kingdoms roleplay server based upon our template, join our discord "Void of the Fallen Heroes" and contact the main Admin Tuehelle Witchu / Hungree4Blud.
~ RULES OF THE REALM ~
Character Creation
Behavior in the Discord
Behavior in the World
Building Rules
Roleplay Guidelines
Reroll Rules
CHARACTER CREATION
1) Before entering the world, read each section of the rules-of-the-realm and click the checkmarks.
2) Character name must be rp appropriate, not a gamertag. (Remember, the only way to change an IGN is to recreate the character, so choose wisely.)
3) Character must be original and unique to this server. (No AU characters from established IP or characters played on other servers.) 4) Choose the PvE Path (pve-path-rules) or the PvP Path (pvp-path-rules). Each offers a unique route to glory, but also places certain limitations on play style. (So again, choose wisely.) Path choice is a lasting commitment and may only be changed at the discretion of the Admin team.
5) Make an in-game clan, even if running solo. Builds without a clan will be demolished. Register in pve-guild-registration or pvp-warband-registration.
6) Everyone starts as a denizen of The Drip. When moving to another area, update Region listed in registration.
7) Select a primary religion. Any religion may be learned, but all of the tier 3 altars a clan has must be to the same god.
8) Time zone is for the convenience of scheduling raids and events.
9) List communication preference so Admins and other players know the best contact method.
10) Check out the quests channel! You can earn nice rewards from simply registering and playing the game.
11) Tired of your character already? Then follow the "Reroll Rules" below.
BEHAVIOR IN THE DISCORD
Boo hoo, the not fun stuff!
1) Conversations in the OOC channels are expected to be kept civil and cordial at all times. We're all friends here playing a game, so let's be kind and have fun. In-Character we can be the nastiest miscreants of the Hyborian age, but Out-Of-Character we will act like our normal, best selves.
2) Don't bring beefs or gossip from other servers here, and don't advertise other servers here, there are other discords for that.
3) Harassment based on race, religion, sexual orientation, gender identity, political ideology, etc. will not be tolerated. This is a LGBTQ+ friendly space, keep that in mind if you want to play here.
4) Limit very offensive language. The N, C, & F word are specifically forbidden because they target specific marginalized groups. (If you're not sure which words those are, just don't use any you think might apply.)
5) This is not the place to evangelize your religious or political views, save that for Reddit.
6) If you are under 18, you will not be allowed access to the NSFW channels.
7) We are an all-ages server. NSFW content may only be posted in the NSFW channels. In those channels get as down and dirty as you want! Keep all other channels family-friendly.
8) Problems happen. Personal problems between players should be resolved in DM, not the general chat. It is okay to ping another player in a chat channel if confusion arrises, but do not call out someone else's behavior in general chat. If an issue arises that is challenging, submit a ticket in the report-problems channel.
BEHAVIOR IN THE WORLD
KILL! MAIM! STEAL! DESTROY!
SCAVENGE! BUILD! COOPERATE! (ok yeah that one didn't sound as good, but you get me)
1) Stealing is allowed, but you must rp it in the appropriate region channel within 24 hours. Any items in unsecured containers may be stolen. Lock your shit up! --The exception is NO stealing from Fallen Heroes (Admin) clan --
2) Regardless of your chosen Path, in the open world PvP reigns supreme. Be prepared to defend yourself while traveling the exiled lands. Anyone may attack anyone at any time. No whining. If you get deaded by someone, don't complain, plot revenge instead.
3) Unconscious bodies may be stripped and slain. Don't log out in the open.
4) Insiding (joining a clan to hurt them then leaving) is not allowed. Even if the joining was in good faith, ransacking a clan then leaving with the group's loot is not allowed. Also, clans may not eject members without a fair share of the clan stockpile. Play fair.
5) Undermeshing, whatever that is, is not allowed.
6) Attempting to damage registered and active PvE Path builds is not allowed. PvE builds may not be targeted for raids.
7) Before attacking another clan's buildings you must build the story of the conflict before the raid window opens by posting in the rp channels. During the raid window pvp may raid other pvp. To time stamp the beginning of a raid, post that the raid is starting in the appropriate region rp channel. Raids end after 2 hours or once the vault is cracked.
BUILDING RULES
1) All builds must be in rp style. No boxes. Even a log-out shack can be made to look nice in a few minutes.
2) No tier 1 builds outside of The Drip. All bases and outposts in the wider world must be made mainly of tier 2 or 3 materials. (Tier 1 pieces may be used as accents in a higher tier build.)
3) Owners of tier 1 builds beyond The Drip will be given one warning, then it will be demolished.
4) Builds with no clan and/or no character registration will be demolished.
5) Do not build within render distance of another clan's base. There is more leniency for outposts and thrall wheels. Negotiate or fight with your neighbors for the land you want.
6) A clan may have one primary build which may be as large as they like.
7) A clan may have up to 5 outposts which must be of modest size (small enough to contain only a few thrall wheels and a basic workshop).
8) No black ice builds.
9) Limit use of building pieces with animations (flames, bushes, flags, etc), they cause lag!
10) No foundation stacking over 3 tall or 2 deep. Limit use of foundations pieces, they cause lag! Fence foundation/ceiling/column combos cause less lag.
11) If you will be inactive on the server for an extended time, inform the admin team. Builds of inactive players who don't communicate with the admins will be demolished during routine cleanup.
12) Report building violations in the wtf-is-that channel.
13) Normal pvp/pve rules do not apply in the Lawless Lands, anything goes. Nothing and no one is safe from attack at all times. Clans may not locate their main base in the Lawless Lands. Outposts are okay, but don't whine when someone blows up your shack without warning.
14) Don't block boss spawns or collectibles.
ROLEPLAY GUIDELINES
Now the really fun stuff!!!
1) We are a rp-heavy community. Welcome! Feel free to post your character's exploits in the exiled lands in the relevant rp region channel. Rp between characters is especially encouraged.
2) Meta-gaming is not a dirty word. Cooperating with other players to plan out an interesting and dramatic story arc or encounter is encouraged. Or just let things play out naturally. You do you. Cheating IS a dirty word, so do NOT use OOC knowledge to screw someone over without their consent.
3) Any thefts must be posted in an rp channel within 24 hours.
4) Any meaningful encounters with other players should be posting in an rp channel.
5) The "send-a-raven" channel is a handy place to show off the letters your character writes to other characters.
6) For PvE Path players:
Before an alliance can be declared, 3 separate rp must be posted (by either party) telling the story of the negotiation.
7) For PvP Path players:
Before a raid can be declared, 3 separate rp must be posted (by either party) detailing the build-up to the conflict.
8) For All players:
After an alliance or raid, the rp for the event should be posted within 24 hours.
9) Players who want to roleplay a lot or a little are welcome here. Participation in the roleplay is REQUIRED to play here. Players who are never active in the region rp channels will be kicked.
10) Rp, rp, rp! If you're playing with other players a lot then post about it as much as you want, but please limit the size of your individual rp scenes to what will fit in one post. Also, please reign in the impulse to publish long solo posts. We're most interested in collaborative storytelling, so go out and make some trouble!
REROLL RULES
When your character's story arc ends or you'd just like to try something new, you may retire your old character and make a new one. The procedure is as follows:
1) Consult the admins about your character change, you will be instructed as to how to go about the disposition of your old character's assets.
2) Set aside your most treasured loot - no more than 10 items - and give them to the Admins to hold for you. Despawn or give away your cool stuff as gifts to your friends and allies. Only 1 item gifted per person. PvP characters may not be gifted PvE exclusive items such as schematics or weapons/armor crafted from spawn-only schematics.
3) Post a death scene for your old character in your region rp channel.
4) If you are solo, dismantle your base and outposts. You may merge clans with someone of the same path to leave them your builds, but the Admins will have to approve the merger. Clans of different paths may not be merged before a reroll without Admin approval and oversight.
5) Go naked into the desert. Recreate your character.
6) Make a new character.
Your new character will be a new and different person. All relationships, alliances and enmities are reset. You must build a brand new rp based on the experiences your new character has. To re-acquire your treasured loot you must perform quests set by the Wardens or a Story Event GM.
Do's and Don'ts
-- You may choose pvp or pve.
-- You may not rejoin the same clan.
-- You may not immediately pursue a vendetta from your previous character.
-- You may not collect your old stuff from your old character's allies.
-- No one may pursue a vendetta against your new character for things your old character did.
~ PVE PATH RULES ~
The PvE Path is a journey of wit and guile, cooperation and compromise, trust and lies. PvE clans are called Guilds and include mainly merchant, artisan, builder, scholar, explorer, diplomat, and storyteller style characters, not fighters.
PvE Path Guilds MAY:
- Own shops and businesses.
- Charge coin for your products and services.
- Build settlements for peaceful pursuits, not fortified for war.
- Purchase Siptah & Purge workbench thralls from the admin shop.
- Make alliances.
- Participate in a raid or war when called upon as a vassal of their PvP Kingdom ruler.
- Form Mercantile Collectives
- Establish a Trade Center
PvE Path Guilds may NOT:
- Fortify their builds unless given permission by their PvP Kingdom ruler. (N/A if the region has no ruler, but any new ruler may order the tearing down of fortifications by PvE in their territory.)
- Declare or lead a raid.
- Purchase Siptah or Purge fighter thralls from the admin shop.
- Declare kingdom claims
- Form Military Pacts.
- Establish a Kingdom Capital.
Like everybody, PvE Path players may do as they like (within the rules). Survive, build, and thrive. Enjoy your time here and tell your story. But if you want an extra challenge, you can pursue Glory!
The Path to Glory:
PvE Guilds attain glorious stature by building settlements and advancing trade and technology.
To rise in rank a PvE Guild must proceed through the PvE growth path, from Village to Town to City, until finally establishing a Trade Center. These rules are explained in the channel pve-settlement-rules.
The Perks of PvE:
- Your builds cannot be raided.
- You don't have to be a god at fighting.
- You will get access to recipes others won't get.
- With access to Siptah and Purge crafting thralls you can make items others can't.
The Disadvantages of PvE:
- You can't blow up people you don't like.
- You must ask permission to fortify your builds.
- You'll be the last in line when loot is handed out after a raid.
- You'll have a more difficult time defending against the purge (you'll need allies).
- You won't be able to earn the best fighter thralls from quests or purchase them through the admin shop.
- If thieves come to your settlement you won't be able to retaliate with a raid, you'll need a pvp warband ally for that.
Get PvE banners and Radium Torches at the Jhebbal Sag temple / Wyrdweaver guild hall.
~ PVP PATH RULES ~
The PvP Path is a journey of Violence and Reward. PvP clans are called Warbands which include warriors, thieves, assassins, pirates, cultists, knights, adventurers, and mercenary style characters. (Merchant characters are not allowed in the PvP Path.) PvP Warbands attain glorious stature by fighting other Warbands for dominance and claiming Kingdoms.
PvP Path Warbands MAY:
- Raid other Warbands.
- Claim territories to be ruled under their banner.
- Form Kingdoms.
- Go on Quests to obtain very special weapons, armor, and fighter thralls.
- Purchase valuable items from PvE Guilds with bronze coin or barter.
- Make Alliances with PvE Guilds.
- Form Military Pacts with other Warbands.
PvP Path Warbands may NOT:
- Declare a Raid without first posting RP about the conflict.
- Own shops or business enterprises.
- Charge bronze coin for services. (Use barter, favors, or influence instead.)
- Build unfortified settlements.
- Purchase the very best crafting thralls from the admin shop.
- Attack/Raid/War against a PvE Guild.
- Join a Warband under false pretenses only to betray them and leave. (Insiding)
Like everybody, PVP Path players may do as they like (within the rules). Survive, build, and thrive. Enjoy your time here and tell your story. But if you want an extra challenge, you can pursue Glory!
::: THE PATH TO GLORY :::
PvP Guilds attain glorious stature by fighting other Warbands for dominance and claiming Kingdoms.
To rise in rank a PvP Warband must proceed through the PvP growth path, from Fort to Stronghold to Castle, until finally establishing a Kingdom Capital. Requirements are detailed in the pvp-kingdom-rules.
The Perks of PvP
- You get to blow shit up!
- If you don't like another Warband, you can raid them.
- If you want a territory someone else has, you can try to push them out.
- If you want loot you can go out and take it by force. (From other PvP)
- You get to hand out the loot after a raid.
- You will earn bronze coins for performing successful raids or raid defense.
- You will get access to the very best fighter thralls thru the Admin Shop.
- You can compete in the Arena for the best prizes.
The Disadvantages of PvP
- You are open to attacks from all PvP Warbands.
- The higher your Glory Rank, the harder enemies you will face in events.
- You can't shirk on fortifying your base and outposts, they are all targets.
- No business income or mercantile side-hustles for your Warband, your business is War!
- If you're a mercenary you can't accept coin as payment, you can be compensated for your services in goods or favors instead.
Read pvp-kingdom-rules, pvp-raid-rules, and pvp-war-rules for all the rules pertaining to PvP.
~ SETTLEMENT RULES ~
All players may build a simple base, but to gain the special PvE rewards you will need to pursue Glory.
As a lovely and creative PvE Guild you of course are familiar with the objectives of the Road to Glory in pve-path-rules. You know the objective, build civilization! Now let's do it...
VILLAGE (Rank 1) 1) Select an uncontested location. As PvE you may not raid another base to get them out of a location you want. You may ask them to move but they don't have to. PvE settlements use a lot of RAM, so PvE settlements may not be placed within render distance of each other. There may not be more than 1 PvE settlement in the same grid square.
2) Get permission from the ruling Warband of the region to settle at the location you want. If there is no ruler you don't need permission, but you run the risk of a hostile Warband moving in and kicking you out.
3) Build your Village, following all server and kingdom rules.
Rank 1 (VILLAGE)
Requirements: Build a SMALL unwalled settlement with about half a dozen modest buildings. Villages should consist of at least 3 homes, 1 shop, 1 tavern (or similar business, be creative). *Must not exceed 6 modest buildings*, remember that this is a small country village. No wall, palisades, or gatehouses. No aggressive thralls or pets. Post signs with the Village name. All lighting must be with radium torches using dye. Take care not to over-build, as this is your starting point and as alliances form and shift you may need to pack up and move.
Alliances: None
Wealth: Must have accumulated 1000 bronze coins.
Vaults: Maximum of 1 vault.
4) Introduce your Village and shops in the #shop-registry channel.
5) Admins will confirm your achievement and give you your rewards.
Rewards: 1000 bronze coins, 10 supply materials, 1 T4 crafting thrall, named Siptah playful pup dog for each member, maw of the hyena cleaver, set of grave matters drops, merchant signs recipe
TOWN (Rank 2)
1) Build relationships with other Guilds and Warbands, as you must now be in 2 alliances.
2) Expand your Village into a Town, following all server and kingdom rules.
Rank 2 (TOWN)
Requirements: Build a MODERATE sized settlement with around a dozen buildings, two or three may be large in size (like a temple or feasting hall). Towns should consist of at least 1 guild hall, 5 or so homes, 3 shops, 1 inn or other large building. May include watchtowers and a few palisades, but no wall. *Must not exceed 12 buildings*, most should be modest but several (like the guild hall) can be substantial. All lighting must be with radium torches using dye. No aggressive thralls or pets. Post signs with the Town name and the names of the businesses and residents. Each shop must have a named thrall proprietor and be listed in the #shop-registry channel. Take care not to over-build or build too densely. Keep buildings spaced out and designate some buildings to remain undecorated to reduce the number of placeables.
Alliances: 2 alliances, any kind.
Wealth: Must have accumulated 5,000 bronze coins.
Vaults: Maximum of 3 vaults.
4) List your new businesses in the #shop-registry channel and your new alliances in the #alliances channel.
5) Admins will confirm your achievement and give you your rewards.
Rewards: 2000 bronze coins, 10 supply materials, 3 T4 crafting thralls, 1 named dancer, caravan rhino, set of obsidian tools, set of recipes from 1 dungeon
CITY
1) Cities are BIG, but big settlements cause lag, so Cities may not be located in adjacent squares or the same Kingdom as another City. Towns in neighboring squares may be merged to create a City. Negotiate with your neighbors until they join your Guild or move to another Kingdom.
2) Recruit until you have 3+ clan members.
3) Build your relationship with the ruling Warband in your area. You cannot promote to City until a Warband claims your square. Join the ruling Warband's Kingdom alliance and become their vassal. If there is no ruling Warband for your area, work towards manipulating an allied Warband into taking control of your square, then join their Kingdom alliance. You must also be in 2 other alliances in addition to your Kingdom alliance, those can be either Regional, Mercantile, or Religious.
4) Expand your Town to meet the building requirements for a City.
Rank 3 (CITY)
Requirements: Cities must be carefully built so as to not negatively effect server performance. Cities should consist of the at least 1 guild hall, 1 fountain with surrounding statues, 10 modest residences or multi-purpose buildings, RP written in placeable books for each resident (PC or NPC), 5 businesses including an inn and/or tavern. Named thrall residents placed around the settlement. Guardsmen thralls may be set to aggressive. Cities may include several large buildings and may be fortified.
Alliances: Must be in a Kingdom alliance + 2 other alliances.
Wealth: Must have accumulated 10 obsidian gems.
Vaults: Maximum of 5 vaults, may not be located close to one another.
5) Get permission from your square's ruling Warband to build fortified walls or watchtowers protecting your City.
6) List your new businesses in the #shop-registry channel and your new alliances in the #alliances channel.
7) Admins will confirm your achievement and give you your rewards.
Rewards: 3000 bronze coins, 3 supply materials, 5 T4 crafting thralls, 25 eldarium chests, greater Siptah rhino, heavy rhino travel saddle, coup de grace truncheon, 50 eldarium bars, 5 Siptah schematics, set of black blood tools, set of recipes from 1 dungeon
TRADE CENTER
The biggest step towards civilizing these savage lands!
1) Maintain and grow your influence. Keep relations with your Warband overlord cordial and support your Kingdom alliance. Become a member of 3 other alliances; 1 of each kind, Regional, Mercantile, and Religious.
2) Make sure your City still meets all the City requirements, then add a Trade Center.
Rank 4 (TRADE CENTER)
Requirements: Establish a Trade Center in your City. Trade Centers must be located within or adjacent to a qualifying city. Build an open marketplace with stalls for each of your businesses. Include 2 business outlets run by other Guilds.
Alliances: Must be in a Kingdom alliance + 3 other alliances.
Wealth: Must have accumulated 25 obsidian gems.
Vaults: Maximum of 5 vaults, may not be located close to one another.
6) List your new businesses in the #shop-registry channel and your new alliances in the #alliances channel.
7) Admins will confirm your achievement and give you your rewards.
Rewards: 10,000 bronze coins, 5 supply materials, 3 sets of eldarium tools, 200 eldarium bars, set of Siptah vault sigils, Light of Krllyand, 5 recipes/schematics
ADDENDUMS
(A) Keep in mind that you may be building your settlement in an unclaimed region, but when a pvp Warband does move in and take control, they can kick you out. Carefully consider your alliances from the beginning.
(B) The building and business requirements are purposely a little vague, to leave room for each player's individual creativity. There's definitely more nuance and detail that can be addressed in each point, so if you have questions or concerns definitely talk to your handy dandy PvE Admin (me).
(C) Adding a new requirement, because, um, wtf not..... After each promotion in rank, before submitting for the next level, a clanleader or member must post an RP about business engaged in at the settlement involving a player from another clan. @PvE
(D) It's probably wise to mention this here as well as in the PvP kingdom rules..... PvE Guilds may keep a vault for the use of their PvP ally. They may maintain only 1 vault for each Warband ally. May not exceed vault total for rank.
~ KINGDOM RULES ~
PvP Warbands attain glorious stature by fighting other Warbands for dominance, claiming territories and founding Kingdoms.
::: The Path to Glory :::
To rise in rank, a PvP Warband must proceed through the PvP growth path. Controlling territory, recruiting warriors, building fortifications, making alliances, and raiding enemies is how you rise in rank. As you pursue Glory your base needs to reflect your strength, from Fort to Stronghold to Castle, until finally establishing a Kingdom and Capital City.
Goal: Strive to rise to Rank 1
Clan Size: 1+
Base: SMALL fortified structure
Outposts: 1-2, unfortified
Alliances: None
Raids: None
Rewards: None
Territory Claim: None
-- Rank 0 Warbands are "essentially" treated as PvE, as they may not raid and may not be raided because they don't have a vault. We strongly recommend Rank 0 Warbands stay in The Drip until they're ready to make a quick push for rank 1 !!!! If you move beyond The Drip we cannot guarantee your no raid status. --
Rank 1 Warband : Fort
Goal: Establish your power base
Clan Size: 1+
Base: Build a fort, no larger than 1/4 of a grid square, walled & fortified, ready to repel a raid, with a Prize Vault filled with good loot.
Outposts: 3-5, unfortified
Alliances: None
Raids: None
Rewards: 1000 bronze coin, T4 Priest
Territory Claim: You may declare your dominion over 1 entire grid square, hold it against all intruders, your builds within it don't count in your outpost total
-- Once you have achieved ANY of the requirements for rank 1, you must finish ranking up BEFORE the next raid window opens or face admin base wipe. Otherwise the warband must disband and the members must choose a new clan or a new path.--
Rank 2 Warband : Stronghold
Goal: Show your power and extend your influence
Clan Size: 2+
Base: Upgrade your fort to a stronghold, no larger than 1/2 of a grid square, made from all T3 materials, must have Blacksmith and Armorer stations and a T3 altar manned by a T4 Priest.
Outposts: 3, fortified
Alliances: 1 Regional, Military, or Religious alliance (mixed PvP/PvE) AND 1 Kingdom alliance (1 PvP overlord with 1+ PvE vassals)
Raids: 10 successful raid attacks and/or defenses
Rewards: 5000 bronze coin, 1 warden-crafted legendary weapon for each clan member
Territory Claim: Expand your territory claim to a total of 4 grid squares (must be connecting)
Rank 3 Warband : Castle
Goal: Hold and protect your territory and prepare to expand
Clan Size: 4+ (NO ALTS!)
Base: Upgrade your stronghold to a castle, make it large and impressive looking (but no larger than 1 grid square), must add a Barracks and Training Area, and a Great Hall/Throne Room/Chapel which is decorated for RP and must be publicly accessible at some times
Outposts: 3, fortified
Alliances: 1 Regional or Military alliance (mixed PvP/PvE) AND 1 Religious alliance (mixed PvP/PvE) AND 1 Kingdom alliance (1 PvP overlord with 2+ PvE vassals)
Raids: 10 more successful raid attacks or defenses
Rewards: 5000 bronze coin, 1 very good T4 fighter thrall for each clan member, a ward quest written in your honor
Territory Claim: Expand your territory claim to a total of 6 grid squares (must be connecting)
Congratulations! Your Warband may now wage WAR! Proclaim your Warband's royal sovereignty over your territory and your Clanleader's claim to the throne.
Rank 4 Warband : Kingdom
Goal: Become a Kingdom and establish a Capital City
Clan Size: 6+ (NO ALTS!)
Base: Have a PvE ally build a city close to your castle (this will be your Kingdom Capital), must meet all PvE City requirements, and must be publicly accessible at some times.
Outposts: 3, fortified
Alliances: 1 Regional or Military alliance (mixed PvP/PvE) AND 1 Religious alliance (mixed PvP/PvE) AND 1 Kingdom alliance (1 PvP overlord with 2+ PvE vassals & 1 PvP vassal of lower rank)
Raids: 1 successful War against a worthy foe (Rank 3 or better)
Rewards: 5000 bronze coin, 1 special Siptah treat of your choice for each clan member (within reason)
Territory Claim: Expand your territory claim to a total of 9 grid squares (must be connecting) (edited)
...
Kingdom Capital City
The kingdom capital city is a hybrid of PvP and PvE. It is to be built and maintained by the PvE ally, but it is "owned" by the PvP ruling Warband. If it is sacked, the PvP Warband does not lose the war, but they must spend valuable resources rebuilding it.
Be aware that this is the only PvE build that may be raided!
- The PvE Guild that maintains the city MAY use it as their Trade Center (they get extra perks if they do), but they don't have to.
- It MUST be filled with nice loot.
- The Warband MUST defend it.
- If it is attacked and looted, the Warband MUST respond by raiding/warring against the attacker.
Laws
You may now post laws for your Kingdom. They can be whatever you want (so long as they align with server rules), benevolent and kind or petty and cruel.
Taxes
You may tax clans with builds inside your Kingdom's territory claim.
War
You may now wage war like a real boy. Go all out. Crush your enemies. See them driven before you. Hear the lamentations of their women. Loot their riches and decorate your hall with their skulls. But be careful! If your Capital City is sacked AND you fail to defend your god's altar in your Castle during a War, you will loose your Kingdom status and become a Pretender to the throne and an Outlaw. Your Warband will be driven from your territory and demoted to Rank 0! If you defeat another Kingdom in War you will receive copious gifts from the gods and glories untold.
More Glory Rewards (For Kingdoms Only!)
Diplomat For every additional alliance you make with a PvE Guild, you earn 3000 Bronze.
Warlord For every successful raid attack or defense, you earn 1 special Siptah treat.
General For every subject (ally or resident of your territory) who fights for you in a raid or war, you earn 100 Bronze.
Scion For every additional PvP vassal who swears alligence to you, you earn 1 OP weapon.
Champion For every arena/joust competition your clan members win, you earn 1000 Bronze.
Conquerer For every Kingdom you crush into dust, you may expand your Kingdom to include their territory.
Guardian For every Trade Center which flourishes within your Kingdom, you earn 10 Siptah treats.
Peacemaker For every rival Kingdom you form a stable alliance with, you earn 10 Siptah treats (which must be returned if the alliance breaks).
Emperor If you conquer the entire map and crush all other Kingdoms, we end the game and wipe the server. Good Job :[
::: ADDENDUMS :::
These rules are in continuous play-test. If something is not clear or a specific situation isn't covered above, ask the admins about it and check the addendums below
::: LAND CLAIM CONFLICTS :::
As the map fills in with Warband land claims, more conflicts over who has rights to which squares will arise. Roleplayed conflict over land claims is encouraged. Questioning and friendly debate is also encouraged. Bickering like 12 year olds in OOC chat though is not allowed.
Some Expanded Guildelines:
-- To initially claim a square, it must be unclaimed. That doesn't mean it must be completely empty, just that it is not already claimed.
-- A rank 1 Warband claiming their first square must have their main base built in that square.
-- Any residents of a claimed square automatically become subjects of the Warband that owns that square. No debate. If you don't like being the subject of the ruling Warband, move.
-- To rank up from 0 to 1 and claim a square, the Warband must build a fortified base with basic RP amenities (bedrooms, workrooms, great halls and corridors, fortified walls with gates, non-flicker lighting and some decoration) and a protected vault room. There must be a unobstructed pathway with gates/doors/hatches to the vault.
-- A Warband's vault contents is not the property of the owning Warband, it is the prize for whoever wins the next raid. Store your personal valuables elsewhere. Warbands may have multiple vaults, all are fair game during a raid, even those hidden in outposts outside the clan's official land claim. But the "prize" vault must be in their main base and should be labeled with a sign if there are other vaults.
-- If a Warband's base drops below the minimum requirements (fortified/vault) it will not loose it's rank 1 status and they will retain their land claim until someone else takes it. They may still be raided even if they don't have anything worth raiding. (If you don't maintain your base properly, prepare to be trolled.)
-- A Warband that abandons the server or goes inactive will have their land claim wiped and their base will be used in a raid base event.
Continued...
-- Only a ranked Warband (rank 1+) may dispute another Warband's land claim.
-- Warbands may only dispute the land claim of another Warband whose lands border their own.
-- There must be substantial RP in the regions/send-a-raven channels before a land dispute can occur.
::: This is for Land Disputes between Rank 1 Warbands :::
To push another Warband off their Rank 1 land claim the steps are as follows:
1) RP, RP, RP
2) Disputing Warbands must share a border (grid squares next to each other vertically or horizontally, not diagonal).
3) The Attacker must declare AHEAD OF THE RAID WINDOW OPENING in the war-notices channel that their upcoming raid of the Defender will be for the stakes of seizing their land claim.
4) Once the raid window opens, the Attacker must raid the Defender as normal. That the raid is about a land claim dispute must be stated in the time stamp RP.
5) If the vault is breached, the Attacker wins. If the Defender prevents the Attacker from destroying their vault, then the Defender wins. The Defender may counterattack. If both vaults are destroyed, then the conflict is a draw, neither side wins.
6) The winner decides if they loser must leave the grid square, losing their land claim. The winner may then relinquish their claim on their old square and claim the new one.
Rank 1 Warbands may only hold 1 grid square at a time.
Rank 1 Warbands may not challenge the land claim of higher rank Warbands.
::: This is for Land Disputes between Rank 2-3 Warbands :::
To push another rank 2 or 3 Warband off of one of their squares the steps are as follows:
1) RP, RP, RP
2) Disputing Warbands must share a border (grid squares next to each other vertically or horizontally, not diagonal).
3) The Attacker must declare AHEAD OF THE RAID WINDOW OPENING in the
war-notices channel that their upcoming raid of the Defender will be for the stakes of seizing their land claim away from the other Warband.
4) Once the raid window opens, the Attacker must raid the Defender as normal. That the raid is about a land claim dispute must be stated in the time stamp RP.
5) If the vault is breached, the Attacker wins. If the Defender prevents the Attacker from destroying their vault, then the Defender wins. The Defender may counterattack. If both vaults are destroyed, then the conflict is a draw, neither side wins.
6) The loser loses their claim to the targeted grid square. The winner may then claim that square for their own, but they must give up their claim on one of their other squares.
Rank 2 Warbands may only hold 4 grid squares at a time. Rank 3 Warbands may only hold 6 grid squares at a time. Rank 2 or 3 Warbands may not challenge the land claim of rank 1 Warbands. Pick on someone your own size! (Form an alliance with them as your vassal instead.)
::: RIGHTS OF THE LANDLORD :::
To clarify... Warbands own the usage rights to the land in their land claim. They may, through the roleplay, demand and enforce that right.
-- PvE Guilds residing within a Warband's land claim automatically become that Warband's vassal. The overlord/vassal relationship should be negotiated in the roleplay channels. Once the overlord/vassal relationship is established, it should be listed as a Kingdom Alliance in the #alliance channel.
-- Other clans may only maintain outposts within a Warband's land claim with the permission of the owning Warband. This arrangement should be negotiated in the roleplay channels.
-- Warbands MAY NOT destroy other clans outposts within their land claim. The conflict over the outpost must be roleplayed in the appropriate region channel.
-- Warbands MAY declare a raid on an enemy Warband in order to remove an unwanted outpost from their land claim. The stakes of the raid being removal of the outpost must be declared in the raid announcement and the raid must be successful for the outpost to be removed.
-- If a Warband wishes to remove an outpost from their land claim and the owner is inactive or refuses to roleplay the conflict, then admins will inform the owner and demolish the build.
-- If there are random builds, thralls, or placeables left by unregistered, inactive, or careless clans, report them in the #wtf-is-that channel and they will be removed by the admins.
~ RAIDS RULES ~
Raids are the bread and butter of your Warband. The cream to your coffee, the sun in your summers day, and the coal in your stocking on the morning you hear explosions at your door. To rise in rank, wealth, and glory, you must raid. But most importantly, raids are the exciting actions scenes in the story of your Warband. They happen for a story reason and they move the story forward. Everyone wants a good, dramatic story for their Warband. So you WILL be raided, be prepared.
::: RAID WINDOW :::
Raids on PvP buildings are allowed during the Raid Window only.
Opens:
PDT -- CDT -- EDT -- AWST -- NZT
5pm -- 7pm -- 8pm -- 8am -- 12pm
Friday -------------- Saturday
Closes:
PDT -- CDT -- EDT -- AWST -- NZT
5pm -- 7pm -- 8pm -- 8am -- 12pm
Sunday -------------- Monday
::: RAID REQUIREMENTS :::
2 RP posts (by either party) showing the reason for the conflict BEFORE the raid window opens.
Both parties (raider and defender) are within 2 glory ranks of each other. (1 may raid 2 & 3, 2 & 3 can raid 1-4, 4 can only raid 2+)
Both parties (raider and defender) must, of course, be PvP.
There must still be the full time for the raid remaining in the raid window. Each rank has a different time allotted for a defense.
-- Rank 1 Forts must defend for 1 hour.
-- Rank 2 Strongholds must defend for 1.5 hours.
-- Rank 3 Castles must defend for 2 hours.
-- Rank 4 Capitals must defend for 3 hours.
If the attackers fail to crack the prize vault in the time given, they lose.
::: TO PREPARE FOR A RAID :::
Assemble your war party. Call on your allies. Each of your PvE Guild allies may only send 1 warrior to assist your war party. Your PvP Warband allies may send as many warriors as they wish to join your war party. Your alliances must be registered in the #alliances channel.
If this is your first raid on this server you will need to arrange an Admin to chaperone your war party during the raid.
::: TO START A RAID :::
NO OFFLINE RAIDING! At least 1 member of the Warband you want to raid must be online.
Post in the appropriate RP region channel that your warband is attacking. Make it sound nice and dramatic. @ the Admin and the clanleader of the defending warband (or a member who is online) in the post.
The time stamp on that post starts the clock. You may begin your raid.
If the attackers don't correctly follow the procedure, the supervising admin will make an announcement with the official time stamp.
::: DURING THE RAID :::
Attackers, during the attack you must follow the natural path of the compound (using explosives on only doorways, gates, hatches). NO BASE WIPING! Don't cause unnecessary damage to the structure. No placing explosives on blank walls, roofs, or purely structural pieces like supporting columns. If stairs, ramps or other features in front of doors impede bomb placement, then explosives may be placed as close as possible to the door/gate. Only use the number of explosive required to do the job, no more. Do the math.
Defenders, be aware that the pathway from the main entrance to your vault is for the purpose of defense and it is there to be destroyed and slow the attackers as they move through the path. Don't whine about damage to your defenses. Defenders may repair using a repair hammer, but you may NOT place new building pieces or replace doors/gates or dismantle.
Besides explosives, you may use other tactics to move through the defenses. Acrobat parkour past anti-climb, smash gates with trebuchet, scald thrall defenders with acid arrows, and cause whatever non-explosive havoc is most effective to get in and get to that vault.
For the duration of the raid (depending on the rank of the defender) you may attempt to get in and crack that vault, and they can try to stop you.
During the raid, the Defenders may counterattack the Attacker's base. Third parties may attack the Attacker's base while it is undefended. Allies may join either side.
If both parties wish to call a cease fire, they may do so. If a cease fire or truce is negotiated in the RP, then the hostility cooldown immediately begins. Individual members who break a cease fire should face the consequences of that act in the RP.
(As a reminder -- Even PvP bases must be in compliance with the building rules of this, a RP server. Forts and strongholds must be built fairly realistic and in a roleplay style, not weird official PvP builds.)
TAKE NOTE --> The admins reserve the right to prematurely call an end to the raid if substantial rule-breaking occurs.
::: RAID VICTORY CONDITIONS :::
A raid may only last 1-3 hours, at the end of which a winner is declared by the admins. If no Admin is available, you will all take care to follow the rules and monitor the time yourselves.
While getting good loot is nice, the main objective of a raid is to earn Glory so your Warband can rank up and get those sweet sweet rewards (and tell an awesome story).
The ATTACKER'S goal of a raid is to get to the enemy's vault and loot the treasure inside within the time limit. If you succeed in doing so, you have "won" the raid and the raid ends.
The DEFENDER'S goal during a raid on their compound is to hold off the enemy, delay, distract, and destroy them so that they do not make it to your vault before the time limit expires.
When the victory conditions are met:
The raiders will stop the attack and leave.
The defenders will celebrate or grieve.
::: REWARDS :::
Just for getting off the couch and starting something, the Attacker earns 1 Glory point, whether they win or not. To earn this point the Attackers must fight for the entire duration of the raid.
If the Attacker successfully cracks the vault, they earn an additional 1 Glory point and the contents of the prize vault.
If the Defender holds the attackers off and wins their defense, they earn 1 Glory point and the contents of the prize vault.
Each prize vault contains 3000 Bronze coin, some admin spawned loot, and loot provided by the defender.
::: HOSTILITY COOLDOWN :::
Once the Admins declare the raid won by either side, there will be a cooldown in which neither side may raid each other and the Defender's base is placed under the Fallen Heroes sacred protection. This is a chance for you to write a really nice and dramatic RP to post in the region channel about what happened during the raid and why the raid was important to your Warband.
The DEFENDER may choose a SHORT or LONG cooldown. The short cooldown is 16 hours. The long cooldown lasts for the entire remainder of the current raid window. During the hostility cooldown, the Defender's base may not be raided by anyone and the Defender may not raid anyone. The Attacker may go out and raid someone else, but not any bases that are in cooldown.
::: OTHER RULES :::
BUILDING YOUR DEFENSE
-- A Warband's raid base should be designed to look like a realistic or fantasy style fortress. "Official PvP" style builds are not allowed. Consider the role-play themes for your Warband and build accordingly.
-- The main entrance to your stronghold must be a gate. (So attackers can have fun shooting at it with trebuchet.)
-- Your main gate entrance must not be obstructed and must be accessible from ground level (stairs are okay, but no elevators).
-- There must be a traversable path from the main gate entrance to your vault.
-- Kill rooms, false floors, palisades, ladders, traps, attack thralls, elevators, obstacle courses, archers, mazes, parkour, gates, hatches, and doors may all be used to impede the route to your vault.
-- Rank 1 & 2 may have no more than 10 gates/doors/hatches between the main entrance and the vault.
-- Rank 3 & 4 may have no more than 20 gates/doors/hatches between the main entrance and the vault.
-- Door/gates may not be placed above floor level. (There must be a flat foundation/floor piece in front of every door/gate. No ramp/stair/elevator directly in front of a door/gate.)
-- If you choose to install more than one reward vault, both must have full and equal prizes in both. (If you win your defense you only get the prize from one of the vaults.)
USING TREBUCHET
-- We know trebs are difficult to aim, but try not to hit blank walls with trebs.
-- So as to minimize accidental base-wiping, trebuchet with explosive ammo may only be aimed at gates.
-- Don't aim trebs at doors. They're too hard to aim and damage spread is too great. Aiming at doors counts as an attempted base wipe.
-- Trebuchet can also be used to target other trebuchet and fire into open courtyards.
THE PATH OF ATTACK
-- Attackers must follow the natural flow of the build, breaking in through doors, gates and hatches.
-- Attackers may NOT break into a fortress through walls/roof/foundation.
-- Anti-climb may not be attacked, but it may be climbed around or jumped over.
-- Defenders may NOT change the pathway through their fortress while the raid window is open.
USING EXPLOSIVES
-- Explosive pots may only be used to break through gates/doors/hatches. (Not thru walls.)
-- Explosive pots may NOT be used to break purely structural elements.
-- If a gate/door/hatch is not easily accessible, explosive pots may be placed nearby so as to allow the splash damage to break through the doorway.
-- Explosive arrows don't do substantial damage to T3 building pieces. Firing a few explosive arrows at your enemy's building is okay, but you may only use them to BREAK doors/hatches/gates.
-- DON'T place explosives on purely structural elements in an attempt to collapse the floor the vault is placed on. Go through doors/hatches instead.
-- DON'T use excessive amounts of explosive pots all at once, this will cause lag for everyone and may cause other players games to crash.
-- The objective is NOT to utterly destroy their base. The objective IS to get in and get the vault loot.
-- Explosive pots may be used to destroy Vaults, Trebuchet, and Thrall Wheels.
And above all, you are not really raiding for the loot. You greater objective is to tell a good story in the RP about your victory.
NO HOLDS BARRED DEFENSE
The defender may counterattack, may retreat, may break bedrolls or ambush arriving warriors, may repair damaged pieces, may destroy your supply lines, harass your allies, or may just leave their thralls to defend while they go raid someone else. The defender may use trickery in their building techniques, decoy hallways, mazes, and traps. The choice of tactics is theirs.
REPAIR, NOT REBUILD
Defenders may repair using a repair hammer. They may not replace broken doors/hatches/gates or rebuild structures after they are destroyed.
IT IS A POPULARITY CONTEST
Your PvP and PvE allies may fight with you or support you during the raid. Only clans registered as your ally in the alliances channel may raid with you. PvE clans may only dedicate 1 of their members to assist an ally raiding or being raided. And PvE may fight, shoot, and scout, but may not place bombs. The PvP Warband members must perform the bulk of the attack. The more alliances you have, the more support you can call on. PvE Guilds may only store 1 vault worth of loot for their PvP ally. PvP Warbands may stash only 1 vault worth of loot with each of their PvE allies. If a PvE guild assists you in your attack or defense, it is your choice how to reward them. Be generous or greedy, your choice.
SHIT BREAKS
Be mindful about building the route to your vault, because that shit is gonna be blown the fuck up. Plan for any possible stability loss of building pieces as the enemy attempts to break their way in to the vault. There will be collateral damage to other parts of the structures as you smash your way through gates and doors. Don't put your crafting stations or storage chests near your vault. Be mindful of the path the enemy will take to get to the prize vault. Remember that they won't know where it is and may have to break into all your buildings to find it. Hire your allies to test your defenses to find weak points or test your own defenses. Each raid is a learning experience. Take what you learn and apply that to make your base better.
NO WHINING - Use the Report Problems Channel!
Anyone who comes crying to the general chat about a problem during a raid will be fined 100 Bronze per infraction. The report-problems channel is the appropriate place to bring up issues where you think the rules were broken. That channel will be cleared after each problem has been resolved.
ASSUME THE BEST
If a raid doesn't go your way, assume that everyone was playing fair. If you have a legitimate concern with screenshot proof or voice party witnesses, then post your concern in the report-problems channel or DM an admin.
ALL FRIENDS HERE
If you just want to vent about things not going your way, then DM an admin. We care enormously about the people who put their time and love into this server. If you're butt-hurt about something and need to talk it out, then come to us. We will not try to problem-solve, we will just listen and console you.
NO OFFLINE RAIDING
Builds can only be damaged while the owner is online. If you log off, be aware that it will take up to 20-30 minutes for the server to recognize that you have logged off. During that time your builds are fair game. Dipping is not an advised strategy for avoiding a raid. Don't be a baby. Fight.
NO RAIDING PVE
Duh. If you want to hurt a PvE Guild hit them where it hurts, their pocketbooks, their business deals, their alliances. If a PvE Guild offends you, challenge their individual members to combat in the arena or raid their PvP Warband overlord for your revenge.
NO RAIDING FALLEN HEROES (Admin Special Events Clan)
This clan is for your benefit. They are the admin's alt accounts and are used for server maintenance and for running special events. Don't mess with them or their stuff.
NO ASKING FOR RULES CHANGES DURING A RAID
Seriously. No.
RULE-BREAKING
If rule-breaking occurs, speak up to the offender and post in the report-problems channel. Incidents of rule-breaking will be dealt with by the Admins. Repeated, confirmed problem behaviors may be escalated to the community of clanleaders for resolution. For more information look at the #rule-breaking channel.
~ QUESTS ~
Side Quests
Ward Quests
Lore Quests (Rewards include lore secrets revealed)
Contact the quest-giver for rewards.
::: SIDE QUEST :::
Dazed & Confused (Side Quest #1)
You arrived in these broken, savage lands half-dead, with your memory scrambled.
Task: Regain a sense of self by filling out a character and clan registration on the discord.
Reward: 1 Starmetal Pickaxe + 100 Bronze
::: SIDE QUEST:::
Lost & Alone (Side Quest #2)
The strong run in packs and you are alone.
Task: Find another player in the world and interact with them. Post a description of the meeting in the appropriate region's RP channel.
Reward: 1 Starmetal Sword (short, long, or great) + 100 Bronze
::: SIDE QUEST:::
Home Sweet Home (Side Quest #3)
You are feeling more confident and comfortable in this new place, make yourself at home.
Task: Build a home base which adheres to the building rules and update your character registration to reflect your current region.
Reward: 1 Preservation Box + 100 Bronze
::: SIDE QUEST:::
Better Together (Side Quest #4)
As you establish yourself in the exiled lands there are many demands on your time. You need help.
Task: Tame a human thrall, a horse, and a pet. Mention all three of them in a RP post.
Reward: 1 Named T4 Taskmaster + 100 Bronze
---
That's it! For more information or help using these rules as a template for your own unique creation, join our discord "Void of the Fallen Heroes" and contact the main Admin Tuehelle Witchu / Hungree4Blud.
Blessed Be!
~ My Other Roleplaying Games ~
Pandemonium Gothic RPG & LARP
Tangleyarn Fantasy RPG Rules
Knight Errant Arthurian RPG Rules & Campaign
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