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PopeWymund
#213494647Tuesday, April 04, 2017 4:20 AM GMT

Section 1 : Warfare Rules ---------------------------------------- 1) You must give notice in advance of war. 2) No allowing outside genres in raids. 3) The times that raids are allowed are on weekdays are 10 am CST - 11 pm CST. On weekends the times are 9 am CST - 1 am CST. 3) Mercenaries must be allied to the “Mercenaries of Aberon” group. 4) Both sides must have at LEAST 5 troops and HR approval. 5) Allow up to 48 hours for lands to be transfered. 6) Rebellions must be approved by loremasters or CO. 7) High king title can be fought for once a month. 8) Rebellions for crowns can occur once every two weeks. 9) Lands must have a 3 day cooldown before they can be captured again. 10) All victories must have a loremaster present, if none are present you must send a SCREENSHOT of your raid ID victory on the GUI that appears after the raid has been completed. 11) Coup’s are allowed to happen from inside a faction, but can only be started by that faction’s HR’s, and must have majority approval of the populace inside of the faction of which it is to occur. 12) Mercenaries are not allowed to capture land. 13) You can capture all of a faction’s land except their capital. 14) If a kingdom is defeated, the victor can place a new king in power which may act as a puppet. 15) A faction leader may kick his own faction troops as he sees fit during a battle, but ONLY his own troops. 16) Loremasters and anyone in an administrative position are not allowed to participate in faction wars to avoid bias and corruption. 17) Kings can be put into place by the previous king if both parties agree. 18) Anybody can be taken out of power at any time by the CO if they have broken any rules of conduct. 19) Nobility and above can create their own custom warbands with approval of the ruler. 20) ANY Admin abuse at ANY time in the capital city will result in expulsion of admin abilities, regardless of rank or reason. 21) No ORGANIZED warfare at the capital. RK’ers and minor offenses at the capital are to be handled by Principality Guards. 22) If a ruler is inactive for a week or longer, he will be replaced by his next in command. 23) Kingdoms are allowed to kick anybody they see fit on their territory EXCEPT for during an official raid.(Exploiters, criminals, out of genre raiders, and unapproved mercs are an exception) 24) Only HR’s may start battles with HR’s of other factions. 25) Rulers may begin wars and battles as they see fit. 26) Lords may attack and steal lands from a faction without any official declaration of war. 27) Mercenaries are allowed to help fight for any faction and in any type of war or battle as long as approved by the genre by appearing on the “Mercenaries of Aberon” allies list. 28) Developers are allowed to participate in wars as long as they do not hold any administrative powers. 29) All raids inside the genre must be on approved genre lands. 30) Loremasters and CO must be informed of all rebellions AHEAD OF TIME. 31) Raids may not be paused. 32) A kingdom may only make a place a capital that was ORIGINALLY in the kingdoms borders. 33) No demoting HR's or telling them to go offline to prevent a raid. 34) Forcible ending a raid is an automatic surrender. 35) Do not use catalog items to gain unfair advantages. 36) These wars are to be fought fairly. Do not attempt to rig the raids. 37) Anything captured by rebels has a one day cool down. 38) Do not loophole the rules. 39) You are not allowed to wear opposing kingdoms uniforms. 40) If an attack on a place is failed, you must wait 24 hours to attack again. 41) If a kingdoms leader isn't present during a raid, an allied leader or HR can take over for both allied kingdoms. Section 2 : General Rules --------------------------------------- 1) Kingdoms may not exile or kick opposing factions’ members from the main genre group unless told otherwise by loremasters. 2) If a duel is used to determine kingship, both parties must agree as well as a present loremaster. 3) Anybody can be taken out of power at any time by the CO if they have broken any rules of conduct. 4) Do not interfere with other kingdoms trainings without expecting to be punished. 5) Mercenary bands may be removed from the approved list at any time by a loremaster or CO. 6) Any attempts to bribe loremasters or CO will result in exilation from the genre for corruption. 7) Mercenaries are subject to expulsion from the genre if they break any genre rules. 8) Leaders may call meeting with other leaders, but it has to be accepted by all parties who desire to partcipate, not forced. 9) Any disputes concerning administrative powers must be brought to Loremasters, do not take their job upon yourselves. 10) Any developments created for the genre must be approved by the CO to become official. 11) Any fighting that is out of hand should be brought to the #salty_channel 12) Faction leaders may change their motto at any time, as long as it is approved by loremasters and CO. 13) Faction leaders may change religion at any time. 14) All faction leaders must join the main genre group. 15) Faction leaders should handle their own people’s ranks inside the main genre group, not the loremasters and CO. 16) Lords are only allowed to have admin at a faction’s land upon the faction’s ruler’s request. 17) Granting of entry given to Criminals is punished by automatic exilation from the genre. 18) Use the main genre group shout only for IMPORTANT events that concern the entire genre. 19) Donations to any kingdom within the genre are non-refundable. THESE RULES ARE SUBJECT TO CHANGE AT ANY TIME BY COMMUNITY OWNER OR CO-COMMUNITY OWNER.

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