Crownlands Roleplay
Server Rules
Our server focuses on believable characters, meaningful character development, and story driven roleplay.
Respect & General Conduct
- 1.1
Respect the player behind the character.
In-character hostility must never become personal harassment, discrimination, threats, or retaliation OOC.
- 1.2
Respect boundaries and prohibited themes.
Sexual roleplay and sexual violence are prohibited. Graphic torture requires everyone’s explicit agreement and must fade to black if anyone requests it.
- 1.3
Play fairly.
Exploits, cheating, alternate-character abuse, and disconnecting to escape consequences are prohibited. After an accidental disconnect, either contact the involved players directly or through staff in order to ensure they’re informed.
Roleplay Standards
- 2.1
Stay in character at all times.
Keep discussion of game mechanics, Discord, staff tickets, and real-world matters in designated out-of-character channels.
- 2.2
No metagaming.
Your character cannot use information obtained through streams, Discord, another character you play, or other outside sources unless they independently learn it in roleplay.
- 2.3
No powergaming.
Do not decide another character’s reactions, injuries, thoughts, or surrender. Describe an attempt and allow a response, unless an agreed mechanic has already resolved the outcome.
- 2.4
Value your character’s life.
Consider weapons, numbers, injuries, escape routes, and what your character stands to lose. Bravery and resistance are allowed; routinely ignoring overwhelming danger is not believable.
- 2.5
Accept setbacks and let roleplay flow.
Losing a fight, being refused entry, failing a negotiation, or suffering a lawful punishment can create further roleplay. Nobody is entitled to win every encounter.
- 2.6
Give others opportunities to participate.
Avoid monopolising scenes or treating other characters as props for your own story.
Era Appropriateness
- 3.1
Use language that fits the setting.
Natural English represents conversation within the world. Historical accents and “thee” or “thou” are optional. Avoid modern slang, internet expressions, and references to modern technology or politics during scenes.
- 3.2
Recognise differences in status.
A peasant, merchant, priest, knight, and lord have different influence and responsibilities. Your character may challenge authority, but should understand the potential consequences.
- 3.3
Let the setting shape your character.
Religion, family, reputation, occupation, and local loyalties should matter to their outlook. Characters may doubt or disagree with prevailing beliefs; portray this with believable motives.
- 3.4
Historical atmosphere is not permission for harassment.
Regardless of the historical setting, Crownlands Roleplay does not tolerate intolerance. The lore is rewritten to ensure that we are inclusive to our community (sexual orientation, how to treat women in the time period, etc.).
Characters, Skills & Progression
- 4.1
Start with a believable background.
Give your character strengths, limitations, and a reason to be in the region. Avoid unexplained fortunes, mastery of every trade, and connections that grant automatic influence.
- 4.2
Titles and authority require approval.
Noble status, major religious or civic offices, command positions, and close relationships to important setting figures must be approved by staff.
- 4.3
Earn advancement through play.
Wealth, reputation, appointments, and social advancement should follow demonstrated service, training, trade, or political relationships. Buying a manor does not automatically grant noble rank.
- 4.4
Keep knowledge appropriate.
Characters may hold medieval beliefs about medicine, religion, and the supernatural. Those beliefs do not grant working magic, modern medical knowledge, or supernatural abilities.
- 4.5
Keep alternate characters separate.
Do not transfer wealth, information, influence, or revenge between your own characters.
Combat, Crime & Conflict
- 5.1
Conflict needs an in-character basis.
Random attacks, killings, and harassment disguised as crime are prohibited. A minor insult does not automatically justify lethal violence.
- 5.2
Make an encounter understandable.
Give the other player a reasonable opportunity to recognise the threat and respond. Ambushes may involve surprise, but must follow the server’s initiation mechanics or an approved event plan.
- 5.3
Use proportionate force.
Consider negotiation, withdrawal, surrender, restraint, or non-lethal force where reasonable. Killing should carry significant weight.
- 5.4
Robbery must create interaction.
Make clear demands and allow a meaningful response. Do not repeatedly target the same player, camp respawn locations, or use robbery to prevent someone from participating.
- 5.5
Respect surrender.
A surrendered character may face disarmament, arrest, ransom, or other reasonable consequences. Surrender does not give attackers unlimited control over that player.
- 5.6
Keep captivity playable.
Captors must provide active interaction and a credible path toward release, rescue, trial, or another resolution. Extended confinement requires the captive player’s out-of-character agreement; never leave someone trapped while you log off.
- 5.7
Major conflict requires coordination.
Wars, sieges, settlement takeovers, and destruction of major property require staff approval before they begin.
Law, Authority & Punishment
- 6.1
Authority has limits.
Guards, officials, and nobles must act within their approved position and jurisdiction. Rank does not grant immunity from server rules.
- 6.2
Give accusations a basis.
Investigations may use testimony, physical evidence, confessions, and credible reports. Nameplates, player lists, or out-of-character knowledge are not evidence of identity or guilt.
- 6.3
Keep punishments playable.
Fines, restitution, public apologies, temporary detention, and supervised labour can provide consequences without removing a player from the story indefinitely.
- 6.4
Lasting consequences need agreement.
Permanent mutilation, permanent character death, or punishment that effectively removes a character from play requires the affected player’s explicit agreement and staff approval.
- 6.5
Corruption must serve a story.
Bribery and abuse of office may be roleplayed within approved limits, but cannot be used to repeatedly target players or deny them reasonable opportunities to respond.
Injuries, Defeat & Death
- 7.1
Portray injuries consistently.
Serious wounds should affect movement, work, and fighting. Healing mechanics do not automatically erase their roleplay effects.
- 7.2
Being defeated does not automatically mean permanent death.
Use the server’s approved recovery process. Do not declare another player’s character permanently dead without their permission.
- 7.3
Do not immediately return to the same fight.
After incapacitation, recovery and any return to conflict must follow the server’s combat rules.
- 7.4
Do not invent convenient memory loss.
Follow the server’s recovery rules or an agreed scene outcome. Neither side may impose memory changes simply to gain an advantage.
- 7.5
A new character starts a new story.
They do not inherit a previous character’s enemies, secrets, possessions, or claims without an independently established and approved reason.
Moderation & Accountability
Staff assess context, severity, intent, and repeated behaviour. Honest mistakes may receive guidance; deliberate abuse may lead to restrictions, whitelist removal, or a ban.
Staff members follow the same roleplay rules as everyone else. Decisions may be appealed through the designated process.
Create consequences worth roleplaying and leave other players room to help shape the story.