1. Into the Abyss has a zero tolerance policy for players under the age of 18 nor characters under the age of 20.
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2. Maintain a friendly environment.
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We offer an all-inclusive roleplay community which means there is no tolerance for trolling or griefing, harassment in any form, nor any manner of toxic behavior which would adversely affect the experience for others.
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We do not monitor discussions outside of the server but we reserve the right to consider context from other platforms.
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3. No Drama!
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Clashes of character and conflicts are inevitable. In our server, we aim to maintain a drama-free environment. Players are encouraged to distance themselves in cases where reconciliation is proving difficult.
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In Character Drama is fine. Going OOC with drama is unacceptable.​
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Players are asked to open a Moderation ticket in the event of malicious events, disagreements arising and escalating or if the need for mediation is apparent, perceived necessary and so that the events can ultimately be documented.​
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Behaviors that pit players against players such as rumor milling beyond the In Character stories will never be tolerated, nor will acts of Retaliation. This falls under Rule 1: Maintain a friendly environment.
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4. Maturity is required with Mature Content.
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Certain themes are inherently sensitive and should be treated with a more conscious level of consideration for all involved. Sensitive Topics include but are not limited to:
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Graphic Scenes of Torture and Injury.
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Explicit Sexual Content including detailed descriptions.
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Non-Consensual Actions.
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Anything that would involve questions of consent.
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Explicitly given Consent is required. This is non-negotiable.
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Setting: Characters involved in such a scene must move to a private location that is not considered a Primary Location of activity.
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We uphold a policy where consent and consequences play pivotal roles in roleplay. This approach ensures that players can engage in immersive and meaningful role play experiences while respecting each other's boundaries and preferences. Clear communication and mutual consent are key to maintaining a welcoming and enjoyable environment for all participants in Into the Abyss. If a satisfactory middle ground is not able to be found between players, please open a ticket and staff will aid.
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Any and all forms of ERP and Torture are not allowed inside public areas of the Hubs.
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Private Clans must place down a POI at the entrance to the area if Mature Content is expected inside the base to serve as a warning. It needs to be easily discoverable.
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“OOC: By entering, you consent to possible exposure to the following Mature Content: Nudity, Gore, …”
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In the event that a character inadvertently enters a scene containing sensitive content and the player does not wish to participate due to the nature of the material, they are fully entitled to exit the scene at the earliest opportunity. It is important that the departing player communicates their reasons for leaving clearly (often using OOC speech) and respectfully, ensuring that all parties involved understand the situation and can adjust accordingly. This, on either side, is not an excuse to berate another’s roleplay, comforts, or to weaponize the ticket system.
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It is recommended that sensitive roleplay discussions be confined to lower-range local channels, such as whisper or mumble.
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​5. IC and OOC should be kept separate. Do not Bleed!
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We are all adults here. It’s expected of everyone to conduct themselves with some decorum and self-discipline, including restraint and maturity.
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It is crucial to maintain a clear distinction between in-character (IC) actions and emotions, and those of the player out-of-character (OOC). Blurring the lines between IC and OOC by targeting players or allowing emotions to cross over is not permitted.
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We are portraying characters within a game; these characters are not reflective of the players themselves. If you prefer not to roleplay with another player, we ask that you communicate this directly rather than ignoring the conflict. Should the issue escalate or if direct communication proves difficult, open a moderation ticket for assistance.
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6. Underage Characters are strictly prohibited! No Exceptions!
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Characters must be no younger than twenty years old.
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There will be no tolerance for ambiguity in character’s attempting to portray a younger person’s mannerisms, behavior or naivety.
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Characters must physically look like adults. Anything that looks like or could otherwise be mistaken for anything but an adult appearance will not be accepted.
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The following sensitive content will result in a permanent ban without appeal:
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Pregnancy and Birth Scenes.
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Any Roleplay that involves Children.
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7. Do Not Meta-Game!
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Metagaming occurs when a player uses information obtained out-of-character (OOC) to advance their in-character (IC) goals. This information would not be known to the character, and acting on it in character is strictly prohibited. There are two types of metagaming: soft and hard.
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Soft Meta involves the consensual use of OOC information between two players. This could include arranging a meeting location or sharing specific character details. Both parties must agree to the use of soft meta for it to be acceptable. To clarify, if two parties are roleplaying and a third party wishes to join them but does not know the location, should everyone consent, the location may be given to the third party. Under the condition that everyone present consents: This is not a rulebreak.
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Soft Meta CANNOT be used to provide assistance towards conflict oriented goals. This can be punishable with a temporary ban.
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Hard Meta refers to the use of OOC information without consent. This practice is forbidden and will be addressed by staff. Clear communication with your roleplaying partner is essential to avoid misunderstandings and ensure a fair and enjoyable experience for all. Remember, there is someone behind that screen who worked pretty hard, put in a lot of hours, to do this plot that you are ruining. BE BETTER.
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8. Do Not Power-Game!
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Our focus is on fostering an engaging and cooperative roleplaying experience, not on competitive storytelling or dominating narratives.
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Emotes that dictate the actions of other players violate the collaborative spirit of roleplaying by removing agency from others. For instance, using an emote like “Sarah attempts to disarm Max” respects the autonomy of both characters, allowing Max to react as appropriate, rather than asserting control with “Sarah disarms Max.”
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Examples of power-gaming include, but are not limited to:
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Emoting actions for another player without their consent
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Initiating sensitive scenes or actions without proper consent from all involved parties (refer to our Consent Rules)
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Disengaging from roleplay by failing to emote in response to interactions directed at your character
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9. Roleplay Etiquette
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Do Not Play To Win A Collaborative Story. It’s Lame.
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Collaborative roleplay is centered around creating a shared narrative rather than achieving victory. It's crucial to remember that the essence of collaborative roleplay lies in the story that unfolds from both victories and defeats.
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Do Not Avoid Roleplay!
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Avoiding roleplay is defined as when a character deliberately exits a situation without acknowledging or waiting for a response from another player. This behavior also encompasses scenarios where a character departs while someone is in the midst of typing a response, or abruptly leaves during an ongoing scene, including through OOC teleportation or other means.
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We encourage all players to maintain clear communication with one another regarding ongoing scenes. Should the player need an emergency leave due to a real life situation, it is common to go into ooc (via brackets) and briefly explain the issue.
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10. You are always In Character.
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In the singular exception of building, you may place on your status "OOC BUILDING" and be excused of being IC while building.
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This commitment to staying IC enhances the depth of roleplay experiences by ensuring consistency and authenticity in character portrayal. It allows players to fully engage with the rich lore of Faerun, exploring its landscapes, encountering its denizens, and navigating its challenges as their characters would.
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If AFK, an AFK tag should be placed above your head before going AFK.
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It is preferable that you do not AFK in places that others can stumble upon you in. Hide in your character’s personal room to AFK if you can.
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Being AFK does not render you exempt from others engaging your character upon your return.
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Characters should always represent the equipment they have equipped or are carrying on their ToT Model.
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If you have a bow and also a sword, both weapons should be visibly represented on the character model.
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11. Whitelisting is Required!​
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All players are required to adhere to the whitelisting procedure outlined in the Into the Abyss Discord server.
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Characters found outside the spawn area without whitelisting will be deleted and the player subjected to appropriate actions taken by moderation.
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Distribution of the whitelist passphrase will result in similar consequences.
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The whitelisting process serves to ensure adherence to lore accuracy and confirms that every player has thoroughly reviewed the rules, preparing them to commence their journey within the game world.
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12. Be Lore Accurate
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We strive to maintain a setting that remains faithful to the rich lore and realism of the Forgotten Realms universe. It is essential for every player to familiarize themselves with their character's race, class, and the intricacies of the setting to accurately portray the time period and context.
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In familiarizing with a character’s background, it helps towards ensuring that roleplay remains authentic and true to the established world.
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To uphold the integrity of our immersive experience, we discourage meme roleplay and references to the real world, as these can detract from the immersive atmosphere we aim to cultivate.
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It's important to remember that characters in Into the Abyss are not superheroes and should not perform feats that are unrealistic or inconsistent with their established capabilities. This principle extends to the portrayal of rare or exceptional circumstances. Any character with unique traits or backgrounds that deviate significantly from standard lore must be discussed with and approved by our staff.
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This includes, but is not limited to, characters with special backstories that carry significant roleplay implications or those belonging to exceedingly rare races.
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13. Do Not Exploit Systems
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Under no circumstances should systems be exploited. Anything that might not be working as intended should be reported to staff. Any discovery of players exploiting a system that is not intended will be addressed by Moderation.
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Twisting the intentions of abilities or unique aspects of RPR in ways not intended to gain an advantage or to bypass limits, rules, etc. counts as exploiting a system.
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14. Catch-All Rule
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Unforeseen situations may occasionally arise within Into the Abyss that do not necessarily violate specific rules but may conflict with the core principles of our server. In such instances, our Staff team convenes to carefully evaluate the situation and determine appropriate actions based on the nature of the offense. Decisions are made through a process involving a majority or unanimous vote among our team.
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This approach ensures that each case is handled thoughtfully and with consideration for the overall integrity and values of our community. If necessary, outcomes may lead to updates or additions to the Into the Abyss ruleset. Any such changes will be clearly communicated to our player base to maintain transparency and uphold community standards.
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Staff reserve the right to waive the Disciplinary Guidelines Process in the event of extreme cases requiring harsher consequences being enacted for egregious offenses.
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15. Staff ARE Accountable
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At Into the Abyss, we hold our staff members to the highest standards, expecting them not only to oversee server operations and steer its development but also to embody the core values that define our community. Each staff member plays a pivotal role in upholding the server rules with diligence and integrity.
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Our staff are entrusted with the responsibility of maintaining a welcoming and inclusive environment where every player can immerse themselves fully in the roleplaying experience. They serve as role models and guides, ensuring that interactions are conducted with respect and adherence to the established guidelines.
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In the event that a staff member is observed intentionally violating server rules, we have a protocol for addressing such concerns. Community members are encouraged to initiate an owner's ticket, providing evidence of the infraction. This process is designed to facilitate transparent communication and swift resolution, emphasizing our commitment to accountability and fairness.
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Note: The vanilla Conan Exiles crafting systems are not required for gameplay on this server. Players will not need to gather materials for food, armor, or weapons. Instead, kits will be provided for building.
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1. A Clan for All
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All players must be in a clan, even if they are solo. Clans make it possible for staff to track down buildings and pets and without a clan, it is substantially harder.
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The cleaning code we use to clean up the map wipes every building not owned by a clan and in that case, you will lose everything that you built and created without being reimbursed.
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2. Build Extensions
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It is possible for a clan to extend their tile and placeable allotment in two ways:
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Purchase a building extension for (PRICE) currency. This extends both the tile and placeable allowance by 200 each. Enter a General Help ticket to purchase this extension.
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Support the server by becoming a donor and redeem your rewards by opening a ticket; tile and placeable extension amounts vary by donor package. See the Donate tab for more information.
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Donator roles: Donation Tiers
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A maximum of two total building extensions can be acquired regardless of the nature of procurement.
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Donation based extensions are tied to the donator player.
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Purchased extensions are tied to the clan.
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3. Permanent and Temporary Bases
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Players are allowed one permanent base. Players may also keep a temporary camp for 24 hours, provided that a ticket is opened to inform the staff. This rule is to make it easier for moderators, as well as avoid having several fragments and bases all over the map.
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Failure to comply means that a ticket will be opened to warn the player in question and then possibly delete the building.
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4. Accessible Bases
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The base needs to have some kind of IC reason to be unreachable or underwater; stay lore-friendly. If you are unsure, open a moderation ticket.
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Failure to comply means that a ticket will be opened to warn the player in question to make proper changes. If these changes are not done, the building might be deleted.
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5. Minimize Light Sources with Effects
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Avoid using items with visible light or fire effects (flames), animations and an overabundance of light sources. The entirety of your base does not need to be illuminated.
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These include, but are not limited to: fire, torches, or candles with moving flames. These items are heavier in the server performance.
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Opt for items like radium torches that lack particle effects whenever possible. Failure to comply means that a ticket will be opened to warn the player in question and then possibly delete the building.
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6. Buildings should not:
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Exceed a height of 14 walls.The larger the build, the harder it is on server performance.
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Failure to comply means that a ticket will be opened to warn the player in question and then possibly delete the building.
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Possess an Airlock.
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Airlocking consists in creating an entry with two sets of locked doors, forming a small enclosed space between them. This ensures that even if the outer door is breached, the inner door provides a secondary layer of security. Failure to comply means that a ticket will be opened to warn the player in question to change the base until no airlocking exists.
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Be built near key locations and other players.
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Avoid constructing at significant sites or locations granting access to them. Refrain from obstructing unique resources, bosses, or essential spawns, camps, resource nodes, and quest objectives by building at least 50 foundations away. Additionally, maintain a distance of at least 50 foundations from admin builds to ensure an unobstructed environment as well as other player builds to avoid lag. If you plan to establish a larger colony or town, ensure at least 5 foundations between individual structures. Concentrating too many structures and placeables in an area can strain the server, leading to frame drops and rubber-banding. Failure to comply means that a ticket will be opened to warn the player in question to relocate.
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7. Buildings must be RP Friendly and appear Aesthetically Pleasing
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Please abstain from Sandbox or ‘Noob Cube’ Homes.
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If you need help building a home, you can always petition for help and players can serve as an ‘OOC Builder’ to assist.
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8. Only Two Total Market Puppets Per Clan
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You may place them in the designated place or in your base. Their head tracking must be disabled. Your clan name must be listed in the Profession box of the puppet description. Failure to comply with this rule will result in the puppet being deleted with no reimbursement.
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9. Identify your Mounts and Pets with your Clan
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When naming mounts and pets, ensure to include your clan name in parentheses, like [Pet Name] (Clan Name). For example, if your mount’s name is ‘Bob’ and your clan name is ‘Lolth’s Wayward Children’, your mount’s display name would be: “Bob (Lolth’s Wayward Children)”. Failing to do so may result in your mount or pet being deleted with no reimbursements.
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10. Clan Limits
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Puppets and Dolls count against a clan’s deco pieces.
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Pets and Mounts count against a clan’s thrall limit.
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Clans have a player cap of 15 players.
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Factions have a player cap of 20 players.
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Build Extensions add 300 Pieces per Extension purchased. Only upwards of 2 Build Extensions can be procured.​
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Note: In Into the Abyss, Hub Guards serve as the unnamed backbone of protection within faction-run hub cities. Conflicts that arise in these hubs are swiftly addressed by these guards. Please note, these rules do not apply to player-clan settlements or clan settlements allied with factions.
Combat Protocols:
1. Guard Intervention:
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Following four turns of combat within a hub city, NPC city guards will intervene to apprehend the offender(s) if aid is called. An 'instant defeat' occurs, and with the next round of emotes, the offender(s) are taken into custody. Players involved in the scene will then discuss how to proceed and decide on any necessary consequences.
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Escape Clause:
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If the offender(s) manage to flee before the end of the fifth combat turn, they are not apprehended and are free to continue fleeing the scene. Offender(s) must leave the city immediately. Failure to exit the city within a maximum of two emote rounds or ten minutes of fleeing allows another player to engage them. Combat and noted emote phases are considered locked scenes, as stipulated in the Combat Rules. All passerby must either continue on their way or wait until the combat/flee sequence concludes.
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IC Consequences:
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Offender(s) who escape are not exempt from in-character consequences stemming from their actions. This includes, but is not limited to, warrants for arrest, bounties, and in-character bans from the hub city.
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Any suspected abuse of the Hub Guard system, such as goading others into fights or deliberately prolonging combat to trigger NPC guard intervention, should be reported via a ticket
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2. Stealth Operations
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For those wishing to conduct stealth operations into guarded hub cities, a DM Ticket must be opened. A DM will then guide the player through the interaction to ensure fair and engaging roleplay.This system ensures that hub cities remain safe and orderly environments, while still allowing for dynamic and immersive roleplay experiences. Please follow the Theft guidelines carefully to maintain the integrity and enjoyment of the server for all players.
Note: No more than one punishment can be given per ticket. Multiple punishing tickets cannot be made over the same issue. Appeals cannot be handled by the Staff member who rendered the decision or weighed in on by the Staff member who made the decision. Punishments must happen in descending order. One cannot skip punishments or move to an auto-ban.
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In cases of unique or egregious cases, the Catch-All Rule can be utilized loosely.
Anything explicitly stated as having zero tolerance is not beholden to the Stages of Disciplinary actions taken.
Stages of Status
1. Non-Active Warning Stage
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No warnings or active warnings. Default stage everyone is in.
2. Active Warning Stage
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Falls off in 30 Days.
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Player can have up to 3 warnings until a strike is delivered, depending on the situation. Up to staff discretion
3. Strike One
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This can always be appealed.
4. Strike Two
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This can always be appealed.
5. Strike Three
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This can always be appealed.
6. Temporary Ban - 7 Days
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This can always be appealed.
7. Temporary Ban - 30 Days
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This can always be appealed.
8. Permanent Ban
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There are no appeals allowed for permanent bans.
Just because you can do it does not necessarily mean you should do it blindly. There are situations in which you may be required to roll for success and failure checks on. Swimming and climbing are the most common aspects of this. There are special limitations to be considered within conflict scenarios and beyond.
Swimming
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1. Armor Types are a factor of consideration on whether or not you can swim successfully when in a PvP scenario. This applies to both standard PvP and any Raid setting.​
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Heavy Armor is an automatic failure in swimming. An Athletics DC check will dictate if you succeed in getting out of the water or not. Success requires un-equipping any Heavy Armor runes / gear representation.
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Medium Armor is not an automatic failure in swimming, but requires a roll on whether you succeed or not. An Athletics DC check will dictate if you succeed or not.
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Light Armor requires no roll to gauge whether or not you succeed in an attempt at swimming.
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Failure to swim or escape a situation in which your character might drown results in the player character becoming ‘Downed’, with all required flags assigned to the character to reflect this (Downed, PvP Defeat, etc. Whatever we have in RPR).
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Players have upwards of three rounds to attempt to succeed against a Swim Check.
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Athletics DC 12. A roll of 13 or higher is a successful effort.
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2. Players can be knocked back into water if an ability dictates a knockback happens and succeeds. In the event of a knockback, players must roll as if they’re performing a Swim Success dice check.
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When swimming, movement limitations are cut in half.
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If you can move 4 tiles in regular movement, you can only swim 2 tiles.
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Only explicitly stated racial or class perks may waive this limitation.
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3. Swimming dice checks in situations not including PvP scenarios are optional. However, a roll is required if the path traveled is aimed towards pursuing conflict of any form. Theft, PvP and Raiding or any other hostile action.
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Climbing
1. Armor Types are a factor of consideration on whether or not you can climb successfully when in a PvP scenario. This applies to both standard PvP and any Raid setting.
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Heavy Armor is not an automatic failure towards climbing, but has the greatest difficulty. An Athletics DC check will dictate if you succeed or not in your climbing attempt. Any emotes of climbing in heavy armor require the shout range chat as it is not a quiet attempt.
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Medium Armor is not an automatic failure towards climbing, but requires a roll on whether you succeed or not. An Athletics DC check will dictate if you succeed or not in your climbing attempt. Any emotes of climbing in medium armor require the local chat range chat as it is not a loud effort, nor is it necessarily a quiet attempt.
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Light Armor requires an Athletics DC check that will dictate if you succeed or not in your climbing attempt. Any emotes of climbing in light armor can be performed in a mumbles chat range as it is the quietest of attempts.
2. Players can be knocked down or off of an area in the midst of climbing. Any attack that is successful is eligible to disrupt a climbing attempt.
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If a player is knocked down from a climbing effort, they need to roll an Athletics DC check. If they fail this check, they are rendered prone and must use their next turn to stand up again.
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When climbing, movement limitations are cut in half.
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If you can move 4 tiles in regular movement, you can only climb 2 tiles.
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Only explicitly stated racial or class perks may waive this limitation.
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3. Climbing dice checks in situations not included in PvP scenarios are always required.
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A PoI should be placed in locations where an attempt is made regardless of success.
Thieving and Raiding should always be done with the focus towards narrative enhancement and for the sake of roleplay and not for the purpose of half-hearted roleplay attempts focused more on the acquisition of items or consequences against players. Those who engage in thieving and raiding should always be amicable to a response of fair proportion for their deeds done in the event of being caught, defeated or subjected to the mercy of other players. Likewise, the same expectation of engagement is expected of the players who are on the receiving end of being robbed or raided.
Lockpicking and the use of items that facilitate a breach of property, such as Grappling Hook to scale walls, will be granted through perk assignment. These perks will unlock the ability to use these skills and will require the equipped rune of the corresponding item to utilize.
Every breach of property and failed attempt will require a POI. Specifics found in the rules themselves.
Disclaimer: Staff watching the raids have a flexible amount of reputation they can award to the players, depending on their roleplay. Doesn’t matter if they are winners or losers. It is at staff’s discretion whether to dispense these reputation modifiers or not. Negative reputation (lowered standing) or positive reputation (increased standing). The more engaged in the roleplay the groups are can result in more reputation. These awards apply to each group instead of each person.
Theft Rules
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1. A limited number of items can be taken from a victim of theft. This applies as a shared cap of items acquired for all thieves involved.
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The total number of items that can be taken is capped at 3 items.
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Resource Stacks counts apply towards the item total.
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Any items that stack beyond 1 have a cap of 10 per stack. 1 Stack counts as 1 of 3 items in the theft limits.
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2. Once a thieving attempt has been made, there will be a cooldown period of 1 week between the thief and the victimized party before another attempt can be made.
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It is the responsibility of the thief to maintain evidence of what was taken from another player.
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It is the responsibility of the thief to place a PoI at the point of entry or the site of a theft to note the date and time of the attempt.
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A manner of contact information is required in the PoI. A character name or discord handle, so that either a player can reach out or Moderators can reach out on behalf of players to facilitate tracking.
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A failed attempt at lockpicking should not result in an immediate follow up attempt. Every attempt should be roleplayed before using the ability, and an appropriate attempt regardless of success or failure must be accompanied by additional roleplay.
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Emotes that correspond with failures should be posted in the say chat range at the minimum.
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3. Theft for the sake of “I wanted to” is not permitted. It should compliment, initiate or expand upon a story between involved parties.
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Lockpicking will not be accessible or possible by everyone. It’s a specialized skill.
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Characters whose entire shtick is to be thieves are an exception to the rule, given this is their part or role within the society of the world.
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4. In the event that Breaching is used to break into and enter a base, the same rules for Lockpicking apply with notable difference(s):
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There are no stealth approaches with breaching. Every emote should be done in shout chat range.
Raid Rules
Raiding is a step towards greater levels of escalation to grow an existing conflict or narrative between involved parties. These actions are traditionally violent pursuits, with risks factored in for both the aggressive party and the defending party. Collaborative efforts towards a conclusion of the raid is required of all involved and this includes arranging availability, committing to the event of the raid and ensuring a balance is struck to promote roleplay over all else. Raids should have meaningful purpose to the existing story between parties leading up to, during and in the aftermath of the raid.
Every raid will have a window of opportunity for players to call for a parley to engage in discussing terms in an In Character format before any fighting commences if it is called for by either group.
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1. Raids sizes are determined by the type of raid that is called. There are two raid types: Assault Raids and Invasion Raids.
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Assault Raids are your typical force moving to attack a targeted location. This is usually done with a specific objective in mind including, but not limited to, the acquisition of an item, targeting a person or a direct response to an existing threat or conflict.
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An Assault Raid has a limitation of 15 participants in total.
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Invasion Raids are a large-scale operation that involves bringing extra forces. The intent and purpose for an invasion is equivalent to besieging a settlement or location. This is traditionally a higher stakes raid.
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An Invasion Raid has a limitation of 20 participants.
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2. Raids must have an existing basis to be called for. They are done to build an ongoing narrative between involved parties and cannot be used to initiate a storyline with other players.
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Players must open a ticket with staff to announce their intentions to raid. Within this ticket, they must present what they intend to accomplish with the raid as well as demonstrate possession of sufficient amounts of a unique Raid resource called War Supplies.
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Staff must be available to oversee a raid.
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3. Requirements to Raid:
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A Raiding Party must possess sufficient War Supplies based upon the size of their force.
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War Supplies are a unique resource dedicated solely to the purpose of adding some weight to the expense of a larger scale battle.
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One Player requires 3 War Supplies.
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1 War Supply for Food, 1 War Supply for Equipment and 1 War Supply for Miscellaneous Provisions.
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War Supplies are procured by a unique supply quest.
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Availability for both sides of a raid need to be weighed to promote good faith and to try and allow for more balanced sides to be present.
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Refusal to cooperate or stonewalling on providing times and dates of availability can result in a time and date being set by staff or the raid can be canceled outright.
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A definitive list of participants needs to be provided to staff. This is expected of both the raiding party and the defending party.
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If the defending party is planning to flee their base, subjecting it to the mercy of the attackers, this needs to be disclosed to staff ahead of the raid.
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4. Raids become known In Character knowledge once a raid declaration has been made and the attacking party begins to move towards a target. This does not mean instant knowledge, but rather their approach can be made known if spotted and reported.
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Fast Travel is unavailable once a raid has been called. This includes anyone who might spot the raiding party and seeking to report their movements.
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Failure to adhere to this will result in information gained on the raiding party being nullified and the offending players being disqualified from participation.
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Failure to adhere to this will result in offending players being disqualified from participation in the raid.
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5. Raids are Instanced.
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If a Runner (Messenger) is sent by a defending party, reinforcements may be allowed to join the fray upon sufficient proof of being called-to-arms.
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Reinforcements cannot join the current turn order upon arrival. They fall in at the end of the existing turn order, rolling initiative amongst themselves to determine who goes when amongst the reinforcing group at the end of the existing turn order.
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A Runner (Messenger) can be intercepted if spotted. They must successfully flee the intercepting party before they can proceed.
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Someone who spots the raiding party enroute falls under the label of Runner (Messenger).
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Reinforcements
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Players must notify the overseeing staff of a ticket for reinforcements.
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A messenger/runner must be designated in a raid ticket.
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A messenger/runner can only initiate their run during the Parley phase, and can only seek the help of the declared Reinforcements group / people.
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Reinforcements cannot interfere if the fight has concluded and the Consequence phase has begun.
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If the victor of the raid is the raiding party, they have 10 minutes after the Consequences phase has concluded to leave or the Reinforcements can drive them out by force using normal PvP Rules.
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If the victor of the raid is the defending party, the Reinforcements can join the roleplay during the Consequence phase. They cannot initiate consequences unless the victors declare otherwise.
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PKs are not permitted to be passed around without prior approval with staff.
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6. Once a raiding party reaches its destination, there is time permitted for roleplay to occur, both within the attacker’s and defender’s respective parties or between them, enabling the option to call for a Parley.
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A Parley is available to be called by either side of the raid before PvP commences. This allows for last minute dialogue between parties, and should be used to enhance the narrative between participants of the conflict.
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7. Raids abide by PvP Rules once any combat is initiated.
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Raiding parties with Siege Equipment must make it known that they have this equipment ahead of the raid.
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Stalling to buy time for reinforcements is not permitted.
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RPR Abilities and Rolls are required during the player’s turn on the turn order. Once the RPR phase is complete, emotes follow but the next player can commence their RPR turn. This allows for an expedited process towards conclusion.
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Each turn has a time limit of 5 minutes to complete the RPR phase before the turn is skipped.
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8. Siege Equipment Rules
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More information here --- LINK
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9. When PvP concludes during a raid, the instanced state remains in effect while a consequence phase is initiated.
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An instanced state can be ended early with an agreement between parties involved.
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If a group of reinforcements arrives after being brought into the situation by a Runner (messenger) and find that PvP is already over, they can either initiate a new PvP series or engage in the ongoing RP.
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Sufficient proof of being brought into the scene by the Runner (messenger) is required to be shown to overseeing staff before the reinforcements can join.
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In the event of a new PvP initiation, a new set of Initiate rolls are required.
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In the event of a Defending Party yielding their base and electing to flee instead of protecting their base, they automatically concede to consequences that might be applied to the base itself.
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Damage done to the base in any RP, within reason of what the raiding party has available to them, can be enacted and required by the raided clan to represent in their build.
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Approval by staff for extensive damage is required.
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Theft limitations are reduced.
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Each participant of the raiding party is allowed to take items from the base of the fleeing clan, with limitations assigned to a per-person count instead of a group wide limitation.
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A Faction War is a unique style of conflict between existing factions. They abide by the regular PvP and Raid Rules, albeit with some exceptions to facilitate a longer term conflict with a slower pacing. This is by design, allowing a degree of ebb and flow to a narrative that would have far more reaching impact on existing and new players alike.
1. When a Faction is declaring war on another faction, it needs to be made public knowledge, through public decree. Noticeboards, public declarations, and actions taken to incite the conflict should be utilized towards this end.
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2. Multiple battles will take place throughout this series of strife. A tug-of-war style of system to demonstrate the escalation of the war will be put into effect.
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Faction A declares war on Faction B. They must win three battles to push Faction B back, and then they may initiate a siege (Invasion Raid) on Faction B’s hub.
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If Faction B wins a battle, they push Faction A back and can go on the offensive with the same requirements put into effect.
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A faction that is pushed back must recover lost ground before they can begin to count their three battles towards a Siege (Invasion Raid) on the other Faction’s hub.
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3. Multi-District Ownership
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In the event a single faction has ownership over multiple districts, it is possible for either region to be targeted for a claim. The decision is at the discretion of the would-be aggressors to select their desired target.
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A faction cannot lose multiple districts in the span of a single series of battles as described in the Faction War rules.
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Diplomacy can result in additional changes between factions, including multiple districts being surrendered. Factions can only forcefully lose one claimed district per ‘Faction War’.
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When engaging in thievery/combat within Into the Abyss, it is imperative that participants adhere to specific guidelines regarding Points of Interest (POIs) and Tracking procedures. These measures are crucial to ensure the integrity and continuation of roleplaying activities across the server.
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POI FORM:
A Brief Scene Description:
Date of Occurrence:
Built in Tracking DC (15)
Inside the Tracking DC, upon success, reveals:
Discord or Character Name:
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1. The POI form is a template on what is required. To better reflect how it works:
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Maximize Spot/Inspect Radius
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Select an Icon for the POI.
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Do not set an Auto Remove Duration
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Describe the scene in a brief, but clear manner.
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Do not include Discord or Character Name here.
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Add Inspection under Inspect & Investigate
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Roll: Tracking / DC: 15
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Description: Discord Handle or Character Name
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2. POIs are required upon every act of theft, infiltration or vandalism, or in cases where an obvious trail would be left for others to find in the wake of a hostile action. POIs serve as markers of interaction and consequence within the game world.
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3. Players cannot track something if they do not discover a POI to initiate the tracking process with.
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This can be waived if the individual being tracked consents to waive this requirement and facilitates the means to be found by the tracker.
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This cannot be waived if it involves more than the tracker and the target that is being tracked.
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For example, if the target being tracked would lead the tracker to multiple people upon waiving the POI requirement, including a prisoner or their own associates, then they cannot waive the POI requirement to initiate tracking.
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4. Tracking requires the use of a Tracking Roll.
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To successfully track a target, a Tracking DC of 15 must be beaten.
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Upon a successful tracking attempt, the target being tracked is obligated to share their movements with the designated tracker.
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This includes detailing their whereabouts up to the border of the current zone, providing a clear narrative of their actions and ensuring accountability within the roleplaying community.
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Zone Borders are shown on the game map.
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If a target crosses a zone border, the tracker is required to perform an additional tracking roll but at a reduced Tracking DC of 12.
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For each border zone crossed by the target, the Tracking DC is reduced by 3.
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DC15 > DC12 > DC9 > DC6 > DC3.
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Players only need to roll one Tracking check per new zone.
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If they’re revisiting a zone they had previously succeeded a roll in (tracked target doubled back), the Tracker does not need to roll again.
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There is a limit of 2 tracking attempts per Point of Interest (POI).
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There is a limit of 2 tracking attempts per Zone Border.
5. POIs found after 1 IRL Week cannot be tracked unless otherwise specified by Staff.
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The exceptions will usually coincide with an ongoing DM storyline, and a POI will clearly state it is a DM’s PoI.
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Non-DM POIs found that exceed a 1 IRL week duration are permitted to be removed. If uncertain, check with Moderation via a ticket.
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Consequences are the actions taken against a character in response to actions the character subjected to a consequence have performed. It should always be kept in mind that the scale of the consequence should be relative to the scale of the offense. Any Consequence that ends in the death of a character such as a Permakill (PK) requires the approval of staff.
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1. You cannot stack consequences in any form.
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An exception to the rule is through the victim's consent exclusively.
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2. Injuries - Wounds
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Wounds occur when one has lost a PvP. These can be assigned by the winner as a consequence or may be voluntarily taken as the victim chooses. They are for immersion and something to reflect the trials of a tough battle.
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It is considered poor form to disregard any injuries sustained or to otherwise dismiss a defeat as if nothing happened. We’re collaborating. Show some decorum!
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3. Consent
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Consent is a rule that transcends all others but it does not serve as a means to avoid consequences.
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Players can still receive injuries and be subjected to robbery attempts. Communication between aggressors and victims are expected to find an agreeable outcome.
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Consequences that involve kidnapping or enslavement do require a player’s consent for anything long term.
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Imprisonment can be performed regardless, though anything beyond the immediate series of roleplay should involve player communication for longer term capture.
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Non-consensual Consequences that consist of, but are not limited to, Maiming, Mutilation or anything of a sexual degree requires player consent and the option to Fade-to-Black is always available at any point of time during the roleplay.
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Permakilling (PKs) must be pre-approved with Staff via a ticket.
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Players can waive the ticket requirement so long as all parties involved agree to the PK amongst themselves. Screenshots of agreement are required to have on hand in the case of inquiry.
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Re-roll timers will still apply except in cases where it is an enforced PK.
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4. Left For Dead (LFD)
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Left for Dead (LFD) provides a way for characters to withdraw from a conflict without concluding either storyline. In this scenario, the victor of the battle assumes the other character has perished and leaves them behind. However, the downed character, still alive, can continue their narrative.
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A character that was Left for Dead must proceed cautiously since it’ll be widely believed that they perished.
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Being Left for Dead does not lessen the gravity of the consequences for your character if they encounter their would-be killer again.
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LFD offers a chance for a fresh slate for a character but it does not absolve them of their past actions if they’re rediscovered.
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This is typically a precursor to a PK being issued.
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5. No Value of Life (NVL)
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When a character behaves irrationally and acts in ways that don't fit the situation, it's referred to as No Value of Life (NVL).
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If a character is in extreme danger and actively threatens the person, that's NVL.
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A true vampire is walking into a busy town without trying to hide and singing showtunes risks being labeled as NVL.
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A character being tortured and not showing any fear or pain, or laughing at something that they realistically would not laugh at, would constitute NVL.
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If a character displays NVL, you can submit a PK ticket for the staff team to review. In the ticket, you can tag moderators right away to get a prompt response.
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6. Fading to Black (FTB)
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Fade-To-Black (FTB) occurs when a victim opts out of roleplaying the assigned consequence. The aggressor must respect all FTB requests. Any attempts to pressure or force a player into roleplaying specific scenarios are strictly prohibited and will lead to serious disciplinary measures. However, abusing this on either side is up to disciplinary action. This is to avoid phobia, fears, insecurities, etc. It is not an excuse to avoid the consequences of your actions.
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A FTB’d consequence still occurs and the aftermath should be represented in some capacity.
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7. Capture & Enslavement
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In a captive roleplay scenario, both the captor and captive have specific duties. The captor must engage in roleplay with the captive, and if an hour passes without interaction, the captive has the right to exit the scene.
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It's essential for both parties to communicate clearly and adhere to established consent guidelines.
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Capturing or Detaining also covers matters of imprisonment.
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Capture or Detainment are used to apprehend, hold hostage or similarly aligned themes.
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Short Term Capture / Detainment is anything under 24 hours.
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Long Term Capture / Detainment is anything that exceeds 24 hours and requires communication between parties ahead of time.
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Enslavement is classified as a separate matter, with longer term effects expected.
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Enslavement is considered a heavier consequence with lasting impact on the stories of multiple characters.
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Short Term Enslavement versus Long Term Enslavement needs to be pre-determined between involved parties so that expectations are clear, and consent levels are considered.
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Situations where items are roleplayed as confiscated are required to be un-equipped by the captive. They do not have to surrender their items on a mechanical basis to their captors unless they do so consensually.
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Enslaving/Capturing someone does not allow you to rob them of their gear!
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These items can only be used again by the character if:
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The items are returned to them through roleplay flavor
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The items acquired through another means in roleplay flavor
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The character is consensually released from captivity.
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Characters who escape against the will of their captors are required to take time to ‘recover’ their items before fleeing the scene. Otherwise they should not make use of their items.
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Being captured or kidnapped may occur and if you are captured or kidnapped, a POI must be left at the scene!
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The POI will adhere to tracking rules.
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This is considered the final act to be taken into consideration for a consequences phase. The story should consist of a build up and ongoing escalation of a conflict or struggle between characters before a PK will be considered. It’s paramount to realize that a PK is the final chapter for the character being subjected to a death, but it does not conclude an overall story for those who are left behind by the deceased.
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1. A character’s death occurs when sufficient story has happened between two people or in cases of severe or persistent offenses.
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A PK will never be issued for someone that stole something, or in cases where they might offend a character through laughter, mockery, etc.
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NVL behavior is a case-by-case matter and will waive rule 1a.
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2. It is the responsibility of the player seeking a PK against another character to provide sufficient evidence to support their petition.
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Open a Moderation Ticket to pursue a petition for a PK and fill out the following form:
VICTIM’S NAME: (Character Name)
KILLER’s NAME: (Character Name)
DETAILED EXPLANATION: (What happened and why?)
RELEVANT SCREENSHOTS: (Post in an organized fashion screenshots that support your petition.)
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Staff operate with what is provided to them in rendering a decision and a series of reviews are followed with the ultimate decision rendered by Ownership after peer review.
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3. Once a PK is issued, a POI at the scene should be left by the aggressive party so that others might be able to pick up threads of a story that has been abruptly concluded.
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The POI must adhere to Tracking Rules.
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4. Insurance Policy
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In the inevitable likelihood of your untimely demise, have no fear. We believe that roleplaying should be enjoyed and not a grind for the sake of a grind. However, we must be fair as well! That is why every 30 IRL Days, should you die, we will refund half of the earned progression of your deceased character. There, are, stipulations to this as listed below:
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You, as the victim, must provide adequate roleplay for the scene involving your previous character’s demise.
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No skipping the roleplay.
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No signs of bleeding.
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No signs of NVL.
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No minimal contributions in the form of emote length (1 liners, for instance).
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No issues with OOC conduct.
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If it is found upon review that the above was not achieved, the progression carry-over feature will not be applied to the new character.
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When re-rolling, your new character cannot possess or act upon knowledge your old character had.
Everyone has access to re-rolling their characters. Sometimes a character idea does not work out, or it has become time to switch it up. Every player has a single shelving slot that they can store a single character on, and later return to if they choose.
There are three types of Re-Rolls:
1. PK - You have to re-roll because your character was killed. They cannot be restored or revisited later.
2. Shelving - You have decided to voluntarily re-roll and elected to preserve your character to revisit later.
3. Deletion - This is a standard re-roll that results in the character being deleted. They cannot be restored or revisited later.
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For every non-PK based Re-roll, a 24 hour window for conflict claim opportunity is enacted upon the posting of a character rumor.
1. Character Deaths
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When a character is killed, the player whose character was slain must open a Moderation ticket to begin the process of a re-roll. The items that are left upon the character at the time of their death are lost.
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Open a Whitelist Ticket and explain that a re-roll is needed.
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Despawn your inventory and post an Event Log of items being deleted.
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Decide on a new character name so your name can be updated.
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Begin the process for a new character in-game at spawn.
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2. Shelving
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Shelving a character is effectively putting them in a state of holding. They are taken out of active play but can be revisited later on by the player.
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Every player has 1 shelf slot.
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To initiate the process for shelving, open a Whitelist Ticket and explain your intention to shelve.
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You will be required to draft up a character rumor that will be posted on your behalf.
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Screenshot your inventory and list the items in written form, posting both into your ticket.
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Screenshot your dice sheet, including any variables such as experience, renown, infamy, etc.
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Wait for 24 hours and then revisit the ticket when the time is up to complete the re-roll process.
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Once approved and it has been finalized, submit screenshots of the Event Log of items being despawned.
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Provide a new character name and begin the process for a new character in-game at spawn.
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3. Deletion
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This is a basic re-roll that results in a character deletion. They are removed from active play and cannot be revisited later on. This decision is final and will not be reversed.
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To initiate the process for a happy ending, open a Whitelist Ticket and explain your intention to delete the character to re-roll.
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You will be required to draft up a character rumor that will be posted on your behalf.
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Screenshot your inventory.
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Wait for 24 hours and then revisit the ticket when the time is up to complete the re-roll process.
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Once approved and it has been finalized, submit screenshots of the Event Log of items being despawned.
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Provide a new character name and begin the process for a new character in-game at spawn.
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4. It is allowed to waive the Conflict Claim Opportunity timer. In doing so, players automatically consent to any Consequence inflicted upon the character in the event a conflict claim is made, verified and approved.
5. There is a 30 day period that re-rolls cannot be pursued between re-rolls.
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A new character concept has a 7 day grace period from date of approval to do one of the following:
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Another re-roll, but cannot shelve.
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Change class/subclass.
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When utilizing the 7 day grace period option, the player does not retain the following:
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Character Items
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Level Progress
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A Sub-Class Change is allowed to keep Level Progress but does not retain their items.
Player vs Player (PvP) is the conflict resolution method used to simulate combat between characters. It should arise naturally from roleplay, fit the context of the scene and contribute meaningfully to the ongoing narrative. It should never be initiated solely for the purpose of disruption or to harass a character.
All PvP on In the Abyss is handled through dice conflict.
1. PvP Intents
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To drop a PvP Intent is to declare your character's intention to initiate aggression or violence in the form of combat. When a PvP Intent is declared, everyone involved in the scene and within range must declare.
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PvP Intent - Join: Player will be joining the fight in one form or another, whether it is to standby and observe or to directly intervene or engage.
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PvP Intent - Flee: Player will not be joining the fight, but rather will seek to escape the scene by running away.
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For more information, see the PvP Flee / Escape Section of the rules.
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2. Equipment
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Cycling through armor types, or to equip armor at the time of a PvP intent, or in the looming threat of one is not permitted.
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Any changes to armor state must be completed before the possibility of conflict arises, and should be emoted out accordingly.
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The same ruling applies in the cases of weaponry or supplementary items that would lend aid to a fight.
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Weapons can be swapped between one another in the midst of PvP so long as there's a pre-existing representation of the item on the character.
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A weapon swap takes up an action turn.
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A character can drop a weapon or off-hand item without replacing it with another item. In such an event, it does not cost an action turn but the rune must be un-equipped.
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3. Pre-Buffing is not allowed.
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Casting a buff or consuming an item that applies a buff (or debuff) must be done in place of an action phase during a PvP.
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4. Scene Lock
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When PvP intent is declared, a scene lock initiates. This means that nobody can join or leave once all the participants have rolled initiative. ​After all combat actions are resolved and a victor is determined, the scene lock extends for an additional 4 rounds of emotes. This period allows the winning and losing teams to conclude their roleplay interactions without interference from third parties. During the scene lock, characters involved in PvP combat are safeguarded and cannot be disturbed or interrupted.
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5. Combat Step-by-Step
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Pvp is dropped. Choose if you pvp join or flee.
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If you wish to observe, choose join.
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As soon as PVP drops, you may NOT move any further until it is your turn.
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Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants' turns.
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Take turns. Each participant in the battle takes a turn in initiative order.
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Turns go from highest Initiative Roll going first, to the lowest going last.
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Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 5 until the fighting stops.
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Unless all players consent to something else, the default is to use RPR to take your turn when it is time, and then write a post while you wait for your next turn and the others are using their RPR.
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Unless all players consent to something else, every RPR turn must not take more than 5 minutes. If they do, they may be skipped with a (Taking longer than 5 minutes, skipping) message.
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6. Actions
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Actions taken during PvP include Climbing, Swimming, Flight, Attacking, using an item or ability that gives a player a buff. These all count as full actions.
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Movement on the basis of movement alone does not count against the action period of a player’s turn in PvP.
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Certain movements can invoke Attacks of Opportunity, giving the corresponding individual a free attack on the player that invoked the AoO.
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Climbing, Flying, Swimming are covered in greater detail in their respective rule sections. [Insert Hyper Links here]
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The use of opening doors, utilizing elevators or other available means of movement to reposition that require interaction to activate do cost an action turn.
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The usage of items and abilities count as an action turn unless otherwise specified in their respective tooltips.
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1. To run away from an active PvP Intent, players must make use of the Flee ability.
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Flee rolls acrobatics or athletics (whichever skill is higher) and publicly posts the result.
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Every individual attempting to flee must make their own individual rolls.
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The fleeing person must move their maximum movement limit away from their pursuer on their turn to get away.
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If a fleeing individual manages to roll three successful rolls of Flee, they successfully escape and must leave the scene immediately.
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A fleeing person cannot utilize any hostile actions while fleeing.
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2. Pursuers who want to prevent a target from fleeing must make use of the Pursue ability.
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Pursue rolls acrobatics or athletics (whichever skill is higher) and publicly posts the result.
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Only the person closest to the fleeing target can initiate pursuit. If more than one person is in close proximity to the target, the pursuers must select a single person to give chase.
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A pursuer can attempt to still PvP Down the fleeing target until a third escape success is rolled by the escapee.
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In the event that a Pursuer rolls successfully against a PvP Flee, their initial roll serves as ‘catching up to’ the target. They must roll a secondary, successive roll to then capture and detain their target.
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This system only applies in cases where a target PvP Fleeing continues to try and flee despite a failed PvP Flee attempt.
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When a target is captured, PvP ends and consequences phases can be pursued.
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3. PvP Flee does not protect against Attacks of Opportunity. If an AoO would be triggered ordinarily, it still applies even in PvP Flee.
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4. In the event that a Flee Attempt is unsuccessful, the players who attempted to PvP Flee pvpmay turn and fight, allowing them access to hostile actions once more.
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A fleeing player may cease their attempts to flee at any point to fight again, but their successive rolls requirement to successfully flee restart from 0.
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PvP Flee is not canceled upon a failed roll attempt, and the attempt may continue as long as the player continues to try and get away.
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If a fleeing player has rolled upwards of two successful Flee checks but is caught up to by the Pursuer, they still can roll another check to Flee to officially escape.
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They cannot roll to escape if a Pursuer successfully captures them on successful, back-to-back rolls of Pursue.
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5. If the fleeing player manages to get out of range of the pursuer, more than 20 tiles away, the fleeing player is considered to be automatically fled from the combat and the combat instance is over for that player.



