Rules

Safe-Zone -> A safe zone is a region claimed by your faction. Allied claim regions do not count as a safe zone.

Plundering -> Plundering is the looting of an unbannered player build.

Claimbuild -> A claim build is required to claim a region and has to be approved by staff and be bannered.

Region -> When talking about regions we always refer to the claim regions shown in #claiming-map.

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General rules:

1. No griefing.

2. No stealing.

3. No hacks or cheating clients.

4. No insulting or thoughtfully hurting someone.

5. Staff has the final word.

6. Respect everyone.

7. Map Location has to be on.

8. Middle Earth is the only allowed dimension. Overworld, Nether, End and Utumno are forbidden.

Important notion: We care a lot about happy players on our server, and thus we are very hard on toxicity. If you keep showing toxic behaviour, we will throw you out of our server for the sake of everyone else.

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Pvp rules:

1. Pvp in someone's base/town is only allowed during events or by mutual agreement.

2. the spawn is a safe zone.

3. Unclaimed regions are open for pvp and hunts.

4. Unbannered builds are open to plundering. During a plunder PvP may happen. The buildings owner is responisble for protecting his build.

5. Pvp during events is only allowed if the event staff gives consent.

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Gear Rules :

1. Mithril armor is not allowed under any circumstances!

2. In PvE a player may use any weapon he desires to use.

3. In PvE a player may use any armor except for mithril armor.

4. Race gear is to be used in PvP, Hunts and any other kind of Roleplay and war combat.

5. During events race gear is the default gear, other gear may only be used if staff allows it.

6. Mithril weapons, Utumno weapons, the gondolinian sword and the mallorn mace are excluded from roleplay gear under all circumstances!

7. Race gear means the armor and weapons your race or custom faction provides if you do not have a roleplay character.

8. A faction can aquire access to other factions weapons (weapons only not the armour) by trade with another faction. Trade may only be initiated by a faction leader. This weapon will be added to your race gear as long as the trade goes on.

9. If you use a roleplay character you may use the gear you described in your application, even if it is not the faction provided gear(staff has to approve the gear in the application).

10. A player can aquire gear from other factions through roleplay, that has been accepted by staff.

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Hunting rules:

1. The Hunter has to announce the hunt two minutes before starting the hunt.

2. The Hunter and the Hunted have to be in the same biome, for the hunt to start. (Same goes for everyone who participates)

3. Players in a safe zone can not be hunted (Claimed region or banner protected build)

4. Only race or custom faction gear may be used by the hunters during hunts. The hunted can use any gear he has with him except: Utumno, Gondolinian and Mithril.

5. The hunt ends after 10 minutes, unless following happens;

-The hunt ends when the hunted reaches a safe zone, or is unreachable for the hunter due to banner protection.

-The hunt ends when the hunter or the hunted die, no matter how.

6. During a hunt neither hunter nor hunted are allowed to teleport or fast-travel.

7. Everyone who participates as hunter should declare the hunt.

8. Everyone who supports the hunted should declare their support to the hunted before the chase begins.

9. After the hunt is declared, noone may teleport or join in anymore. So call upon your friends before the declaration comes!

10. Teleporting after the declaration or without informing whether you hunt or aid the hunted will ensure in losing your entire inventory and a warning.

10.1 If the loot is quickly hidden or destroyed right after a wrong hunt, we will take something of equal value out of your storage and provide a 1 week ban.

11. Most important of all: Enjoy the action!

The winner of the hunt is allowed to take all the gear from his fallen opponents, so be careful either way!

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General war rules:

1. A war can be declared by a faction ruler. When a war is declared, the 'defending' side will first be notified and given time to prepair their defensives, escapes or negotiate surrenders.

2. Towns and strongholds can only be captured by an approved and successful siege. All defenders must have been defeated. Unless they flee/surrender. Same goes for the attackers.

3. When a siege or raid is announced the defenders should make sure their valuables are gone from that place before the battle starts. Once the place is captured the recources inside that build are captured aswell. (This only applies to claimbuilds for regions and not for private bannered storages.)

4. after a siege the claimbuild is taken over. after a raid the claimbuild loses the claim status. To regain claim status for that build talk to staff.

5. If a faction annihalates another faction they have 2 options: They claim the biome and the players of the losing side can stay their faction and become part of the victors empire or the losers become refugees, who need to roleplay themselves to new lands where the faction could rise again. The options will be discussed between the victors and losers with staff guidance.

6. Wars will be fought over regions. If a region is taken, that war is over. (If a war between Mordor and Gondor occurs in Ithillien, all settlements in Ithillien must be captured in order to get the region) (Defenders may retreat to their other regions when they are defeated.)If invaders want to claim more regions, they must declare wars for it.

Civil war rules:

1. You must have 3 or more followers from your own faction to start a rebellion against the current ruler. By declaring a rebellion, the rebel leader will be the rebelling factions king.

2. in order to rebel you need to have a claimbuild that is not the capital.

3. A Civil war has the same rules as a regular war, but no help from allied nations may come.

4. The rebeling side will be using the factions enemy alignment during the civil war however the alignment of their main faction and that of their supporting allies(they may not interfere in the fight but may say they support them beforehand), will be noted to be reset after the civil war.

5. For a rebellion to win, all the nations main lands or the mainland of an annexed nations rebellion should be claimed.

6. Annexed factions belong to the empire and may support either Leader or Rebels in the fights.

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Expansion rules:

1. A claimbuild must be made in neutral lands in order to claim that desired region. Staff must approve it to get the region claimed. For info on claimbuilds see Claiming. Other claiming options are:

- Pay 15.000 coins to buy a neutral region of your choosing. Only a king can take this action.

- Donate 12 chests of iron ignots, steel / 6 chests of gems (all sorts except Glowstone, Gulduril, Durnaur, Edhelmir) / 3 chests of gold, silver ignots / 32 mithril ignots.

- Donate 30 chests of food / 30 chests of cobble / 15 chests of logs.

- Fight a PVE or PVP battle against staff using "Local" Forces and live to tell the tale.

2. If two nations hostile to one another aim to claim the same region, that area will become contested and will belong to no one until a agreement is made or a victor emerges from a declared war.

3. If two nations allied to one another aim to claim the same region, the area will be split up between the two factions according to the deal that is made. If no deal can be made, the region becomes contested and expansion rule 2 comes in its place.

4. If the settlers who go to the new region go through other empires, they must strike a deal to pass through or fight a battle to break through. (Durins folk cannot reach Moria without approval from the wood-elves, Rohan/Isengard/Dunland or Dol Guldur. And in normal lore we know they must surely fight against Dol Guldur and Isengard.)

5. More claimbuilds will give a nation a stronger foothold in a region. (More builds means more places that must be captured)

6. The map will contain other places beyond Middle-Earth and a trading town, those cannot be claimed in any case unless the creator wants it to be claimable.

7. Lore builds and event builds can be captured by nations to claim a region. But those builds may not be altered and can always be used for events!

8. We use no timeframe for a settler to reach its destination, though some nice role play would be appreciated!