It is a time of great advances that this world takes place, one where the Gods and Goddesses which lord over mortal kind had begun to answer the prayers of the truly devout. For many centuries the likes of Humanity had constructed vast realms, forge technological marvels, and had come to know and achieve prosperity for all the land's inhabitants. However, this golden period was soon cease for “The Fracture”, commonly dubbed by the scholars, occurred causing a sundering of the plane’s material and ethereal structure leading to the amalgamation of other unknown planes which formerly laid dormant beyond the prime plane. There are no answers for how The Fracture had come to be, at least not during this era, but the results were evident in its wake as former humans found themselves to have been warped into beings such as Dwarves, Elves, Gnomes, and Halflings whilst other entities such as the Orcish Hordes had achieved colonization of this new plane and slowly grow to dominate vast expanses of open land. Not only had the introduction of new sapient species come from this planar cataclysm but also the dawn of magic as eldritch beings from other planes and young sorcerers alike had become proficient in distorting this new thread to their will. Although Humanity’s civilizations had collapsed and communication between realms halt, a new era past the strife of the planar collisions stands in preparation to be explored.
In order to utilize the rules of Villainy a character must have just cause for their elected alignment or proper IC (In Character) reasoning. Administrators/Moderators are allowed to interject if they do not see the aforementioned scenarios as fitting.
Do keep in mind that, due to the system and nature of Pathfinder, the server is catered primarily to Lawful and Neutral aligned players. However, we do not wish to discourage players from performing adequate evil roleplay.
Over time, and depending on the actions of the Villain, the Villain will gain infamy with city guards and other city officials. If a Villain's crimes have terrorized the populace enough times they are viable for execution when caught (This will count as a Player Kill).
Keep this in mind when Roleplaying an evil character as you may face other consequences such as: exile from city limits, hunted down by city staff or Lawful aligned players, etc.
Some methods of regaining fame may not be appropriate when performed by an evil character, for example the consecration of a temple to the respective character’s god.
The Conduct for Infamy is located on Pg. 180 of the Ultimate Campaign Guide. Destruction
You are allowed to sabotage siege equipment with a staff member overseeing you (1 siege equipment per day).
You are allowed to commit arson with a staff member’s consent and with their supervision you. (1 building per week). Buildings within spawn city limits, or ownership, will only receive minor damage as there is a mechanized firefighting squad present within the city.
You are allowed to use TNT with a staff member overseeing you (3 TNT per day). Remember that all TNT damage is regenerated after detonation within a few short moments.
Stealing large structures such as boats requires the appropriate amount of people and you must have a staff member overseeing you.
Our current combat system is Pathfinder, abide by this. For more information regarding banned spells or actions for PvP refer to: (Insert Ban Spell List Here).
You can not force PK someone without an Admin’s approval. The Admin may approve (with proper justification) a temporary PK period of 1 week in which both parties can be permanently killed, this duration increases if the target is absent for a day.
If you have an approved conflict, you are allowed to hire others and bring them into the conflict. Those others do not require a conflict with the other player, though if they are not Evil their alignment may shift. (Will depend on the circumstances). All parties on either side of the conflict fall into the 1 week PK period.
Players with the Assassin prestige class are the only exception to this rule, as the class is designed around the ability to use a Death Attack. If you wish to become an Assassin, you have to receive further training to gain access to the class or earn it through certain events.
The Administration reserves the right to observe or overrule perma-kills from Assassination abilities if deemed inappropriate.
You can not force someone to die MCly if you knock them out in RP. Though, they are obliged to give you three items if requested. You may quickly make a modreq to ask a mod to give you certain items, unless you trust the player.
If the player is killed, due to a 1 week conflict, then you reserve the right to claim all the possessions upon the player’s corpse.
Combat in all cities will only last for 1d4+1 rounds, after which the town guard will arrive and arrest everyone involved. Whoever attacks first will be fined as a minimum and can be executed depending on the extent of harm they inflicted. As a general rule, players who are sentenced to death should and will get an event that would allow them to try and escape prison before they are killed.
Theft As a base guideline, all theft may only occur when both parties are online as to prevent midnight robberies when the targeted party isn’t present.
Stealing from an unlocked chest is allowed, and you (or the party accompanying you) are only allowed to take half of what is inside the chest. The only exception being mined goods such as: Ore, Bars, etc. Which only a quarter of a stack may be taken.
If the chest is locked you must have a lockpick, which can be bought by a staff member. You can only use 3 lockpicks per lock.
To unlock a wooden door one requires the profession of Locksmith or the Disable Device skill. it is a difficulty check of 10+, to unlock an irondoor it is 15+. To break a wooden door it is 15+, and an irondoor is 18+.