RULES
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You must be 18 years or older to join.​​
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Erotic Roleplay (ERP) and extreme roleplay is not allowed.
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Sex, rape, slavery, suicide, pregnancy, and overly graphic trauma roleplay, are not allowed.
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Extreme topics in a character's backstory are allowed, as they happened in the past and are not current or future events. However, when brought up IC, the details should remain mostly vague.
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Griefing, metagaming, powergaming, and godmoding, are prohibited.
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Griefing is defined as deliberately irritating and harassing other players within the game, and/or using aspects of the game in unintended ways.
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Metagaming is defined as using Out of Character (OOC) knowledge In Character (IC). Examples include, but are not limited to:
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Seeing OOC that someone is somewhere in game and going to them without your character finding out IC.
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Tags of character or creature names and building or creature owners.
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Sending a DM or discussing in VC to meet somewhere, do something, or otherwise plan anything, in game.
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Powergaming is defined as aiming to achieve end game results (getting the highest and most favorable output possible), while ignoring everything else that constitutes the roleplay as a whole, and/or roleplaying in such a way as to not allow another player to enact their character's actions/reactions.​
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Godmoding is defined as playing a character that can never be harmed or destroyed, that can also harm and/or kill other characters without giving them a chance to react.
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Treat everyone with respect and kindness. Golden rule!
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Staff reserve the right to ask for a cessation of any behavior they deem unsuitable for the community.​
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Talking about other servers is okay, so long as it is in a kind and respectful manner. Bashing other servers is prohibited.
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The behavior of members in external spaces (such as other Discords or DMs) is outside of LnC's jurisdiction--we will not and cannot moderate any space outside of our Discord, our site, and our server.
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If conduct in external spaces grossly violates our rules and/or otherwise poses a concern for our community, we reserve the right to take action within our space.​
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If you need to contact a staff member, please use the #support channel. Do not directly DM a staff member.
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Breaking any rule will include, based upon severity: unofficial warning, official warning, time out, suspension, or banning.
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There is no set time that a punishment will decay entirely--all punishments are kept in record--but the weight of each will decrease over time, becoming less heavy in future decisions the longer it has been since it happened.
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Over time, staff may re-evaluate a banned member's status, but there is no guarantee that any ban will ever be lifted.
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Requesting a re-evaluation will result in the ban being furthered.
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By playing on Lithium & Chill, you agree to abide by all rules set out here, on the Discord, and in-game, in letter and in spirit, and understand that you may be recorded, such as in game or in a voice chat, with or without warning or notice.
CONDUCT
ACCOUNTS
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You may only have one account and one character at any given time.
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Your Discord server profile must be relatively safe-for-work.
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Erotic or vulgar display names, tags, descriptions, and images, are prohibited.​​
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Your Discord server name must include your character's name. Example: Crow Valkairi (Kepesk)
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Creating or using an alternate account and/or leaving then returning to circumvent a timeout, suspension, or ban, will result in an immediate and permanent ban.
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Protect your account information!​
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Random DM and friend requests from people you've never met might be scammers. Be suspicious!
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Never click links from random people or strange links from friends. This is the most common way that accounts are stolen. Investigate thoroughly!
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We will never ask for any of your login or security information. Do not give it out!
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VC channels for for hanging out in an OOC manner only.​
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We accept both voice and text roleplay, and favor neither.
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In game is In Character.
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Using emojis, smileys, or text speak/shorthand, in roleplay is not allowed.
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Sending OOC messages in game is not allowed. Use Discord.
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In the case of an emergency where Discord is unavailable, you can use two slashes // to signify you are talking OOC in game.
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Fail RP is not allowed.
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Fail RP is defined as failure to maintain character, atmosphere, or realistic narrative or decision, for reasons outside of the roleplay. Examples include, but are not limited to:​​
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Creating blatant fourth wall breaking interactions or intentionally setting up a situation to irritate others without adding to the roleplay as a whole.
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Making a decision outside of your character's personality because you want to, or because you don't like what your character would do.
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Refusing to respond or intentionally ignoring an interaction because you aren't in the mood to roleplay.
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Logging out in the middle of an interaction because you aren't happy with how things are going.
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Having your character act in a way that does not value their life, such as running naked to fist-fight a bear or lacking fear when surrounded and outnumbered by hostile characters.
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Conversations taking place within enclosed rooms or outside of local chat range cannot be heard by non-participating characters.
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A room is considered enclosed if there are no open doors, windows, or other reasonable gaps in structure, that would allow sound to pass through.​
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If a character is emoting that they are whispering, you must be directly next to them to hear it.
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If a character is emoting that they are shouting, their words can be heard through single walls.
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​One can check the microphone icon above a character's head to see what volume mode someone is using if they are talking in voice RP.​
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The outline of a microphone indicates whispering.​
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A solid icon of a microphone indicates normal talking.
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A microphone with bars indicates shouting.​​
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IMMERSION
CHARACTERS
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Character names must be appropriate and not of any real-life or fictitious celebrity or notable figure. Be original!
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For the current season, a character must have a true name and an alias.​
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A true name is a character's full and proper name.
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An alias is what a character answers to in lieu of their true name.
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Aliases must be 15 characters or less.
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See the Lore page for more information.
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Characters must be one of the races from our Races page.
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We have a Mixedblood race to account for those characters who don't fit into the other races specifically, to allow you better creative freedom!​​​
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Characters cannot be deities, gods, or possess any magical or god-like abilities.​
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The minimum age a character can be is 18 years old.
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All races have typical human lifespans in our lore.
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Characters must have the in-game gender model that matches their identity, and should be addressed by the gender of their in-game model regardless of spoken voice.
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Characters can only be rerolled once per season.
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The first week of each season is a grace period when a character reroll is free.
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A reroll requires that you destroy all of your structures, inventories, and creatures, and create a new survivor.
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Heirlooming is prohibited.
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Heirlooming is defined as carrying items, creatures, relationships, basically anything, from one character to another. This can also involve rejoining the same tribe without appropriate roleplay for the new character.​​​
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A rerolled character can still be used again in another season, but will be starting from scratch.
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A character that is perma'd does not count against your one reroll per season. See the Death rules for more information
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Character backstories must fit the season's lore.
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We leave it pretty open-ended as to how your character arrived in our current campaign. Have fun with where they come from, so long as they do end up here!
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TRIBES
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A tribe is considered a group of characters under the same tribe name, using the game's default mechanics for such.
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Tribe creation is not mandatory but it is highly encouraged, as a lack of tribe log when reporting rule breaks makes enforcement nigh impossible.
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How a tribe operates and governs is up to itself.
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The only exception is that if someone wishes to leave a tribe, they are entitled to take their personal creatures and belongings.​
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Whether a tribe allies with others is up to itself.
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There is no limit beyond what is hard-coded into the game and can't be bypassed--which is ten alliances.​
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Five or more characters living in the same area is considered a town, regardless of tribe membership.
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A town is given an extra allotment of Plant X turrets for town defense specifically, and an extra allotment of foundations/ceilings used as foundations for community buildings specifically.​
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See Building rules below for more information.
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TAMES
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Taming requirements and tameable creatures can be found in-game, in the Taming Journal.
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Or, you can view them in the Taming Settings spreadsheet
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Immersive Taming settings are adjusted to provide value through difficulty of taming.
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Most creatures require a level of kibble to be tamed, and kibble has been given custom recipes.
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All tames are personally owned, not tribe or community owned.​
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All tames must have appropriate corresponding tags in their name. Any that are found without will be killed, with or without warning.
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All tames must have their owner's name. i.e. Silver Fang [Julia]
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​Hunter extra tames must have [H] in their name.
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Homesteader farm tames must have [F] in their name.
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Patreon tames must have [P] in their name.
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Gift tames given by staff must have [G] in their name.
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All characters start with a limit of 10 tames that may be out of storage at one time.​
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Some professions have specific tame limits:
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Hunters are allowed 30 tames out at one time.
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Homesteaders are allowed an extra 10 farm-specific tames out at one time.
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Farm tames are: Bos, Dung Beetle, Mihirung, Ovis, and Phiomia
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Patreon and staff-given Gift tames do not count toward a character's limit.
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Circumventing tame limits is prohibited.
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​Tames that are found tagged under one character's name when they actually belong to another character will be killed, with or without warning.​​
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Tame limits can be increased by purchasing a permit. See the Market page for more information.
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The KBD Unicorn does spawn and can be tamed, but is only allowed under a few strict conditions:
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The flying ability for the Unicorn will remain disabled.
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The taming requirements for the Unicorn are more expensive than a normal Equus.​
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There can only exist 3 tamed Unicorns on the server at any given time.
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When a Unicorn is tamed, staff must be notified. An announcement will be made.
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Failure to notify staff can result in the Unicorn being killed, with or without warning.
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Unicorns may not be bred.​
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​Some creatures cannot be tamed until they have been studied/researched, and some creatures require prior studies to be completed before they themselves can be researched.
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Only one creature can be studied/researched at a time across the entire server.
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Any character can start a study, regardless of profession, and a study is only considered started once evidence has been posted.
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There must be a minimum of 3 different studies made by 3 different characters, with a maximum of 5 different studies with 5 different characters.
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​If 5 different studies are submitted by 5 different characters, then all 5 characters will receive a max level spayed/neutered mount of the creature being studied. It must be clearly stated that there will be 5 studies.
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Only one character may perform one study per day across the entire server.
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Other characters may join the observer during their study, but the experience/notes they take do not count for evidence of their own--they must conduct and submit their own study on a separate day.​​
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Each study must be at least 15 minutes of the character actively researching the creature.
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Evidence of the study must be presented in the #creature-studies forum on the Discord and must include:
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A book of notes of what has been discovered, with a minimum of three sentences.
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Drawings of the creature and habitat they were studying.
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Once a study has been reviewed and approved by staff, the next study may begin.
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When a creature has been unlocked, an announcement will be made and taming for it will be turned on in settings. It then becomes tameable server-wide by all Hunters. We don't gate-keep knowledge!
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BUILDING
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Building is allowed on the overworld of the map.
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No cave building, even shallow caves.​
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Temporary camps with a tent and campfire are allowed anywhere, so long as they do not last more than three days.
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Buildings may not block the following:
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Artifacts
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Major resource spawns
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Cave entrances/exits
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Major thoroughfares/paths of travel
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Walls and unlocked gates are considered blocking a path if one must go through them to continue travel.​
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All characters start with a limit of 20 foundations and/or ceilings used as foundations for personal buildings.
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Towns are allowed 20 foundations and/or ceilings used as foundations for community buildings.​
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Triangle foundations count as a single foundation.
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Ceilings one wall-height and higher above the ground level do not count, so long as they do not overhang excessively.
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- Building on pillars should be limited and realistic.
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Build in a roleplay friendly manner!
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Think outside the box.
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Consider physics.
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Your house must have the following:
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A place to sleep.
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A place to cook food.
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A place to relieve yourself.
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These do not have to be specific rooms or structures, be creative!
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Consider frame rates when building and decorating.
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If a build is noticed to cause a negative impact on frames, staff will pull you into a ticket to discuss how we can fix things.
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All buildings must be clearly and obviously labeled using a sign/billboard with the name of the personal or town owner.
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Examples: Bob's Barn, Jane's House, Jade Villa Town Hall​
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If a building is found unlabeled, it may be destroyed with or without warning.
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​Expansion permits, to increase the number of foundations a character or town can have, can be purchased with gold. See The Market page for more information.
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Walls made of single gates/fences do not count toward foundation limits.​
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Wooden and metal spike walls do not count toward foundation limits.​
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Living on a boat is allowed with certain restrictions;
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The boat must have a permanent dock.​
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The boat must be anchored either at its home dock or the Market dock (if applicable) when the owner is offline.
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Boats may only have wood or thatch building pieces placed on them, excluding only doors/gates.
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Plant X turrets are allowed for all character, but can only be used for defense from wild creatures.
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Each tribe is allowed a maximum of 4 turrets.​
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A town may have a maximum of 12 turrets, regardless of number of tribes.
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Plant X may not be used in any server events or combat capacity.
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All Plant X turrets must be set to target Wild Dinos only.
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Any Plant X turrets set otherwise will be destroyed, with or without notice.
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- Turrets such as the Catapult may be used in combat, but are limited to 4 turrets within a 100 foundation radius at any one time.
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Professions and guilds have specific limits for their related items:
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Homesteaders may​ only have 10 crop plots and 5 trees at any given time.
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A town may only have 30 crop plots and 15 trees at any given time, regardless of number of Homesteaders and/or tribes.​
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Apothecaries may only have 8 planters and 4 crop plots at any given time.
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A town may only have 16 planters and 8 crop plots for Apothecary use only any given time, regardless of number of Apothecaries and/or tribes.​
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Members of the Architect Guild are allowed an extra 20 foundations per character for personal or community buildings.
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Members of the Merchant Guild are the only characters allowed to set up sell tables, and may only set them up at the main city in the designated market area. They may have 5 sell tables per character at any given time.
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COMBAT
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The first week of every season is considered a grace period, wherein no combat is allowed in any capacity.
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There are several types of combat, differentiated by number of participants, location, intent, etc.:
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PvP (player versus player) is defined as character versus character. Generally, PvP is something that happens on-location, without planning, and/or with intent only to damage characters (and their mounts, if applicable). Sometimes used to settle disputes between specific characters.
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A raid is defined as one party (character or tribe) attacking another with the intent to destroy structures and steal from containers. Generally, raids are planned, tend to happen when the target structure's owner is away, and limit the destruction to what is needed to get in and out.
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A skirmish is defined as group versus group. Generally, a skirmish is a planned event that usually takes place away from bases on a designated battlefield, with the intent to see who is left standing once the dust clears. Often used to settle larger disputes between groups.
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A war is defined three skirmishes, with the winner being the victor of the majority, specifically to settle a large and important dispute between multiple groups. All wars are planned carefully far in advance, often with an official declaration made out of game as well. Wars are typically very rare, as they are resource intensive and can cause grief on all sides.
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All combat situations must have a ticket opened.​​
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PvP must have a ticket opened as soon as possible. We understand that these smaller situations usually happen spontaneously and quickly.​
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Raids, skirmishes, and wars, must have tickets opened before anything happens in game.
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These tickets are for record purposes, such as logging Battle Cooldowns (see below), and to keep staff apprised should any disagreement between parties happen. Staff do not give permission: only record and take action afterward if necessary.
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All combat, excluding only raids, must be initiated with a stated demand and consequence followed by an allotted time for response.
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The demand must be something that the character or group can realistically meet, and must make common and roleplay sense.
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The consequence must be proportionate to the demand, and must make common and roleplay sense.
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The demand and consequence must be given in game and directly to the intended target.
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Some examples include, but are not limited to:
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"Give me 50 cooked meat or I will kill your horse and cook it myself."
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"Take down your gate, for it is a hideous sight, or I will tear it from its foundations."
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"Leave my town or I will cut you down where you stand."
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If a demand is accepted, combat is not allowed to proceed.
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If a demand is not accepted or rejected within a specific amount of time, combat may proceed.
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PvP must give 60 seconds for response. Fleeing bypasses this timer.​
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A skirmish must give 2 hours for response.
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A war must give 24 hours for response.
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No combat between involved parties may occur while waiting for a response, waiting for the date/time of a skirmish, or the period between skirmishes in a war.
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Initiating parties of skirmishes and wars may choose the date and time of combat, while defending parties may choose location(s).
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Date(s) must be a minimum of 2 hours from the initiation for skirmishes, or a minimum of 24 hours from the initiation for wars, and a maximum of 3 days from the initiation. The three skirmishes in a war must be 24 hours apart at minimum, and 3 days apart at maximum.​
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Location(s) may be either party's base, or anywhere otherwise accessible to both parties that is not another tribe's base or the starter town.
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A third party may join a combat situation under strict conditions:
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Only characters who were in the immediate area (local chat range) to have seen and/or heard the initiation, and seen and/or heard the fight begin, may join. A third party must be invited and accepted by both parties for skirmishes and wars.
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Third parties may join to support either side, but not both. Neutrality would be staying out of the fight altogether.
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A third party must be invited and accepted by both parties for skirmishes and wars.
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Combat has a set amount of time the fighting may last:
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PvP may last for 15 minutes.
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Skirmishes may last for 30 minutes.
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Fleeing parties may be pursued during these timers only.
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Any party who has fled or died in combat may not return to the area until these timers are up.
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Defending parties of combat situations are given a Battle Cooldown depending on type and whether they fled:​
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PvP may only be initiated against a single character once every 24 hours.
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Raids against a single tribe may only happen once every 48 hours.
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Skirmish may only be initiated against a single tribe once every 72 hours.
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War may only be initiated against a single defending party once every 7 days.
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Parties who have fled from combat, or third parties to a combat situation, do not receive a Battle Cooldown.​
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Initiating combat while under Battle Cooldown will forfeit the rest of the cooldown.
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There is a set amount of Battle Points that determines how many tames can be used in a combat situation:
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The tier number of a creature, as listed on the Taming Settings spreadsheet, is the number of Battle Points they count for in combat.​
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PvP allows each character to use a maximum of 3 Battle Points in combat.
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Raids allow the initiating party to use a maximum of 6 Battle Points in combat.​​
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Skirmishes and wars allow each party to use a maximum of 30 Battle Points in combat.
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There are no tames that are currently prohibited from being used in combat.​
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Bolas and torches are not allowed in combat of any kind.
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Traps and tranqs may be used only after combat begins.
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Walls and locked gates/doors are considered impassable unless you can walk over them on foot without jumping, and must be destroyed before you can pass through, regardless of combat status.
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Unlocked gates/doors are considered fair game to use for entering/exiting, regardless of combat status.​
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When raiding, only 4 doors or gates and 6 storage containers may be broken.
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Any container that is unlocked and any sleeping character in public reach is considered fair game for access and removal of items, regardless of combat status. Lock your storage boxes and sleep indoors!
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Tampering with bodies beyond reaching in their pockets is prohibited, regardless of combat status. Don't paint them, don't trim them, and don't move them, without explicit permission to do so.
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Any items not taken must be placed back inside a storage container or pocket to prevent despawning, regardless of combat status.
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Loot is limited by a few things:
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Tames, stored or not, may not be taken.
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Any crafting bench, essential table, or blueprint, that is not part of your profession or guild may not be taken.
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You may only take equivalent to half of your carry weight, not including creatures of any kind.
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You may not return to a scene a second time to loot.
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Imprisonment against a player's will is only allowed for a maximum of 1 hour, with conditions:
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PvP must be initiated, combat begun, and the target must be knocked out, not killed.​
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If the target is killed, they cannot return to the area for 15 minutes, cannot be imprisoned, and will be given the PvP Battle Cooldown.​
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OOC permission to be imprisoned is allowed, but the 1 hour limit still applies.
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OOC permission can be given for longer durations.​
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The captor must be present and attentive at all times during imprisonment.
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The captor must be close enough to see local chat, even if they are not in the same room.​
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The captor must keep the prisoner safe, fed, and watered.
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When imprisonment ends, a prisoner must be released into safety.​
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A character who has been discovered to be afflicted has altered combat rules. See the Afflictions page for more information.
DEATH
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Permanent death (usually called perma death, or perma), is defined as ending a character's life and story so that they can not be played again.
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Perma can be forced on any character, but there are strict rules that must be adhered to.
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All Combat rules still apply, with the addition of the following:
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The demand must be for something objectively significant.
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The consequence must be stated clearly as a fight to the death.
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A full 5 minutes for a response must be given. Fleeing bypasses this timer.
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The fight may last a maximum of 15 minutes, and fleeing targets may be pursued during this time.
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If the demand is accepted, combat may not proceed.
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All characters involved in a fight to the death are placed under perma consequence--if they die in the fight, they will be considered permanently dead. This includes third parties.
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All parties involved are given a Perma Cooldown. This is separate from a Battle Cooldown.
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An initiating character may only initiate a perma fight once every 7 days.
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A defending character may only have a perma fight initiated against them once every 2 weeks.​
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If they choose to initiate a perma fight during this period, they forfeit the remaining protection time.​
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A character who has been discovered to be afflicted has altered death rules. See the Afflictions page for more information.
STAFF HELP
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If you have questions about anything, we have the #questions channel for your ponderings.
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If you have suggestions, we have the #suggestions channel for your ideas.
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For almost anything else we have the #support channel with various ticket types to help get you what you need.
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Do not tag staff in the Discord unless it is in a ticket that hasn't been responded to in 24 hours.​
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Do not DM staff about anything server related.
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Staff will do their best to be as impartial, helpful, and kind, as can be. We are all human, and we take this into consideration in all situations.
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Rules may be modified at any time by staff if necessary.
