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Rules

For any questions regarding these rules, feel free to ask in the Discord!

I - General Rules

All these rules are for the general aspect of the community, not just the minecraft server.

A. Player Conduct - General Rules

  1. The staff's decision is final. This has no exceptions, however, you can create a Discord ticket to appeal a decision directly towards senior staff (Admins and the Owner).

  2. Respect all players. Bullying or harassment is not allowed, including when disguised as a 'joke'. If interactions become uncomfortable, players should clearly communicate their boundaries. While staff assess situations as fairly as they can, providing evidence can help resolve these disputes more effectively.

  3. Excessive amounts of spam, caps, or cursing is not allowed. Keep player nicknames/item names respectful, and simply use common sense.

  4. Advertising other servers/communities is not allowed unless an unprompted player asks for information; then you may respond in a PM.

B. Fair Play - General Rules

  1. ​Attempting to exploit, find, or abuse loopholes in the rules is not allowed. Play in the spirit of the rules, not around them.

  2. Hacking is not allowed. This includes, but is not limited to: fly hacks, kill aura, x-ray, duplication, player radars, and similar cheats.

  3. Abusing unintended mechanics for an unfair advantage is not allowed (e.g., using troops to open bannered doors).

  4. World downloading or saving schematics of other people’s builds is not allowed.

  5. Bypassing the auto-afk kick system by any means is not allowed.

  6. Keeping items from events is not allowed unless otherwise stated.

  7. In-game contraptions to locate players are not allowed.

C. NPCs - General Rules

  1. Each player may have a maximum of 15 unhalted troops at any time. Any attacking entity counts as a troop.

    1. Olog-hai, trolls, and huorns take up 3 unhalted troop slots.​

    2. Mounted troops take up 2 unhalted troop slots.

    3. Using a Horn of Conquest counts as all 15 unhalted troop slots.

  2. Halted NPCs must be limited to 50 per player within a 1k blocks radius. This includes guarded troops, farmers, and pets.

  3. Troops and NPCs, whether halted or unhalted, may not be equipped with enchanted armor or weapons. However, LOTR modifiers are allowed.

II - Build Rules

For constructing your own and interacting with others' builds.

A. General - Build Rules

  1. Farmhand hiring is restricted to 20 per build. Additionally, farmhands may not be used for the primary purpose of generating XP.

  2. Hoppers must be limited to 64 per build.

  3. ​Public Areas cannot be claimed by banners: Utumno (Including entrance), The End, The Nether, Meneltarma.

B. Build Interactions - Build Rules

  1. Griefing is not allowed even in unclaimed builds. This includes, but is not limited to: breaking/placing blocks, altering builds, placing claims or banners on others' structures, destroying banners of others (even if self-protect is off), or intentionally causing damage. However, stealing from unprotected tile entities (chests, armor stands, etc) is allowed. You may not steal from or grief builds you are added to.

  2. Block clipping-- using any mechanic to fit the player through a gap smaller than the player's hitbox-- is not allowed.

  3. Block glitching-- placing/breaking blocks in bannered areas to temporarily stand on or clip through structures-- is not allowed.

  4. No blocking/griefing lore & custom waypoints, even if there is no build.

  5. Custom waypoints are not allowed within 1k blocks of builds unless given permission by the build owner (this includes lore builds, even if they have an official waypoint closer than 1k blocks).

  6. You may not build within 1k blocks of another build without permission. If you are unable to get into contact with the owner of another build (i.e. due to inactivity), contact a staff member for assistance.

    1. For smaller biomes in which 1k blocks in-between is too much space for a suitable location, create a Discord ticket.​

  7. Builds on lore waypoints may be removed by contacting senior staff. Senior staff will then open dialogue with you and the original builder. The existing build must meet some criteria, including but not limited to: lack of quality, lack of progress, and/or lack of activity in order to be removed. Furthermore, you must provide evidence as to why your proposed new build would be an improvement relative to the existing build at the lore waypoint (for example, showing plans or schematics for your proposed new build and explaining them).​

C. Faction Capital - Build Rules

  1. Capital Builds must meet the following guidelines:

    1. At least 4 individual housing units for members of the faction.

    2. Not constructed out of or in the exact style as NPC structures.

    3. Reaches a certain level of quality in detail, completion, and form.

    4. Once your build is ready, contact a moderator or above. They will take screenshots of the build and submit it to the team for approval. Approval decisions take approximately 1 week.

  2. You may add up to 3 functioning traders/blacksmiths and 1 captain to a Capital Build. Additionally, non-functioning decorative NPCs, may be placed without limit to enhance the atmosphere and livelihood of a build. However, all staff-created NPCs must follow the criteria below:

    1. Each staff-created NPC must have faction-appropriate, enclosed housing with sufficient detailing and be unique from one another.

    2. Evil-aligned factions must first create a blacksmith-appropriate housing unit before applying for ordinary traders -- as evil traders also function as blacksmiths.

    3. NPCs that allow you to hire farmhands are categorized as traders, not as captains.

    4. Only certain traders can be spawned in certain areas of the map. This depends on the faction, with some exceptions.

D. Mob Farms - Build Rules

  1. Mob farms may not be built within the Overworld, Nether, Barrow Downs, Utumno, or within 1k blocks of a lore waypoint. Additionally, mob farms must fit within a single gold-banner plot.

  2. A mob farm is defined as any structure which manipulates or restricts the behavior and/or attacks of entities for the purpose of farming.

III - Faction Rules

These rules are an addition to the in-game alignment system!

  1. Pretending to be another player, or joining a faction to maliciously gain the trust of its members is not allowed.

  2. To claim leadership of an empty official faction, you need the following:

    1. At least 2 other active supporters in the faction.

    2. An approved Capital Build in an appropriate location for the faction. 

    3. At least 5000 alignment in the corresponding faction.

  3. To create a custom faction you need: 3 other active supporters, an approved Capital Build, and 10k coins.

  4. Once a build has been used to gain leadership, it cannot be reused to grant leadership to another player.

  5. Inactive faction leaders are automatically demoted (less than an average of 3 hours of playtime per week over the last 21 days).

    1. For custom factions, if the leader is demoted for inactivity, a new leader must be appointed within 30 days otherwise the faction is disbanded. The new leader does not have to pay the 10k coins, but must have the required supporters and build.

  6. If a player hasn't logged on over 30+ days and has builds/items/claims in your town/build, you may claim that player's stuff.

  7. Some factions (such as Gondor and Harad) have subfactions. The requirements to claim leadership of a subfaction are determined by the current leader of the primary faction. If there is no current leader, the requirements are: 1 other active supporter, an approved Capital Build, and at least 1000 alignment in the corresponding faction.

IV - Lore Items

Special and very powerful items and how to handle them accordingly!

  1. There are 2 types of lore items, Major and Lesser (Lesser lore items are defined by this symbol in their lore: † ). Both types must stay in the player's inventories at all times.

    1. If a player possesses 2 or more Major lore items, their map location must be on at all times. This does not apply to Lesser lore items.

  2. Players may only possess a limited amount of Major lore items: Only 1 lore ring, 1 lore item, and 1 lore weapon/tool/armor per player. (3 lore items max with only 1 of each type).

  3. Lesser lore items cannot be possessed while any number of Major lore items are in possession.

    1. A maximum of 3 lesser lore items may be held at a time.

    2. Holding a leadership lesser increases your maximum capacity of lore items to 4.​​

      • Leadership lessers can be held simultaneously with Major lore items.

  4. Whenever a lore item changes hands (lesser or major), a staff member must be notified via a private message in-game or through Discord.

  5. Inactive players (less than an average of 3 hours of playtime per week over the last 21 days) will have lore items automatically confiscated and redistributed at staff’s discretion.

  6. When a lore item is given out at an event, there is a 24 hour grace period before the bearer of the item can be killed. (There is only 1 grace period). If the lore item is sold before the 24 hours are up, the remaining time on the protection carries over to the new owner.

V - PvP

Rules primarily for Player vs Player combat!

  1. Wait 1 minute after teleporting, fast traveling, or logging in to engage in PvP. Any manipulation of this to avoid combat voids this protection.

  2. Killing someone while they’re in afk status is not allowed (including forcing them out of afk).

  3. You may not /back after a pvp death (unless given permission by the killer). Other methods of returning to the scene are allowed.

  4. Once you kill everyone inside their base, you will have 2 minutes to leave their base for 12 hours.

    1. This is negated if someone returns to the base within the aforementioned 2 minutes.

  5. Storing a /back in another player's base is not allowed. If you die to a non-PvP cause in someone else their base, you may /back immediately after death.

  6. Weapons that use Area of Effect (such as Balrog whips or the Mace of Sauron), may not be used to kill players or entities protected by blocks.

VI - Alternate accounts (alts)

Secondary accounts are not allowed to bypass rules or punishments in any way!

  1. Alts/mains may not be used at farms while another account is in-game.

  2. Lore items may be switched between your main account and your alt account(s), however, as per lore item rules 2 and 4; a staff member still needs to be notified, and quantity limits apply per person; not per account.

    1. When you have enough (combined) lore items that your map location needs to be enabled, per lore item rule 4.1, you must enable your map location on all your accounts.

    2. When one of your accounts has lore item(s), and you die on another account in PvP; you need to hand over your lore item(s) as if you had died on the account with lore items.​

  3. Alts do not count towards faction supporters, nor can you claim faction leadership with one.

While not perse rules, these are some regulated extra features that may be provided to you by our staff.

  1. You may request /fly from a staff member for building purposes only. If there are multiple staff members online, PM one with your IGN (in-game name) and ask for fly.

  2. You may request World Edit or Voxelsniper assistance in-game from a moderator or above.

  3. You may request PvP protection for your player market if it is listed in spawn and not connected to a base.

  4. Faction leaders may get faction-titles for their members by requesting it through a senior staff member.

  5. You may buy custom, non-faction, lore-friendly titles for 5k (coins) by requesting it through a senior staff member.

  6. Patreons may request their cosmetic privileges through directly messaging a senior staff member on Discord.

  7. You have access to /pweather clear to remove weather effects from your client-side. More useful commands can be found in the /help.

  8. Bans can be appealed through the forums.

Pretty self-explanatory. Large-scale PvP between factions.

  • ​Wars are player-organized events where two or more factions participate in large-scale pvp, usually involving a ‘siege build’ where one side tries to infiltrate and eliminate the other.

  • Staff do not organize or enforce war rules. It is entirely up to the players to maintain order within wars. Players cannot seek staff assistance in managing wars, unless a general rule has been broken, such as hacking or exploiting.

  • All aspects of the wars, including gear, PvP format, and rewards are up to the players to decide. However, below you will find suggested ways to organize a war.

  • Important: Biomes/land cannot be transferred between factions.

Suggested Ways to Organize a War

These are suggestions, not binding rules!

  1. Determine the factions and players that will be involved with a war. Because wars are player-organized, one player/faction cannot force another player/faction to participate in a war.

  2. Determine where and how Organized PVP Encounters (OPE) will take place. This would include a list of builds that can be “sieged” as well as potential “ground battles” or any other rules for OPEs.

  3. Determine what equipment can be used by players during OPEs.
    Things to consider:

    • Lore items

    • Enchantments/Brews

    • Any gear or faction-specific gear

    • Hired units/Mounts

  4. Determine the win or surrender conditions for the war.
    Suggestion:

    • When one side has won 3 OPEs.

  5. Determine the rewards/losses at the conclusion of the war.
    Suggestion:

    • Coins

    • Mithril

    • Lore items

    • Or, best of all: nothing and just have fun

Organized PvP Encounters and How to Organize Them

Specifically Sieges

  • Organized PVP Encounters are just that: Organized times for players to participate in a stylized form of pvp.

  • OPEs can happen outside of Wars. They are player-organized and player-run.

  • Typically OPEs come in two forms: Sieges and Ground Battles.
    Below are recommended rules for organizing Sieges:

  1. Determine what traps may be used in a siege build.

  2. Determine how a siege build may be edited by attackers (I.E., Can they break or place any blocks? In specific areas?) For example: Allow breaking of quagmire and placing of ladders.

  3. Determine how attackers can progress through a siege build. Suggestion: The most common way is to construct “Rams” at designated Gates. An example of what a Ram could be can be found at /warp help.

  4. Determine whether or not banners can be used to protect land and if they need to have self-protection off.

  5. If you use the Ram system, determine how many gates can be opened with it.

  6. Determine if either the attackers or defenders are allowed to restock on gear during a Siege​.

General
Build
Faction
Lore Items
PvP
Alts
Staff Features
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