PVP Rules

**i. Combat**

Most of the DM team and many of the players are well aware of many of the exploits used in Never winter. Thus players should avoid:

* transition hopping - this is using superior loading times, to other players, to skip between transitions and thus escape combat;
* 'resurrection camping' - this involves resurrecting a character with Raise Dead and then instantly killing them to subject them to a further period of time under the 'no-raise' timer. This also includes corpse camping, i.e. the practice of waiting over a body for it to be resurrected in order to kill the player again;
* Corpse casting - casting spells, such as darkness, on or around, dead bodies. It may hinder or stop resurrection.
* Terrain exploits - gaining an advantage through glitches in the terrain or placeables

**ii. Binding and Capture RP**The server is an RP server, and thus you are expected to spend at least as long binding a player as your character actually would if they were binding.

* empty your hands of weapons, use an appropriate emote, and spend a reasonable amount of time completing the action. 30 seconds to a minute is usually acceptable;
* include references to disarmed or removed items, and where they are moved to;
* try to make your character emote longer than a short 'snap emote'. \*binds Character X\* is an example of poor binding and may be ignored;
* include the name of the person you are binding. This helps clear up confusion if there are multiple bindings going on;
* try to describe the nature of the binds you are using, such as using rope or iron shackles.If the emote is interrupted by such things as death, or other immobilizing acts like Fear or Knockdown, before the emote completes the binding attempt is interrupted and void. If the emote is completed whilst being hit, but there's nothing immobilizing applied, it's a valid bind.
If you wish to attempt to escape your binds then you must first ask your captor to supply a DC and consent for you to try. Then, if you are granted permission, you must make a Strength check (Emote Wand >> Roll A Die >> Test an Attribute >> Strength) and beat the DC supplied by your captor. As a guideline rope is DC 20, silk or reinforced rope is DC 25 and iron shackles are DC 30.
Whilst bound, you must treat all affected limbs as inoperable. A mage would not be able to perform the somatic components of spells, for example, unless they had Auto Still Spell. Nor would anyone be able to run very quickly with bound ankles. Gagged people cannot perform verbal components to spells without Silent Spell feats. Blindfolded people cannot attack or cast at anyone. Common sense should dictate what you can and can't do in the manner you are bound.
OOC consent, of the person captured, **must** be requested for anything beyond binding and release. This includes, but is not limited to, capture, torture, sexual RP and permanent character changes (such as dismemberment or death).
**iii. Disarming**If you are disarmed then, as soon as you are resurrected, move all weapons and shields to your inventory and then treat those items as inaccessible until you have your possessions returned.

If they are not returned, leave the WZ for 15 minutes to 'resupply'.

If your character is disarmed, then wait for a plausible opportunity to recover one's weapons from where they are. Looting the corpse of your disarm-er, for example.
Anyone using Disarm or Improved Disarm, or finding weapons dropped in such a way, **must** make every reasonable attempt to return that item to the owner by IC and OOC means. It is recommended that OOC exchanges happen in a neutral area, as opposed to the WZ.
**iv. Re-spawning and Resurrection**It's polite to leave at least one enemy player alive, or raise them at least, from the opposing faction. This person can raise their fallen comrades.
Please try to allow a player one free action to emote how their character has reacted to the re-spawn. Unless it is an Attack of Opportunity, killing freshly raised folks (ally or enemy raised) is bad.
If a battle is lost, try to leave a 15 minute gap between leaving and returning. This gives a chance for any RP to carry on, weapons to get returned and gives people a breather.
If you re-spawn then you **must** wait 15 minutes before returning to the WZ. This is to stop players dying, re-spawning and then charging straight back into battle afresh.
If you re-log to another character, the 15 minute timer also applies.
**v. Traps**Five per external area and not overlapping. That is not five per area per player. In total there should never be more than five traps.
Internal areas are limited to two traps per area, not on transitions.
**Mercenaries**Mercenaries should be employed via a city leader or military leader prior to taking to the war zone.
They must enter the war zone via the city of their employment. Porting to an enemy city, ignoring guards, and entering through city-side entrance is not permitted.
**viii. General Attitude**Herein lies the largest grey area of them all. Whilst you are expected to stay IC at all times, you are also expected to remain calm and polite OOC. Do not go on a rampage against other players based on IC events.
**vi. Disputes**If there are disputes that cannot be resolved, alert the DM team to arbitrate.
Generally apply common sense and, if in doubt, ask those arou d you or the DM team