Rules

## Community Rules & Info

### 1.1 General

* Don’t be a dick, be respectful of others in the community. This includes our staff.
* Do not preach hate within the community.
* Communities develop a sense of what is right and what is wrong, take the time to learn. Don’t expect your sense of humor or right and wrong to match the communities, adapt.
* This is a North American based server. Our primary language is English and you must be able to communicate in English.
* Streamers are welcome here so be aware of the [Twitch ToS] and [Rules of Conduct] and also familiarize yourself with the [Discord Community Guidelines]
* This is an 18+ server. Failure to tell the truth will result in a permanent ban.
* Erotic Role-Play (ERP) is Prohibited. Grotesque or gruesome scenarios must provide a warning to players.
* You must be present in the Discord to be in the Server.
* Adjust your name in Discord to include your character name.
	+ Ex.: Franklin the Hermit | BreakerOneNine
* Abusing Loopholes, False evidence, leaving Discord etc. to get what you want will result in punishment.
* Rule breaking with evidence must be submitted through the ticket system.
* If it concerns staff please direct it to Glyph RP Management.

### 1.2 Discord

* Do not directly message staff with Glyph RP or in-game related questions. You must create a ticket or ask in our appropriate help channels.
* Do not tag staff in your tickets.
* Do not spam chats.
* Do not post or link to mature, explicit, controversial, political or racist content (including anything depicting pornography or gore)
* OOC chats are for Out-of-Character content and IC chats are for In-Character content
* Ravens & Radios is an in-character message-system for basic communication, such as sending a raven for a player character to come visit your home. It is not limited to that but the communication needs to be general communication, not full conversations. Treat it like a carrier pigeon!
* Make healthy choices, do not join chats or post while under the influence of drugs or alcohol.
* The Meeting Channel is used for Community Meetings.

### 1.3 Disclaimer

Do not message server administrators directly for general questions. We have **helpful community channels (*#help-and-questions***) in Discord where you can ask for assistance. If this is not an issue that can easily be resolved by the community then please **Submit a Ticket**. If you have an issue with another member of staff, please message senior management immediately.

Staff can and will enter your tribe at any time for routine checks by the Enforcement Team or for Player Assistance/Progression. Staff do not always require that they have a specific reason to do so. Any staff member reserves the right to perform Game Administrator duties without explanation to the public or  affected parties. These can vary to tribe checks, planting lore, routine good noodle checks, etc.

All staff may flag you for rule violations, regardless if they are on the enforcement team or not. Our Enforcement Team’s job is to handle player reports, create/amend rules and handle day to day enforcement/check operations. All staff are trained and know the rules thoroughly to handle rule violations.

**It is a player’s responsibility to read all rules and seek clarification if needed. All rules are subject to change at any time at the administrative team’s discretion.**

### 1.4 Strikes

* There is a 3 strike system of punishment.
	+ Strike 1 – A warning will be sent.
	+ Strike 2 – A ticket or meeting with the Enforcement Team.
	+ Strike 3 – Ban – Temporary or Permanent Depending on Severity.
* Each season one strike will fall off of you, however you will not be unbanned if you are permanent banned.
* Continued failure to follow the rules can and will result in a permanent ban.
* Depending on the severity and results of staff investigation may result in immediate ban.

## ARK General Rules

### **2.1 Character**

* Characters must be legal adults within the race parameters, both physically and mentally.
* You must have a first name and a last name or title.
	+ Do not use special characters in your name.
* Do not role-play famous people or characters.
	+ The whitelisting team has every right to deny a name or character during the whitelisting process.
* You must look like your chosen race.
* You may only switch Guilds, Jobs or Magicks once per character a season. Make a ticket to switch.

### **2.2 Taming**

#### ***During Taming:***

* Once another player has begun taming (accepted bait, or taming buff and aura is visible) the creature is claimed. Do not disrupt the process or kill it.
	+ Guarding a wild dino for another player does not grant it the taming rule protection until the taming process begins and can be contested.

#### ***Tamed Creatures:***

* Maximum 25 standard creatures and 10 farm creatures out per tribe (limits for territories differ)
	+ Farm creatures are: Cows, Sheep, Deer, Dodos, Chickens, Phiomia, Achitna and Dung Beetles. Each farm creature must have [Farm] in their name or else they will be counted towards your standard creature limit.
	+ Disclaimer: creature numbers are subject to change throughout the season due to server performance.
* Keep them within a barn, home, hitching, etc..
* Creatures must be passive unless enclosed in a fully constructed building. Aggressive or Neutral animals within the building can be subject to be killed as self-defense.
	+ Planter structures are not proper containment for aggressive tames.
* Shinies can be killed/harvested after 1 hour of spawn or right away if it’s a fish or insect.
* Shinies are allowed to be shiny prodded within the 1 hour span to gain it’s essence.
* Do NOT tame Territory creatures unless you are part of that Territory.
* You may build a proper taming trap but tents and other cheesy methods may not be used.

### **2.3 Building**

#### ***General Building Rules:***

* Tribes can have a single homestead but no outpost.
	+ Exceptions for these rules are outlined in the Territories section.
* All buildings in a settlement must be fully visible from any point within the settlement at epic range.

* Structure limits for tribes are as follows:
	+ One 12x12x12 building and two 6x6x6 buildings for tribes of one-or-two players.
	+ One 12x12x12 building and four 6x6x6 buildings for tribes of three-to-four players.
	+ One 12x12x12 building and unlimited 6x6x6 buildings for tribes greater than five active players.
	+ Builds must have a clear and visible separation, with no overlapping structures.
	+ All rooms must have a door (this can include secret or hidden doors)
	+ Tribes may have no more than two buildings on rafts or platform saddles, neither of which is to exceed 8x4x3.
	+ Keep in mind, these are maximum limits and should not be a goal to reach, too many large structures will effect server performance heavily.
* You may not encase a build in planter terrain. All structures must have a breakable entrance.
* Builds using vegetation planters must be within tribe building limitations, Glyph Staff may enforce further limitations on a case-by-case basis. Planters and their terrain are not allowed on rafts or platform saddles.
	+ Examples: Mountains and Forests made of planters are not allowed.
* You may have beds up at your homesteads/outposts but nowhere else. You may not have beds on foundations, in random little boxes, in permanent tents, etc.
* If you wish to do dungeons/raids/world bosses, you must put down a tent and some sleeping bags that are temporary for that event. These will be demolished without warning if found.
* Fences must be no higher than four walls, with minimal decorations.
* Building within render distance of Obelisks, Glyph towns/cities and the guild halls is not allowed.
* N+ Glass may still be used to build windows, but never supports or “floating” objects.
* Building near rich resource/role-play/important areas is not allowed. This includes caves that hold artifacts, ruins, and blocking key role-play points!

**Example:**

This Build is an example of an ideal structure we look for, here are some reasons:

* It is well below our maximum.
* It makes smart use of space and decoration placement.

#### ***Non-Territories:***

* You may have 1 base with all builds of the tribe being within ‘epic’ render distance.
* Settlements should be no less than 20 foundations from another settlement or a glyph building.

***Territories:***

* Town Hall and Upgrade Buildings (Barracks, Armory, Workshop, etc.) have an increased size limit of 15x15x15.
* You may build anywhere inside your territory, except within epic render distance other territories, waypoints, towns, and obelisk.
* Build structures that resemble our theme and are RP friendly. Not giant boxes, towers or strange metallic compounds! Our theme is medieval fantasy
	+ No technologically advanced builds.
* Avoid the use of large numbers of pipes; mods provide alternative water sources.
* Structures supported by N+ Glass pieces in order to appear as ‘floating’ are not allowed.
* Do not block trails and tunnels that are used to transverse the map. Any passageway that *is* blocked must have unlocked gates.
* Structures on platforms contribute more lag than others. The limit has been significantly reduced. Plant turrets are prohibited on all forms of platforms, including rafts.

#### ***Structures/Decor:***

* The use of decorative trees and bushes should *complement* a build as *decor*. Do not build a forest and use them **sparingly.**
* You may not encase a build with vegetation planters. Build within reason with the rocks, you may be asked to alter it by staff.
* Spike walls and plant turrets should be used sparingly. The damage on both is increased to reduce the need for larger numbers.
* A tribe may not have more than 80 structures that passively generate items.
	+ Only one RPE Tree per farm.
	+ No more than 60 of these structures may be crop plots.
	+ If farms are too large and affect performance you may be asked to reduce in size.
	+ Examples of passively generating structures: beehives, tree taps, fruit trees, chicken coop, milking station, mushroom box, fertilization bins, oil jars, etc.

#### ***Offending Builds:***

* If your build violates one of these rules you will be warned and instructed to change the offending features. Once warned you will have 1 week to come to compliance or the offending build will be removed entirely and a strike issued.
* Remember, administrators have the right to request you to reduce aspects of your build for server performance.

### **2.4 Role-play**

* No Meta-gaming. Metagaming describes a player’s use of real-life knowledge concerning the state of the game or other players to determine their character’s actions, when said character has no relevant knowledge or awareness under the circumstances. This can refer to plot information in the game such as secrets or events occurring away from the character, as well as facets of the game’s mechanics.
	+ Nametags are not canon, and using a spyglass to learn of someone’s name is counted as meta-gaming.
	+ The following is considered not IC knowledge: Death messages, Nameplates, Damage Numbers, Tribe Names, or Rank. Glyph also utilizes a turn-in system with labeled boxes; labeled boxes are not IC.
	+ **Examples:**  This means using knowledge not obtained in the RP you participated in.
	+ Mike learns of Bob plans to ambush him on his way to town in a voice chat, Mike even with this knowledge continues anyway with his trip to town and gets ambushed. Mike has not broken any rules.
	+ Bob learns of Mike’s plan to steal from his chest through a message outside of game, Bob moves his things to a secluded stash far away because of this knowledge. Bob has broken the rules.
* No Power-gaming. Power-gaming is playing with the aim of maximizing progress towards a specific goal at the exclusion of all other considerations, such as storytelling, atmosphere, and camaraderie. When focusing on the letter of the rules over the spirit of the rules, it is often seen as unsporting, un-fun, or unsociable.
	+ Using mechanics or rules to exploit or min-max such as mind wipe for crafting or exploiting high EXP yield items to powerlevel are not allowed.
* No God-modding. God-modding is roleplay or gameplay that removes agency from other players over their characters. Remember that the only character you control is your own.
* No Fail RP
* Going OOC in RP and not playing to your character.
* Excessive OOC chatter in Local or Global chats.
* Your character must value their life, if forced into a life threatening situation they must act accordingly.
* Do not Bleed/Blur IC and OOC interactions.
	+ **Example:** Being rude to players out of character when you are in active conflict role-play with them in-game.
	+ **Example:** Assuming that a sour interaction with another character is directly reflective of the player’s personality.
* One real-life day is considered four in-game days, every real-life week is an in-game month. Use this timeline to make decisions with your character.

#### ***Character Death:***

* Permadeath is not allowed – no one can force your character to die.
* Injuries both extreme and minimal can happen to your character.
* You must open a ticket for your new character.
* On death or reroll you must post a graveyard post.
* Players are limited to one reroll per four weeks. Permadeaths resulting from RP with other characters do not count towards this limit.
* You will need to open a ticket to begin the process.
* When you open your ticket to reroll you must wait 3 days before the reroll officially goes through, this is to ensure there is ample time to wrap up any role-play and allow us time to check that your build is square away and bank account is cleared.
* If you have rerolled or died, do not login until your new whitelist has been approved.
* Do not pass on old gear/creatures to your new character, this is called Heirlooming. If this is found your items/creatures may be taken.
	+ This includes “family” characters.
* If you are the only one in your tribe you must tear down builds before rerolling. Give exact coordinates to build so that it can be checked and assisted in.
* You must clear your bank accounts before rerolling your character and turn in any honor coins you had.
* You must hand in your Soulbinds for both rerolling and perma-ing.

### **2.5 Guilds**

#### ***The Order:***

* Guild Perks may only be used by members of the Order.
	+ This includes but is not limited too: Mounts, Mutator, Mutagen
* Guild Mounts come with special Saddles, these may NOT be removed from the mount under any circumstances (they are better then most others anyway).
* Research into forbidden subjects will result in harsh Consequences if performed (When applying for an project you will be warned if your idea would fall under this). These subjects include
	+ Human experimentation
	+ Nercrali
	+ Soul Magick
	+ Mind Control Magick
* Respect the levels of Classification in the Archives. Sharing classified information with others with insufficient clearance will result in harsh IC consequences.
* Attacks on the Order may be responded to by NPCs.

### **2.6 Jobs**

#### ***Blacksmiths:***

* No selling of Blueprints.
* No sharing of personal Blueprints.
* No removal of Blueprints that are held within Guilds Halls.
* No sharing of Specialty pin.
* Selling of blueprints is considered an infraction and will be dealt with by the Enforcement team.
* Sharing of blueprints is considered an infraction and will be dealt with by the Enforcement team,
* Sharing of your special pin is considered an infraction and will be dealt with by the Enforcement team,
* Removal of Blueprints from the Guilds is considered an infraction and will be dealt with HARSHLY by the Enforcement team. This will also include IC repercussions for your character and for the whole Guild you are a part of.

#### ***Menders:***

* Don’t give out the Menders Pin.
* Don’t cheat on Emergency Ravens. If you are found fabricating injuries OOC just to get extra pay, you will no longer gain gold from answering ER calls.
* Please try to be considerate to other menders. We come from all walks of life and have different knowledge when it comes to medicine.
* Some of our characters also specialize, so try to encourage reaching to others for help. *Ex: Calling a Mystic for magical injuries or a veterinarian for animal injuries.*
* Do not use your position as a Mender as a method of bringing intentional harm to another.
* Our tools are easily breakable. Our specialized Menders tools, such as the Maester table, should only be used by Menders.
* Take care of your keys. Don’t give out the pin code to non-Menders.
* Always heal to the best of your ability, no matter the situation of patient.

#### ***The Grange:***

* Do not share or give out The Grange pincodes to Non Grange members.

### **2.7 Wild Magicks**

#### ***Grove Keepers:***

***Out of Character Rules:***

* Cannot talk in form.
* No other magicks may be used. If you have another magick, you will need to remove it before you can become a Grove Keeper.
* Injuries taken in form need to carry over after you have shifted back. You should not be leaving PvP/Events without a scratch if you have gone below half health.
* If you become visible on the back of your form you **must** re-shift to be hidden for immersive purposes.
* Shifters can not wear saddles in form.
* Do **not** share information that is posted in our specific channels in any OOC way. Any and all GK announcements are strictly for GKs. If any are caught mentioning it in other places, it will be an immediate strike under Meta gaming.

***In-Character Rules:***

* Preserve Mother Nature above all. Let no one ravage or spoil the land.
* Protect the Grove at all costs. No outsider should desecrate its sanctity.
* Respect the Dryad which guides you, for their word is Her word.
* Destroy the Blight wherever you find it. The Midnight Forest is an eternal threat.
* Nature’s Blessing is an honor. It is borrowed only by the worthy. Power given can also be taken away.
* It is the Grovekeepers duty to uphold this Ethos of Nature wherever they go. If you feel the pull of the Ethos, then rise to Her challenge.
* Grove Keepers found out to be worshiping the plagues or aiding the corruption in any way will result in the removal of their magic by the Dryad.

#### ***Wild Bloods:***

***Out of Character Rules:***

* Cannot talk in form.
* No other magicks may be used. If you have another magick, you will need to remove it before you can become a member of the Wild Bloods.
* Injuries taken in form need to carry over after you have shifted back. You should not be leaving PvP/Events without a scratch if you have gone below half health.
* If you are killed OR tranq’ed out while shifted and you remain standing, but invisible, next to your body you may not continue to attack your opponent but must flee until you reappear.
* Please note there are more rules which specifically apply to Blood Moons that must be read and understood once you become a Wild Blood in character.

***In-Character Rules:***

* Do not bring those who are not Wild Bloods into the Den.
* Do not tolerate the presence of those who are not Wild Bloods in the Dens if you find them trespassing.
* Participate in the Blood Moon RP Event. This is non-optional and must be role-played out accordingly. *[Please review the Blood Moon section of the Wild Blood Information in the #wild-bloods Discord Channel.]*
* Wild Bloods may not be discovered to be worshipers of the Plagues. If they are discovered to be Plague worshipers they will suffer the removal of their gift by the Hunt Master.

#### *Arcane Consortium (Magi):*

***Out of Character Rules:***

* Non-Magi may not use spells from the magi. If anyone who isn’t a magi is caught using spells they should not have, this will be considered FailRP and both the caster and the magi who gave them the spell will be punished.
* Magi of other elements may only use their own spells. If another magi is caught using spells they should not have, this will be considered FailRP and both the caster and the magi who gave them the spell will be punished.
* No other wild magick will have access to the Magi spells.

#### ***Nightstalkers:***

***Out of Character Rules:***

* Blood binds can only be ridden by the Nightstalker bound to them and no others.
* You are only allowed to change your Doppelganger/Monster Form during tier ups.
* Doppel forms must match the form they are mimicking in both height and parts.
* Bloodbonds are not allowed to be Lightning Talon tier nor Guild Mounts.
* PvP initiation with an RP flavored notification followed immediately by an OOC PvP intent post, NS players will need a list of weaknesses and appropriate reaction in PvP situations. *(example: /pm NAME -you hear rustling in the bushes and sense an evil presence- //NS PVP INTENT [agree or decline]).*
	+ If they are AFK you are to tranq them out only, it may not turn lethal.
	+ Do not attack while invisible.
	+ Monster form must have glowing green eyes, shadowmane legs cannot be hidden.
	+ Successful hunt based on PvP win conditions (i.e. knock out or kill).

***In-Character Rules:***

* Nightstalkers need to follow guidelines set by the lore, such as weaknesses and reacting to side effects.

## ARK Conflict & PvP Rules

### **3.1 Conflict Roleplay**

As conflict RP is a popular and controversial avenue, Glyph sets careful precedents to ensure that conflicts are carried out and concluded in a manner that respects the rules and intents of our community. There are a few important things to note before engaging in conflict roleplay:

* **CONTENT:** When acting or engaging in “heinous” or “villainous” actions that affect your character’s IC reputation, continued provocation may result in overall content lost at the expense of the player. Extreme actions may result in your character being removed from a guild, job, or magic.

* **LOSS OF RP:** While unfortunate and unintended, villainous or antisocial behaviors may result in a character being unwelcome, or met with confrontation in some groups. In some instances, this is a realistic reaction to roleplay. Glyph, outside of a rule break or clear infraction of our standards, cannot intervene in situations like this. While Glyph Staff will always be available for mediation, we cannot force roleplay between characters.

* **UNPLANNED IMPACT:** In some instances, the consequences of a character’s actions may ripple well past the intended targets. Despite the OOC consent that must occur first, particularly graphic conflicts may prompt reactions from third parties. Again, while Glyph Staff will always be available for mediation, we cannot force roleplay between characters.

* **MITIGATION SYSTEM:** A background system moderating NPC response and participation in player-driven storylines. This is a tiered mechanism, changing in degree by IC actions and time.

In the process of PVP or RP conflict, all involved parties agree to adhere to Glyph rules and standards. In a response to ticketed grievances from players, none of the involved parties are exempt from scrutiny. Remember that a rulebreak does not justify a subsequent rulebreak.

### **3.2 PvP**

Glyph is, first and foremost, a roleplay server. This means focusing on storytelling and collaboration; using PVE content to facilitate these ends. Sometimes players enter into conflict RP as another catalyst in their storytelling. While PVP is not a focus on Glyph for content, we do set boundaries that help minimize *griefing* or *harassing* behaviors. Remember the first rule of Glyph: *Don’t be a dick.*

As with all group storytelling projects, a little open and respectful communication go a long way towards a conclusion that feels satisfying for all involved parties. When OOC rules against divisive behaviors like metagaming, powergaming or godmodding are respected and followed, it leads to stronger trust and eased communication between players. Remember the first rule of Glyph: *Don’t be a dick.*

#### ***PvP Rules and Standards:***

* + Combat must be initiated through IC RP and made clear to all members.You must use the local chat to declare “//PVP INTENT” and get a “//PVP ACCEPT” back from the other player(s).
		- In situations of crowds or groups, please be as clear as possible about who you are targeting for PVP. Players that are not being targeted and do not have an interest in participating are expected to maintain a safe distance from PVP.
		- **EXAMPLE:** Ben is about to begin PVP with Steven.
			* Ben says, “*I’m gonna plug you full of lead.*” and
			* types in local: He raises his gun to Steven. //PVP INTENT

* + - **EXAMPLE:** Ben is about to begin PVP with Steven and his friends.

* + - * Ben says, “*I said your bunch wasn’t welcome here.*” and
			* types in local: He cocks his gun. //PVP INTENT Steven, Mary, Jim
* As a response to a //PVP INTENT, a player may:
	+ **//PVP ACCEPT:** This is the option to agree to the PVP encounter
		- If two parties engage in PvP, the attacker must drop alliances unless agreed upon prior.
	+ **//PVP DECLINE:** This is the option to forfeit or skip the PVP encounter, yielding to the demands of the attacker.
		- You cannot force a player to permadeath
		- You must still follow the server rules (i.e no powergaming) and thieving rules, you cannot make a demand that would be a rulebreak.
		- In the event of a ‘feeding’ attack, characters yielding blood are not to be ‘gruesomely’ or ‘viciously’ fed on, resulting in less bodily harm than would warrant a mender call – such as the use of a blood bag.
		- Kidnapping must be agreed on OOC by all parties and have supporting RP and be RP friendly. (Note: A player may only be held against their will for 30 minutes. OOC consent should be stated in text, in game. As long as a player consents to captivity OOC, the confinement may continue as long as they are being interacted with.)
	+ **//PVP ACCEPT FLEE:** This is the only option to attempt and escape a PVP encounter without fighting or yielding to the demands of the attacker.
		- If you are running away from combat, you are not allowed to use carts or teleport to escape
		- A player must lose line of sight from their aggressor for 1 minute. They have then successfully ‘escaped’ the pvp encounter.
* If a player crashes/disconnects during a PVP conflict, you are to disengage or wait because they become a ‘sleeping player’. Sleeping Players, during these occasions, are not to be interacted with or stolen from.
	+ This protection does not include events or large battles, except in instances of theft.
	+ *Note:* If you do accidentally kill a sleeping player, ensure that they are notified via Discord and any of their possessions are returned to them.
* Logging and/or porting via bed or carriage to avoid conflict is fail-RP and is not allowed.
* You may throw out/unball tames but you may not re-soulball them during conflict.
* You are not allowed to pick people up with a Flyer creature in PvP. You are allowed to pick up using land creatures.
* When looting a player in a PvP encounter you are to refer to the thieving rules
* No armor swapping or repairing armor within 5 minutes of PvP combat, must be disengaged. (Note: Repair cooldown is removed during Blood Moons and PvP Events)
* You cannot nightstalker hunt, thieve or crime a tribe/base/outpost more than once within 72 hours.
* If you see two people fighting over a tame, and want to swoop in as a third party to steal it for yourself, you are subject to PvP and must pvp intent.
* Do not kill passive creatures. (Note: If a passive creature is used to attack someone it is not protected by this rule however remember that PvP ends when the other player is killed.)
* You are NOT allowed to kite aggressive animals out of enclosure into the wilds, or kite them to another base.
* A Parasaur on turret mode is a valid target and may be killed, however evidence must be left with a hint as to who killed it. (Note: Parasaurs on turret mode may not be indoors or protected by structures, this includes scaffolding.)
* Plant turrets may only be used on wild creatures.

#### ***Concluding PVP Encounters:***

Remembering that PVP on Glyph is not a tool for griefing or harassment, our rules define the end of an encounter very clearly. When a PVP encounter has taken place, the following terms end the PVP encounter:

* Player/s have been mechanically killed. The result is the losing player/s must contact a mender and do proper mender RP, following injury RP rules. If you are unable to find a mender in 10 minutes you may self tend.
* A player/s surrenders, either OOC or IC.
* A player/s have been tranquilized AND also handcuffed. (NOTE: Using cosplay evolved parts to break out of handcuffs is not permitted, however a player may continue to try to escape if handcuffed.)
* In the case of ‘Pvp Accept Flee’, a player must lose line of sight from their aggressor for 1 minute. They have then successfully ‘escaped’ the pvp encounter.
* When looting a player after a PvP encounter you are to refer to the thieving rules

#### ***Attacking on Sight (AoS):***

Over the course of a season or a campaign, some characters find themselves consistently at odds. Sometimes, things build to a point where characters are frequently on the opposite sides of PVP encounters; reaching a point where they would consider each other a ‘nemesis’ or ‘enemy’. With enough supporting roleplay and IC grievances, one of the involved people can open a ticket to discuss attack/shoot-on-sight terms. If you are unsure about the qualifying roleplay, feel free to open a ticket and ask.

* + Random-Death-Matching and Kill-on-Sight (RDM/KOS) is not allowed.
	+ AoS is not allowed unless agreed to by both/all players in a ticket.
	+ Any AoS rules/terms of combat must be agreed to by both/all players in the aforementioned ticket.
	+ Any players involved in an active AoS must post public notice in their territory decree.
	+ All AoS terms must include clear and definitive conclusions to end the conflict, agreed to by both/all players involved.
* *Events, Glyph towns, and public transportation, are never valid spaces for AoS. These are spaces that are open to all players, and not a time for mediating conflict and distraction.*

### **3.3 Crime**

Like PvP, crime can be a useful mechanism to push roleplay hooks and tell a compelling story. As with our other rules and standards, our aim with these requirements is to cultivate an atmosphere where players can engage with criminal activities in ways that don’t lead to griefing or harassment. Remember the first rule of Glyph: *Don’t be a dick.*

* The first time your character commits a crime, you are to open a Crime Ticket.
	+ Structural damage, breaking and entering, vandalism, even without theft, still require a Crime Ticket and evidence.
	+ Ticket will be left open for the remainder of the season.
	+ Ticket will contain a copy of the ‘physical evidence’ that you will leave behind when committing crimes. This aims to standardize evidence via prior-approval from staff.
	+ Ticket will be a living record of who you stole from and what you took.
* “One way in, one way out.”
	+ Do not create multiple entry points when breaking into a building. Cause minimal damage.
* You must place evidence at your break in point with the clues provided inside.
* Your notes must be descriptive enough so that if people do minimal role-play detective work they will be able figure out who you are.
* Make sure that your notebook contains useful clues, the stolen items and a calling card. Here are the criteria:
	+ Something about your physical appearance.
	+ Something about what biome you live in.
	+ Exactly what was stolen, or the crime you committed.
	+ A calling card that is consistent with all thieving/crime that is done by you. (It can be part of a clue or added but must be consistent.)

**Good Evidence Examples**:

> *Muddy goblinoid handprints line the broken window. The goblin’s swampy odor lingers in the air. You can see a trail of \*filth\* leading to where your prized hammer once rested. A small brass coin rests in its place with a large goblin nose carved into an emperor’s visage. The sack of gold coins on your desk seems to a bit lighter (12/36 gold stolen)*
>
>

**Bad Evidence example:**

> *A pile of trash has been left next to your bed. Broken plates and varying objects seem to have been thrown out from your cupboard and to the ground here, but a few things seem to be missing. Bootprints are left behind walking outside.*
>
>

* If a thief breaks a container, they must try to save the other items instead of letting them sit there and decompose.
* Do not “popcorn” items. To help prevent loss of items, we highly encourage the homeowner to keep their crafting and storage containers inside their house unlocked. This way if you become a victim of theft, you do not lose your items if a thief breaks a container.
* Do not take more than 3 items and more than ⅓ of any gold found. This includes stealing in a group. Practice restraint and don’t be a dick. **(**5 people = 3 items.  10 people = 3 items.)
* Once you’ve stolen your 3 items, you are to exit the premises and not return *for criminal activities* for 72 hours.
* Do not steal soul-trapped creatures or fertilized eggs. Thieves are not allowed to break Soul Terminals.
* Do not steal blueprints, even if you are a fellow crafter.
* Thieving rules apply to inter-tribe thieving.
* Characters involved in an approved war ticket may only target other characters within the same war ticket for criminal activities.
* A criminal’s mechanical death via a player or player’s defenses constitutes a failure. The criminal may attempt RP later to recover any lost items; however, items lost by criminals in the event of a failed crime are ultimately forfeit to the defender.
* Evidence does not need to be left in a hold up.
	+ *Hold Up:* No building piece broken, Two active and conscious parties.
* If you are caught during a break in and have not had a chance to leave evidence, you are to role-play being caught. Leaving without leaving evidence is a rule break.
	+ You can make it into a hold up.
	+ You can make it into a PvP scenario.
	+ You can try to run. – You are consenting to PvP.

### 3.4 Escalating to War

Declarations of war are not a trivial or flippant thing to enter into, and should be treated as such. Only a tribe or territory leader may start the war process. After conflict RP has escalated to this point, the following process must be followed before any further escalating behaviors take place.

* **PLEASE NOTE:** Because of the OOC coordination required between multiple players and Glyph Staff, this process may take hours or days.

* + - Despite the urge to start mounting tames while the war process is starting, this is considered an escalating behavior.

* Gathering allies outside of characters directly involved in the conflict while the OOC war plans are being made is considered escalating behavior.

* + Once the war has been approved by Glyph Staff, characters within the war ticket will be limited to criminal activities targeting only other characters involved in the war ticket.

* **OPEN A TICKET:** War tickets can be initiated by a territory leader. They are to include both the party initiating the war, and the party being targeted.

* **OOC AGREEMENT:** Both parties are required to agree to this level of conflict and complete the process before *ANY* action can be taken.

* **DRAFT A DECLARATION:** A declaration of war includes the announcement of war; a list of all participating players sorted into ‘Attackers’ and ‘Defenders’; and the terms of victory.

It is important to note that no one outside of listed participants can be involved in any warring; Glyph Staff can approve additional or removed participants in the war ticket with proper cause.

#### ***Declaration of War:***

* **ANNOUNCEMENT:** This is the IC portion of the declaration, including any publicly available information (as this is listed for all characters to be able to see).

* **PARTIES INVOLVED:** All groups participating in the conflict must be listed as attacker or defender. No parties not listed here may participate in the conflict. No parties may be added to this war without staff approval.Neither side may perform heinous actions that would actively draw in other groups until the final battle of the war.
* **TERMS OF VICTORY:** This is to include any demands made on the opposing side, any consequences for winning or losing, as well as win/loss conditions.

**Example:**

> *A flock of brightly colored Kora make their way towards the market board, already clad in glinting armor. Their somber silence as they hang a large parchment marks a startling contrast from their typically gleeful chirping.*
>
>
> Hear ye, hear ye! And so it is declared, as a result of unyielding savagery and theft, the Kora of the Kingdom of the Fifth Eyrie mark the Lucaris of Boglandburg as mortal enemies. The Fifth Eyrie has proof of continued assaults against their borders, as well as the slaughter of our coveted Argentavis, which are protected by decree.
>
>
> *Attackers:* Chirp, Puff, Glint, Speckle, and Jim
>
>
> *Defenders:* Stryker, Belle, and Skrach
>
>
>
> *Our terms:* The Kingdom of the Fifth Eyrie shall not rest until the breeding facilities of Boglandburg are razed, and our Argentavis avenged.
>
>

### 3.5 War

At this point in the process, you return to your war ticket. The territory leaders from both sides will decide how many battles will take place, not to exceed three. Large scale battles are monitored by Glyph Staff to ensure that both sides participate within the agreed parameters of the battle. As this requires multiple staff members, players are limited to one battle per week (in cases where both parties have decided to war across multiple incursions).

There are five different rulesets to be chosen from. If both parties agree to multiple battles, up to three of these may be chosen. These rulesets contain some customizable options, but all preferences must be agreed on by the territory leaders.

* **PLEASE NOTE:** If both parties agree to three battles, this is nearly a month of warring paced at one battle per week. Using in-game time, this would equate to nearly three months of warring for your character. While possible, it can be taxing on some players to maintain this level of conflict RP for an extended period of time. Please consider your own personal preferences and expectations thoroughly when planning a war.

#### ***Rulesets for Warring:***

* **CHAMPION BATTLE:** This is an incursion between a representative from each side.
	+ Best of 3 rounds (No more than 5)
	+ Rounds limited to 15 minutes.
	+ In the event of a draw, no winner is declared.
	+ 3 minute intermission between rounds
	+ Define clear boundaries, not to endanger other territories or players
	+ (OPTION) One tame per champion per round
	+ (OPTION) One shoulder pet per champion per round
	+ (OPTION) Limited healing
	+ (OPTION) Limited use of CE Mirror part functions
	+ (OPTION) Character death if both champions agree to mutual risk.

* **LAND BATTLE:**  This is an incursion between the two sides, removing the options for sea and flying tames.

* + No more than 20 participants on either side.
	+ Best of 3 rounds (No more than 5)
	+ Rounds limited to 30 minutes.
	+ In the event of a draw, no winner is declared.
	+ 10 minute intermission between rounds
	+ Define clear boundaries, not to endanger other territories or players
	+ (OPTION) 1 tame per participant per round (no more than 2)
	+ (OPTION) Limited tiers of tames
	+ (OPTION) Limited healing
	+ (OPTION) Limited use of CE Mirror part functions
	+ (OPTION) Limited traps (bear, plant Y, etc.)

* **SEA BATTLE:** This is an incursion to happen on a body of water, removing options for land and flying tames.

* + No more than 20 participants per side
	+ Best of 3 rounds (No more than 5)
	+ Rounds limited to 30 minutes
	+ In the event of a draw, no winner is declared.
	+ 10 minute intermission between rounds
	+ Define clear boundaries, not to endanger other territories or players
	+ (OPTION) Ship (No more than 2 per side)
		- In the instance of ship battles, players are expected to do their best to avoid ‘ramming’ or ‘clipping’ into the enemy vessel, as these physics are not currently supported by Ark.
	+ (OPTION) Limited siege equipment and ammo (pitch jars and cannons are discouraged, as they can end rounds in boat battles very quickly)
	+ (OPTION) 1 tame per participant per round (no more than 2)
	+ (OPTION) 1 shoulder pet per participant
	+ (OPTION) Limited tiers of tames
	+ (OPTION) Limited healing
	+ (OPTION) Limited use of CE Mirror part functions
* **AIR BATTLE:** This is an incursion to happen in the air, removing options for sea and land tames.
	+ No more than 20 participants per side
	+ Best of 3 Rounds (No more than 5)
	+ Rounds limited to 30 minutes
	+ In the event of a draw, no winner is declared.
	+ 10 minute intermission between rounds
	+ Define clear boundaries, not to endanger other territories or players
	+ (OPTION) 1 tame per participant per round (no more than 2)
	+ (OPTION) 1 shoulder pet per participant
	+ (OPTION) Limited tiers of tames
	+ (OPTION) Limited healing
	+ (OPTION) Limited use of CE Mirror part functions

* **OBJECTIVE BATTLE:** This is an incursion to happen over a location, such as a boundary, a flag, or an outpost. If both sides are in agreement, this may include a base or territory structure.

* + No more than 20 participants per side
	+ Best of 3 rounds (No more than 5.)
	+ Rounds limited to 30 minutes
	+ In the event of a draw, victory goes to the defenders
	+ 10 minute intermission between rounds
	+ Define clear boundaries, not to endanger other territories or players.
	+ Define clear objective victory conditions, such as destroying, capturing or holding a point.
	+ (OPTION) Limited siege equipment and ammo
	+ (OPTION) 1 tame per participant per round (no more than 2)
	+ (OPTION) 1 shoulder pet per participant
	+ (OPTION) Limited tiers of tames
	+ (OPTION) Limited healing
	+ (OPTION) Limited use of CE Mirror part functions