Death System

All characters eventually die, given it is a natural occurrence in the world and can often leave a lasting impact on the world. Whether it’s a king being assassinated and leaving behind his nation, or a simple man dying from old age - death is a vital element of roleplay and one that should be both respected and encouraged in a healthy manner. It’s often the death of a character that sparks growth and change in the world, as well as allowing for a character’s story to be wrapped up or left unfinished. Death, in a way, can help with the worldbuilding of the server and also grant development for many characters.

OOC wise, death in roleplay can be quite a tricky topic to deal with as losing a character can be very challenging for roleplayers, especially if it’s a character they have grown attached to. Additionally, deaths can often result in OOC drama and both sides fighting to determine whether the death was official or unfair. It is why many nations and roleplayers often need to  communicate with those they want to kill to set up a time for an attempted assassination, or the terms of a battle to determine if a lore death will be enforced.

Thus it is recommended that players are aware that death can and will happen to their characters in some form - it isn’t a matter of if but a matter of when and how it occurs. Riftborne has a system regarding how death works on the server, thus all players must read it and be aware of how such works. As players, it's important to take your character’s death to heart and try not to cause drama regarding it. At the end of the day, we are all here to have fun and tell a story - though it is good to be respectful of others in regards to matters such as this.

### Types of Deaths

On the server, characters all have one life - not three lives or additional lives, like most SMPs. It is much like hardcore - if your character dies, they are permanently dead. The player will need to create a new character that is different from their previous character. There’s two forms of deaths that can occur on the server, both being quite important to the server in their own way but should not be mixed up: Normal Deaths and Lore Deaths.

#### Normal Deaths

Normal Deaths are deaths that occur out of roleplay and can happen due to mobs, glitches, simple PVP spars (such as RP training/non-killing spars), and other areas outside of roleplay and lore. These deaths are not permanent deaths and will not be treated as such- they are not canon deaths on the server.

To explain how to treat normal deaths roleplay wise - they can be considered as being wounded, retreating from the area, escaping from another character, etc. For example: A player may have been shot to a skeleton and sent back to their bed, their death can be explained as them being ambushed by a skeleton, escaping but leaving their stuff behind in order to prioritise their life. Basically any excuse that permits a character to remain alive, though with some wounds or repercussions for the normal death. The only time a Normal Death can become a Lore Death is if the player themselves decides it’s such for their character, allowing for the character to be permakilled by that normal death. No one else can rule that a Normal Death is a permadeath for your character if this happens.

Players are not to RDM (Random Deathmatch) each other - which is killing each other constantly with little to no roleplay. Normal Deaths should be agreed by players if it’s for simple in-lore interactions that require PVP and in-game PVP training. Randomly killing someone because they took something from you oocly, are trespassing, or any other unnecessary reason outside of lore will result in you getting in trouble - especially if such matters or isn't excuseable.

#### Lore Deaths

Lore Deaths are deaths that occur within roleplay and lore, and they are perma-deaths. What this means is that if a character suffers a lore death, they will not be coming back (unless stated otherwise by staff or by lore) and the character's player will have to make a completely new character to play on the server. A lore death should be treated as rare amd not as the first resort for many players, though they can happen if an event is specified that there will be a risk of a Lore Death, if someone wants to assassinate someone, or for other reasons that involve lore. A Lore Death must contribute to the lore and history of the server somehow, over being OOC-driven and wanting to kill for the sake of killing. Thus there is heavy moderation and steps that need to be taken regarding Lore Deaths. For a player's character to kill another character, Permission-to-Kill must be gained from the individual the person wants to kill.

When a Lore Death happens and there is arguements about whether it counts or not - Staff will determine if the situation fits the terms of a Lore Death and no foul play (such as metagaming, powergaming, illogical reasons, etc) is involved. If it does, then the character will remain dead - unless brought back by staff approved methods. If it doesn’t, the Lore Death will be changed into a Normal Death and an explanation will be provided as to what happened to both characters.

### Permission-to-kill

PTK, or Permission to Kill, will be required for Player VS Player roleplay and to have someone lore killed outside of RP events. Both players will need to discuss ooc beforehand about the lore death and for the permission to be given. If PTK is not given, the killer player must step back and respect the victim’s wishes until the other player feels as though it’s time for their character to go or if they eventually agree to the death. If both sides continue to disagree with each other, they are advised to take it up with a staff member who will decide whether PTK is given or not.

However - even if you have permission to lore kill a character, you will still need to be aware your attempt to kill a character may fail. This is due to the unpredictable and changing nature of roleplay, where other characters unaware of the lore death attempt can affect a roleplay scene unknowingly, the target may beat you when you’re trying to kill them, and other variables that can occur (such as real life). Improvisation and unpredictablity can completely change the scene, meaning that when you are attempting to kill a character - it will not be 100% guaranteed in the killer’s favour. Therefore it is recommended that the killer player also gives PTK to the defending player or denies PTK alongside asking for permission from their target, or discusses any potiental outcomes for their own character. This is in case their attempt fails - so they can be either killed (PTK given) or captured (PTK not given) if the killing attempt fails, so both sides know what to roleplay out after the attempt fails.

If the victim player decides to revoke their PTK, they must do so before the RP encounter by alerting the attacking player that they have changed their mind. **PTK cannot be revoked once the RP scenario is occurring and both during/after the character is killed.** This applies also to the killer player, on whether they want to give PTK or not if their character fails to kill. This is so that both sides are aware of what they are getting into and don’t change their minds during/after the death. Hence the importance of communicating with your target before you kill off their character.

However, there are instances where PTK can be overruled, based on the circumstances of the Lore Death and the justifications behind them. These circumstances are the following:

#### Assassinations

Assassinations are when someone or a group seek to kill someone off for political gain or for money, and are one of the ways to lore-kill someone without PTK. This allows for a tense situation of a character hunting down another character, and can impact the lore majorly, depending on the characters involved. How assassinations work is that when an individual hires an assassin to kill someone - they must first write out a written contract within a book and quill that has the following:

* Terms of the assassination, (who they want to kill, who hired the assassin, and who is the assassin).
* How much they are killing the person for.
* A deadline for the assassination to occur. (Max two weeks - unless either assassin or target are occupied by irl)

The contract must be signed by either the assassin or the contractor upon both parties signing the last page and there must be at least a hint as to who hired the assassin - such as initials, a codename that can be connected to the contractor, or the actual name of the contractor. From there, the contract must be kept in the assassin's inventory at all times, until the deadline where they can no longer go for the kill. This is to allow the chance for individuals to find out who sent the assassin(s) and to carry on the story from there.

OOC wise: both the contractor and the assassin must alert the staff of wanting to assassinate a certain character, along with their reasons for doing so. The staff will either refuse or approve and from there, both the contractor and assassin must remain in touch with the staff regarding how they are going about the assassination if approved. The victim will not be alerted roleplay wise (unless the contractor or assassin wants to give a warning) but the victim will be oocly warned with a simple: “Your character has been marked for death, do not metagame this.” This is to make the victim player aware their character is wanted dead and avoid any unnecessary drama that may occur when their character is killed - allowing them to be mentally prepared from an OOC perspective but they should not metagame such information. The target will be expected to play their character as normal, thus prior to them being marked for death, and must avoid making sudden measures that go against their character's current feelings and behavior - such as suddenly hiding away, refusing to meet with people, heightening up their security, etc. It would seem very out of character for someone who has no idea they are marked for death to suddenly hide in their home and refuse to meet with people for no reason; this is something we want to avoid seeing on Riftborne and to make it fair for both sides involved. The only excpeption to this is when the assassins or someone has given the target character an IC warning about the assassination.

In order to make the situation fair, the assassin will also be able to be lore killed without PTK upon accepting a contract, should their victim kill them while fighting. This is due to the situation being a fight for one’s life and adding a risk in for the assassin, along with allowing the defending player a chance to take down their assassin and discover who sent them. The work of an assassin should not be easy on the assassin’s part, thus the assassin will also be at risk of death if they fail due to circumstances or their own faults. However, should the victim and assassin agree oocly after the assassin has been downed, they can instead be kept alive to be taken to guards or leaders to face trial and punishment.

#### **Executions**

Executions occur when a character has been sentenced to death in a trial by either court decision or by the ruler of a nation, due to the character committing crimes within their settlement or nation, and ultimately being captured and tried. PTK is revoked and a lore death of the sentenced character is permitted as they are in a situation where their death is guaranteed. There are still cases where executions can be prevented and death avoided, due to improvisation and roleplay circumstances. These executions can only be considered as proper executions if the character has been sentenced to death in a trial by a court or by the ruler of the settlement/nation the crimes were committed in. Thus no one can immediately declare a sudden killing an execution and expect PTK to be avoided.

Like with all other scenarios, there’s always going to be RP variables that can determine if the execution is successful or not, meaning while the individual can be lore killed, there are still chances that they can live via the intervention of other characters or situations. If OOC foul play is suspected regarding the execution and any interference, both sides are to let staff know so it can be handled. Staff should be alerted of why an execution is occurring to ensure there’s no difficulties occurring OOC and to observe the execution to ensure no situations occur oocly.

#### Quests and Events

Certain events and quests  on the server will have a condition known as the ‘Lore Death clause’, which is essentially a warning that by entering this event - your character will be at risk of suffering a Lore Death - no PTK required. This clause is only applied for events where there is an exceptionally high risk of dying due to what the event involves and to add a sense of desperation and danger into it. This clause will only apply for extremely severe quests and events, meaning it will not apply to simple quests or events with less danger to them. By accepting to go on a quest or event that has the Lore Death clause, you automatically permit for your character being potentially lore-killed during it.

All people taking part in an event or quesIf an event sight or quest has the Lore Death clause, such must be stated on either the announcement for the quest/event or there being a clear glowing sign that OOC states the event site has the Lore Death clause.

The only thing that will prevent your character dying in these events will be your own actions and the actions of others, thus it’s recommended to be extremely prepared and work with people you know you can trust. While quests and events with the Lore Death clause are extremely risky and dangerous, they can provide rare loot and unique plot elements. Sometimes one must face death to gain treasures and information that can impact the future.

#### **Staff Intervention**

These interventions should only occur when there is arguing while obtaining PTK from a player or if there is a situation where a player isn't following the death system. The staff will mediate between the two and listen to both sides and their reasoning for wanting to kill and not wanting to be killed. Both sides will need to explain in detail why the lore death should/shouldn’t be permitted. The staff member will then decide whether or not to give PTK to the attacking player and must not be biased to either side.

### **Death Redlines**

* **Types of Deaths**
	+ All characters have one life, meaning once this life is gone - the character is permanently dead and a new character must be created.
	+ Normal Deaths are not to be treated as Lore Deaths, unless ruled as such by staff. They are to be treated as, lore wise, a character getting hurt and barely escaping from what killed them.
	+ Certain Normal Deaths can be explained by these reasons:
		- Lava death - receives harsh burns and barely escapes.
		- Void death - Fell into the void but was brought back by a mysterious force.
	+ Players are not to RDM each other - players should only attack each other in PVP if it’s for lore, or if it’s for simple in-game PVP training. Killing someone outside these reasons (such as OOC theft, murderhobo-ing, trespassing, etc) will result in the attacking player facing consequences for such.
* **PTK**
	+ PTK must be given by the victim player in order for another person to kill off their character in a Lore Death. If PTK isn’t given, the death will not be ruled as a lore death if the killer attacks them.
	+ This permission can be revoked before the death occurs, not during or after the death has occurred. Thus the victim must be certain they want to go through it.
	+ Even with PTK granted, there is still a high chance that other characters, the victim, or other RP variables can impact how the attack occurs and can prevent the victim being killed. Meaning that the killer should enter the fight, aware that they may not get their kill.
		- If OOC foul play, such as the victim metagaming, powergaming, or the situation escalates into OOC, etc, occurs - the situation is to be reported to a member of staff who will sort the situation out.
	+ PTK can only be revoked by the victim player before the scenario where their character may be lore-killed transpired. If the victim player changes their mind, they must let the other player know immediately.
	+ The killer can give PTK to the victim player in the chance that their character fails to kill, but they must also inform the victim player if they’ve changed their mind.
* **Assassination**
	+ A signed book must be written out with the names of both the assassin and the contractor, who they are killing, how much they are being paid, and the for how long the assassin has to get the kill. This signed book must remain in the assassin’s inventory, in case they are killed or captured.
	+ An assassination contract can be valid for up to two OOC weeks, allowing time for the assassin to kill their target. However, if their target or the assassin is unavailable due to IRL matters, such time will be extended by staff.
	+ Staff must be informed by both the contractor and assassin on who they are targeting so both staff and the pair can keep up to date on their target.
	+ The target will be given a simple OOC message from staff, letting them know their character has been marked for death and that they should not metagame such.
	+ The target are expected to play their character as normal and as if they do not know they are wanted dead, meaning they cannot take actions that indicate towards them being targetted by someone. Such actions include: Hiding away, refusing to speak with people, heightening security, hiring guards and bodyguards out of the blue, etc. These actions can indicate towards the target player metagaming the OOC message. Only exception to this is if a IC warning was provided by the assassin(s) or by someone who knows of the assassination attempt.
	+ Upon accepting a contract, an assassin will automatically be able to be lore-killed without PTK, due to the danger of their job. If they are downed by their victim or by another player during the assassination attempt, the victim and assassin can decide not to have the lore death occur and instead have the assassin captured.
	+ Killing someone and claiming it as an assassination despite not through the proper preperations for an assassination will result in such being dismissed as a normal death and the assassin player recieving punishment from staff.
* **Executions**
	+ Executions can only occur when an individual has undergone trial in court or by a ruler and their sentence is death.
	+ Executions cannot be performed by anyone, save for rulers and those permitted to carry out an execution after a trial.
	+ It is still possible for executions to be prevented due to RP variables and actions.
	+ If OOC foul play is suspected regarding an execution, players are expected to bring it up with staff regarding the matter.
* **Quests and Events**
	+ Lore Deaths will be enforced for quests and events that involve a severe/guaranteed death of a character - such as world-ending events, relic quests, etc. Not all quests will have the Lore Death clause and such clause can be revoked if staff judges it unnecessary for the quest.
	+ An announcement for a quest/event, a book that starts a quest, a sign at a location tied to a quest/event should explicitly and clearly state that the quest/event has the Lore Death clause. Alternatively, the quest giver or event organiser can inform all participants of this clause oocly in Discord or in-game before the quest/event starts, so that they can back out if they don’t want a Lore Death.
	+ A DM cannot rule a Lore Death to occur in their own event while it is going on and there's no Lore Death clause in their announcement/sign/book - any deaths that occur in an event will be deemed a Normal Death, unless decided otherwise by the player of the character themselves.
* **Staff Intervention**
	+ Staff intervention will only occur if there are disagreements regarding obtaining PTK from a player or in any of the exceptions.
	+ Both sides will give their reasons as to why they disagree with each other, then the staff will decide whether to allow for PTK or suggest an alternative to both parties.

### Immortal Characters

Having an immortal character can be appealing and fun, as you can be a lich who has overcome death to live forever, or an individual who is damned to walk the lands. However, immortal characters are technically overpowered in the sense that they cannot die permanently and it is often shown in a negative light, that it is a gift and makes someone invincible. It’s why this trait is not permitted on a vast range of RP servers. However, it is possible for there to be good immortal characters that are fun to roleplay with, especially when it comes to showing the harsh reality of immortality and how a character copes with such. On Riftborne, it is possible for a character to become immortal - but there is a series of strict policies and rules on the matter.

Immortality on Riftborne isn’t defined as the ability to not die in Minecraft (due to the nature of the game), but instead defined as the ability for a character’s soul to remain alive after death - when normally, souls perish and either reincarnate or pass on. Simply put: Immortality on Riftborne is the ability for a character to avoid being lore-killed.

There's three tiers of immortality that need to be explained:

**Minor Immortality:** By having minor immortality, you are immune from dying from old age, thus you cannot age and die from being too old. However, your character can still die permenantly by all other means of death - thus your character will need to be careful. As default: All characters under the 'Undead Archtype' will have minor immortality. Minor immortality can be achieved for non-undead characters through events. This minor immortality cannot be removed from undead.

**Semi-Immortality:** By having semi-immortality, your character will always return after being lore-killed. There's a specific process that semi-immortal characters have to follow - these characters can still be lore killed and leave behind a body, but a new body will reform for their soul to re-enter at their bed (or a specific location of choice) and the character will still be themselves. However, the character must face drawbacks and negative effects every time they are killed and brought back. There can be small lore flavours that can be added to make an individual’s immortality more personal, but they must follow this general basis of what happens when killed.

**Full Immortality**: By having full immortality, your character is immune to all forms of dying and cannot die. So this form of immortality is not allowed on the server - period.

From there, there’s a series of strict policies and rules that a character seeking and achieving immortality has to follow without bending or breaking them. These policies apply primarily to Semi-immortality.

* Immortality is to be treated as a curse for characters, rather than that of a blessing - thus the trait will come with intense negative effects that will outweigh the positive effects. Said effects must be roleplayed out properly, or the effect will be removed from the character by staff.
* If you want your character or another character to gain semi-immortality, you must request such and give information regarding your character to the admins. From there, a series of events will be worked on that will lead up to obtaining such - whether it’s discovering a relic that grants semi-immortality, or taking part in quests that may grant a chance of semi-immortality.
	+ You will, however, not recieve any information on the eventline oocly and will only work with the staff minimally on the event, to ensure that there is no metagaming and to also ensure you can experience the eventline at its finest.
	+ If researching for immortality through a profession or magic - you and the staff member will communicate and they may give you hints, ask you to perform dice rolls, or give you a trail to research in-game to follow.
	+ Said method must be extremely complex and difficult to achieve, and said quests tied to it will likely bear Lore Death clauses. (Lore Death's clause is essentially: if you go on this quest/event - you automatically agree to your character or any other characters joining you will potentially be lore-killed if you mess up during such).
* **Semi-Immortality cannot be given to a character in their backstory** - it must be gained during the character’s life on the server and must be achieved by a method approved by the admins. The only exception to this is Minor Immortality for Undead characters.
* A character's semi-immortality can be temporary, or it must be able to be removed from a character - it cannot be irremovable. This is to allow characters who are cursed with immortality to go on a quest to remove it from themselves, or other characters to remove immortality from someone. For example: A character who is a lich would have their soul bound to an item and if said item is destroyed, that immortality is removed. However, the item must be kept on the lich or hidden away in a dungeon that can be accessed so other characters can obtain it.
	+ Semi-Immortality without the chance of it being removed is not permitted. for very obvious reasons. A means of removing said immortality will be worked on by both the player and staff to ensure a removal is both logical and fun for players to find out.
	+ The only exception to this is Minor Immortality, due to Minor Immortality being part of their archtype - thus it cannot be removed from them.
* Event characters, for the sole purpose of events, can have semi-immortality given in their backstory but that immortality must be there for a reason and play a part in the events the character is tied to.
* Due to dying over and over, along with seeing allies and friends die, along with that their mind is still mortal and not made to handle dying over and over - a semi-immortal character must clearly show that dying over and over is changing them and impacting their health. Players can be creative with what effects a character suffers. The character must show some of the following,in a respectful but clear manner.
	+ **Post-Death/Reviving:** Slow revival, experiences pain when dead, recalling memories, recalling emotions.
	+ **Mental instability:** Intense anxiety, paranoia, fear of dying or pain, insanity, hallucinations, memory loss, loss of emotions, etc
	+ **Body Scarring:** Showing the wounds they were killed by on their body in an unnatural or slowly healing state, body decaying with each death, weaker magic or physical strength, etc.

* Immortality is not to be an actual mechanic in Minecraft (such as in Origins or Origin abilities), in order to still allow immortal characters to be bested and downed in PVP. This is to keep it fair for both sides.
* To seek immortality or become immortal is to risk being hunted. By what? Who knows but there are forces that disapprove of a life becoming immortal, thus it's best to consider if you truly wish for such.

**Immortality Red Lines**

* Breaking the rules and regulations regarding immortality will result in such a trait being taken away from your character if you are going to abuse the trait.
* Being immortal does not make you powerful or unstoppable. Your character can succumb to their wounds and hold any weaknesses they have before becoming immortal. It is not an excuse to powergame or godmod.
	+ Full immortality is defined as not dying at all - meaning a character does not die and always heals from their wounds. This is not acceptable, and thus any immortal characters can still die but will come back as themselves, with dire consenquences.
* Your character can still have lore deaths but they will come back from such in their bed or a location they may be bound to, and be themselves. However, they must display mental and physical side effects from dying and being brought back.
* Immortality can only be obtained in questlines and through character development towards such a goal, with an increased chance of character lore deaths to achieve it.
* Only event characters and NPCs can have immortality in their background, so long as it is relevant for the questline and will be addressed in such accordingly.
* An immortal character has to show more than two negative traits and health issues due to dying and being brought back can be mentally, emotionally, and physically devastating on the person.
* Immortality cannot and will not affect PVP. This is to make PVP fair for both parties.