Isekai: Project Azeroth Roleplay Rulebook
Version: 1.0.0 Status: Initial consolidated draft Setting: A strict, text-based fantasy chronicle inspired by classic MTA:SA and SAMP roleplay standards, operating in a high-risk, open-world, full-loot PvP environment.
Living Document Notice
This rulebook is actively being developed. Rules, systems, wording, and procedures may be added, clarified, or revised as the server grows; a complete roleplay server has many situations to cover.
When a situation is not explicitly listed, players must apply the main rules in good faith: remain IC, avoid metagaming and powergaming, act fairly toward other players, and choose the most believable and immersive outcome. "It is not written here" is not permission to break the roleplay standard. Staff may clarify an unlisted situation and add a formal rule later.
1. Core Roleplay Principles
1.1 In Character (IC) and Out of Character (OOC)
Players must maintain an absolute distinction between themselves and their characters.
- IC is everything a character sees, hears, knows, says, does, feels, thinks, or experiences in Azeroth. Characters must behave as believable inhabitants of the world, its lore, and its current environment.
- OOC is everything related to the player, including real-life matters, game mechanics, technical problems, server bugs, administration, and casual conversation.
- Standard
/say(/s),/yell(/y),/whisper(/w),/me, and/emare IC channels. Do not use modern slang, emojis, references to buttons, levels, latency, lag, or other OOC concepts in them. - Use a designated local or global OOC channel where available, or double parentheses:
(( OOC text )). Local OOC is not for IC coordination. - Translate mechanics into believable IC language. For example, do not say "I am level 60"; say that your character is an experienced combatant.
1.2 Metagaming (MG)
Metagaming is using information gained outside natural IC experience to influence IC knowledge, decisions, movement, or actions. It is prohibited.
- A character does not know another character's name, title, history, affiliation, status, location, base, secrets, or weaknesses just because the player saw a nameplate, hover text, Total RP 3 (TRP3) profile, stream, forum post, Discord message, or another out-of-game source.
- TRP3 profiles may be read OOC for writing and appearance context, but their contents are not automatically known IC. A character must be introduced, identified by another character, or reveal information through IC observation and conversation.
- Discord, voice chat, streams, forums, external messaging, or similar tools may not be used to coordinate movement, call for assistance, locate enemies, avoid ambushes, or obtain tactical knowledge unless an approved in-game equivalent supports it, such as a magical communication device or physical messenger.
- Stream sniping or using forum material to discover locations, secret bases, or vulnerabilities is a zero-tolerance offense.
1.3 Powergaming (PG)
Powergaming is forcing an outcome on another player or portraying impossible actions, resilience, or advantages that ignore physical limits, setting rules, or the other player's opportunity to respond. It is prohibited.
- Describe attempts, not guaranteed results.
/me swings a heavy hook toward Marcus's jaw, attempting to knock him off balance.is valid;/me punches Marcus unconscious and steals his sword.is not. - Do not dictate another character's injuries, unconsciousness, death, resistance, or loss of property without their response and the applicable roleplay procedure.
- Roleplay injuries realistically. Falls, crashes, spells, brutal duels, and other serious trauma have consequences; a character cannot immediately flee or fight at full capability as though unharmed.
- Game-engine exploits, line-of-sight abuse, physics-breaking movement, or other mechanical exploits used to escape a valid roleplay scene are powergaming.
- Every active character begins their operational story at Level 1 as an adult (age 16+). Backstory feats, wealth, legendary equipment, elite training, and historical accomplishments are flavor only and grant no mechanical, physical, financial, or narrative advantage beyond the character's current in-game progression.
1.4 Text Roleplay Commands
Use /me and /do to narrate physical actions, scene context, and verifiable facts. These commands are implemented and working in game. Each command accepts either a slash or a dot prefix, so /do and .do behave identically, as do /ooc and .ooc.
/medescribes physical actions, movement, gestures, and expressions. It must not state internal thoughts or force another player's outcome. Example:/me reaches into the leather pouch at his hip and offers three silver coins to the barkeep./dodescribes the environment, observable or discoverable character state, outcomes, or objective questions about a scene. It is always truthful. Lying in/dois a severe, bannable offense. The server prints/dotext in its own colour so it is clearly distinct from/meaction emotes./oocmarks out-of-character speech. The server automatically wraps your text in double parentheses, so typing/ooc back in five minutesdisplays as(( back in five minutes )). You do not need to type the brackets yourself.- Example investigation:
/me kneels to examine the cut on the victim's chest.Then:/do What depth is the wound, and what weapon likely caused it?A truthful answer could be:/do The wound is shallow and cleanly sliced, likely caused by a small iron dagger.
2. Character Identity, Backstory, and TRP3
2.1 Names and Profiles
- Characters require realistic, fantasy-appropriate first and last names that are believable for the setting and their race or culture.
- Joke names, meme names, leetspeak, and titles in the character-name field are prohibited. Examples include
MageGodX,King_Arthas,Sir_John,Legolasxx,Kingarthur, andSephiroth. Staff may force a rename. - All characters must use one approved origin path:
- The Reincarnated (Isekai): The character lived elsewhere, died or was mystically transferred, and awoke in Azeroth in an adult Level 1 body. Their profile should describe their awakening and adaptation to Azeroth's laws and culture.
- The Native Born: The character was born in a lore-friendly Azeroth location or family. Their profile should provide a concise, coherent life history from childhood through their current adult status.
- Only races and classes implemented by the server may be roleplayed. Custom races, half-demons, disguised dragons, unreleased classes, and similar TRP3-only claims are banned.
2.2 Titles and Company Details
- TRP3 titles are cosmetic for now but must remain realistic. A future system may connect titles to official database permissions, applications, and achievements.
- Characters who complete an IC wedding may use appropriate marital titles such as
Mr.orMrs.and may share a last name. - Staff- or faction-recognized, documented accomplishments may support titles such as
Sir,Lady,Squire, orCommander. - Documented notoriety or wanted status may support titles such as
Most WantedorOutlaw. - Every player must list their official registered IC Company, current Company rank, and specific job title in the Notes section of their TRP3 profile.
3. Roleplay Trade and Pets
3.1 Immersive Trading
- Silent use of the trade interface is prohibited. Every exchange of gold, items, armor, weapons, or other property must have relevant roleplay emotes.
- Example:
/me opens the iron latches of the heavy crate and slides the steel breastplate across the table toward the merchant.Then use/doto establish whether the payment and transfer are accepted.
3.2 Inventory, Equipment, and Carrying Capacity
The game's inventory is larger than what a character can reasonably carry. Players must distinguish between their mechanical inventory and their current IC possessions.
- Roleplay currently equipped weapons, armor, clothing, tools, and visible accessories as physically worn or carried by the character.
- A character may carry only a believable load for their body, gear, and situation: for example, a belt pouch, backpack, satchel, pack animal, handcart, crate, or other clearly established container.
- OOC storage items, unused equipment, spare materials, quest items, and similar inventory clutter are not automatically carried IC. A character cannot pull an item from thin air merely because it exists in the game inventory.
- When carrying trading goods, bulky supplies, unusual valuables, or any quantity that would be visually noticeable, list the item and its believable container in the TRP3 Current IC description. Example:
Carrying a canvas merchant's pack containing six sealed bottles of healing draught. - If an item is not currently carried, the character may state where it is stored and invite the other party there. For example:
IC: "The crates are in my rented storeroom by the canal. Come with me, and I will show you."The players must then roleplay travelling to the stated house, warehouse, storage room, cart, or other established location, retrieving the item from that location, and completing the trade there. - During a scene, use
/meand/doto establish how an item is stored, retrieved, transported, or handed over. You may not claim to carry an impossible amount of weight or volume, such as a city-sized object, without an approved and visible in-world means of transport.
3.3 Pet Acquisition and Use
- New characters begin with 50 silver and may freely use that money to buy an instant companion from the NPC Beast Master. An NPC-purchased companion may be used in PvE immediately; no roleplay scene is required for PvE use.
- A pet or beast may not be used as an IC roleplay companion until its acquisition has been roleplayed and registered. The player must complete a backdated adoption, purchase, taming, or other believable acquisition scene explaining how the character obtained the animal.
- The roleplay acquisition may be performed with an administrator acting as the Beast Master, or with a server-recognized player Beast-Master. The scene must use appropriate roleplay emotes and establish the animal, its source, and the handover to the owner.
- After the scene, submit screenshot evidence and roleplay proof to administration for registration. Once approved, the pet may be treated as the character's IC animal companion.
- A server-recognized player Beast-Master may provide this service in place of an administrator. They may set their own reasonable Pet Setup Fee for arranging and roleplaying the acquisition. The buyer pays that player fee for the service and roleplay, plus the NPC Beast Master's initial cost when obtaining a new beast. If the buyer already owns the mechanical pet, they pay only the agreed player Beast-Master fee unless staff directs otherwise.
- Paying a setup fee alone does not register a pet. The roleplay scene and required evidence remain necessary.
- Pets are primarily PvE assets. In ordinary PvP, all pets, minions, and beasts must be set to Passive and ordered to Stay or Idle safely away from the combat area.
- Active pet PvP is allowed only during a pre-approved staff event that specifically permits it, or for a highly scrutinized staff-approved Beast-Master character. For a Beast-Master exception, the participants must negotiate and agree to the pet's inclusion in local OOC before
(( PvP Go )).
4. Open-World PvP and Aggression
This server uses full-loot PvP: equipped items may drop on defeat. PvP serves story progression, not griefing. Kill-on-Sight (KoS), random attacks, and combat started solely for gear are prohibited.
4.1 Open-World PvE Combat
Open-world combat against NPC creatures does not require a text roleplay scene, /roll, or a pause before fighting. It is visually apparent to nearby players when a creature is attacking or being attacked, and players may respond to the immediate danger through normal PvE gameplay.
- A player already fighting an NPC may focus on combat instead of typing emotes during every action.
- A nearby non-participating player may join the fight, observe from a distance, or walk away without text. No roleplay text is required merely for witnessing ordinary PvE combat.
- A player who wants to make their involvement part of the shared scene may use optional RP text before or during combat. Example:
/me notices the wolf bearing down on the wounded traveler and draws her blade to help. - This exception applies only to NPC and creature combat. Any hostile action against another player remains subject to the PvP rules below.
4.2 The Three-Step PvP Protocol
Mechanical combat may begin only after every step below is completed in order.
#### Step 1: Valid IC Motive
The aggressor needs a concrete, serious, documentable, lore-appropriate reason. Valid motives include a long-running documented blood feud, a registered bounty contract, a faction conflict, protecting legally claimed Company territory, identifying a known enemy by an IC description or uniform, a robbery, or an immediate confrontation that logically escalates to violence.
Invalid motives include faction alone, wanting equipment, a glance, minor insults, or "they looked at me funny."
#### Step 2: Text-Based Confrontation
Before spells are cast or weapons are used, clearly establish the hostile scene through /me and /do. The target must receive a meaningful opportunity to respond, negotiate, surrender, bribe, flee where appropriate, or prepare. Normally, this means at least two to three text exchanges from each side. Stealth, surprise, or mechanical positioning does not remove this requirement.
#### Step 3: Initiative Roll and Combat Declaration
- The aggressor announces the initiative roll in local OOC, for example:
(( /roll for PvP initiation. Highest roll determines the opening advantage. )). - Both sides use
/roll. - An aggressor roll of 1-49 fails to establish surprise; the defender may take the opening action or attempt to flee. An aggressor roll of 50-100 establishes a successful opening advantage, subject to the defender's roll and the agreed scene context. The higher roll determines who acts first when both sides remain engaged.
- The party with the opening advantage declares
(( PvP Go ))in local OOC. Both parties must acknowledge the transition before mechanical in-game combat begins. If a structural dispute arises, pause the encounter and seek staff assistance rather than initiating combat.
4.3 Worked Example: Tavern Conversation Escalating to a Fistfight
This example shows a Human Warrior named Garrick Hale as the drunk patron and a Blood Elf Rogue named Lethariel Dawnstep seeking information. The scene takes place in the Pig and Whistle Tavern in Stormwind's Old Town, a PvP-restricted area. This is a roleplay-only brawl: no mechanical in-game PvP begins, so ((OOC: PvP Go)) is not used. /me, /do, and /ooc are all live in game and used exactly as shown below. /ooc automatically wraps its text in double parentheses, and /do is displayed in its own colour so scene description stays visually separate from /me actions.
- Establish the location and condition.
Garrick Hale: /me slumps over a scarred corner table near the hearth, with two empty tankards and a half-full third tankard before him.
Garrick Hale: /do The Human smells strongly of ale, his speech is slightly slurred, and his sword remains sheathed at his belt.
Lethariel Dawnstep: /me enters from the rain-darkened street and pauses beside the bar, allowing her eyes to adjust to the tavern's firelight.
Lethariel Dawnstep: /do The tavern is busy but not packed; the nearest patrons are several paces from Garrick's table.
- Start a normal IC conversation and seek information without assuming knowledge. Lethariel does not know Garrick's name or history before he identifies himself.
Lethariel Dawnstep: /me approaches the Human's table with empty hands in view, stopping a respectful pace away.
Lethariel Dawnstep: /say IC: "Evening. I am looking for a caravan that left for Redridge at dawn. Did you happen to see it?"
Garrick Hale: /me squints up at the Blood Elf, one hand closing around his tankard while the other remains on the table.
Garrick Hale: /say IC: "M-maybe I did. Maybe I din't. What's a knife-ear's caravan t' me?"
Lethariel Dawnstep: /me rests two fingers on the table's edge without touching the tankard or the Warrior.
Lethariel Dawnstep: /say IC: "No insult intended. The caravan carried medicine, and I only need to know whether it passed safely."
Garrick Hale: /me pushes himself upright too quickly, swaying as ale spills across the tabletop.
Garrick Hale: /do Garrick is drunk and angry, but he is still able to stand and recognize the Rogue as a person in front of him.
- Escalate through attempted actions, not forced outcomes. The Human has become hostile, which gives a valid immediate motive for a non-lethal brawl; he still cannot claim to hit or knock down Lethariel.
Garrick Hale: /say IC: "Y-you come inta my tavern askin' questions, then accuse me o' losin' medicine? Say it 'gain an' I'll teach ya manners."
Lethariel Dawnstep: /me takes one measured step back from the table, keeping her hands clear of her daggers.
Lethariel Dawnstep: /say IC: "I accused no one. Sit down, finish your drink, and this ends here."
Garrick Hale: /me shoves the chair behind him aside and swings a bare fist wide toward Lethariel's jaw, attempting to strike her.
Garrick Hale: /say IC: "No blades. Jus' fists."
Lethariel Dawnstep: /me shifts her weight onto the balls of her feet, watching Garrick's shoulders and keeping her daggers sheathed.
Lethariel Dawnstep: /say IC: "Your choice, then."
- Resolve each attempted action with an OOC action check. For this non-PvP tavern brawl, the lower roll succeeds. Garrick rolls from
1-100; because he is drunk, he can receive the worst81-100results. Lethariel rolls from1-80; because she is sober, balanced, and trained, she cannot receive those worst results. The roll decides only the current attempted action; it does not decide the whole fight or force an injury.
Garrick Hale: /ooc Garrick is drunk, unsteady, and attempting a wide bare-knuckle swing. Lower roll succeeds. Garrick rolls 1-100; Lethariel rolls 1-80 because she is sober.
Garrick Hale: /roll 1-100
Server: Garrick Hale rolls 78 (1-100)
Lethariel Dawnstep: /roll 1-80
Server: Lethariel Dawnstep rolls 24 (1-80)
Lethariel Dawnstep: /ooc Lethariel's lower roll succeeds. She avoids Garrick's swing; Garrick's attempt fails.
- Continue with the next attempted action. Lethariel may use her successful defense to disengage or make a non-lethal counterattempt. The next action receives its own
/roll, using the same1-100range for Garrick and1-80range for Lethariel while those conditions remain true.
Lethariel Dawnstep: /me pivots away from Garrick's unsteady swing, attempting to guide his forearm past her and create space between them.
Lethariel Dawnstep: /ooc Lethariel is sober, balanced, and reacting to Garrick's failed swing. Lower roll succeeds; she rolls 1-80 while Garrick rolls 1-100.
Lethariel Dawnstep: /roll 1-80
Server: Lethariel Dawnstep rolls 18 (1-80)
Garrick Hale: /roll 1-100
Server: Garrick Hale rolls 83 (1-100)
Garrick Hale: /ooc Lethariel's lower roll succeeds. Garrick stumbles past her attempted redirection, but is not injured or knocked out.
Garrick Hale: /me catches himself against the edge of the table, breathing hard as he turns back toward the Rogue with his fists still raised.
- Resolve the final restraint attempt and close the scene. Lethariel attempts to subdue Garrick without claiming an automatic takedown. After the result, Garrick chooses to surrender, ending the brawl without a forced injury or mechanical PvP.
Lethariel Dawnstep: /me steps inside Garrick's next unsteady reach, attempting to control his raised arm and guide him down against the table without drawing a weapon.
Lethariel Dawnstep: /ooc Lethariel is attempting a non-lethal restraint. Lower roll succeeds; she rolls 1-80 while Garrick rolls 1-100.
Lethariel Dawnstep: /roll 1-80
Server: Lethariel Dawnstep rolls 16 (1-80)
Garrick Hale: /roll 1-100
Server: Garrick Hale rolls 91 (1-100)
Garrick Hale: /ooc Lethariel's lower roll succeeds. Garrick is restrained against the table, but not injured or unconscious.
Garrick Hale: /me sags against the tabletop for a moment, then lowers his fists as the fight drains out of him.
Garrick Hale: /say IC: "F-fine. I give up."
Garrick Hale: /me pulls himself free only after Lethariel releases him, then storms back to his corner table and reaches for the half-full tankard.
Lethariel Dawnstep: /me steps away once Garrick has yielded, smoothing the rain from one sleeve and leaving her daggers sheathed.
Lethariel Dawnstep: /say IC: "A wiser choice."
Lethariel Dawnstep: /me turns from the table and wanders toward the bar, quietly resuming her search for news of the Redridge caravan.
The example does not authorize automatic wins, injury claims, weapon use, mechanical PvP, looting, a PK, or a Character Kill. Continue to emote attempted actions and agreed results fairly until the brawl ends or staff intervention is needed.
4.4 Post-Combat Looting
- Loot may be claimed only when the entire Three-Step PvP Protocol was followed.
- Loot from an illegal kill must be returned or rolled back. The aggressor may receive a severe strike, suspension, or ban.
5. Player Kills and Character Kills
5.1 Player Kill (PK)
A normal gameplay death, duel defeat, or authorized PvP defeat is a Player Kill (PK). The character survives narratively, is knocked unconscious or otherwise incapacitated, respawns, and does not remember the immediate events leading to the defeat. This prevents revenge metagaming.
5.2 Character Kill (CK)
A Character Kill (CK) is the permanent, irreversible conclusion of a character's story. The character cannot be played again; their sheet is deleted or retired, their TRP3 profile is wiped or archived as deceased, and their items and gold are permanently lost or distributed according to an IC will where applicable.
5.3 CK Authorization and Process
- Only an officially roleplay-registered IC Company may submit a CK application against another character. Unorganized individuals cannot weaponize permanent death.
- The Company must submit a detailed CK Application to administration before the planned scene. It must include unedited evidence of the historical IC conflict, relevant logs or screenshots, and a clear, plausible explanation for why permanent death is necessary.
- Valid reasons meet an extraordinary threshold: high treason against a major political faction or guild, betrayal of a criminal organization, a long-running and escalating feud with repeated PKs, a major contract hit supported by extensive tracking, exposing a legal Company as a high-ranking spy, or voluntary narrative retirement such as sacrifice.
- Staff investigates the evidence, TRP3 history, prior interactions, and possible metagaming. A CK is valid only after explicit prior staff approval and within the approved execution window.
- The final scene still follows
/me,/do, and the PvP protocol. After completion, submit the required screenshot or evidence so staff can finalize the permanent retirement. Staff will notify the affected player OOC after the event.
6. Faction Framework and Properties
6.1 Guilds and Companies
The server uses a dual-tier organizational model to separate game mechanics from roleplay authority.
- An OOC Guild is a functional game-mechanics group used for PvE tracking, dungeon and raid coordination, leveling talents, rewards, and farming.
- An IC Company is the character-facing employer, faction, profession, legal body, or lifestyle group. Examples include guards, lawyers, gangs, tavern staff, bounty hunters, and protector organizations.
- Until custom dual-guild functionality exists, players may share a single guild interface but must keep its OOC mechanical purpose distinct from their IC Company identity.
- Registered IC Companies hold roleplay authority such as filing CK applications, establishing legally claimed turf, and applying for Company property.
6.2 Private Instance Maps and Furniture
- Officially registered IC Companies may own a private instance map as a headquarters, hideout, storefront, or other Company property.
- A purchased instance begins as an empty zone.
- A Guild Master may submit a formal forum request and make the required server payment for an administrator to place furniture, walls, decorations, lighting, and other custom features.
- Once staff has customized the instance, its layout is legally binding IC property. Entering, occupying, breaking into, or raiding it requires a formal, approved Company Raid Application.
6.3 Official Map Territory Ownership
Registered guilds may own defined portions of the real, open-world map as IC territory, including a guild base, neighborhood, road, storefront district, camp, or other suitable area. Territory ownership is an administrative and roleplay record; the game client will not display an automatic ownership marker.
- Every approved claim must appear in the official Map and Zone Ownerships record with the owning guild, territory name, zone, and a screenshot or map image that clearly highlights the claimed boundaries.
- The registry is the authoritative record of ownership. Players must not treat an unlisted area as guild territory merely because a guild regularly uses it.
- A documented territory may serve as the guild's visible, real-map base and travel destination. Members must roleplay travelling to the highlighted location before treating its gate, building, camp, or other established feature as the entrance to their guild instance.
- After arriving at that physical entrance, eligible guild members may use the guild teleport. The teleport represents passing from the real-map territory into the connected private instance; it does not replace the travel or entrance roleplay.
- Territory claims remain subject to Company property rules, access permissions, and any required raid approval.
6.4 Player-Operated Buildings and Individual Property
Real-map cities and buildings may also be recognized as approved territory or property. Eligible owners may operate taverns, city districts, banks, empty buildings used as gang hideouts, law offices, guard posts, and comparable roleplay locations.
- The NPCs in a player-operated location remain in the game and keep the location mechanically functional. Their deliberately high prices are an OOC failsafe, not evidence that the player owner is absent or that the property has become unowned.
- Players are encouraged to roleplay with an available player operator for tavern services, goods, banking, security, legal services, and similar transactions. A player operator may offer IC prices or discounts through a properly roleplayed trade.
- When the player operator is offline or unavailable, players may use the NPCs so that the tavern, city, or building continues to function. NPC use does not transfer ownership or bypass the property's IC rules.
- A player does not need to belong to an IC Company to purchase an approved individual territory or house, provided they can pay the required gold price. The Map and Zone Ownerships record must list the owning character by name rather than a guild.
- Individual territory and houses may be sold or bought through IC negotiation and a completed roleplayed trade. The new owner must have the registry updated before claiming the property as their own.
6.5 Guild Instance Access and Guest Entry
Guild instances currently require membership in the owning guild to enter through the custom guild teleport. This mechanical limitation does not replace roleplay travel.
- A guild member must first roleplay travelling to the guild base's physical entrance, gate, doorway, or other established entry point before using the guild teleport. The teleport represents entering through that location; it is not instant, unexplained travel from anywhere in Azeroth.
- Guests and outsiders cannot currently enter through the guild teleport on their own. Do not claim that an outsider entered an instance without an approved guest-access method.
- A future scripted system will provide each guild with a transferable access item linked to its instance location. The guild may trade or lend this item to authorized guests, visitors, or approved raiders, allowing them to enter through the corresponding physical entrance. Possessing the item is IC evidence of authorized access; it does not authorize trespass, theft, or an unapproved raid.
- Until the guest-access item exists, an administrator may assist a legitimate guest entry. The administrator may temporarily add the guest to the guild solely to use the guild teleport, then remove them after entry, or teleport to the Guild Master after the master has entered and summon the guest into the instance. Temporary mechanical guild membership does not make the guest an IC Company member.
- Any guest, summon, access item, or staff-assisted entry remains subject to the Company's property rules, access permissions, and any approved raid application.
7. Accountability and Punishment
Staff may apply the following baseline matrix while considering evidence, severity, repeated misconduct, and impact on other players.
- Tier 1: Minor metagaming, powergaming, or IC/OOC chat mixing: verbal warning, followed by a mandatory 24-hour character suspension when warranted.
- Tier 2: Severe powergaming or non-roleplay PvP: three-day account ban, rollback of illegally looted gear, and a permanent account strike.
- Tier 3: Griefing, combat logging, metagamed assassinations, stream sniping, serious exploitation, or comparable severe conduct: permanent account exclusion.
8. Administration and Compliance
Compliance is mandatory. Ignorance of the rulebook is not an excuse for violations. Staff may require evidence, pause disputed scenes, restore improperly lost items, or impose proportionate enforcement necessary to protect fair, immersive roleplay.
Author: ~Overkill