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    RULES

    GENERAL RULES

    • Fickle rules all. Deal with it.

    REALMS

    Three Realms exist in Darkness Falls: Albion, Hibernia, and Midgard. Each realm is ruled by Fickle.

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    • All members of a Realm are allies by default and should be welcomed into an alliance, unless Fickle doesn't like them, then they should be publicly humiliated.

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    • Raiding protections for Settlements, Forts, and Towns within the realm, but not from Fickle.

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    • Realm wide benefits for controlling the Gatekeeper's Thicket, which you must then hand over to Fickle.

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    • Realm wide benefits for being in an underpopulated Realm, which you must present to Fickle and look sad as he takes it from you.

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    • Lore unique to their faction and quests that relate to that lore, which Fickle is free to ignore to pursue his own exploits.

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    • Realm wide story objectives, whose sole purpose is to please the almighty Blix (Fickle).

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    Your Realm can be your strength or your weakness. Fail to work together against your foes and see your Forts and Towns plundered by invaders (Fickle).

     

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    SETTLEMENTS AND FACTIONS

    Any player can form a tribe, but a tribe will not receive PvP protections until establishing a Settlement. Tribes gain the following benefits:

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    • Up to 3 Apex Creatures which Fickle will probably murder.

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    • Up to 3 Plant Species X, Fickle's favorite food.

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    • Eligibility to establish a settlement.

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    Any tribe (min: 1, max: 5 players) can found a Settlement by hosting an RP event and submitting a reddit post with a description and location of their Settlement on the Realm Map. Settlements gain the following benefits:

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    PvP protections as specified in the Raiding rules.

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    The ability to apply Settlement PvP protections to a single ship by registering it at Demon's Reach for a price. (To qualify, a raft must be built up to resemble a boat or ship.) Registered ships will be listed on signs at the Demon's Gate.

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    • 3 Apex Creatures plus 1 per member (max 7 Apex Creatures)

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    • 5 Plant Species X plus 1 per member (max 7 plants)

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    A Settlement with 4 or more players can form a Guild by making a reddit post declaring their Guild name, members, general purpose/ideals, and electing to become a Fort or a Town.

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    Forts are Guilds that have elected to focus their efforts on the Tri-Realm War, building and using their military might. Forts gain the following benefits:

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    • Quests are more combat and RvR/PvP oriented.

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    • Up to 16 Apex Creatures.

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    Towns are Guilds that have elected to focus their efforts on the accumulation of wealth and economic growth. Towns gain the following benefits:

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    • Quests are more collection and PvE oriented.

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    • Up to 12 Apex Creatures.
       

    • Also Fickle can and will take all your things by force.

    PVP RULES

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    The following animals are considered Apex Creatures:​

    • Karkinos

    • Rock Golem*

    • Tusoteuthis

    • Spinosaurus

    • Therizinosaurus

    • Mosasaurus

    • Megalosaurus

    • T-Rex

    • Yutyrannus

    Rock Golems are on primitive settings to make them more vulnerable to attack from non-explosive damage sources.

    GENERAL RULES

    • Fickle rules all and makes his own rules.

    • Open-world PvP is allowed and encouraged, but KOS is not -- any PvP interaction must have some sort of RP before the attack.

      • Being a member of an enemy realm can be sufficient reason to attack somebody on your realm's soil however, RP is still highly preferred. Improve the experience for everyone with something as simple as a battle cry. "Die you Hibernian filth!" is an appropriate interaction before killing a trespassing elf.

      • Your character is capable of identifying the race of a character from another Realm.

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    • Self defense is always permitted. If you are attacked by any character, you may defend your life and your property.

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    • Settlements, Forts, and Towns as indicated on the Realm Map are protected by Raiding rules (see below). All other buildings (outposts, taming pens, ships, etc.) are considered free-for-all with no PvP or raid restrictions. All non-admin structures within the Gatekeeper's Thicket receive no PvP or raid restrictions.

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    • Kidnapping and holding prisoners is allowed and encouraged, but no prisoner may be held for longer than 24 real-time hours without express consent for RP purposes.

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    • Platforms on War Paracers and Brontos must not completely encase the dinosaur. At minimum the head and feet must be accessible to attack.

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    • Ships registered to a Settlement, Fort, or Town may only be destroyed during War!, Invasion!, or
      Civil War!  events.

    RAIDING

    • Raiding within your realm is prohibited. Treat your neighbors as comrades and direct your raiding to the areas outside of your realm's borders.

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    • Raids must have an RP reason (theft, assassination, kidnapping, extortion, quest, etc.) and cause as little damage as possible in achieving this goal. Serious, lasting damage (base wiping, dino wiping, major theft of resources, etc.) may only be dealt as part of a War.​

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    • If the victim is not present at the time of the raid, the raiders must leave a note to indicate in an RP-friendly manner who attacked.

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    • After the raid, the Raiders must make a post in the #raid-cooldown channel in Discord stating the victim has been raided. (This is an OOC post and may not be used for RP.) The post starts a 24 hour cooldown period during which the victim may not be raided by anyone. The Raiders must then wait a further 24 hours (for a total of 48 hours after the post) to attack same victim again. Note that this does not prevent the Raiders from attacking other targets -- it simply gives the victim time to get back on their feet.

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    • If a structure is constructed by a Guild within the borders of the Gatekeeper's Thicket, it may be attacked at any time by members of an opposing realm.

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    Remember, only Settlements, Forts, and Towns marked on the Claim Map are protected under these rules -- any non-Settlement structures are fair game!

    A NOTE FROM THE ADMINS

    We feel that conflict is vital to a healthy and engaging roleplay environment -- that being said, it is easy to lose oneself in the heat of PvP. All parties engaged in PvP are expected to conduct themselves with dignity and respect.

    WAR

    The Tri-Realm War is constant and unending. However, in order to facilitate a healthy RP environment, WAR!, Invasion!, and Civil War! events are collaborative between all sides, and negotiations and battles are monitored to ensure the Spirit of the Server is upheld.

     

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    • To initiate a WAR! event, contact an admin to set up a private channel in the Discord for involved parties to discuss terms and conditions.

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    • Involved parties have 48 hours from channel creation to reach consensus on terms and win/surrender conditions; no RvR between the parties will take place during this period, with the exclusion of constant conflict in the Gatekeeper's Thicket.

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    • If no terms can be reached, an Invasion!:

      • The instigating Guild or Realm may attack their target within the enemy realm.

      • Standard raiding rules apply to Settlements and uninvolved Forts and Towns. If a Settlement, Fort, or Town joins the defense, they become susceptible to attack from the invading army.

     

    • Once consensus has been reached,  the War takes place on the following day (or as scheduled by the conditions).

     

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    • All involved parties must be recorded by the admin team before the War begins. Admins will not interfere in a battle, but may watch in Spectator mode -- and may even film the event! Once the win/surrender conditions have been met, or the allotted amount of time has been exhausted, the War ends.

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    • Upon the completion of a War, neither side may attack the other until 3 real-time days have passed (unless expressly specified in the original War terms).

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    • You may always defend your home.

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    • You may always come to the aid of allies under attack.

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    • WAR!, Invasion!, and Civil War! events may last no longer than 48 hours.

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    • Guilds within the same Realm may only wage war against one another during a Civil War! event.

      • Guilds are eligible for Civil War! events if their Realm's population is greater than or equal to 50% of the server's population.

     

    Civil War! events are designed to give Guilds something to do in the event of massive Realm population imbalance.

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    REROLLING

    REROLLING RULES

    We don't expect Realms to always remain balanced and there are advantages and disadvantages to remaining in an over-populated or under-populated Realm. If you so choose, you may switch Realms with the following conditions:

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    • In order to change Realms, you must create a new character.

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    • You may create a new character at any time.

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    • For tracking purposes, you must complete a new character application for every reroll.

      • In order to track tribe and Realm populations, we need to know which characters are still being played.

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    • You may not take any dinos, items, or currency with you on your new character.

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    • You may not rejoin a tribe with a new character for 3 days.

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    • You may only reroll to a different Realm once every 7 days.

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