The laws that keep Aldoria fair, immersive, organised and focused on meaningful roleplay.
Roleplay comes first. Mechanics exist to support the story, not replace it.
Staff are not bound to a fixed punishment chart. Consequences are issued on a weighted scale and are determined by the circumstances surrounding each incident. Attempting to argue, exploit technicalities, or compare your punishment to someone else’s will not influence the outcome, as no two situations are identical. Staff reserve the right to escalate or reduce punishments where deemed appropriate.
Aldoria is strictly an 18+ roleplay server. All players must be 18 years of age or older to join, participate in the Discord, submit a whitelist application or play on the server. Anyone found to be under the age of 18 may be removed from the community. This age requirement applies regardless of a player's character age, experience with roleplay or whether another member has invited them.
The Realm is a roleplay-first server.
Every action taken by your character must have a genuine in-character reason. Actions performed solely for personal gain, trolling, griefing, or out-of-character advantage are strictly prohibited.
Roleplay is expected during:
The mechanics of the game exist to support the story—not replace it.
All travellers entering the Realm must register their character with the Crown within fourteen days of joining.
Failure to register your character within this period may result in removal from the Realm.
Time moves swiftly throughout the Realm.
One real-life week equals one in-game year.
This system encourages noble houses, dynasties, succession, and long-term storytelling.
Every settlement should reflect the medieval fantasy setting of the Realm.
Buildings should enhance roleplay, create interesting locations, and contribute to the world’s atmosphere rather than exist purely for defensive purposes.
Roleplay value should always take priority over mechanical advantage.
The following building practices are prohibited:
Any build designed primarily to exploit game mechanics rather than encourage roleplay, or any build that unfairly restricts access to important resources, Explorer Nodes, or key locations within the Realm, may be removed or altered by Admin without notice.
Settlements should remain reasonably accessible.
Players and creatures must be able to interact with towns, castles, villages, and businesses where appropriate.
Structures designed solely to prevent roleplay interaction or isolate players from the world are prohibited.
Blueprints intended for long-term protection should be stored within a designated Library.
Blueprints kept elsewhere may be considered vulnerable during wars, raids, or other roleplay events.
Only the individual bonded to a Sigil may:
Sigils may not be transferred or used by anyone other than their rightful bearer unless permitted through roleplay.
War creatures are powerful assets and must be used responsibly.
All war creatures must:
Any additional combat creatures must remain within their home territory and may not participate in the battle.
Each player may own:
Breeding creatures must be cryopodded or otherwise packed away before logging off, unless another designated breeder from the same tribe remains online to manage them.
Mass breeding, excessive creature hoarding, or intentionally exceeding the tame limit is prohibited.
Players are responsible for ensuring their tame count remains within the limit at all times.
Admins reserve the right to remove creatures that exceed these limits or are left out in violation of these rules.
When gravely wounded, a character enters a Downed State rather than dying immediately.
The wounded have 10 minutes to receive aid before death claims them.
Aid may be provided by:
Roleplay during treatment, revival, and recovery is mandatory.
Death carries consequence within the Realm.
Each character possesses three lives.
Upon losing their third life, the character suffers Permanent Death, bringing their story to an end.
A permanently deceased character may no longer be played.
Only RP deaths count, not PvE. However, RP can include missions, hunts, commissions, being killed by another player in RP, and similar story-driven situations.
After three lives have been used, your character is permanently dead. Please create a ticket and adjust your character introduction accordingly to say they died.
After this, create a new character form and get approval for your new character.
If you have a new character, this means you have no knowledge of your previous character. This includes inventory, tames, structures, and other knowledge or possessions.
Mass executions require Staff approval and meaningful roleplay justification.
Every player is expected to value the life of their character at all times.
As the Realm uses the Death Recovery system, being downed does not end your story. A downed character may be revived, questioned, imprisoned, rescued, ransomed, or executed depending on the circumstances.
If threatened with deadly force or placed at a significant disadvantage, you are expected to respond realistically. Ignoring obvious danger or refusing reasonable roleplay outcomes may be considered No Value of Life (NVL).
Players revived after being downed must make every reasonable effort to avoid further combat for 10 minutes.
Immediately returning to combat after being revived may be treated as No Value of Life.
Before hostile roleplay begins, players must clearly initiate the encounter.
An initiation may be:
The opposing party must be given a reasonable opportunity to understand that a hostile encounter has begun.
Examples include:
If a player’s actions clearly demonstrate hostile intent, the opposing party may defend themselves immediately.
Once an encounter has ended, previous hostility does not carry over.
Every new confrontation requires a new initiation.
Exception: Active bounty contracts may permit immediate engagement where appropriate.
Safe Zones are places of peace within the Realm.
The following actions are prohibited inside a Safe Zone:
Players who violate Safe Zone rules may face Staff action or have a bounty placed upon them.
Players are strongly encouraged to record hostile roleplay interactions.
Attackers should begin recording before initiating the encounter.
Defenders should begin recording as soon as they recognise hostile intent.
Recordings greatly assist Staff when reviewing reports and help protect everyone involved.
Players who initiate combat are expected to continue the story rather than simply leave opponents downed.
Where appropriate they should:
The objective should always be to create engaging roleplay rather than simply eliminate another player.
Players who successfully repel an attack may choose to:
Should defenders choose imprisonment, they must:
Choosing to attack another player always carries the risk of losing one of your character’s lives.
Bounties are open to all players and are not restricted to any profession or rank.
Every bounty must have:
Whenever reasonably possible, bounty targets should be captured rather than immediately executed.
If a bounty target is downed:
If the bounty requires a coup de grâce or execution, it may only take place after the target has been revived and informed of the charges against them.
Before a bounty can be officially completed, the bounty hunter must summon:
Once the bounty has been lawfully carried out, the target’s implant must be returned to Hearthwick as proof of completion.
Bounties exist to create meaningful stories, investigations, trials, and consequences—not instant executions.
All kidnappings require prior Staff approval.
Requests must include:
Captures should always have a meaningful roleplay purpose.
Captors are expected to actively roleplay with their prisoners.
Prisoners must receive:
Holding players indefinitely without roleplay or imprisoning AFK players is prohibited.
Hostages may not be held for longer than 72 hours (3 real-life days) unless every party involved agrees otherwise.
Those holding prisoners must notify the prisoner’s:
They should also communicate:
Every hostage situation should create opportunities for diplomacy, negotiation, rescue, or conflict rather than simply removing a player from roleplay.
Captivity should conclude through one of the following:
Executions require Staff approval and out-of-character consent.
The Realm thrives through diplomacy, ambition, and conflict. Whether through alliances, rebellion, or open war, every major political action should create opportunities for meaningful roleplay and lasting stories.
War is one of the most significant events within the Realm and must never begin without proper oversight.
All wars, sieges, invasions, and other large-scale military actions require prior Staff approval before hostilities begin.
Kingdoms may not launch surprise wars or use war mechanics to bypass roleplay.
Every declaration of war should have a clear in-character reason and provide opportunities for diplomacy before bloodshed.
A rebellion is the public refusal to recognise the lawful authority of a ruler or governing body.
Once approved:
Rebellions exist to tell stories—not to bypass roleplay or create unnecessary conflict.
Should a rebellion fail, those responsible may lose:
The outcome of every rebellion should have lasting consequences for the Realm.
To maintain political balance, each noble house may maintain:
Military alliances must be established through roleplay and recognised by the Crown.
Trade agreements, resource exchanges, and friendly relations do not count towards these limits unless military support has been pledged.
Marriage strengthens relationships between noble houses but does not automatically create a military alliance.
Only when military support is formally pledged does a marriage count towards a kingdom’s alliance limit.
Marriage should be used to create meaningful political stories rather than bypass alliance restrictions.
Every player shares responsibility for maintaining a fair, enjoyable, and immersive environment.
While not every situation can be covered by written rules, players are expected to use common sense and act in good faith. Deliberately exploiting loopholes or technicalities to gain an unfair advantage goes against the spirit of the Realm.
If a situation is unclear, Staff may make a ruling based on fairness, balance, and the best interests of the server.
Metagaming is the use of out-of-character information to influence in-character decisions.
Examples include:
Metagaming undermines immersion and is strictly prohibited.
Powergaming is not allowed in Aldoria.
Powergaming is when a player forces actions, consequences or outcomes onto another character without giving that player a fair opportunity to react, resist or respond.
Players may attempt actions against another character, but they may not automatically decide the result of those actions.
Examples of powergaming include:
You control your own character — not somebody else’s.
Give other players a fair chance to respond and allow roleplay scenes to develop naturally.
Where an outcome is disputed, players should pause the scene and contact staff rather than forcing the result.
Players involved in active roleplay—including combat, robberies, kidnappings, imprisonment, hostage situations, or investigations—may not intentionally:
Doing so is considered Roleplay Avoidance and may result in disciplinary action.
The Crown and Staff are responsible for ensuring the Realm remains fair and enjoyable for everyone.
While every effort will be made to follow the written laws, Staff reserve the right to make rulings where situations fall outside them or where exceptional circumstances arise.
Staff decisions are expected to be respected. If you disagree with a ruling, raise the matter respectfully through the appropriate channels rather than disrupting roleplay.
Offline PvP is strictly prohibited. This includes killing, raiding, or robbing any player while they are offline.
Logging out to avoid roleplay or PvP, or deliberately using your log-off location to gain an unfair advantage, is considered metagaming and may result in staff action.
Each character may have one Main Profession and one Hobby.
Your Main Profession is your character’s primary trade and the first progression path they must complete. This is where your character develops their main expertise, unlocks profession rewards, completes profession quests and becomes recognised within the Realm for their chosen trade.
Your Hobby is a secondary specialisation that gives your character another role, service or area of expertise alongside their Main Profession.
Unlike the old system, Hobbies may also progress through their own levels or tiers.
However:
This means every character must first establish themselves within their primary trade before developing their secondary specialisation.
Your Main Profession and Hobby together define what your character specialises in within Aldoria.
Players should not freely perform specialised duties belonging to professions or hobbies they do not hold where those duties are protected by the profession system.
This system exists to encourage trade, cooperation and interaction between players, rather than allowing one character to master every role in the Realm.
A character may only have one Main Profession and one Hobby at a time, unless specifically approved otherwise by staff.
No profession is designed to do everything. If your character requires a service that falls outside of their chosen profession, you have two options:
For example, if you need creatures bred but no one in your tribe is a Breeder, you’ll need to hire one. If you need potions but no one is an Alchemist, you’ll need to purchase them from an Alchemist or recruit one into your tribe.
This system exists to encourage trade, create player-driven businesses, strengthen the economy, and promote meaningful roleplay between individuals, tribes, and kingdoms. No single character should be self-sufficient in every aspect of the Realm.
Remember: the Realm thrives through cooperation. Whether you pay for a service or build a tribe with a variety of professions, working with others is an intended part of the experience.
“May your deeds be remembered, your oaths be honoured, and your story leave its mark upon the Realm.”
Whether you rise as a humble merchant, a renowned warrior, a master craftsman, or a mighty ruler, remember that the greatest legacy is not measured by wealth or power, but by the stories you leave behind and the lives you touch along the way.
May your adventures be worthy of song, your victories hard-earned, and your place in the history of the Realm forever remembered.
These rules keep the Discord respectful, organised and enjoyable for everyone.
Welcome to the Realm. These rules exist to keep the community respectful, organized, and enjoyable for everyone. By remaining in the server, you agree to follow all rules listed below.
Treat all members with respect regardless of rank, faction, or experience level.
Friendly banter is fine. Crossing the line is not.
Role-play conflicts stay in-character.
Separate the player from the character.
Avoid:
Keep channels readable and organized.
Use channels for their intended purpose.
Failure to follow channel usage may result in warnings.
Yes, this is an 18+ server, but there is okay and there is going too far, which may offend others.
NSFW content, explicit imagery, or inappropriate media is not allowed anywhere in the server.
Keep the server community-friendly.
Do not advertise:
unless approved by staff beforehand.
Staff decisions are final unless reviewed through proper channels.
If you disagree with a decision, please open a respectful ticket.
Do not overwhelm or pressure new members.
If someone breaks the rules:
When using voice channels:
This server exists for immersive storytelling, community, and memorable experiences.
Help create an environment where everyone can enjoy the world together.