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LAND OF RSU · GENERAL RULES & CODE OF CONDUCT · VERSION 1.0

A shared world.
Shared responsibility.

Factions, diplomacy, warfare, settlements, exploration and player-made stories all work best when everyone understands the same ground rules.

Explore the rules
12 clear sectionsWarfare times in Eastern TimeWritten for roleplay and fair play

A WORLD MADE TOGETHER

Play the world,
not just the systems.

Land of Rsu is an open-world roleplay server built around factions, diplomacy, warfare, settlements, characters, exploration, NPCs, dungeons and player-driven stories.

These rules protect an evolving world where players can build kingdoms, wage wars, form alliances, become outlaws, establish settlements and create long-running stories. Some systems have additional rules and guides. This page presents the General Rules & Code of Conduct, version 1.0; check the current Discord rules and staff guidance for updates and system-specific details.

Open the community rules in Discord
01

HOW WE SHARE THE WORLD

General conduct

  1. 1.1 Respect. Treat other players, staff and their characters with reasonable respect. Rivalry, conflict, insults, threats and hostility may occur in roleplay, but genuine harassment is not permitted.
  2. 1.2 Harassment. Targeted harassment, bullying, discrimination, personal attacks or deliberately ruining another player’s experience outside legitimate roleplay are prohibited.
  3. 1.3 Cheating and exploits. Cheats, unauthorized modifications, exploits, duplication glitches, bugs or unintended mechanics used to gain an unfair advantage are prohibited.
  4. 1.4 Bug abuse. Report significant exploits to staff instead of deliberately abusing them.
  5. 1.5 Staff. Respect staff instructions. Handle disagreements through the appropriate reporting or appeal process.
02

CHARACTER, PLAYER, STORY

Roleplay standards

  1. 2.1 Roleplay first. Make decisions based on your character, faction, circumstances and the world—not solely on maximizing personal advantage.
  2. 2.2 In-character knowledge. Distinguish between what your character knows and what you know as a player.
  3. 2.3 Metagaming. Using information obtained outside roleplay to give your character an unfair advantage is prohibited.
  4. 2.4 Consequences. Actions should have reasonable consequences. Do not deliberately create situations where your character can avoid every consequence.
  5. 2.5 Character conflict. Conflict between characters is permitted and encouraged when it creates meaningful roleplay. Do not disguise personal disagreements between players as roleplay.
  6. 2.6 Fear RP. When someone has a sword at your character’s head or a bow drawn, use common sense. Roleplay how fear and the threat to your character’s life could affect their response.
03

NATIONS AND POLITICS

Factions & territory

  1. 3.1 Faction selection. When joining the server, players choose one of the available factions.
  2. 3.2 Faction territory. Each faction has defined territory. The server’s territory system controls where its members may build.
  3. 3.3 Territorial expansion. Factions may acquire territory through diplomacy, warfare, conquest or other approved political systems.
  4. 3.4 Faction laws. Factions may establish internal laws, regulations, leadership structures and political systems as long as they do not conflict with server rules.
  5. 3.5 Civil wars. Civil wars, rebellions, coups, succession disputes and other internal conflicts are permitted when conducted through the server’s political and diplomacy systems.
  6. 3.6 Political takeovers. Players may attempt to gain control of a faction through legitimate roleplay and the established political systems.
04

BUILDING A PLACE IN THE WORLD

Settlements & land claims

Settlements let players formally develop land within their faction’s territory. The settlement system sets the requirements for each tier.

I

Homestead

A normal residence or small civilian property.

II

Fort

A military position designed to defend or control an area.

III

Stronghold

A larger fortified position that can support significant military activity.

IV

Town

A developed civilian settlement with multiple buildings, services and infrastructure.

V

City

The highest tier: a major population, economic, political or military center.

  1. 4.1 Settlement types. The five primary settlement levels are Homestead, Fort, Stronghold, Town and City, as described above.
  2. 4.2 Establishing a settlement. A settlement must meet the construction standards for its tier before it can be officially established. Requirements may include a well or reliable water, housing, storage, shops or other commercial buildings, food production, workshops, roads and infrastructure, defenses, public buildings, and other requirements set by the settlement system.
  3. 4.3 Land claims. Established settlements let a faction develop and use surrounding territory under the land-claim system. Claim size and significance depend on the settlement’s tier.
  4. 4.4 Settlement upgrades. A settlement may be upgraded after meeting the next tier’s requirements for buildings, infrastructure, population and other conditions.
  5. 4.5 Territorial conquest. When territory changes ownership through political or warfare systems, settlements in that territory become subject to the authority and laws of the faction that gains control.
  6. 4.6 Abandoned settlements. Abandoned settlements may be reviewed under the settlement and territory system.
05

DIPLOMACY BEFORE THE BATTLEFIELD

Diplomacy & warfare

  1. 5.1 Diplomatic actions. Use the established diplomacy system to negotiate alliances, treaties, trade agreements, wars, territorial transfers, civil wars and other political arrangements.
  2. 5.2 Declarations of war. Declare wars through the established war system. Do not initiate war simply to circumvent server warfare rules.
  3. 5.3 Warfare hours. Major faction warfare is permitted only during the designated schedule. All times below are Eastern Time (ET).
    Designated major warfare hours (Eastern Time)
    DayWarfare hours
    Monday–Thursday6:00 PM–11:00 PM
    Friday6:00 PM–12:00 AM
    Saturday12:00 PM–12:00 AM
    Sunday12:00 PM–10:00 PM
  4. 5.4 Outside warfare hours. Normal roleplay, travel, diplomacy, exploration and other activities may continue. Major coordinated attacks against faction territory should wait until the permitted warfare period.
  5. 5.5 Sieges and major attacks. Large-scale assaults, sieges and territorial operations must follow the siege and warfare rules.
  6. 5.6 Treaties. Honor agreements recognized by the diplomacy system unless the agreement provides a legitimate method of withdrawal or termination.
  7. 5.7 Civil conflict. Civil wars and rebellions are permitted when they comply with the server’s political systems and applicable faction laws.
06

STRUCTURED WARFARE

Sieges

  1. 6.1 City defenses. A City or Town may have at most three locked and reinforced doors, gates or portcullises between the outside world and its settlement capture flag. Count every such barrier that must be passed to reach the Keep.
  2. 6.2 Defender respawn. During a siege, defenders must set their respawn in the diplomatic map to the settlement they are defending. This provides a respawn bonus and more starting health.
  3. 6.3 No construction during a siege. Once a siege begins, neither attackers nor defenders may place blocks for defensive, offensive or structural purposes until it ends. This includes:
    • Building new walls
    • Sealing entrances
    • Creating barricades
    • Repairing destroyed defenses
    • Blocking passages or access
    • Creating new firing positions
  4. 6.4 Deathtraps and inaccessible defenses. Do not design structures primarily to cause unavoidable or unrealistic deaths. Prohibited examples include deathtraps in narrow passageways; pits with no accessible exit; passages narrower than three blocks designed to force unavoidable deaths; one- or two-block-wide bridges with lethal drops or traps immediately beside them; and other structures whose main purpose is to exploit player movement rather than provide legitimate defense.
  5. 6.5 Doors. Doors are permitted and may be used in defensive structures.
  6. 6.6 Accessible pits. Any pit or lowered area players can enter must have a legitimate, accessible way out.
  7. 6.7 No infiltration exploits. Do not use unrealistic or exploitative methods—such as “ninja” tactics that bypass legitimate defenses—to reach and capture the Keep, barracks or settlement flag.
  8. 6.8 Siege camps. Before a siege, the attacking force must establish a Siege Camp using the war outpost settlement outside the besieged settlement.
  9. 6.9 Siege camp defenses. A Siege Camp may have legitimate defenses such as palisade walls, gates and watchtowers. A maximum of two gates may stand between the outside world and the Siege Camp flag.
  10. 6.10 Siege barracks. The Siege Camp must contain a designated Barracks where the capture flag is placed.
  11. 6.11 Attacking the Siege Camp. Defenders may attack the enemy Siege Camp, but may not capture its flag until 30 minutes after the siege begins.
  12. 6.12 Unlimited lives. During an active war or siege, attackers and defenders may have unlimited lives and return to the battlefield after death. Death still carries significant character consequences.
  13. 6.13 Death malus. Wartime deaths may apply a major character malus that remains until that character dies. Treat your character’s life as valuable even when respawns are available.
  14. 6.14 Siege engines. Siege engines are for breaching a wall. Once an entrance is made, do not continue attacking the settlement with them; doing so may result in a ban.
  15. 6.15 Surrender. A formal surrender moves the siege into its resolution phase. Neither side may continue attacking or modifying the battlefield unless the surrender terms allow it.
  16. 6.16 Siege integrity. Legitimate tactics, deception, maneuvering and strategy are allowed. Do not use exploits, unrealistic construction, respawn manipulation or other mechanics to circumvent the siege system.
07

CAPTURE, ROBBERY AND OUTLAWS

Capture, robbery & outlaws

  1. 7.1 Holding a player. You may temporarily hold another player and demand a reasonable amount of money or items they are currently carrying.
  2. 7.2 The demand. Clearly communicate what you are demanding.
  3. 7.3 Refusal. If the victim refuses a legitimate demand, you may kill them and take their carried loot.
  4. 7.4 Compliance. If the victim complies, the encounter is resolved. Attackers may not then attack or kill the victim as part of the same robbery.
  5. 7.5 Protected compliance. Attacking or killing someone after they comply may result in punishment, including a ban depending on the severity.
  6. 7.6 One robbery per traveler. A faction may rob the same traveler only once while the traveler remains in its territory.
  7. 7.7 Robbery immunity statement. After being robbed, a traveler may say: I have nothing to give. I’ve already been robbed. They are then protected from being robbed again by that faction.
  8. 7.8 False claims. A traveler who falsely claims to have already been robbed to avoid a legitimate robbery may be punished.
  9. 7.9 Identifying outlaws. If you learn an outlaw’s identity, you may report their name and identifying information to faction guards, military or authorities.
  10. 7.10 Assisting an arrest. Travelers may help authorities locate, identify, report or apprehend an outlaw.
  11. 7.11 Criminal roleplay. Outlaw activity, robbery, kidnapping, smuggling and similar criminal roleplay are permitted, but cannot be used to harass players or circumvent other server rules.
08

PLAYER CONFLICT

Combat & PvP

  1. 8.1 Legitimate conflict. PvP is permitted when it has a legitimate roleplay, political, criminal, factional or combat purpose.
  2. 8.2 Random killing. Killing players without a legitimate reason or meaningful interaction is prohibited.
  3. 8.3 Combat logging. Do not log out or deliberately disconnect to avoid combat, capture, death or consequences.
  4. 8.4 Combat exploits. Do not use bugs, exploits, unintended mechanics or technical methods to gain an unfair advantage in combat.
  5. 8.5 Surrender. Treat players who surrender during a legitimate encounter according to the applicable capture, warfare or faction rules.
09

RESPECT WHAT OTHERS BUILD

Building & destruction

  1. 9.1 Legitimate construction. Build within territory controlled by your faction, subject to the server’s settlement and construction systems.
  2. 9.2 Griefing. Deliberately destroying, modifying or sabotaging another player’s property without legitimate roleplay justification is prohibited.
  3. 9.3 Roleplay destruction. Destruction may happen as part of legitimate warfare, raids, sieges, criminal activity or other approved roleplay.
  4. 9.4 Meaningful conflict. Do not destroy structures solely to inconvenience another player when there is no meaningful roleplay purpose.
10

FAIR PLAY AND SERVER HEALTH

Technical rules & server integrity

  1. 10.1 Unauthorized advantages. Modifications, software, macros, exploits or external tools that provide an unfair advantage are prohibited.
  2. 10.2 Duplication. Duplicating items, currency or resources is prohibited, whether it results from a bug or an exploit.
  3. 10.3 Exploit reporting. Report serious exploits to staff.
  4. 10.4 Deliberate exploitation. Knowingly abusing a significant exploit may be punished even if a player did not create it.
11

REPORTS, DECISIONS AND APPEALS

Enforcement & appeals

  1. 11.1 Enforcement. Staff may investigate violations and issue appropriate consequences based on severity and circumstances. These may include warnings, confiscation or restoration of affected assets, temporary restrictions, temporary bans or permanent bans.
  2. 11.2 Context matters. Decisions may consider intent, severity, previous violations, damage caused and cooperation with staff.
  3. 11.3 Evidence. Players are encouraged to provide screenshots, recordings, logs or other evidence when reporting serious violations.
  4. 11.4 Appeals. Appeal punishments through the designated server appeal process.
  5. 11.5 Rule interpretation. Staff may interpret these rules in unusual situations to preserve fair play, roleplay quality and server integrity—not to restrict legitimate player freedom.

12 / THE GOLDEN RULE

Play the world,
not the rules.

This server exists to create stories. Build, wage war, form alliances, betray rulers, become an outlaw, explore dangerous places and shape the world. The rules protect that experience.

Create stories. Respect the world. Accept the consequences.

Find your place in the story

For current updates, system-specific guides or help with a rule, check the community rules in Discord or contact staff privately.