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DispatchFactbookMiscellaneous

by Palaava. . 3,537 reads.

Rules of the Erviadus Galaxy

Note: Repeat offenses will lead to harsher punishments, including permanent bans.

General Rules

Rule

Text

1. On general etiquette

Bullying, personal attacks, bigotry, racism, hate speech, name calling, excessive disruptive behaviour (spamming quotes of posts, spamming post likes, etc), spamming, etc, (counts for RMB messages and telegrams likewise) will not be tolerated and may result in ejection.

2. On poll etiquette

Polls are intended to show the honest opinion of every user in our region; manipulating those opinions by threatening/forcing/bullying/blackmailing nations is strictly forbidden.

3. All staff is elected via popular elections.

4. On voting

Voting on polls is only permitted with one nation, if you vote with an alt instead of your main nation, it will be counted as your vote.

5. On plagiarism

Plagiarism (i.e a nation copying the content of another nation's factbooks without allowance) is frowned upon. To make sure your work is not recognized as such, include a reference that proves you copied it from somebody else with their allowance.

6. On OOC post etiquette

OOC posts have to be marked by enclosing them with parenthesis.

Roleplaying Rules


Rule

Text

1. Overpoweredness

Overpowered actions of any kind are forbidden and may warrant a warning, ejection, and finally, a ban depending on a staff member’s judgement.

2. Controlling of other nations

Controlling other nations without their permission is forbidden.

3. Combining Scientific Advancement with magic

Scientific Advancement and magical concepts may be combined, but the latter can neither substitute nor be superior to the former in terms of advancement.

4. Meta-gaming

Meta-gaming is strictly forbidden; Information conveyed by means other than direct contact through the RMB may only be canonically known if it is stated as such by the originating party.

5. Magic usage

The usage and strength of magic and magic-like forces is limited.

6. Galaxy-wide events

Galaxy-wide events and roleplays such as extragalactic invasions and the like have to be allowed by the regional staff.

7. Roleplaying etiquette

Roleplaying of any kind, including special events such as wars, should always be conducted with the other side in mind. Every participant must be given adequate time to reply; their involvement may be negated in case of unexplained absence of over a week.

8. SA Addition

SA cannot be raised by adding the SA statistic of two or more nations.

9. Warfare etiquette

You may only use your main nation and an alternate nation in a war.

10. Equipment and Factbooks

Equipment used in warfare must always have dedicated Factbooks, Erviadus Galaxy Wiki articles or other forms of official documentation with descriptions that describe its abilities properly and within the present set of rules.

11. Existence/Usage of Gods

Gods, god-like creatures and so on are allowed to exist in a nation’s lore only as passive characters. They cannot be used in warfare, fights and anything else that may infringe upon Rule 1. Exceptions can be made for RPs with staff permission.

12. Gods and the Universe

No deity is able to claim responsibility for the creation of the Erviadus universe, galaxy, any of the neutral planets and all other publically-accessible space; everything is treated with ambiguity. Individual people/nations/characters/etc are, however, able to believe and claim what they want.

13. Maximum number of nations

You may only bring up to four nations, including your main nation, into the region.

14. Limit of Warfare

If any RP involves attacks on other nations, then said nations may only be destroyed or in any other way seriously damaged if the owner of the nation allows it.

15. Trading Technology

Scientific Advancement cannot be directly traded between nations. Certain technologies can be transferred, and in cases of two nations in a union, the nation with the larger Scientific Advancement dictates the SA level for both.

16. Union Mechanism

Only two nations may be used to form a union. Union proposals must be submitted to regional moderators for approval. Submissions will be judged on their in-character likelihood and their effects on regional balance. In addition, a nation's statistics may be used for another's as long as that is thoroughly stated to be the case, including through a link in a factbook.

17. Unreliable Issue Options

In case of a statistic dropping by an extreme rate such as 90%, the subjected nation may keep the statistic's previous peak value, which will be rounded to an even number.

18. Canon Statistics

Population and Scientific Advancement are the only officially canon statistics.

19. Extreme Exotics

The usage of excessively exotic entities, objects, technologies or abilities that appear entirely over the top, contradictory to Rule 1, the Scientific Advancement system and general logic are forbidden.

20. Map claims

Map claims will only be recognized and taken into account for any map update if the claimant has an active role in an active RP and has been a member of the region for one month or more.

System on the Usage of Magic


The following is a system of rules specifically designed for the usage of magic within this region. It is mandatory to consider these at all times, and in case of uncertainty, staff members must be asked for their input on a specific issue regarding it. Every action depending on magic in RP will be scrutinized by the staff.

  1. Above all else the use of magic should be for world-building and flavour. Magic cannot outpace technology (see Rule 3), nor should it, but it can be used to supplement and enhance it. For many users magic is a core part of their characters and national identity, and being able to express how that defines them is key - but ultimately all expression should be limited to a form in which the magical component functions the same as any technological one would in its place.

  2. All magic users require Magicka to perform their actions, and are affected by spells and/or technology that affects Magicka. The amount of Magicka in a human or other mortal is limited, so much like anyone with a firearm, they must pause to “reload.” This does not apply to creatures who live entirely off of Magicka such as phoenixes. However, beings who are sustained entirely from magicka are especially vulnerable to anti-magic.

  3. Pseudoscience users don’t use magic and don’t require Magicka for their actions; they are unaffected by things that affect Magicka users. They do, however, have their own weaknesses that can be exploited by technologies - much like anything else. Questions should be directed to the staff whenever the traits of pseudoscience-users are in question.

  4. In nations where magic is especially prevalent or important, magic wouldn’t be treated as an archaic field of study - rather, magic would be a key scientific field. Therefore, in such a context of lore, the Scientific Advancement statistic directly correlates with a nation's 'magical advancement' - thus, the higher a nation's SA, the more advanced their magical knowledge would be if it fits into the context and roleplay.

  5. Magic cannot accomplish gargantuan feats on its own. For example, magic can’t propel a ship faster than light, or terraform a planet. However if a nation achieved the SA to do either of the above, then magic could become a component of a technological system built to achieve either of them. Magic can never change the way something functions, just simply the way it can be described.

  6. You may have characters in your nation who are exceptionally proficient in magic, and capable of performing greater feats with it, such as summoning a thunderstorm. However, this is limited to three. There is an exception for beings unaligned to any nation, and if a mythological creature such as a werewolf or vampire is especially powerful, they must remain unaligned or take one of the aforementioned slots. Whilst Proficient Mages are the masters of the world immediately around them, they are neither gods nor invincible.

  7. For typical mages, advanced spells take longer to cast than lesser spells, but can never exceed the lower power of the limited Proficient Mages.

  8. Anti-magic cannot stop magic, but it can weaken it and make it almost useless. The further the magical strength rises, the more expensive measures need to be taken to keep anti-magic technology efficient.

Made by Ariilyth, Grustan

The Code of Conduct


Rule

Text

1. On Competition

The Erviadus Galaxy is not a competitive RP. It is a creative writing project focused on creating enjoyable stories and honing writing skills. Outside drama is not to affect in-character play in any sense. Your nation is not "your team/side". To make an effective piece of writing, your characters and nation will need to take losses. Do not see it as yourself taking a loss. It is okay to have a character die or to "lose" a war.

2. On Ripoffs

Ripoffs are no longer allowed. All clones which existed pre-1252 will not be changed forcibly, but we do expect an effort to seperate yourself from the source material. Erviadus Galaxy, as a writing project, is to be a unique IP.

3. On Behaviour

The Erviadus Galaxy is to be a mature and adult setting, and when discussing the content of the region, we should be equally mature and adult. Off-topic discussions not subject to this rule, let's refrain from allowing civil discussion to become anything but.

4. On Seriousness

Following rules 2 and 3, certain topics do not fit the mature and adult setting of the Erviadus Galaxy. Anime, furries (not all humanoid animals are subject, but we all know when someone is using downright furries), and downright ridiculous and childish ideas are not permitted in this setting.

5. On Solidarity

As a creative writing process, please keep it impersonal in regards to your choices, and very personally involved from a writing standpoint. This should excercise bonding if anything - not sow dissolution.

Made by Valukaari survivors

Advice and Tips


The following bullet points are advice for keeping up with the region's characteristics. You should take them to heart.

  • Be original. It's okay to take inspiration from other works of art and literature - just don't make your nation a ripoff.

  • Many players in the region use lore from established franchises. Consulting with them before using such lore for yourself is strongly recommended, to avoid lore-related complications.

  • Take care to read through the region’s factbooks, including those made by non-staff members.

  • We are a diverse region with equally diverse approaches to roleplaying. Do not disrespect fellow members for using roleplaying styles other than your own.

  • Depth of lore is more appreciated than quantity of lore. Try to develop your nation as much as possible.

  • Consider logic and the Scientific Advancement system whenever using magic or any such power. Remember: Actions that are overpowered, even if done through magic, are forbidden.

Palaava

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