Server Whitelisting
Players must pass the server whitelist before connecting. Only one account is permitted across New Roanoke platforms. New Roanoke may blacklist players based on their conduct.

Our Code of Honour
Common sense applies where explicitly stated rules do not cover every possible situation. Players are expected to make sensible decisions that respect the spirit of the rules in which they are written, the setting, and the roleplay of others.
Players must pass the server whitelist before connecting. Only one account is permitted across New Roanoke platforms. New Roanoke may blacklist players based on their conduct.
Common courtesy rules exist to ensure that New Roanoke remains a respectful, welcoming, and enjoyable roleplay community. Players are expected to treat one another with maturity and consideration, even during conflict-heavy or uncomfortable roleplay.
Be respectful to the playerbase. While New Roanoke permits negative and uncomfortable themes in-character, we will not tolerate those themes being directed at players out of character. This includes harassment, derogatory language, slurs, homophobia, transphobia, bigotry, racism, misogyny, sexism, xenophobia, ableism, religious hatred, sexual harassment, or any other discriminatory abuse in New Roanoke spaces.
Everyone should feel welcome, safe, and invited to be part of the New Roanoke community.
Powergaming is performing actions that are unrealistic for the situation. Characters must be portrayed within reasonable human limits. They may be skilled, experienced, strong, or dangerous, but they are not invincible and must react appropriately to injury, fear, restraint, exhaustion, disadvantage, and the circumstances of the scene. Powergaming is also forcing outcomes on other characters without giving players a fair chance to respond.
Carried long-arms should be equipped and visible on your character's person or horse. You may portray having minor flavour items that do not feature in your inventory, such as family photographs, letters, or keepsakes where they do not provide an advantage.
Players being searched, robbed, detained, or otherwise inspected must roleplay their carried items honestly based upon the search conducted by another player. If the searching character is checking your characters pockets, be honest and realistic about what would be contained within. You may not claim that items are hidden in unusual or awkward places unless this was clearly roleplayed before the search began.
Metagaming is using out-of-character information to influence in-character actions, decisions, knowledge, or behaviour. Players must keep in-character (IC) and out-of-character (OOC) information separate at all times. Your character may only act on information they have learned through roleplay, observation, investigation, or other legitimate in-character means.
When a character is using the /mask system, their nameplate is concealed and they should be treated as unidentified unless your character has a legitimate in-character reason to recognise them through believable in-character details, such as distinctive clothing, body type, accent, mannerisms, horse, weaponry, prior knowledge, or investigative work. This recognition must be reasonable.
Deathmatching is attacking, injuring, or killing another character without sufficient in-character reason, escalation, or roleplay. Players must have a clear and reasonable IC motive before using violence. Conflict should develop through roleplay and give involved players a fair opportunity to understand, respond, and engage with the situation.
Characters are expected to respect the historical, social, political, and cultural tone of the 1885 setting.
New Roanoke allows the portrayal of difficult and uncomfortable themes appropriate to the period, including prejudice, social inequality, and discriminatory attitudes. These themes must remain strictly in-character. A character’s clothing, language, weaponry, and general presentation should be reflective of the period.
New Roanoke permits mature, difficult, and historically grounded roleplay where it is handled with care, consent, and good judgement. However, some themes require strict limits, while others are prohibited entirely. We have divided these themes into Limited Themes and Prohibited Themes.
We ask that players consider Common Courtesy rule 2.0 in situations where roleplay may lead to a player experiencing out of game discomfort. If a situation feels like it could be questionable, we advise that players seek consent from their scene partners as a gesture of goodwill and have open discussions around such.
This includes active participation, implied participation, allusions to, references to, or accusations of. If you are exposed to these themes in-character or out of character, report this to admin as soon as possible. These are absolutely forbidden under all circumstances.
Illegal and criminal roleplay must be carried out in a realistic manner, with appropriate regard for time, location, risk, witnesses, law enforcement presence, and the likely consequences of the act.
Petty robberies must be carried out with appropriate roleplay, and believable in-character motive. They should create conflict and consequence, not be used as a low-effort way to farm money or items.
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Approval can be sought and obtained through the relevant ticket request.
Players should be aware of 11.5 Death Strikes as Consequences if participating in one of these activities. This will mean that if your character is downed through mechanical combat, you would receive a death strike as per the death strike rules.
This represents minor damage that can be repaired. Minor damage must not prevent the owner from continuing to use the property or substantially alter its function.
To attempt significant property destruction, either by way of arson or other means requires prior approval via the appropriate ticket. As housing stock and properties are limited and this has the potential to disrupt roleplay, these tickets will have a high bar for approval and will only be granted in situations where there is a justified reason, and a history of significant conflict with the targeted properties owner, whether this is a faction or a player. Property destruction is not permanent, and properties can be repaired and rebuilt.
Safe Zones establish where crime, combat, and hostile roleplay may or may not occur depending upon the location and level of administrative approval required.
Crime, combat, threats, robbery, kidnapping, and other hostile actions may NOT take place in Total Safe Zones under any circumstance.
Limited Safe Zones are areas where serious crime or large-scale violence can only occur with prior admin approval, due to assumed population, public visibility, local security, or the likely presence of law enforcement.
Areas considered limited safe zones include:
Crimes that are permitted in Limited Safe Zones WITHOUT prior approval from admin:
Petty crimes such as…
Limited Safe Zone Exception Requests:
Players may request admin approval for a Limited Safe Zone Exception. This allows a player to commit crimes that would not normally be allowed in Limited Safe Zones. These will be granted in situations where there is a strong IC justification for the proposed crime, combat, or hostile roleplay.
Crimes that are permitted in Limited Safe Zones WITH prior approval from admin:
Major crimes such as…
Criminal safe zones are areas of the map where criminals are known to gather, be it for refuge or to conduct business. There is virtually no law enforcement in these areas.
Areas considered Criminal Safe Zones include:
Crimes that are permitted in Criminal Safe Zones without prior approval from admin:
Crimes that are permitted in Criminal Safe Zones with prior approval from admin:
Law enforcement restrictions:
Law enforcement may not enter criminal safezones with the intention of upholding the law unless:
Rules around combat roleplay are used primarily to create fairness when in-game mechanics are being used to determine roleplay narratives.
These emotes will be distinguished from regular emotes by their bold red colour. This is the final emote marking the end of text-based roleplay and the start of combat using in-game mechanics. Both melee combat and ranged combat requires the use of a /cme. It is your responsibility to ensure the range of your emote is reachable by your target(s). When in doubt use /cmelong. Roleplay must resume once combat is obviously concluded.
Common sense should dictate whether the situation requires a combat emote based upon the shooter’s intentions.
A warning shot fired during a confrontation, pursuit, robbery, arrest, or other hostile situation does require a combat emote, even where the shooter does not intend to hit anyone. The emote must clearly state that the shot is being fired as a warning and must be visible to everyone reasonably affected. Once a warning shot has been initiated through a /cme, it is treated as a hostile escalation and other involved characters may respond with mechanical combat as per 10.1 Combat emotes should they choose to do so.
Prior to commencing a shootout, there are two pre-requisites that must be met.
These rules apply if you are held at gunpoint, are being aimed at with a bow & arrow, have a blade held to your neck, or any other situation where you are under the threat of a weapon. Aggressors will refer to characters holding the weapon, and victims will refer to players being targeted by the weapon.
A victim will have three clear choices available to them in this situation and these will determine the amount of force that an aggressor can use against you…
A victim can of course try to reason, negotiate, or bargain with their aggressor though whether this is successful would be at the aggressor’s discretion. Repeated attempts to persuade the aggressor where the victim is not actively complying with the aggressor’s demands gives the aggressor the right to use a /cme to initiate mechanical combat against the victim.
In situations where there is a clear path of escalation beyond passive roleplay, such as impending arrest, criminality, or conflict where 10.4 Under Threat of a Readied Weapon does not apply, a fleeing character will need to indicate their intention to flee with a /me prior to using in-game mechanics to try to make their escape.
Rules governing downed characters, mortal wounds, injuries, and the Death Strike system.
Being downed does not automatically mean the character has been mortally wounded, nor does it automatically create grounds for a Death Strike. A downed character may be injured, captured, robbed, abandoned, rescued, or otherwise dealt with as appropriate to the scene. Injuries should be properly roleplayed after being downed for a reasonable length of time.
After downing another character, the victor may choose to escalate the scene by inflicting a Mortal Wound. A Mortal Wound is a deliberate, life-threatening injury inflicted after a character has already been downed. This must be clearly roleplayed through an emote, such as shooting the character again, stabbing them, or severely beating them. A Mortal Wound does not automatically guarantee a Death Strike. Mortal Wounds must be reported to staff with appropriate evidence to support why the escalation was necessary or desired. Staff will then review the circumstances and decide whether a Death Strike should be applied to the victim’s character.
In the instance where a mortal wound has been inflicted, the victim’s character must be ‘left for dead’, their aggressors perhaps believing that the victim will surely bleed out or die. Regardless of whether staff approve or deny the Death Strike, a character who receives a Mortal Wound must roleplay a serious injury for 7 days.
This injury should reflect the nature of the wound and must be treated as a meaningful consequence. Characters should not immediately return to fighting, strenuous activity, or dangerous conflict as though nothing happened.
New Roanoke does not use a New Life Rule or forced amnesia system often used on other servers.
If a player inflicts a Mortal Wound and believes the circumstances justify a Death Strike, they must report the scene to staff. Staff will consider the surrounding roleplay, the reason for the conflict, the conduct of both parties, and whether the Mortal Wound was a fair and reasonable consequence of the character’s actions.
Death Strike requests may be denied if the motive is weak, the escalation was excessive, the evidence is insufficient, or the scene does not justify pushing the wounded character closer to permanent death.
Players may not use Mortal Wounds casually as a default finisher after ordinary combat. Repeatedly attempting to force Death Strikes from routine fights may be considered poor conflict roleplay.
If admin approves a Death Strike, one shall be added to the character. Death Strikes have the following effects…
Death Strikes expire 60 days after they are applied.
If a character receives three Death Strikes within a 60 day period, they are permanently killed.
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Players are expected to portray injuries realistically after being downed, mortally wounded, or otherwise seriously harmed during roleplay. A character should not immediately return to fighting, hard riding, strenuous labour, or further dangerous conflict as though nothing happened for at least a day. The severity of the injury should reasonably reflect the scene.
Injuries do not need to permanently cripple a character unless voluntarily chosen by the injured player or required by a Death Strike consequence. They should still be treated as meaningful roleplay consequences rather than ignored once the immediate scene is over.
In some situations, CK’s will occur regardless of the death strike system.
In some situations, CK’s will occur regardless of the death strike system. The following circumstances result in CK’s being granted due to the context of the situation or level of risk…
Character Kills should not feel like punishment, more rather be a narrative tool. As such, players that owned a home at the time of their character’s death will be given the opportunity to retain those properties on a new character provided they can justify a reason for this with Admin. Staff will work with the player to establish a reasonable narrative transition, such as inheritance, an estate sale, or other suitable arrangement.
This ONLY applies to:
This exception applies only to the home itself. It does not automatically transfer its contents, stored items, or money. Where a player chooses not to retain the property, it will be either made available for purchase or be available via the whitelisting process.
In situations where a last will and testament has been produced by a whitelist approved lawyer then the will and testament will be executed as written in the legal document. This overrides the ability to reclaim assets following a CK.
Several server scripts allow players to upload images that can be displayed and viewed by others in-game. Players are responsible for everything they upload, publish, or display through these systems.
Players may not upload:
In-character insults, propaganda, wanted posters, political material, and hostile advertisements are permitted where they arise from legitimate roleplay.
Asset-transfer rules protect IC/OOC separation and prevent wealth, property, or progression from being transferred unduly between unrelated characters. Transfer of assets that fall foul of asset transferring rules may be reversed.
Where a character has been CK’d and left a valid last will and testament prepared through appropriate roleplay by a whitelisted lawyer, the responsible law office may execute the will according to its written terms, with admin support where required.
Wills remain subject to the Asset Transfer rules and the inheritor may not simply transfer inherited assets to another character belonging to the deceased character’s player, directly or indirectly.
Players should be mindful of 12.2 Reclaiming assets on CK.
Rules relating to bug abuse, script abuse, third-party software, and AI-generated content.
This includes:
Cheat detection scripts WILL be running on the server at all times and identified players will have admin action taken against them.
Prohibited uses of AI:
AI-generated text may not be pasted into…
AI-generated or AI-written content may not be submitted as part of:
Approved uses of AI:
Any legal or illegal group that plans to operate as a unit indefinitely, such as a gang, law office, or ranch that consists of four or more players must seek faction approval from the administration team.
This applies to, but is not limited to:
Faction approval exists to support player-led roleplay, maintain continuity, and ensure organised groups fit appropriately within the setting and wider server environment.
Upon approval, a representative from the administration team will be assigned to the faction as its Faction Custodian. Faction Custodians are not members of the faction. They do not lead the faction, control its stories, or interfere with day-to-day roleplay unless the health of the faction, wider community, or server is at risk. A Faction Custodian should have little to no significant IC or OOC conflict of interest with the faction they are assigned to. Their role is to act as a largely silent point of support and oversight, available to faction members when guidance is needed. They help safeguard faction health, ensure server rules are followed, support fair roleplay, and preserve continuity when issues arise.
The faction’s allocated Faction Custodian will create a discord server for your faction, retaining ownership of the discord but providing all permissions to the faction's leader. This ensures that should the faction leader ever become unavailable, members of the faction can nominate a new leader who will be granted all permissions on the discord. This preserves continuity and minimizes disruption.
Following successful application, the faction will be recognised as a whitelisted faction and will be expected to follow all faction rules, server rules, and relevant standards of conduct. Faction approval may be reviewed or withdrawn if a faction repeatedly breaches server rules, becomes inactive, creates an unhealthy OOC environment, or no longer contributes positively to the server.
Leaders of the whitelisted Faction must join the centralized Faction Management Discord Server that will be used to coordinate cross-faction plots.
Each faction must have a leader that is responsible both in-character and out of character representation.
Members of approved factions are expected to maintain high standards of conduct, activity, and portrayal.
Members of an approved faction are held to a higher standard of conduct than unaffiliated players, both in-character and out-of-character. All faction members are expected to follow server rules, conduct themselves respectfully, and demonstrate appropriate maturity.
Failure to meet these standards may result in administrative action against the individual and, where appropriate, may also reflect on the faction as a whole in the form of faction strikes.
A faction's conduct, objectives, recruitment, resources, influence, capablities, and scope should be proportionate to what could reasonably exist within the world and setting of New Roanoke. Leaders and players should prioritize creating enjoyable roleplay for both their own members as well as the wider community. Factions should contribute meaningful stories, accept consequences and setbacks, and avoid portraying themselves as unrealistically powerful, untouchable, or incapable of failure.
Faction Leaders are responsible for ensuring their members maintain appropriate standards of realism and roleplay quality. Instances of persistent unrealistic portrayal, poor quality roleplay, or conduct that negatively impacts the server as a whole may result in intervention from Faction Management.
Restrictions governing faction membership, restricted concepts, banned concepts, and faction Character Kill permissions.
Multi-faction membership should be documented via ticket in the centralized Faction Management Discord server. Exceptions to this rule are:
The following faction concepts require Faction Management approval before any faction roleplay begins due to the significant impact that these groups may have on the server.
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The following faction concepts are prohibited and will not be granted approval on the server.
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While New Roanoke permits the portrayal of difficult, uncomfortable, and historically grounded themes such as prejudice and racism, factions whose core identity or unifying purpose is racial hatred or racial supremacy are forbidden.
Faction CK permissions, along with clear evidence of the player’s consent, must be documented in the central faction management Discord. As this is permission based, the death strike system used in other character kill situations will not apply.
Should a player leave a faction, CK permissions granted as part of faction membership will be automatically rescinded and faction leaders will need to apply through the usual CK request channels, though former members should be aware that the bar for approval of CK requests from your faction will be much lower.
Faction strikes may be issued where an approved faction fails to meet server standards by breaching faction & server rules.
Faction Management may issue strikes based on player reports, faction reports, or admin observations.
The faction strike system is as follows:
In the case of faction disbandment, the faction’s allocated Custodian in conjunction with Faction Management will support in the development of the in-character narrative around why this is the case. This will be either through an in-game event or a written plot that will be canonised in server lore. Continuity will be preserved as far as practicable.
Strikes expire after three months, provided no further faction strike is issued during that period. Faction strikes cannot be appealed, though Faction Management may review a strike internally where appropriate and in the case of new information coming to light.
If a faction member breaks server rules while acting on behalf of, representing, or using the influence of their faction, the faction may be held accountable alongside the individual player. This does not mean factions are automatically punished for every action of every member, but leadership is expected to promote good conduct and address issues when they arise.