As a faction leader, you are expected to uphold a certain level of decency when it comes to Roleplay. Faction leaders are expected to lead through diplomacy, policy and orders, while you still may participate in raids, shootouts and other wasteland wonders, you are required to roleplay to a higher level than other players, even if it means you can only play-to-lose through the current situation.
This pact is mandatory for all Faction Leaders, Co-Leaders, Command Staff, and any player acting under delegated authority.
These rules exist to prevent abuse, bad-faith roleplay, and mechanical exploitation under the guise of diplomacy.
Ignorance is not a defense. Leadership is strictly liable.
1.2 Leadership is fully responsible for actions taken by:
2.2 War, hostility, or prior conflict does not remove the obligation to communicate.
2.3 Refusing all diplomacy is considered bad-faith roleplay.
4.1 Ambushing, attacking, arresting, or detaining participants
4.2 Planting explosives, trackers, beacons, or surveillance
4.3 Gathering intelligence for immediate or delayed military use
4.4 Using diplomacy to bait movement, timing, or attendance
4.5 Using trade, meetings, or swaps as pretext for raids
4.6 Swapping fake prisoners, decoys, or substitutes
4.7 Changing terms once participants are en route
4.8 Using neutral zones as staging areas or fallback positions
4.9 Calling in reinforcements during diplomacy
4.10 Claiming “IC betrayal” to justify rule violations
If diplomacy is used to create combat, you are in violation.
Any hostile action voids the pact and triggers enforcement.
6.3 Prisoners may not be re-arrested for a reasonable time post-release.
6.4 Fake exchanges or “double-cross” attempts are zero-tolerance violations.
7.2 Trades cannot be used to:
8.2 Attacking, coercing, threatening, or deceiving mediators is forbidden.
8.3 Neutral locations are combat-locked:
Severity is based on impact, not intent.
11.2 Any attempt to exploit wording will be ruled against the exploiter.
11.3 Staff interpretation is final.
If you want to play at leadership level,
you play clean or you don’t play.
Happy Wastelanding!
~
This pact is mandatory for all Faction Leaders, Co-Leaders, Command Staff, and any player acting under delegated authority.
These rules exist to prevent abuse, bad-faith roleplay, and mechanical exploitation under the guise of diplomacy.
Ignorance is not a defense. Leadership is strictly liable.
1. Applicability & Liability
1.1 These rules apply to:- Faction Leaders
- Second-in-Command
- Officers with authority to negotiate, declare war, or conduct diplomacy
1.2 Leadership is fully responsible for actions taken by:
- Delegates
- Envoys
- Escorts
- Sub-faction elements acting on their orders
2. Mandatory Communication Availability
2.1 All factions must maintain at least one IC communication method available at all times.2.2 War, hostility, or prior conflict does not remove the obligation to communicate.
2.3 Refusing all diplomacy is considered bad-faith roleplay.
3. Definition of Protected Diplomatic Actions
The following are protected interactions once agreed to IC:- Meetings / Parley
- Envoy Talks
- Prisoner Exchanges
- Trade Negotiations
- Ceasefire Talks
- Mediation by a Neutral Party
4. Absolute Prohibitions (NO EXCEPTIONS)
The following actions are explicitly forbidden during or in relation to protected diplomatic actions:4.1 Ambushing, attacking, arresting, or detaining participants
4.2 Planting explosives, trackers, beacons, or surveillance
4.3 Gathering intelligence for immediate or delayed military use
4.4 Using diplomacy to bait movement, timing, or attendance
4.5 Using trade, meetings, or swaps as pretext for raids
4.6 Swapping fake prisoners, decoys, or substitutes
4.7 Changing terms once participants are en route
4.8 Using neutral zones as staging areas or fallback positions
4.9 Calling in reinforcements during diplomacy
4.10 Claiming “IC betrayal” to justify rule violations
If diplomacy is used to create combat, you are in violation.
5. Safe Conduct Enforcement
5.1 All participants are under temporary safe conduct from:- Arrival
- Duration of interaction
- Reasonable departure window
- Explicitly agreed upon IC by all parties
- Pre-approved by staff
Any hostile action voids the pact and triggers enforcement.
6. Prisoner Exchange Rules (STRICT)
6.1 Prisoners must be:- The agreed individuals
- Alive
- Unharmed by you or allies during transfer
6.3 Prisoners may not be re-arrested for a reasonable time post-release.
6.4 Fake exchanges or “double-cross” attempts are zero-tolerance violations.
7. Trade & Resource Exchanges
7.1 Trade interactions are non-hostile by default.7.2 Trades cannot be used to:
- Mark targets
- Scout defenses
- Delay while forces mobilize
7.3 Cancelling a trade mid-interaction to attack is prohibited.
8. Neutral Parties & Locations
8.1 Neutral mediators are protected entities.8.2 Attacking, coercing, threatening, or deceiving mediators is forbidden.
8.3 Neutral locations are combat-locked:
- Before
- During
- Immediately after diplomacy
9. Escalation & War Declarations
9.1 Major hostilities require:- IC justification
- Clear escalation trail
9.2 Leadership may not use diplomacy to fabricate justification.
9.3 Surprise total war without buildup may be denied or rolled back.
10. Enforcement & Punishment
Violations may result in one or more of the following:- Immediate termination of the interaction
- Forced RP rollback or retcon
- Loss of diplomatic privileges
- Leadership removal
- Faction sanctions
- Individual bans or wipes
Severity is based on impact, not intent.
11. Final Rule
11.1 These rules override all “but technically” arguments.11.2 Any attempt to exploit wording will be ruled against the exploiter.
11.3 Staff interpretation is final.
If you want to play at leadership level,
you play clean or you don’t play.
Happy Wastelanding!
~