Companies are allowed a maximum of 25 players, and all members of the company must hold the same “class” skill (civilian, pirate, or privateer).
All players must belong to a company, even when playing solo. This will allow all players to sccess additional logs and quest activities. Failure to create a company may result in admins being unable to aid you in the event of gameplay or roleplay related issues. You can change the company name at a later time if needed.
Company name must be unique, follow server naming conventions, and cannot be disguised (ie. “Meta Company”).
All members of the company must hold the same “class” skill (civilian, pirate, or privateer). If you are joining a company of a different class, you must convert your class immediately before joining. The leader of the company should be able to provide a token to perform this change.
Company leaders are accountable for the actions of all members of their company, and must do everything in their power to make sure everyone has the proper role classification at all times. It is your responsibility to inform admins if you cannot handle a member of your company or you have evidence of a major rule infraction/exploit/issue. Failure to inform admins can result in punishment falling on leadership’s shoulders. Always be mindful of who you invite to join your clan.
Players are not allowed to rotate or swap members between different companies in order to gain an advantage. This includes ‘alliance’ companies.
Alliances are only meant to be used to push RP forward, and utilizing them to surpass restrictions is considered powergaming and will not be tolerated. On DarksideRP servers, Alliances are defined by consistent cooperative actions, not by specific use of an in-game mechanic. Sharing property or resources, consistently sailing together, providing defense or combat support, and/or offering safe-haven is considered alliance behavior.
You may be as deemed in an alliance, regardless of utilizing the in-game alliance system.
For whatever reason, sometimes a player or group of players needs to leave their current company. You may not manipulate the exit of multiple members over several days to circumvent these limits.
When leaving a tribe, clan or company, you are always allowed to take your personal belongings. Despite this allowance, leaving without discussion, may still have in-character consequences or lead to additional roleplay with your original group.
* If you are leaving with other members, you may only take one vehicle total. You may only take the crew currently stationed upon the vehicle (or enough crew to control each sail, if none are currently present).
Mutiny occurs when a character that is choosing to leave the tribe, clan or company, attempts to steal additional property, cause destruction, or incite other members to join them as a final act of greed or defiance. This is always a hostile act and often leads to long term conflict with your old group.
Mutiny can only be performed by players who have been active within the company for a minimum of 7 days and have fairly contributed to the roleplay. All mutiny limits apply to the roleplay as a group, not per person involved.
When there is a larger dispute that results in a large group fracture, it is best to negotiate the split and divide the company assets. If agreement cannot be made, all property beyond the aforementioned limits and allowances, must remain with the group that represents the original group majority.
Honorable Discharge
Players must submit their resignation and speak to a commanding officer or a member of high command before being absolved of their duties. These players will be given a farewell package with necessary supplies and gold and then they will be dropped off at a Freeport.
Defecting
Leaving the navy without following the proper procedure or going AWOL (“away without leave”) is acceptable roleplay but it is considered treason and may result in additional character consequences. Remember, by server rule, you may not take any navy property with you when you defect.
Mutiny
Acts of mutiny and the theft of any Navy property is never allowed within the Royal Navy without explicit admin permission.
Each company may only govern one (1) island total, regardless of the size or might of the company.
The owning company or “governor” has the right to perform certain action within their island territory.
Companies that own islands can build anywhere on the island (while abiding by server building rules), and Governors have the right to regulate the amount of land settled on by non-company island residents, within reason. Adjustments must always be discussed.
Governors have the right to request that island residents shift their property if it blocks rare resource spawns or travel routes. Always work with other island residents to keep your land litter free!
Governors have the right to enforce a set of roleplay-based “island laws”. These laws can be designed by a single ruler, the owning company as a whole, or by community island vote. These “laws” cannot reverse any server rules, can be forcibly changed by admin decision, and must be in the spirit of roleplay.
Governors have the right to legally tax the island residents up to a maximum of 15% via the Taxation Bank. Island tax rate is considered valid public knowledge if you are actively on the island. Settlements can choose tax at a higher island rate or collect additional rent payments, but it may result in Navy action.
Governors have the right to evict any island residents who have committed crimes upon the island or have initiated aggressive actions against other residents.
Governors have the right to remove inactive players and their personal structures & ships if they obtain OOC permission to confirm they will not be returning.
Due to the limited amount of islands available, Island owners must be willing to let smaller companies live upon the island depending on roleplay and relations.
Companies looking to settle on an owned island are urged to speak to the own before claiming a section of land for themselves. The governing company has ultimate dominion over the land.
The only time a resident company can be forcibly evicted from the island is if they have repeatedly committed crimes upon the island or they have performed unprovoked aggressive actions against the other residents. They must be given notice and ample time to move.