Conflict is part of Winds of Exodus, but PvP should be the result of roleplay — not a substitute for it.
<aside>
Roleplay comes before combat. Mechanical vulnerability alone is never a reason to attack another player.
</aside>
PvP requires a legitimate IC reason and appropriate escalation. Characters should have an opportunity to understand that a situation is becoming hostile and respond before mechanical combat begins. Attacking another character simply because they are alone, mechanically vulnerable or because you OOCly want a fight is not sufficient justification. Attack-on-sight is not permitted unless explicitly enabled by a server system or Staff-run scenario.
Before combat, the participating sides can agree to use either Mechanical PvP or Dice Combat. If they cannot agree, use the Decide PvP Method ability in RPR's Abilities tab to flip a coin. The result selects the combat method, and both sides must follow it until the conflict ends. You cannot change combat methods simply because a fight is going badly.
All player combat must first be declared using /combat. The declaration records the participants, the sides they join and the objective of the conflict, such as fleeing, subduing or capturing another character. Anyone joining an active fight must declare their participation through the same system before entering combat. Mechanical attacks may begin only once the Combat system's countdown has ended.
<aside>
If you are not declared in the conflict, you are not part of the fight.
</aside>
Before combat begins, the involved players must establish what consequences may result from defeat, and all consequences remain subject to each player's Consent Sheet. Consequences must be reciprocal in severity and type: if you demand the possibility of capturing another character, you must accept equivalent capture if you lose; if you place severe injury on the table, you must accept an equivalent level of injury yourself. Winning does not require you to impose any consequence that was agreed beforehand, nor does the winner need to reproduce the loser's intended outcome exactly. The agreement establishes the available consequences, not a mandatory result.
Permanent character death (PK) requires Staff approval and cannot be introduced as a consequence without that prior approval. This requirement applies even where the involved players would otherwise consent to the outcome.
Thralls, pets and other followers do not participate in player PvP. They may not attack players, body-block, trap opponents or otherwise provide a mechanical advantage during combat. Stationed followers within settlements follow the same restriction and may be acknowledged through roleplay, but do not mechanically participate unless a specific Staff-run scenario explicitly states otherwise. Followers likewise receive no turns or statistics when using Die Combat.
Disconnecting during an active conflict results in immediate defeat. If the disconnection was caused by a crash or technical failure and the player returns immediately, the opponent who remained connected may choose to allow the combat to be resumed or replayed; a rematch is at their discretion. Intentionally disconnecting to avoid combat or its consequences is combat logging and a rule violation.