Ok so I guess I'm officially the expedition leader of Abaloddom.
The rules are as follows:
1. You will not grant entrance to any non-dwarf. Furthermore, in non-rp terms, this person has to post here, and if they registered solely for the purpose of gaining access to the fortress, they can't take up residence or get access under any circumstances until I and other expedition leaders are satisfied they're trustworthy. Which may be never. Because we're suspicious bastards.
(Basically, if you're not a long-standing Bay12 Member, build a house on the continent, and wait. There will be no exceptions to this except for Hazordhu staff, or RL face to face friends. And if your friend turns out to be a douche, their sponsor is responsible.)
2. You will not, under any circumstance, dupe any fortress key for any purpose other than giving it to another full member of either Abaloddom or Duradbesmar.
3. You will not, under any circumstances, leave key moulds, keys or locks laying around. I can't stress this enough. Want to know what turns me into bad cop faster than anything? This.
4. You will lock doors behind you. This is another great sin against the fortress.
5. You will respect other player's property, houses, doors, chests, signs, ect... This is defined as anything inside a locked structure.
5a. Terms of Banishment. If you simply refuse to respect other people's stuff, and it causes someone actual or substantial grievance, you're banished. See 9a for what that means. But seriously, this is Hazordhu, get your own stuff.
6. You will put mounts you want to keep in a personal area behind a locked door. My take is if it's in a public area, it's a public mount.
7. You will NOT give strangers, even well meaning travelers or merchants, access to the the fortress interior except under extreme circumstances. And I mean extreme. We don't need trade. We don't need more non-dwarfs. If people want to trade badly, they can do it through a window.
8. Our "Foreign Policy" is thus. Our authority, above and below, stops at the Fortress Gates. Our right to take action in defense extends to our whole continent. If we need to ensure the safe passage of people from the coast to the fortress, do so and do so vehemently. Expect this policy to adapt and change as conditions in the game do.
9. You will NOT attack people outside the fortress unless they attack you first. Insults do not qualify. I reserve the right to have the fortress disavow responsibility for your actions, if you do something ridiculously stupid and expect us to have your back simply because you're a member. This is a last resort, but I will not let the fort get drawn into conflicts we can and should avoid.
9a. Terms of Banishment. When you've become a larger problem then I want to deal with, as in you're causing internal strife, jeopardizing the fortress, being inconsistent in your RP to the point we don't know who you are or what you intend, any or all of those things, I reserve the right to banish you from the fortress. You get 24 hours grace, at which point you're free game to any members if you're still inside the fortress, and your property is considered ours if it's inside. You can appeal the decision, later, from outside the gates. If you're flaunting the grace period by not getting out while you're online, I'll just revoke it and kill you myself.
10. Any stranger inside the fortress gets ONE chance to respond to you. First, get their name. Then escort them out. If they don't don't comply, if they flee without saying anything, kill them and we'll back you 100%. I don't want to hear any complaining about 'oo killed 'oo. The rules are here. Talk to each other and be straightforward, or expect to get an axe in the face. The sanctity of the fortress interior is our greatest concern.
11. If there are brand new migrants that are going to come to the fortress, it's the responsibility of every member to be willing to guide them home. No one should have to strike out for Abaloddom the first time alone.
None the less, to get from the Newlands spawn to the Fortress, head East from the coast and hug the northern tips of the islands you pass. When you hit a long north/south continent edge with a wooden structure on it, and lots of boats, you've found us. Head East from the shore until you hit a wall and then head either north or south. You will find us eventually.
Your chain of command is as follows:
Nenjin
Rith
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In the event neither of us are around, you know the rules. Anyone that needs to deal with us can wait outside til we're damn good and ready, and you may quote me on that.