

Overview
The Exiled lands, when the tower fell after the defeat of the dark lord, the land began to split. Now that bit of middle earth is now known as the Exiled Lands. Deep tunnels underground, the fire mountain itself, some of the elven forests, and much more. The story picks up 130 years after the fall of Sauron. The elven kingdoms are within the forests to the north-east bordering the Darkwoods.
The Dwarves have taken refuge within their mountain mines. The Hobbits , ever so care free roam across the hillsides farming. The humans erect villages and towns in the highlands. The enemy has stayed within their realms at the base of the fire mountain.
"Letter found on the ground"
The world is in turmoil as the races of the realm try to rebuild, the dark lord has fallen but the threat might remain. The agents of Morgoth never rest, though his champion has been defeated, Morgoth rallies his allies.
Character Creation
First things first, think about what sort of character you want to play. Think about what their personalities are like and what makes them , well....them?
- Races
- Abilities
- Cities
In the following pages you will find descriptions on each of the races, abilities, and cities.
Some notes on the races
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Please understand that when you pick your race, you adhere to the lore of the races and understand the history.
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The Dwarves and the Elves don't really get along, primarily the Mirkwood Elves and the Dwarves.
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The Hobbits tend to be homebodies though some of them are a bit adventurous and supposedly great at being stealthy.
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The High Elves of Aelinor are somewhat neutral to the Dwarves though the Elves of Mirkwood harbor immense problems with the Dwarves.
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The Orcs and Goblins stick to their northern territories as they prepare and bolster their forces whilst awaiting the call of their dark lord.


The Elves
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The High Elves in our universe are a noble and ancient race of elves with great wisdom, power, and beauty. They are also known as the Eldar, and they were the first of the elves to make the journey to the Undying Lands. In the context of the Exiled lands and the Forests of Aelinor, the High Elves are likely to have a similar appearance and character to those described in Tolkien's works. They may have fair skin, pointed ears, and tall, slender frames. They are known for their grace and agility, as well as their keen senses and natural abilities.
The High Elves are likely to be highly skilled in magic and have a deep connection to nature. They are known for their love of music, art, and poetry, and they are often regarded as the most gifted craftsmen in Middle-earth.
In the Exiled lands and the Forests of Aelinor, the High Elves are likely to live in harmony with the natural world, protecting and preserving the forest and its creatures. They may also be skilled hunters and trackers, as well as formidable warriors when necessary.
Overall, the High Elves are a proud and ancient race with a deep connection to nature and a great respect for its power and beauty.
Aelinor
The High Elven city of Aelinor in the Forests of the Exiled Lands is a place of great beauty and wonder. Built with the skill of the Elven craftsmen, the city is a masterpiece of architectural design that blends seamlessly with the natural surroundings of the forest.
The City stands in the center of a large plateu, the large spires are made of beautiful white marble that glistens in the sunlight. A large wall leading to the city protects it from interlopers and the strong elven magic weaved to conceal itself leaves trespassers confused and lost within the wilds.
The inhabitants of the city are as beautiful and graceful as their surroundings, and they are known for their wisdom, skill, and kindness. They are a peaceful people who cherish their connection to nature and value the arts, learning, and knowledge.
Overall, the High Elven city of Aelinor in the Forests of the Exiled Lands is a place of unmatched beauty and tranquility, where the natural world and the achievements of the Elven people combine to create a wondrous and harmonious environment.
Elves are extremely agile race, they are primarily trained with bows and dagger-like swords.
Mirkwood Elves
The Mirkwood Elves, also known as the Wood-elves of the Mirkwood, are a reclusive and secretive elven race that reside deep within the dark and foreboding forests of the jungles. They are known for their exceptional stealth and archery skills, as well as their keen senses and swift movements.
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Unlike their High Elven counterparts, the Mirkkwood Elves are less concerned with beauty and more focused on survival. They are skilled hunters and trackers, and they use their knowledge of the forest and its inhabitants to protect their lands and keep intruders at bay.
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The Mirkwood Elves are a more somber and mysterious race than their High Elven counterparts, with a deep connection to the ancient magic of the forest. They are masters of shadow and illusion, and they use these skills to protect their lands and maintain their secrecy.
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The Mirkwood Elves live in treetop settlements that are hidden deep within the forest canopy, and they move quickly and silently through the trees to avoid detection. Their clothing and armor are made from the hides and furs of forest creatures, and they blend seamlessly with the shadows and foliage of the forest. The Mirkkwood Elves are wary of outsiders, and they prefer to keep to themselves rather than engage in diplomacy or trade. However, they are fiercely protective of their forest and will not hesitate to defend it with all their might.


The Dwarves
The Dwarves in our universe are a hardy and resilient race of craftsmen and warriors. They are known for their stout frames, broad shoulders, and long beards, which they consider a symbol of pride and honor.
The Dwarves are a tough and practical people, with a great respect for tradition and craftsmanship. They are known for their love of gold and silver, and they take great care in creating beautiful and intricate works of art from these precious metals.
In the Exiled Lands, the Dwarves are likely to have built a vast underground network of tunnels and chambers to access the silver mine. They may have carved out a great hall or series of chambers within the mine, where they live and work, surrounded by the precious metals they have mined.
Overall, the Dwarves in the Exiled Lands are a hardworking and practical people, with a deep connection to the earth and the precious metals it contains. They are skilled craftsmen and warriors, fiercely loyal to their people and their traditions.
Mithrildor (City of the Dwarves)
The dwarven city of Mithrildor in the Exiled Lands is a vast and ancient underground city, built within a great mountain range that is rich in precious metals and gems. The city is known as the "Last Jewel" among the Dwarves, and it is considered to be one of the greatest achievements of their craft and engineering.
The city is entered through a great gate lined with elvish magical script, which leads to a vast network of tunnels and chambers that extend deep into the heart of the mountain. The tunnels are supported by massive columns of stone and arches of intricate design, which give the city a sense of grandeur and magnificence.
Within the city, there are many halls and chambers, each dedicated to a specific purpose. There are halls for metalworking, gem cutting, and other crafts, as well as great halls for feasting and celebrations. The city is also home to many marketplaces and trading centers, where Dwarven goods are exchanged with other races.
The city is lit by glowing crystals and torches, which give the underground caverns a warm and inviting glow. The air is filled with the sounds of hammering and metalworking, as well as the chatter of Dwarves going about their daily business.
At the heart of the city lies the throne room of the Dwarven king, a vast and ornate chamber filled with treasures and works of art. The king's throne is made of solid gold, and it is said to be worth a king's ransom in itself.
Overall, the dwarven city of Mithrildor in the Exiled Lands is a masterpiece of engineering and craftsmanship, a testament to the ingenuity and skill of the Dwarven people. It is a place of great wealth and power, as well as a home to a proud and loyal people who value their traditions and honor above all else.
Dwarven Rune Smiths
The ancient Guild of Runesmiths is one of the oldest and most respected institutions Runesmiths are ancient and powerful individuals. At the very least they will have endured hundreds of years of harsh apprenticeship under the demanding eye and unforgiving hand of their forebear. Older Runesmiths will have survived hundreds of years of further toil, centuries of beating runes from hot metal, and decades of searching out old secrets in the depths of lost Dwarf strongholds. As a result, it is hard to imagine a tougher or more cantankerous Dwarf.
Dwarves are stouty short beings with immense vitality. They enjoy drinking and feasting on salted meats, which primarily consist of pork.


Hobbits of Oakbottom
Hobbits in our universe are a diminutive, cheerful and industrious folk. They are known for their love of simple pleasures, such as good food, drink, and companionship. They live in small, comfortable homes built into hills or burrows and tend to keep themselves away from the affairs of the outside world.
The Hobbits of Oakbottom are likely to be skilled farmers and gardeners, taking great pride in their crops and gardens. They are known for their love of good food and drink, and they are likely to have a lively and active social scene centered around their local inns and taverns.
Despite their small size, Hobbits are also skilled craftsmen and artisans, and they are known for their fine skills in woodworking, pottery, and other crafts. They have a great respect for tradition and history, and many of their homes and crafts are designed with this in mind.
In terms of personality, Hobbits are generally friendly and outgoing, and they are known for their love of adventure and exploration. They have a great sense of humor and a deep appreciation for the simple pleasures of life.
Oakbottom
Oakbottom is a charming and idyllic hobbit settlement located in the rolling hills of the Exiled Lands. The town is comprised of small, cozy homes built into the hills and valleys, with lush gardens and vegetable patches surrounding each dwelling.
The settlement is known for its beautiful maple trees, which grow in abundance throughout the area. The leaves of the trees turn a rich golden color in the fall, making Maplecrest an especially picturesque place during this time of year.
The main center of activity in Oakbottom is the town square, where locals gather to socialize and enjoy the many festivals and events held throughout the year. The square is lined with quaint shops and businesses, including a bakery, a cheese shop, and a brewery that serves the famous Hobbit ale.
Hobbits in Oakbottom are known for their love of good food and drink, and the town has a reputation for producing some of the best food in the Exiled Lands. Visitors can sample a variety of delicious dishes made with locally grown ingredients, including hearty stews, savory pies, and fresh-baked bread.
Despite its small size, Oakbottom is a thriving community with a lively and active social scene. Hobbits here are known for their love of music, dancing, and storytelling, and visitors to the town can often hear the sounds of merry music and laughter coming from the local inns and taverns.


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Orcs/Goblins
Orcs/Goblins in our universe are a race of brutish, warlike beings that are often depicted as being crude and violent. They are typically associated with darkness, chaos, and evil, and they are often portrayed as being the enemies of other races, including elves, dwarves, and hobbits.
Their domain lies within the snowy area around the base of a volcano, the Orcs/Goblin's that live there are likely to have adapted to their harsh and unforgiving environment. They are likely to be tough and resilient, with thick fur and powerful builds to withstand the extreme cold and harsh winds of the region.
These Orcs/Goblin's are likely to be a tribal and warlike people, with a deep reverence for strength and power. They may be organized into clans or tribes, with each group vying for dominance over the others. They may also be known for their fierce loyalty to their leaders and their willingness to engage in violent conflicts with other groups.
Ugzad Vron
An Orc encampment in the frozen tundras of the Exiled Lands would likely be a harsh and brutal place, with few comforts and little in the way of luxuries. The encampment would be situated in a remote and inhospitable location, surrounded by frozen wastes and towering snowdrifts.
The encampment itself would be made up of simple tents and huts, constructed from animal skins and furs stretched over wooden frames. The tents would be arranged in a rough circle, with a central fire pit providing warmth and light to the inhabitants.
Within the encampment, the Orcs would likely be engaged in various activities, such as hunting, fishing, and crafting. They would also be training for battle and raiding, honing their skills in close combat and archery.


PvP Rules (Combat)
This applies universally to PvP, PvE, and PvA. Events or personal IC matters.
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1st knockdown = Warning. You can still rejoin for the duration of the fight without sustaining any injuries. The cooldown here is for the duration of the fight. If someone knocks you out, you will then go home or at least leave the scene to focus on different RP and then join a different fight (especially against a different opponent), you start from scratch. However, if you keep fighting against the same opponent or participate in the same fight against different foes and fall…
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2nd knockdown = You must seek the assistance of a healer to assess your injuries. The severity of injuries is up to you. If a qualified healer isn’t available, ask anyone to at least help you help yourself (bandage, clean the wounds, a place to rest). Either way, for at least 24h, you should act injured. Not just “status = injured.” Your voice should sound like you’re in pain. Your body should reflect that. Or at least your text RP should indicate that. Limp, use someone to support you, or use an injured emote…
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3rd knockdown = If you still decide to continue fighting… within 24 hours after sustaining the injuries of your second knockdown, your character will be facing the following choice: forced perma or slavery.
"Forced Perma"
Yes. You can force someone to die. But… not before the other side indicates that this is their third knockdown. They can either do that through text RP (/me is barely alive, waiting for the final blow, but still attempting to struggle with all the power they can muster), voice “just finish me,” or even DM. Don’t attempt to kill someone who doesn’t have to perma. Such encounters can be super awkward. The goal of this is to not camp over knocked out opponents until you can finally perma them, just to increase your ratio. If someone has no interest in fighting any further, please… find it in your heart to get RP distracted, check your rear, and act like pursuing those cowards isn’t worth it. Focus on bigger threats. And let them live to fight another day, if that is their wish.
Slavery
In case the encounter is PvP related, you must indicate to the opposing player (through voice or text RP) that you are still alive but barely… unable to walk and continue fighting, perhaps temporarily unconscious. The opposing player can then take you to their faction and enslave you, incarcerate you, or use you as a bargaining chip (in case they want to trade you for other prisoners of war). It is, of course, their right to orchestrate a little trial for you, interrogate you, or eventually perma your character anyway. However, at least you have a chance others might save you. In that case, don’t hesitate to file a ticket. We might arrange the scenario with both factions to see if they’re willing to participate.
The mechanic is supposed to generate RP and avoid guaranteed death. To give your character uncertain & severe consequences for continuing the fight. The point here is not to bring back home a brand new sexual slave or to do some creepy torture shit. Don’t abuse this mechanic.
If it’s someone you know and you are on DM chatting bases with them… even if they provided you with their consent, try your best to avoid doing anything overly power gamey or jarring. Feel free to file a ticket and ask us to supervise the smooth progress.
What if the knockdown was BS like gravity, lava, latency, or an admin shift+deleted you “by accident”? It still counts! At least as the first knockdown. However, please don’t perma after falling off your roof for the third time in a row when there are no witnesses. This is just something to ensure the value of life and add more states and consequences for certain decisions. Use it as a guideline that will only be enforced if we see the glaring omission of this rule. “How can you know as an admin? Will you spy on us all the time?” No. And you’re right. We don’t. And please don’t rule-splain to people during RP. File a ticket. We will assess the situation; if necessary, the god of death will knock on their door and reclaim what is rightfully theirs. In character, of course.
Aggressor Recording
The aggressor in a situation is required to record video of their engagement. If they are unable to provide video evidence and a ticket is brought against them, then it will be much harder to take their side in the dispute.


Season 1 Specific Rules
Below are the Season 1 specific rules and instances.
Tribes
You may not create a new tribe. You will be invited into one of the faction tribes depending on your racial choice in the OOC starter area. From there, you will be transported to your faction territory capitol where you will meet your comrades who will invite you in (if no one is around and you need “keys”, file a ticket).
Territories
Please build within the territory of your faction. The territories might change (expand or become smaller). However, your main guideline should be to live close to the main faction building and communal houses. First seasons are usually slow. This will ensure we have more people in the same spot to experience more RP.
Solitary RP & autonomy
If you wish to build in a more private/remote location (even as a special character), please keep it small and use the communal workshop of your faction. If you plan on bringing a bigger tribe and want to build a fort or any kind of special business with more autonomy, we can arrange a nearby teleportation to help you get more traffic from the main hub.
"Forced Perma"
Yes. You can force someone to die. But… not before the other side indicates that this is their third knockdown. They can either do that through text RP (/me is barely alive, waiting for the final blow, but still attempting to struggle with all the power they can muster), voice “just finish me,” or even DM. Don’t attempt to kill someone who doesn’t have to perma. Such encounters can be super awkward. The goal of this is to not camp over knocked out opponents until you can finally perma them, just to increase your ratio. If someone has no interest in fighting any further, please… find it in your heart to get RP distracted, check your rear, and act like pursuing those cowards isn’t worth it. Focus on bigger threats. And let them live to fight another day, if that is their wish.
Building Rules
These rules are for everyone within the main faction tribes. If you group up as a "house" within the main faction, these rules apply to you.
- 1 person- 500 build pieces| 50 decor| 1 communal chest
- 3 People- 1000 building pieces|100 Decor| 1 Communal Chest
- 5 People- 2000 building pieces| 250 decor| 2 communal chest
- 10+ People- 3000 building pieces| 500 decor| 2 storage chest.
In the following pages you will find descriptions on each of the races, abilities, and cities.
Building cont.
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Only one Ravencrest Mailbox per Tribe. (No private ones allowed) and one Ice Box per house.
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Workshops are forbidden (You can make a decorative one with no inventories, the functional one will alway be communal and accessible.) If you want to craft something outside of the communal workshop, please pick everything up and leave it in the box.
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one personal chest/storage per person in private room
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Stay close to faction area: try to build as far away from your neighbor/ public portal as possible but stay close to designated faction area for the RP.
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Decor Go easy on decor, like really easy. You're having a nice garden impacts the entire server. Please use the public garden to take pretty screenshots: try to actively avoid overlapping lights, animated decor, and any kind of floating particles or fires casting shadows.


Rules cont.
Below are a few honorable mentions and such.
Thralls
Crafting thralls, fighter thralls, follower pets, or any other tamable creatures are not allowed! They are also not needed. Anything you need for crafting, flavor, or combat… will be spawned by the admins. Small stuff like decoration can easily be crafted in faction workshops.
Loresplaining
Please don’t. Not everyone read the books (or even watched all the movies without falling asleep), and not everyone knows elvish or all the “historical facts”.
There is rich lore in both official works of Tolkien and various adaptations. None of it is, however, mandatory to know in order to participate in this season. Which is purely fictional and very loosely based on the movies (before they happened). Yes, you can play a historian and teach us all about it IC. Just keep in mind we purposefully never specified what year it actually is. We purposefully want to keep certain things vague to not scare people away and to force them to study for this season.
We’re not ruining the movies, expanding on video games, or competing with the books or popular fanfictions. We just like the theme and thought it could work within the Conan RP universe.
Family names, popular characters, storylines, and the movies
Aragone, Aragoone, Argagorn = ok, Aragorn is not
Yes, you can play a character that carries the name of an obscure character from the books.
Still, please remain “within the boundaries of this world” = we don’t want to deal with characters who carried the ring, killed Sauron, etc. = you can share myths and stories and potentially even bring up famous characters from The Second Age, but don’t reference the original trilogy of movies (those have yet to happen).
We don’t want people that aren’t familiar with LOTR lore to feel excluded or lost. This is why we’ve used Middle Earth and its people as a foundation, but created our own story around it. Please avoid “Loresplaining” as it might confuse people and it might not actually align with our story on the server.
House raids and Theivery
Update: No stealing this season unless you down an opponent and they pull their bracelet. That goes for items, resources, coins or anything else. Secure a consent first if you want to experience thief RP and deal with the consequences.
Do you wish to raid someone’s home? Honestly, don’t bother. Conan raiding is ass. Explosive arrows take ages. Barrels do too much damage. And don’t even get me started on melee weapons. If you have consent from the opposing side and you wish to create a story out of it, sure. But don’t even bother raiding someone to gain free stuff. There is no need for it on this server anyway.
Official story raids when it comes to stealing weapons, treasury, or any kind of lore important item, substance, or even a player (to free them from captivity) = file a ticket. We’ll make sure both sides are on the same page and help facilitate a reasonable outcome.
Do you wish to steal someone’s belongings randomly in the wild? You can. If you manage to knock them out, you can text RP “attempts to steal their weapon” (only the one they used in the fight against you). They can, of course, avoid the fight and just straight up give it to you to save their lives.
Capture RP
- “Willing to be capture rule” - If you are willing to be captured after a down, wait until your timer is up and then lay down on the battlefield. You can even adjust your status to help inform the other side of your intentions. Prisoners should not be taken otherwise unless consent is given.
- Prisoners will be brought to the prison camps. The captors should consult with the prisoner via DM’s and ask them if it would be alright to see if their faction wants to mount a rescue. If the prisoner agrees to it, then both sides should reach out and discuss terms of rescue. Please keep the admins aware of the situation & the terms. If the prisoner does not agree to a rescue, then captors can keep them for a total of 30 minutes. During which, the prisoner should be actively roleplayed with. Once that time is over, then the captors must leave the area and allow the prisoner a chance to escape.


Rules Cont 2.
- If you are a prisoner, you must wait until they give you your window of opportunity to escape (after the 30 minutes).
- Torture RP is never ok without consent.
Wars
In this season, the primary expectation is for the “good factions” to unite against the “bad faction.” However, you are in no way obliged to follow that trajectory. If you wish to have personal conflicts or even hostile intentions against a fellow good race, go for it. It will have consequences, but it’s not impossible to have your own agenda. Especially if it’s reasonably RP’d from both sides, and more players get involved
War Ground Rules
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Once the conflict is created (from the initial hostile intentions) and you feel like your character has enough reasons to start an official conflict, involve more individuals, or turn it into a full-scale war, we would like to kindly ask you to file a ticket. We will create an environment where both sides of the story are brought into a dialogue. There will be polls, there will be ground rules (what kind of weapons should be used, are special characters allowed, what numbers would make sense to make it fair…), winning conditions, and what happens if one of the sides loses. There will be admin oversight, and you have our word we will try our best to minimize the salt and turn it into something cool. After that, there will be multiple ways to prove your superiority (a battleground in the middle of nowhere, siege, 1v1 duel of champions, deux ex machina bad guy intervention to help with the tension…) = whatever both sides agree on and prefer
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Remember. Even if you wish to have an organic conflict with as little admin intervention as possible, you can still do that. You can play a jerk who occasionally gets rude and stabby. And you are well within your rights to deal with such players however you see fit. However, if more people get involved and if you think the situation could get out of hand or there is more RP to be had, please let us know. We will try to help you.
Orc Specific Rules
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The Orcs will occasionally roam into enemy territory to remind everyone of their foul and evil nature. Such warbands will be publicly announced and both organic and scheduled in advance to allow players to form alliances/parties to either deal with the threat or to deal with consequences in case they are allowed to run rampant.
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What about an individual attempt to go kick someone’s butt? As an orc, you can absolutely go out and hunt people or other races down. However, there is a reason why orcs in LOTR don't really do that. They're not exactly strong 1v1. Their strength is in numbers. And if you tried to pick a fight with an elf, human or a dwarf, you would most likely throw your life away.
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The point of orcs is of course not to harass people and make their life on the server miserable. The main idea behind that faction is to give people cool interactions and a decent PvP challenge. Every raid/warband will be publicly announced on Discord, so that whoever wishes to defend against it can participate and turn it into a cool RP fight. And if you’re still terrified of the PvP proposition, remember it’s Orcs. The second weakest race after Hobbits. And if you’re a Hobbit, fear not. The Orcs are not aware of your location. Make sure it stays that way!
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During warbands, Kill On Sight is allowed and encouraged. However, if The Orcs see someone who doesn’t want to get involved, they immediately run or act like they are not home. They will disengage and look for different targets. Don’t provoke them because that is immediate consent for them to target you.
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Territories where KoS is enabled = Orc territory (especially around their camp). If you enter, be prepared to fight (even without a Discord announcement or initiating a proper warband). Once you leave their territory, the orcs will be more cautious (unable to quickly reinforce and overwhelm).
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Rules Cont 3.
- Territories where Orcs are allowed to poke and announce attacks against = only Humans. If their territory is conquered (only when enough of them are around to defend it) and the humans fall, this area will increase and involve other factions (except for Hobbits, who will always be shielded from these skirmishes, unless they’re actively seeking them or they are in a party of other races).
Avoiding PVP
It is allowed to use a caravan NPC to leave the scene and disengage (if you’re not interested in PvP). If you're interested in the conflict, fight it out! At least for a round or two. Your character can always escape and flee back home to safety. The orcs will not be able to follow you. As an Orc, you may not camp the caravan landing zones or their NPCs. You will get restless, bored and move on with your day to look for a different target.
Banned Items and Activities.
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Any BattlePass Potion (Especially invisibility)
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Anything to do with golems (Causes Latency Issues)
Territory Map

