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The Law of the Tropics (OOC RULES)

Guarma Respect..

Guarma Roleplay Rules & Escalation Guidelines

Welcome to Guarma, a volatile and ungoverned island where untapped riches, whispered revolutions, and deadly rivalries churn beneath the tropical canopy. With no established central authority and the collapse of colonial control still echoing through its jungles, Guarma is a land ruled by ambition, blood, and rum.

Conflict is inevitable—power is the prize. However, even in lawless lands, roleplay must remain immersive, structured, and fair. These rules are here to ensure Guarma is dangerous for the right reasons—and not a mindless war zone.


💊 ERYTHROXYLINE CULTIVATION NOTE: The processing of coca leaves into erythroxyline (cocaine) is restricted to Guarma unless explicitly authorized by Faction Support. Such exceptions are rare and reserved for Narco factions with a strong track record of high-quality, diplomatic roleplay.


1. ⚔️ Escalation Rules on Guarma

🌋 Natural Tensions

Guarma is a high-stakes, high-reward environment where factions will clash over land, influence, and resources. Escalation is expected, but it must make sense in-character (IC). No random aggression.

🧠 Justification for Conflict

Before initiating violence (e.g., ambushes, kidnappings, or raids), there must be clear in-character reasoning. Not every disagreement needs to end in bloodshed—develop rivalries through tension and drama, not senseless murder.

🔫 Trigger-Happy Culture

While Guarma is more lenient than the mainland with gunplay, it is not a free-for-all. Lethal escalation must follow warnings, negotiations, or provocations. Jumping straight to violence will be considered RDM.

🗨️ Non-Violent Escalation

Diplomacy, bribery, blackmail, and power plays are all valid alternatives to gunfire. Faction leaders are encouraged to use soft power to build long-term control instead of just bullets. Over use of violence will be noted in your groups record and bar you from obtaining dynamic leadership roles or server opporunties that are saved for those with healthy and non-violent roleplay lines.


2. 🚫 Escalation Restrictions

🛑 OOC Boundaries

Out-of-character (OOC) issues must never bleed into the roleplay. If there’s a problem, take it to support channels. Do not use RP as a weapon to resolve personal disputes.

🔥 No Kill Without Build-Up

Killing without proper IC context is strictly prohibited. Death must always have a foundation in roleplay and progression.

🕊️ Non-Escalation Zones

There are designated safe areas on Guarma where hostilities are not allowed unless there’s an active, server-approved plot.

Non-Gunplay Escalation Areas:

  • Guarma Port (Entry Zone) and merchant docks

  • 50M zone around the port (Town vicinity)

  • Fist fights may occur, though they must be shrouded in deep roleplay or reason. Meaning, do not say "Oh I cant shoot so I'll just beat people up".. You better have an unarguably good reason before you start chaos in the town.

  • This rule does not apply when U.S. law enforcement is caught in the Guarman town. Rebels or adverse parties may do as they wish within the safe zones if it involves removing, or capturing a U.S. law enforcement agent within the entire map of Guarma.

🔄 If combat begins outside these zones and spills into them, roleplay should continue uninterrupted. I.E. If you run into a safe zone thinking you are safe after being involved in an altercation in the plantation.. You are not protected by the safe zone rules.

🧯 De-escalation Awareness

Recognize when it's time to cool down. If a group offers surrender or parley, honor the gesture unless you have legitimate IC reason to ignore it.


3. 🛂 Guarma’s Law: No U.S. Enforcement

Note: This does not apply to law enforcement groups created within Guarma under the Guarman government (If one is to be created through the dynamic territory ruleset)

🚫 No Jurisdiction

U.S. Law Enforcement has no legal authority on Guarma. Their presence is strictly forbidden unless explicitly approved by the Senate with the Guarman Governor’s endorsement.

🎭 Enforcement Roleplay

U.S. lawmen caught operating without authorization will be treated as civilians. They can be arrested, enslaved, or worse by Guarma’s ruling powers.

⚖️ Violating U.S. Officers

Captured LEOs are at the mercy of local factions. This could lead to imprisonment, labor, or Character Kill (CK) if warranted. Enter Guarma at your own peril.

📜 Federal Law Clause: Unauthorized LEO operations (excluding approved informant-based actions) on Guarma can result in Dereliction of Duty hearings in Kamassa's federal court.


4. 🏴‍☠️ Faction Conflicts & Resource Control

🗺️ Turf Wars

Factions will clash over coca groves, rum distilleries, shipping lanes, and smuggling trails. These fights must be IC motivated—not prearranged OOC events.

🤝 Coexistence Encouraged

Narco factions are encouraged to divide resources diplomatically, claiming one of Guarma’s many industrial zones or jungle coca fields. But beware—greed makes you a target.

🐖 “Pigs get fed. Hogs get slaughtered.” — -- Banjos Proverb

🔐 Resource Domination

Control over territory (rum stills, coca labs, etc.) is earned in-character. You may tax, protect, or defend your claim—but only through roleplay. Claiming land OOC or without meaningful conflict is not allowed.

🔄 Power Shifts

Guarma is designed to be dynamic. Expect leadership and control to constantly shift. Do not “lock down” the island. Rise and fall through story and strength—not reliance on admin protections or whitelist security. Guarma is a privilege for all, not a necessity to a few.


5. ⛓️ Capturing and Killing on Guarma

🎯 Capture/Kill Scenarios

If your group captures a rival or rogue LEO, you control their fate. Hold them hostage, extort, or work them— They know the risks before they took the ferry to Guarma.

📆 Captivity Limits:

  • Players can be held for ransom or labor for up to 24 hours (OOC time).

  • Killed players (non-CK) are barred from the conflict zone for 24 hours.

Death Cooldown:

  • Must remain off the island for 24 hours post-death, if the death was a consequence of player vs player actions.

⚰️ Character Kills (CKs)

CK is the final consequence on Guarma. Factions with enough IC power may request a CK if a player grossly oversteps. CKs require admin approval, but the bar is lower due to Guarma’s hostile nature.

⚠️ By entering Guarma as a narco faction member, you accept that death is part of the story. Cocaine and its precursors are "End tier" commodities and attempting to influence or obtain market share within that trade is a affirmation that you agree to the Cocaine CK rules.

NOTE: Coca-Cola manufacturers are bound by the same rules. It is up to you to proceed carefully when sourcing your cocaine and to keep in the good graces of the those in control of that trade.

👮‍♂️ CK on Law Enforcement

Any LEO who enters Guarma unlawfully waives appeal rights. They are subject to immediate and automatic CK approval if captured by local factions. Even endgame operations (e.g., "Operation Wildfire") require server leadership approval and are rarely allowed.


6. 🎭 Respect the RP

🎬 Stay In-Character

Guarma is not a playground—it’s a dangerous, immersive, evolving region. All actions must be driven by meaningful character motivations.

If you come here to shoot without purpose, you will be removed. A GUARMA BAN system is in place for violators.

🤝 Collaborative Roleplay

Even in violence, respect the scene. The goal is not just to win, but to tell great stories. Rivalries. Power grabs. Tragedy. Diplomacy. Let Guarma be shaped by its people—not just its bullets.


Final Thought:

Guarma is an island of tension, treasure, and transformation. It can make kings out of beggars—and corpses out of kings. Play smart. Play fair. And remember…

In Guarma, the jungle always watches. And she always takes back what is stolen.

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