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Telanir

War Rules

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War Rules

The war rules follow the community guidelines.

 

Wars between two or more groups must follow the procedure outlined below. If you have any trouble with understanding, contact the War Lead or any War moderator for clarification. The war rules follow the community guidelines. If all sides in a war agree they may determine their own war procedure.

 

War Procedure

In order to begin a war, the attacking side must have a casus belli. The term (often abbreviated to CB) means “an act or event that provokes or is used to justify war.” A casus belli is valid for 4 weeks (28 days), and for every following month decreases by one tier.

 

A warclaim must be posted in order to begin a war. If the claim to war is sufficient the War Team will accept it. Alterations to the claim must be brought up 72 hours before the battle.

 

A war begins with a skirmish unless there is valid reason for otherwise. A battle on open terrain will determine which side chooses the proceeding action: a full/partial conquest, or pillage depending on the tier of the warclaim.

 

The attacker may establish siege grounds if they win a skirmish on the perimeter of their target. The defenders must win to maintain their borders. In order to capture any subsequent settlements the attackers must wage a field battle in-between.

 

If the defending side wins they become the attackers and choose the trajectory of the war. They may either besiege an opposing fortification or stand their ground. A fortification may be attacked weekly, and three consecutive defenses will result in a stalemate.

 


General

Once a siege is declared you may not use creative-mode to alter terrain or structures. A settlement should be war-proofed at the time of construction, rather than a week before a warclaim. “PvP forts” with insta-kill traps and murder holes are not permitted, structures must follow server rules regarding builds. During a siege all lockpicking is similar, reference the server rules.

 


War Severity

The consequences of a battle are determined by the tier of the casus belli.

 

(3) Pillages

Chests may be pillaged. Leaders face no consequences upon death. Reasonable war reparations will be handled in-character, failure to comply results in a casus belli.

(2) Vassalage

Conquered settlements receive “ruined” renovations. Chests may be pillaged, anti-griefing rules still apply. Leaders killed in battle may be captured with a best two out of three rolls of at least 14+. Nation / faction may be fully vassalized. It will still exist, but in servitude to the victor.

(1) Conquest

Conquered settlements receive “ruined” renovations. Chests may be pillaged, anti-griefing rules still apply. Leaders killed in battle may be captured or permanently killed with a best two out of three rolls of at least 14+. Death while in captivity also results in permanent death. If a capital is taken then the leader is captured automatically. Conquered faction may be subjugated or purged from existence, all owners lose full control to the victors.

 


Cost of War

Siege weaponry may be purchased prior to battle. Weaponry requires ammunition in order to be used. Each side is in charge of building their own siege engines.

Leaders are responsible for the /roll for their siege weapons, and also roll at the beginning to determine which side fires first. Shots are executed in volleys or waves and are done on a turn basis.

 

Trebuchet / Catapult

Cost: 1,000

Players operating: 3

Ammunition: Stoneshot

Results in moderate to heavy damage to terrain and structures.

Rune Cannon

Cost: 1,250

Players operating: 3

Ammunition: Stoneshot / Ironshot / Fireshot

Results in moderate to heavy damage to terrain and structures.

Ballista

Cost: 600

Players operating: 3

Ammunition: Heavy iron shovels or iron lances.

Results in light to moderate damage to a wooden structure.

Siege Tower

Cost: 1,000

Players operating: 10

Results in movement forward.

Battering Ram

Cost: 500

Players operating: 6

Results in damage to gates. Each hit removes health. Gate health depends on the time it takes to destroy the gate by hand.

 

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