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Retaliatory Conflict


This style of CB is available to groups, lairs, settlements, and nations and is normally in response to a previous event or a certain state of affairs presently. This is a more broadly earned CB, making it a relatively simple one to claim but also it’s not necessarily strong enough to justify conquest or national elimination. Situations that could qualify as a valid reason for this CB include; Subterfuge/disruptive interference, assassination attempts on important figures, religious disagreements or crusades, cultural incongruencies/friction, economical obstacles or diplomatic failures (broken treaties/deals), ethical dilemmas or past atrocities, displays of great disrespect or events of grave dishonor.  Under these conditions, either a Vengeance War Amendment War may be attempted.

 

Vengeance War (VW):

VWs are for the purpose of enacting revenge or retribution following a deliberately destructive or devastating event/incident. Some standard situations like a failed EW or RW attempt, successful or failed assassination attempts on important figures, diplomatic/economic/civil/militaristic sabotage or subterfuge, social or cultural atrocities (enslavement of citizens, unjust executions, genocides, deeply deplorable practices, important object/icon theft, sacred (non-religious) or venerable locations/building defilement or destruction), or other common law violations that inflict a large degree of harm on a group/settlement/nation or even the state of the world are valid reasons for a VW. In all cases, violations or ethical transgressions must be aptly proven and be justifiably serious enough to warrant a war. These reasons cannot be completely fabricated and must have tangible supporting evidence OOCly- RP embellishments are permitted to a certain degree for creative/atmospheric RP reasons.

 

During a VW, one clearly defined group will be determined as the main Attacker (who declared the war) while another will be the main Defender- these will make up the main Participants. Groups cannot be combined with other external factions/groups/nations for the purpose of these designations. At the start of a VW, an initial battle will take place with only the main Attacker and Defender being able to participate. The loser of the initial battle will be able to call upon ally support in the next battle. A VW will consist of at least 2 battles including the initial battle. In order for either side to achieve automatic victory in the war, they must win 2 battles in a row. Sieges are unlocked for a side following a battle win. An Attacker may target any settlements, fortifications, or nodes in tiles that are adjacent to their own borders. Opting to pursue a siege as the final battle will allow the Attackers to pillage the sieged settlement or fortification. Additionally, the final battle may be fought over a resource node as a ground battle with the Attacker being able to capture or destroy it following victory. The side being sieged may make realistic alterations (not complete overhauls) to their defenses in the time between the previous battle and the date selected for the siege event. If there are no pre-established fortifications or settlements, the besieged side may create hasty defenses (no enclosed forts/walls). During the course of the VW, whenever the option to siege is unlocked by a side and a target is selected, all building within the tile the target is in is restricted- exception being to building inside walled off settlements or fortresses. Building may resume for a side that has been restricted following a battle win.

 

The Defender in the VW has the opportunity to push into the Attackers territory and siege a target under the same conditions as outlined above. The Defender may select a target to siege from any of the adjacent to their own borders. Should this option be pursued, ally support for the main Defender will be restricted during the aggressive attempt.

 

The main participants may sue for peace in RP and create terms organically through diplomacy at any time. These terms are up to the main participants to decide and enforce, failure to abide by the terms may result in an actionable CB (Amendment War) later. There will also be server terms that are automatically enforced by staff following victory/peace- participants may opt out of these terms with unanimous assent.

 

Staff Enforced Conditions:

  • Attacker victory from a VW:
    • Raids and banditry by the main Defender are completely disallowed for 4 weeks following war end in the main Attackers territory.
    • All Defender warcamps are expunged from the Attackers territory 
    • If the VW was in response to an attempt on an important figures life from the main Attacker, someone of equal rank/importance with the main Defenders can be PK’d, Exiled, or deposed (government/military positions). This person must be identified prior to acceptance of the war by Moderation.
      • If the target refuses or evades the PK, the character must exile from the main Defender group/settlement/nation. If the Defenders refuse to exile them or are discovered to harbor them later, the Attacker will gain an actionable CB (Amendment War).
    • The main Attacker can pillage the target of the final siege and any resource nodes in that tile. Alternatively they may occupy the resource nodes but such will award an actionable CB to the main Defenders (RW).
    • The main Attacker may occupy a sub-region in the main Defenders territory for the purpose of safeguarding important objects or locations relevant to the war. These objectives need to be identified prior to acceptance of the war by Moderation.
    • For most other transgressions/damages caused by the main Defender, previously agreed upon terms will be enforced as determined in the war claim post on the forums. These can include; one time payments, recurring tribute payments, imprisonment of important figure(s), maiming in lieu of payment to important figure(s), public apologies by important figure(s), or whatever else is determined to be sufficient retribution for the wrong.

 

  • Defender victory from VW:
    • Raids and banditry by the main Attacker are completely disallowed for 4 weeks following war end in the main Defenders territory.
    • All Attacker warcamps are expunged from the Defenders territory
    • CB protection for actions while defending owned territory during the RW. This protection may be revoked by Mod Management+ should actions by the Defender be considered unnecessary or provocative enough.
    • The main Defender can pillage the target of the final siege and any resource nodes in that tile. Alternatively they may occupy the resource nodes but such will award an actionable CB to the main Attacker (RW).

 

Amendment War (AW):

AWs are for the purpose of righting what has been wronged during typical economic, diplomatic, or social exchanges. They are usually reserved for much less jarring or offensive instances that would trigger a VW. Rather, AWs usually occur as a result of violated treaties or diplomatic agreements, economic competition, unfulfilled promises, or moments that personally offend certain organizations, institutions, or important figures. In all cases, these sort of transgressions must be proven to have happened and be worthy of conflict that make sense in the applicable contexts. These reasons cannot be completely fabricated and must have tangible supporting evidence OOCly- RP embellishments are permitted to a certain degree for creative/atmospheric RP reasons.

 

During an AW, one clearly defined group will be determined as the main Attacker (who declared the war) while another will be the main Defender- these will make up the main Participants. Groups cannot be combined with other external factions/groups/nations for the purpose of these designations. At the start of an AW, an initial battle will take place with only the main Attacker and Defender being able to participate. The loser of the initial battle will be able to call upon ally support in the next battle. An AW will consist of at least 2 battles including the initial battle. The option to siege becomes available after two consecutive wins if the Attacker wishes to press the conflict further, however the war may be ended after the 2nd consecutive battle win. The Defender in the AW has the opportunity to push into the Attackers territory and pillage targets that are adjacent to owned tiles following victory in the war. As well, they may siege Attacker owned targets in a 3rd battle if they so choose.

 

The main participants may sue for peace in RP and create terms organically through diplomacy at any time. These terms are up to the main participants to decide and enforce, failure to abide by the terms may result in an actionable CB (Amendment War) later. In the event that peace terms stemming from an AW are violated in the future, the main Defender will lose the ability to utilize ally support in the next AW. There will also be server terms that are automatically enforced by staff following victory/peace- participants may opt out of these terms with unanimous assent.

 

Staff Enforced Conditions:

  • Attacker victory from a AW:
    • Raids and banditry by the main Defender are completely disallowed for 4 weeks following war end in the main Attackers territory.
    • All Defender warcamps are expunged from the Attackers territory 
    • The main Attacker can pillage non-walled settlements (limit 1) or resource nodes in any adjacent tile to owned territory if there are no fortifications in the tile. If a siege was opted for, the Attacker may pillage the sieged target in addition to any non-walled settlements (limit 1) or resource nodes.
    • If the AW was the result of economic competition, the Attacker may occupy a resource node in a tile adjacent to owned tiles but such will award an actionable CB to the main Defenders (RW). This reason needs to be stated prior to the warclaim being accepted to allow for node occupation.
    • For most other wrongs perpetrated by the main Defender, previously agreed upon terms will be enforced as determined in the war claim post on the forums. These can include; one time payments, recurring tribute payments, imprisonment of important figure(s), maiming in lieu of payment to important figure(s), public apologies by important figure(s), or whatever else is determined to be sufficient retribution for the wrong.

 

  • Defender victory from AW:
    • Raids and banditry by the main Attacker are completely disallowed for 4 weeks following war end in the main Defenders territory.
    • All Attacker warcamps are expunged from the Defenders territory
    • CB protection for actions while defending owned territory during the RW. This protection may be revoked by Mod Management+ should actions by the Defender be considered unnecessary or provocative enough.
    • The main Defender can pillage non-walled settlements (limit 1) or resource nodes in any adjacent tile to owned territory if there are no fortifications in the tile. If a siege was opted for, the Defender may pillage the sieged target in addition to any non-walled settlements (limit 1) or resource nodes. However, doing so will incur an actionable CB against them (VW).
    • The main CB by the Attackers for the AW will become void

 
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