Wars and Battles - Ruleset for In-Game Wars
Apr 18, 2023 22:06:53 GMT
conchobar, Tristen, and 6 more like this
Post by warwick on Apr 18, 2023 22:06:53 GMT
Wars and Battles
"...War has always been a part of life in Tilbaut County. From the days of Calradic antiquity to the Vaegir Invasion eight years ago, Tilbaut has always been a place accustomed to blood-letting - be it between its baronies, its villages, or with their respective neighbors, Dhirim to the south, and Reyvadin to the north..."
Below will be detailed our new war system, relating details on the rules of keep assaults, safezones, war-time behavior, conquests and occupations, imprisonment, gear and anything else you might need to know about in-game fighting between factions.
These are organised rules and parameters to set conflict between factions, but fighting and conflict can occur and escalate without a feud/war formally being declared.
For one, outside of organized wars, factions, organizations, groups and individuals can fight outside KA zones, loot and take prisoners.
We’ve adjusted the looting margins outside of feuds/wars, 10% up to 1500. For factions and affiliated parties, opposing each other in feuds/wars, the margin is 20%, up to 3000.
Safe Zones/ Keep Assault Zones
In safe zones/keep assault zones, hostilities cannot occur unless initiated by the residing faction or during the agreed Keep Assault hours of a feud/war, or with an approved KA ticket (or enforced KA in the case of rule 12.3).
Keep Assault Time Window
Factions/Organisations that feud or go to war will agree on a set 2/3 daily hours (or a single fixed session) when their keeps can be assaulted openly.
Keeps can only change hands during these set-hours, and at the end of each KA time window the possession of each keep is recorded if the feud/war is not concluded by the end of this period.
If a keep assault is ongoing when the time window ends, overtime can be permitted. Keep Assault Time Windows can be changed (such as for weekends) if both sides agree.
Arson/destruction can only happen during this KA Time Window. Arson rules have been posted here.
Prison-break Time Window
During a feud/war you can be held prisoner for a prolonged time. Prisoners only need to be released at the end of the feud/war. Alternatively, you can escape. Captives held in non-dedicated places, i.e. houses or rooms, will have the opportunity to free themselves (the ease and odds of success depend on circumstance and require staff oversight) during a time window that extends 1 hour before and 1 hour after the KA window. Prisoners held in a faction’s/organization's dedicated prison need to be broken out from the outside during the same time window, encouraging prisoners to be kept in a dedicated prison space (such as a cage or a dungeon). All prison breaks must be supervised by a non-involved member of staff.
Relics
Passive faction relics must stay on-hand with the faction leader (or in the event of multiple faction leaders, whichever one wears the faction leader combat set). No relics, combat or passive, can change hands once a feud or war has started.
Below will be detailed our new war system, relating details on the rules of keep assaults, safezones, war-time behavior, conquests and occupations, imprisonment, gear and anything else you might need to know about in-game fighting between factions.
These are organised rules and parameters to set conflict between factions, but fighting and conflict can occur and escalate without a feud/war formally being declared.
For one, outside of organized wars, factions, organizations, groups and individuals can fight outside KA zones, loot and take prisoners.
We’ve adjusted the looting margins outside of feuds/wars, 10% up to 1500. For factions and affiliated parties, opposing each other in feuds/wars, the margin is 20%, up to 3000.
Safe Zones/ Keep Assault Zones
In safe zones/keep assault zones, hostilities cannot occur unless initiated by the residing faction or during the agreed Keep Assault hours of a feud/war, or with an approved KA ticket (or enforced KA in the case of rule 12.3).
Keep Assault Time Window
Factions/Organisations that feud or go to war will agree on a set 2/3 daily hours (or a single fixed session) when their keeps can be assaulted openly.
Keeps can only change hands during these set-hours, and at the end of each KA time window the possession of each keep is recorded if the feud/war is not concluded by the end of this period.
If a keep assault is ongoing when the time window ends, overtime can be permitted. Keep Assault Time Windows can be changed (such as for weekends) if both sides agree.
Arson/destruction can only happen during this KA Time Window. Arson rules have been posted here.
Prison-break Time Window
During a feud/war you can be held prisoner for a prolonged time. Prisoners only need to be released at the end of the feud/war. Alternatively, you can escape. Captives held in non-dedicated places, i.e. houses or rooms, will have the opportunity to free themselves (the ease and odds of success depend on circumstance and require staff oversight) during a time window that extends 1 hour before and 1 hour after the KA window. Prisoners held in a faction’s/organization's dedicated prison need to be broken out from the outside during the same time window, encouraging prisoners to be kept in a dedicated prison space (such as a cage or a dungeon). All prison breaks must be supervised by a non-involved member of staff.
Relics
Passive faction relics must stay on-hand with the faction leader (or in the event of multiple faction leaders, whichever one wears the faction leader combat set). No relics, combat or passive, can change hands once a feud or war has started.
Feuds
"The lands of the Tilbaut border-marches, despite their typical association with ancient and lofty sophistication, have oft' been noted by the blood vendettas waged between rival families and settlements. In the years following the Fall of Tilbaut, the arrival of new ethnic and social groups has accelerated the development of clan violence and inter-regional civil strife..."
When a faction comes into conflict with another, it can start with a ‘Feud’ - which is a short-term conflict between factions which covers skirmishes, small land claims, destruction of property/territory. Feuds can be declared for any reason and will be processed through tickets. Generally a feud can be declared because of tension between factions or escalation of a personal feud between faction members. Feuds can only be declared by faction leaders.
During the agreed daily Assault Time Window during the feud, keep assaults without tickets can be made between feuding factions and aiding organizations. A global CW may be enforced based on the scale of the conflict. The outcome of feuds is set by the cause of the conflict and mediated by staff based on the outcome of the conflict. Feuds can be ended by mutual agreement or one feuding faction capturing the others’ keep.
If another faction gets involved with either feuding party, they become part of the feud (Ex: if a 3rd faction fights one of two feuding factions and then proceeds to take prisoners or give over prisoners to the other feuding faction, that’s considered involvement in the feud. If the 3rd faction is getting involved in a way that gives advantage to one feuding faction without a reason of it’s own, that faction enters the feud on the side of the faction it aided).
Organizations involvement in feuds will also be evaluated in this way, if an organization is involved enough on either side of a feud it’s property can be burnt down during the feud.
Organisation Feuds
Organizations can declare feuds against other organizations. Unlike factions, organizations don’t have keep assault/safe zones. Feuding organizations thus agree to a prison break/arson time instead of a KA time, which determines when they can free their captured comrades or raze the enemy organization’s headquarters. Organizations can also join on either side of a faction feud but can’t feud with a faction. Organization feuds end with surrender or mediation based on the cause of the feud.
When a faction comes into conflict with another, it can start with a ‘Feud’ - which is a short-term conflict between factions which covers skirmishes, small land claims, destruction of property/territory. Feuds can be declared for any reason and will be processed through tickets. Generally a feud can be declared because of tension between factions or escalation of a personal feud between faction members. Feuds can only be declared by faction leaders.
During the agreed daily Assault Time Window during the feud, keep assaults without tickets can be made between feuding factions and aiding organizations. A global CW may be enforced based on the scale of the conflict. The outcome of feuds is set by the cause of the conflict and mediated by staff based on the outcome of the conflict. Feuds can be ended by mutual agreement or one feuding faction capturing the others’ keep.
If another faction gets involved with either feuding party, they become part of the feud (Ex: if a 3rd faction fights one of two feuding factions and then proceeds to take prisoners or give over prisoners to the other feuding faction, that’s considered involvement in the feud. If the 3rd faction is getting involved in a way that gives advantage to one feuding faction without a reason of it’s own, that faction enters the feud on the side of the faction it aided).
Organizations involvement in feuds will also be evaluated in this way, if an organization is involved enough on either side of a feud it’s property can be burnt down during the feud.
Organisation Feuds
Organizations can declare feuds against other organizations. Unlike factions, organizations don’t have keep assault/safe zones. Feuding organizations thus agree to a prison break/arson time instead of a KA time, which determines when they can free their captured comrades or raze the enemy organization’s headquarters. Organizations can also join on either side of a faction feud but can’t feud with a faction. Organization feuds end with surrender or mediation based on the cause of the feud.
Imprisonment
"And then Yaroglek, King of the Vaegirs, ordered that, of the thirty nobles captured at Ushkuru, fifteen would be beheaded, and fifteen would be taken back north to Uslum, to whither away as punishment for their un-chivalric behavior in battle..."
You may be captured during a feud, and can thus be held prisoner until the feud ends, at which point all characters imprisoned during the feud are released. Captives held in non-dedicated places, i.e. houses or rooms, will have the opportunity to free themselves (the ease and odds of success depend on circumstance and require staff oversight), encouraging prisoners to be kept in a dedicated prison space (such as a cage or a dungeon) - where prison breaks can ONLY happen when someone with the key frees them, or a friendly force seizes the keep where they're held captive.
Wars
"...Even still, Tilbaut has not recovered from the all-out war pursued by the Vaegirs at the onset of their invasion. The Count's ilk sulks in Dhirim, while warlords make pretty their new holdings, as the whips now change hands a third time, from Swadian, to Vaegir, and now, to bandit..."
Wars
"...Even still, Tilbaut has not recovered from the all-out war pursued by the Vaegirs at the onset of their invasion. The Count's ilk sulks in Dhirim, while warlords make pretty their new holdings, as the whips now change hands a third time, from Swadian, to Vaegir, and now, to bandit..."
Full-scale wars, unlike feuds, can permanently change the landscape on the map by factions’ keeps and resources being taken over by other factions. Factions may be either annexed or re-established as client factions. Wars can be declared at any time, but the reasoning behind them will face more scrutiny than feuds to be accepted by staff. Wars can be declared between or upon multiple factions. Wars will end either conditionally, with agreed terms, or unconditionally, when one side has accomplished both of the following, and holds both goals at the same time:
- One faction relic holder has been captured (either passive or combat)
- The faction’s keep has been occupied for 3 days.
Alternatively, if all of one side’s keep(s) has/have been occupied for 7 days without interruption, the war comes to an end.
Alternatively, if all of one side’s keep(s) has/have been occupied for 7 days without interruption, the war comes to an end.
Note: The rules regarding occupied keeps for wars are different than feuds, if a keep is occupied during a war, the occupied faction can only retake the keep during the pre-set keep assault hours.
During a war, we will be more lenient in accepting CK tickets (particularly on aggressing characters).
Coalitions
In coalition wars with multiple factions on either side, no faction can be conquered/defeated until all factions on one side have simultaneously been defeated (all keeps either held for 3 days with relics from each faction or held for 7 days). Any faction can join either war coalition at any time but can’t leave the war without the IC agreement of the other side.
Keeps which are successfully assaulted during a war can be ‘occupied’, the longer their keep is occupied the less faction income/FR the faction will receive (Each day a keep is occupied 1/7th of weekly FR is lost). A faction with an occupied keep can counter-assault to liberate their keep during the keep assault time window. But to get FR for that day they must hold it until the end of the KA time window.
Wars can also have negotiated endings between the various parties, but a faction can’t unilaterally escape the consequences of their involvement in a war.
Coalitions
In coalition wars with multiple factions on either side, no faction can be conquered/defeated until all factions on one side have simultaneously been defeated (all keeps either held for 3 days with relics from each faction or held for 7 days). Any faction can join either war coalition at any time but can’t leave the war without the IC agreement of the other side.
Keeps which are successfully assaulted during a war can be ‘occupied’, the longer their keep is occupied the less faction income/FR the faction will receive (Each day a keep is occupied 1/7th of weekly FR is lost). A faction with an occupied keep can counter-assault to liberate their keep during the keep assault time window. But to get FR for that day they must hold it until the end of the KA time window.
Wars can also have negotiated endings between the various parties, but a faction can’t unilaterally escape the consequences of their involvement in a war.
Aftermath of Conquest
"And thus, when the Queen Isolla signed away Rduna and Rindyar to the Vaegirs, the northerners began an erstwhile cleansing of their new lands - slaughtering the local Khergits, and sending away those Swadians who refused to swear new oaths of allegiance to the Tsar..."
"And thus, when the Queen Isolla signed away Rduna and Rindyar to the Vaegirs, the northerners began an erstwhile cleansing of their new lands - slaughtering the local Khergits, and sending away those Swadians who refused to swear new oaths of allegiance to the Tsar..."
When a war ends in total defeat for a faction, the victorious side is free to dictate the fate of that faction's territory and resources. A winning faction can annex the defeated faction’s territory, expanding its territory and gaining the FR of the annexed faction with a penalty. Alternatively, a new client faction can be established led by characters loyal to the victors. Any faction that controls more than one territory will have penalties on the total FR gained, discouraging trying to directly hold every settlement on the map. Additionally, factions can be partitioned between multiple victorious parties, if possible.
Gear: Old/vanquished starting faction gear will not be respawned by staff, the conquering/established client faction must seize the guardsmen gear from the old evicted faction’s captured guardsmen. Faction relics cannot be seized in this manner, nor can noble gear.
Uprisings: After a faction has been conquered, and its territory either partitioned, annexed, or replaced with a new faction, the remnants of the defeated faction can declare a war to reclaim their territory. If the uprising fails, characters who partook in it can be CKed without need for a ticket - staff approval is, of course, necessary. Like feuds, uprisings can escalate into wars if a 3rd side gets involved.