Rygan_Deathblade
Evil
I. Casus Belli
II. Consent
I. Revival
III. Mechanics
I. Travel
II. Skirmishes
III. Battles
IV. Naval Battles
V. Sieges
I. Casus Belli - “an act or situation provoking or justifying war.”
By granting the enemy a valid Casus Belli, the offending faction consents to war. Valid Casus Belli are:
- The killing of another realm’s nobility without serious punishment of the murderer
- The raiding of another realm’s land, including castles, villages, and forts
- Plotting to assassinate or depose another realm’s nobility, if discovered
- Plotting or preparing for war, if discovered by a bordering realm
- The breaking of treaty terms
- Settling of land within another realm’s borders [Author's note - If you claim stupid amounts of land without having the regions to back it up, staff will likely deny your claim for war. Abuse the system and the system will abuse you.]
- Unlawful detainment of another realm’s nobility or peasantry.
- Thievery of another realm’s heirloom, such as a crown or religious scepter
- The sinking of trade ships or the raiding of caravans
- The mobilizing of fighting men on another realm’s borders
- If a local lord vassalized, plotting against your monarch is cause for valid Casus Belli on their part
- If declaring war, the target’s allies may join on their side
Before declaring war with a Casus Belli, a faction must submit a request with the offense to the moderation team. It will then be either approved or denied.
II. Consent - When a faction consents to war, who within it does?
I. Revival
Anyone classified as an ‘active fighter’ consents to violence. Active fighters include the land owning nobility of a realm and anyone else listed in threads provided and maintained by the leadership of the opposing realms. To prevent disorder, each side will have only one thread. Any allies fighting together, be it as part of a coalition, pact, or treaty, will share a thread. Neither side may use anyone unlisted in battles or skirmishes. The lists may be edited to remove and add players as their characters desert or join a side.
Active fighters may not revive until the war has concluded (or at the end of a single month in which there are no battles or sieges), at which point any in the queue will revive all at once.
Citizens are not valid targets and do not consent unless they remain in the area of a known battle or siege, and do not have to be listed as active fighters.
III. Mechanics
I. Travel
II. Skirmishes
III. Battles
IV. Naval Battles
V. Sieges
To reach a destination to begin a battle or a siege, an army must march. A march includes the actual movement of the army and the setting up of a war camp. While encamped, an army may raid any opposing faction’s war camps if located within 1000 blocks or engage in a field battle. Marching is not limited to one side, making it possible to cut off an enemy army and face them in the field. If two opposing sides set up war camps within 1000 blocks of each other, neither may advance until one side has been routed or has chosen to retreat back. An army moving by land will need a total of two stops to reach an enemy bordering their own realm, taking three days for each, and a total of three stops at three days each for an enemy who does not. A fleet of ships will take six days to reach its destination with one stop, allowing opportunity for a fleet to be sent to meet them. If travelling within the local area, discuss with the DM a more reasonable time - one should not take six days to sail from their bay to an ally across a small gap of sea. Travel times may be smudged and cut as needed for events to occur on dates that both factions find best for them, so long as there is mutual agreement to do so.
If an army is marching within its own borders to deal with a treasonous vassal or a foreign invader, they may set up a war camp within the previously mentioned borders without travel time.
Confrontation between enemy armies fall into four categories: skirmishes, battles, naval battles, and sieges.
A skirmish is any fight between active fighters outside of a planned event. They require no DM.
A battle is a large scale attack on the opposing faction. It requires working out a date for an event with the leadership of the enemy so both sides can field their faction’s members, and messaging the event team to notify them of your plans so they can bring an appropriate amount of DMs to the event. A war camp within 1000 blocks of the intended battlefield is required.
A naval battle requires the creation of an event with staff DMs and the opposing faction’s leadership, following the same general rules as above. Bombardment of coastal forts and cities are counted underneath this.
Sieges require a war camp within 500 blocks of the location, an event with the staff team and opposing faction, and at least six days between the establishment of the camp and the siege if constructing war machines beyond simple ladders and rams. If storming the gates without any of these things, such as in a naval landing, then consider these pre-requisites null at DM discretion..
II. Consent
I. Revival
III. Mechanics
I. Travel
II. Skirmishes
III. Battles
IV. Naval Battles
V. Sieges
I. Casus Belli - “an act or situation provoking or justifying war.”
By granting the enemy a valid Casus Belli, the offending faction consents to war. Valid Casus Belli are:
- The killing of another realm’s nobility without serious punishment of the murderer
- The raiding of another realm’s land, including castles, villages, and forts
- Plotting to assassinate or depose another realm’s nobility, if discovered
- Plotting or preparing for war, if discovered by a bordering realm
- The breaking of treaty terms
- Settling of land within another realm’s borders [Author's note - If you claim stupid amounts of land without having the regions to back it up, staff will likely deny your claim for war. Abuse the system and the system will abuse you.]
- Unlawful detainment of another realm’s nobility or peasantry.
- Thievery of another realm’s heirloom, such as a crown or religious scepter
- The sinking of trade ships or the raiding of caravans
- The mobilizing of fighting men on another realm’s borders
- If a local lord vassalized, plotting against your monarch is cause for valid Casus Belli on their part
- If declaring war, the target’s allies may join on their side
Before declaring war with a Casus Belli, a faction must submit a request with the offense to the moderation team. It will then be either approved or denied.
II. Consent - When a faction consents to war, who within it does?
I. Revival
Anyone classified as an ‘active fighter’ consents to violence. Active fighters include the land owning nobility of a realm and anyone else listed in threads provided and maintained by the leadership of the opposing realms. To prevent disorder, each side will have only one thread. Any allies fighting together, be it as part of a coalition, pact, or treaty, will share a thread. Neither side may use anyone unlisted in battles or skirmishes. The lists may be edited to remove and add players as their characters desert or join a side.
Active fighters may not revive until the war has concluded (or at the end of a single month in which there are no battles or sieges), at which point any in the queue will revive all at once.
Citizens are not valid targets and do not consent unless they remain in the area of a known battle or siege, and do not have to be listed as active fighters.
III. Mechanics
I. Travel
II. Skirmishes
III. Battles
IV. Naval Battles
V. Sieges
To reach a destination to begin a battle or a siege, an army must march. A march includes the actual movement of the army and the setting up of a war camp. While encamped, an army may raid any opposing faction’s war camps if located within 1000 blocks or engage in a field battle. Marching is not limited to one side, making it possible to cut off an enemy army and face them in the field. If two opposing sides set up war camps within 1000 blocks of each other, neither may advance until one side has been routed or has chosen to retreat back. An army moving by land will need a total of two stops to reach an enemy bordering their own realm, taking three days for each, and a total of three stops at three days each for an enemy who does not. A fleet of ships will take six days to reach its destination with one stop, allowing opportunity for a fleet to be sent to meet them. If travelling within the local area, discuss with the DM a more reasonable time - one should not take six days to sail from their bay to an ally across a small gap of sea. Travel times may be smudged and cut as needed for events to occur on dates that both factions find best for them, so long as there is mutual agreement to do so.
If an army is marching within its own borders to deal with a treasonous vassal or a foreign invader, they may set up a war camp within the previously mentioned borders without travel time.
Confrontation between enemy armies fall into four categories: skirmishes, battles, naval battles, and sieges.
A skirmish is any fight between active fighters outside of a planned event. They require no DM.
A battle is a large scale attack on the opposing faction. It requires working out a date for an event with the leadership of the enemy so both sides can field their faction’s members, and messaging the event team to notify them of your plans so they can bring an appropriate amount of DMs to the event. A war camp within 1000 blocks of the intended battlefield is required.
A naval battle requires the creation of an event with staff DMs and the opposing faction’s leadership, following the same general rules as above. Bombardment of coastal forts and cities are counted underneath this.
Sieges require a war camp within 500 blocks of the location, an event with the staff team and opposing faction, and at least six days between the establishment of the camp and the siege if constructing war machines beyond simple ladders and rams. If storming the gates without any of these things, such as in a naval landing, then consider these pre-requisites null at DM discretion..
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