Warfare is defined as one clan’s attempt to destroy an outpost or conquer an outpost parcel. A declaration of war does not begin the war, it is a notification that tensions have begun to rise and perhaps negotiations are in order. The clans that are involved in the conflict can take whatever time they agree to take to set up negotiations or discuss a solution that does not involve warfare. Remember that the declaration of war is just the first step, and there are many directions it can go after that first declaration is made.
There may be special warfare rules in place for clans that are warring with a server enemy. This page is dealing only with player versus player warfare.
Only clans that own two or more parcels or that have waived keep tile protection can declare, defend or ally in a war.
You may not go to war against Keep tiles. Keep tiles will be designated on the map with a special marker.
Keep tile protection is waived the moment a second parcel is purchased.
Outpost parcels can be the target of war only once every 48 hours.
Invaders declare war on a single clan's outpost parcel. This is done by posting in the war declaration channel in Discord and must use the following format and all information must be included at the time of the declaration:
Declaring Clan:
Declaring Allies (allies must also own 2 or more tiles):
Target Clan:
Target Outpost Location:
Declaring War
Declaring and Target clans have 48 hours to schedule the open field battle or alert the admins in their ticket that they have agreed to an extension or a date and time to negotiate. If agreement cannot be made in 48 hours, an admin will step in to moderate the scheduling.
If a clan has stated they are going to be away, this 48-hour time frame may be extended.
Once a war declaration has been made and a response received, an admin will post the rumors of a possible war in the town crier and IC RP channel. Due to the large scale preparations needed to go to war, it is nearly impossible to keep your invasion intentions secret. If you wish to attempt this, you must open a ticket and show what steps you have taken to hide your activities, make some rolls, and the admin team will determine whether your attempts at secrecy are successful.
Invaders may travel through a single ally's land if the following conditions are met:
The ally agrees;
The ally has 2 or more tiles or has waived keep tile protection;
Invaders may travel through unoccupied tiles if the following conditions are met:
The unoccupied land parcel is touching an invader's land parcel;
The unoccupied parcel is touching the defender's Outpost parcel.
They end their travel on an ally's parcel that is touching the defender's parcel.
If no parcel or ally parcel is touching the defender's parcel, the warring clan can pay 50 gold and build a forward base on an unclaimed parcel touching the defender's parcel.
Any clan that is touching the defender's parcel can pay 25 gold to contest the war effort should they so choose. This does not award them the parcel; it would merely allow neighbors to attempt to stop an undesirable from moving into their neighborhood.
Invaders and their allies must pay the following fees:
The invader must pay 50 gold;
Each invader ally must pay 25 gold;
Each defender ally must pay 25 gold;
Traveling through an unoccupied parcel costs 25 gold (flat rate per clan per parcel).
Allies
Allies who participate in any war, including allowing passage through their parcel, are subject to repercussions for their assistance, such as raiding.
Individuals who leave their clan to join a war are subject to repercussions for their participation. These repercussions may impact the clan as a whole, regardless of the clan's knowledge of their actions, such as raiding.
Clan leaders who have keep tile protection cannot leave their clan to assist in a war without waiving keep tile protection for their own clan.
General Warfare Rules
All players must obey the following rules during the warfare:
All combatants will have their Exile tag removed (this is to prevent warping off tile to hide and run out the timer);
All combatants must remain in the defender's outpost parcel;
All non-combatants must remain outside the defender's outpost parcel;
No non-combatants may assist either side.
Open field warfare in the defender's parcel determines the victor of that battle.
Open field warfare is a battle in which neither side can benefit from placeables.
Combat lasts a maximum of 1 hour.
The last man standing determines the victor unless the time runs out. If the time runs out the defenders have successfully held off the attack.
If the defender wins, they gain half of the warfare gold fees and may capture all fallen invaders and their allies using the slavery rules.
If the invader wins, revive all combatants on both sides and begin the outpost assault in 30 minutes.
Outpost assault warfare determines the victor.
An outpost assault is a battle in which the defender can benefit from buildings and both sides can benefit from placeables.
Combat lasts a maximum of 1 hour.
If the defender wins they gain half of the warfare gold fees and may capture all fallen invaders and their allies using the slavery rules.
If the invader wins, the invader gains the Outpost tile and may capture all fallen defenders using the slavery rules.
The last man standing determines the victor unless the time runs out. If the time runs out the defenders have successfully held off the attack.
NPC WARFARE RULES
As a clan, you can declare war against an NPC faction on the map. The parcels that are available for warfare are marked in red swords on the map. There are special rules for this engagement. You should not expect this to be the same level of difficulty as a high threat parcel or a standard event. The number of NPCs you will be fighting will not be scaled down based on your clan size. You should plan on bringing in allies and other clans to assist you in this effort.
War parcels require a planned war.
Clans can only declare war against one parcel every 30 days IRL
War costs will be a flat cost of 100 gold, plus 10 gold for every unoccupied parcel you must travel through, and 15 gold for every high threat parcel you must travel through.
You must have a 6 x 6 x 4 stronghold built BEFORE you post your war declaration.
If the war is lost, all participants lose an RP life.
The clan cannot attempt to take that same parcel through warfare for the remainder of the season.
There may be RP follow up reactions to the war attempt as well.
You can withdraw your war declaration at any time up to the actual engagement. You will lose your war deposit and your cooldown for declaring war still kicks in.
The faction may still take action against you for war posturing.
The war parcels will be difficult, but you will ultimately be fighting the faction that controls that area, which could be Nords or Cimmerians, undead, or Amazons, or whatever faction is present for that location.
Steps for Declaring War
Build your outpost on a parcel touching the parcel against which you are going to declare war.
Open a ticket with your intention of going to war and ask any questions you may have about this process.
Declare war in the war declaration channel. You must have all allies listed - this can be done by including the clan that will aid you and the number of those who will aid. You cannot go over this number on the date of the war, so be sure you have an accurate headcount of those who will be aiding you. In your war declaration ticket, you must also plan out your route for invasion. You must also include a set of proposed dates for the war. We will do our best to accommodate your dates, we may need to work on coordinating with you, but give us a few dates in your initial ticket.
Pay the full cost of the war, which includes the travel costs and the 100 gold fee.
The team will coordinate and get the war date set.
On the date of the war, all who are listed as allies can participate, and all who participate are locked into the war. THERE IS NO RETREATING ONCE THE WAR HAS BEGUN.
If you win, the parcel will shift to your clan, and the map will reflect this new change.
If you lose, all who participated will lose 1 RP life.