War Rules

War Rules

Welcome to the War Rules!

The goal of this document is to explain the game rules that must be applied during wars.

If you have any questions, please talk to our staff team.

Chapter I. Starting a War

All rules which are part of this chapter are OOC.​

  1. When a Nation, Settlement, or Claim decides to go to war with another, they must provide a valid reason for the war in their war declaration.
    • War declarations have to be posted on the forums and publicly shared.
    • Before a war declaration is shared, it has to be reviewed by the Lore Team Manager or higher. If the war reason is deemed valid, it can be posted and shared, if not, the war declaration can be rejected.
  2. War Declarations can only be created by the leader of the nation/settlement/claim. The leader of a nation or settlement is the player with the “nation/settlement leader” tag in the Fables and Fantasy RP Discord. The leader of a claim is the player who owns the claim region.
  3. Requesting a war application always has to be done through the following form: War Declaration Form
  4. A Discord channel will be made for the Moderation and each leader, in order to interact and ask questions during the war. A war goal will be negotiated with both parties in this channel. After this, the war declaration can be accepted and posted.
  5. After the war goal is agreed upon by both parties, the war begins. The party that declared the war gets the option to start an offensive. If they do not wish to, the party that the war was declared on may start an offensive. If no offensive was started within 2 OOC weeks after the war goal was set, the war will be ended in a draw.

Chapter II. Mustering and Advancing

  1. If an offensive is started by one of the parties involved in the war, both parties get 1 OOC week to muster their forces and set up an army camp. The army camp has to be built at the border of their own territory.

  2. After the camp has been placed, it takes an advancing army 1 OOC week to advance to the next territory tile.
    • An advancing army can only cross through allied and neutral territory without penalties.
    • If the advancing army has to cross territory owned by a neutral state, they can only cross if they have a military access agreement. These agreements have to be agreed upon in roleplay and have to be publicly shared on the forums.
    • If an advancing army crosses the neutral states’ territory anyway, they will have to pay double army upkeep for the advance. Besides that, the state that the advancing army is illegally crossing may join the war on the opposing side at any moment. If they do, they get safe passage to the opponent's camp and have only one week travel time, regardless of distance. Besides that, their territory cannot be attacked by the opposing army until that army has marched at least two tiles away from that territory or has met the enemy army in battle.
  3. Allies of the fighting parties have to be publicly announced on the forums. This has to be done at least 2 OOC weeks before they can participate in a battle.
  4. If allies join the war before or during the muster phase, they only have one OOC week travel time
  5. Some regions cannot be crossed by marching armies. (e.g. mountain ranges). War moderation will decide if the army can cross certain tiles or not when army movement is decided.
  6. Leaders of both sides can move their army every week between Monday and Wednesday. If armies meet in a tile and they decide to fight in a field battle, the battle happens somewhere the following week. War moderation will decide a suitable time for the battle together with the leaders of both sides. If the armies meet and the defending party retreats in their fortifications if any are present, siege rules apply.

Chapter III. Field Battles

  1. When two marching armies reach the same tile, they may choose to engage in a field battle. Field battles are battles that are fought out on open terrain with minimal to no structures.
  2. The “attacking” party gets to choose to engage the enemy army in a field battle. The attacker is the party in a field battle is the army that enters the tile that another army is stationed in. If both armies move on a tile at the same time, the party that started the war is considered the attacker.
  3. If the attacking party chooses not to fight, the defending party may choose to attack the other army instead.
  4. If one of the armies does not want to engage the other army, they may decide to retreat, but if they do that, it will move them back a tile and the retreat move costs them the standard army upkeep.
  5. When two armies engage each other in a field battle, it is always fought out in PvP.

  6. An army wins the field battle if the other army decides to retreat or is wiped out completely.
    • When the attacker loses, they may retreat to another region bordering the one they fought in.
    • When the defender loses, they may retreat to a fortification within the region, or retreat to another region bordering the one they fought in.
  7. Battles are tied to a tile, the boundaries of a battle are the boundaries of the tile. Tiles will have “no-entry” flags applied for the duration of the battle to prevent outsiders from entering the battle and prevent players who retreat from the battle from coming back.

Chapter IV. Siege Battles

  1. When two warring armies meet in a territory tile and the defending army retreats in their fortifications if any are present, the attacking army can decide to attack this fortress. This is known as a “Siege Battle”.
  2. When two armies engage each other in a siege battle, it is always fought out in PvP.
  3. Siege battles follow the same win condition rules as “Field Battles.”
  4. Battles are tied to a tile, the boundaries of a battle are the boundaries of the tile. Tiles will have “no-entry” flags applied for the duration of the battle to prevent outsiders from entering the battle and prevent players who retreat from the battle from coming back.
  5. The attacking party in a siege battle can buy siege equipment. This has to be done at least 48 hours before the start of the battle. These pieces of equipment will be placed by the build team before the battle begins.

Chapter V. Extra Rules and War Cost

  1. Wars of Fables and Fantasy RPare meant to be a fun event for everyone involved. Because of this there are a few rules in place to make sure wars all remain fun and games.
    • All behavior rules from the Core Rules do apply during wartime. We are aware that wars can get pretty heated, but that does not excuse behavior that could harm the community as a whole.
    • Do not log out during a battle only to reappear later in the battle to tip the scale. If a player drops because of, for example, internet problems, they are considered dead and can no longer participate in the battle.
    • Do not abuse build permissions in siege battles to create illegal entrances into a city.
    • Do not abuse the lock commands to lock people out of builds on the battlefield.
  2. War is an expensive undertaking. This means that warring parties have to pay upkeep for their troops and have to pay for their siege equipment if they ever need some. All the Andros are paid to the “FablesAdmin” staff account and will be stored in a war vault. The winner of the war gets the content of the war vault.
  3. When fighting a battle, the leader of each side has to send a list with all participating players to the War Moderation. After this, the army upkeep payment has to be made. All this has to be done at least 24 hours before the start of the battle. Please refer to the Price Details below.
  4. Throughout the duration of the war, raiding, banditry, and hostile actions are allowed within the regions armies are stationed in.
Price Details
[ Cost of War ]
Army Upkeep: 400 Andros / OOC week.
Retreating: 200 Andros
Fighting a Battle: 50 Andros / player.

[ Siege Equipment Prices ]
Siege Ladder: 350 Andros
Siege Tower: 600 Andros
Sapper Tunnel: 1000 Andros
Battering Ram: 500 Andros

Chapter VI. Winning a War, Sacking and Occupying

  1. Wars are concluded when one of the following conditions is met:
    • One of the two sides gives up.
    • One of the two sides runs out of Andros, making them unable to continue fighting.
    • The two sides have not fought for two weeks after they first met on the field.
    • One side achieves the goal set at the beginning of the war.
    • Both sides find a peaceful resolution in roleplay.
  2. After a war is concluded, the winning party may force the terms they set in their war declaration or peace negotiations upon the losing party. War moderation will have to approve these terms before one may enforce them. This includes war reparations, occupying lands and demanding regime changes.
  3. If an attacking party wins a siege battle, they have the right to sack the city/town/fort. War moderation will remove all locks and the victors may take whatever they want. The attackers get 4 hours of sacking time before the protection goes back up.
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