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.

All the rules listed for the server are there to facilitate a fun, fair, and welcoming roleplay environment. Players who attempt to get off on technicalities/loopholes or skirt the line between breaking the rules can still be punished if moderation deems it necessary.

Chapter I. Starting a War

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

  1. Before a war can begin, the nation/settlement/claim leader wanting to declare war has to file a War Declaration Form. Server administration will then review the application and judge if the provided reason for war is valid and if the war goals are within reason. If that is the case, the application will be accepted and the war can proceed. If the application is rejected, the nation is not allowed to go to war.
  2. When a war declaration application is accepted, the nation declaring the war has to publicly share a war declaration forum post, detailing all the set war goals.
  3. A Discord channel will be created in the F&F main discord server with war moderators and nation leaders of all involved sides, in order to interact and ask questions during the war.
  4. War goals can still be negotiated within this channel but can never be made harsher without the consent of both the receiving party and war moderation.
  5. The defending party is also to declare war goals in this channel and publish those on the forums as well when accepted by both parties and war moderation.
  6. After the war goals are agreed upon by both parties, the war begins and war moderation declares an official first day of the mustering phase.

Chapter II. Mustering and Advancing

  1. When War Moderation has decided on an official first day of the war the mustering phase begins. This phase lasts 1 week and during this week both sides are to choose their deployment tile from which their army will move and build a war camp on this site.
    • War camps can only be deployed in the nation's own territory at the start of the war.
  2. Nations are allowed to recruit players during the mustering phase. After the phase ends, no new characters created after the mustering week has concluded are allowed to participate in the war.
  3. Allied armies that join the conflict during the mustering phase can either choose to deploy on their own or link up with the main army of the warring parties.
    • When an ally decides to join the war they must publicly announce it on the forums.
    • Allied armies that join after the mustering phase has concluded have their own mustering phase before they may move. This mustering phase lasts one week.
    • Allied armies that join during the mustering phase but decide to deploy separately can move together with the other armies after the mustering phase but always move last.
    • After this allied mustering phase concludes they can take part in the next movement phase.
    • Separately deployed allied forces cannot reinforce or be reinforced by any of their other allies when they engage in battle.
  4. After the camps have been built and the mustering phase ends, nations may move one map tile per week.
    • The day on which moving armies take place is to be decided by War Moderation and the nation leaders of both warring parties.
    • The party that declared war starts with the initiative, meaning they are allowed to move their army first. The party without initiative can move their army second. Any allies that are not linked up with the armies of the warring parties always move last.
    • The party without initiative cannot make a normal move with their army if the party with initiative moves into the tile their army is stationed in. They can however decide to make a retreat move to either another one of their owned bordering map tiles or any cities/fortifications present within the tile they are caught in.
  5. Initiative is seized when the party with initiative loses a battle or makes a retreat move. The initiative is then given to the warring party without initiative.
    • Allied armies that move on their own can never seize the initiative. If they manage to defeat the army with initiative, the initiative is given to the primary army of the other party.
  6. Some regions cannot be crossed by marching armies. (e.g. mountain ranges without tunnels). War moderation will decide if the army can cross certain tiles or not when army movement is decided.

Chapter III. Field Battles

  1. When two marching armies meet in the same map tile, they may choose to engage in a field battle. Field battles are battles that are fought out on natural terrain with minimal to no structures present.
  2. The attacking party gets to choose to engage the enemy army in a field battle. The attacker being the party that marches into hostile territory.
  3. If the attacking party chooses not to fight, the defending party may attack the invading army instead, seizing initiative if they do.
  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 retreating fee as detailed in the "pricing details". Retreating armies cannot retreat into enemy territory.
  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 map tile bordering the one they fought in.
    • When the defender loses, they may retreat to a fortification within the region, or retreat to another map tile bordering the one they fought in.
  7. Battles are tied to a map tile, the boundaries of a battle are the boundaries of that map 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.
  8. "Block placement" and "Block breaking" permissions are to be disabled for both sides for the duration of the battle.

Chapter IV. Siege Battles

  1. Some map tiles on the map hold fortifications and cities. In order to conquer these tiles, attackers require to occupy that city or fortification.
    • A siege lasts at least two weeks before the attackers can attempt to assault the city.
    • Defending armies, when present, may attempt to sally out of a city after one week in an attempt to break the siege.
    • A sally-out battle plays out as a field battle outside the city walls. Field battle victory conditions apply. Additionally, If a defender retreats back into their city or fortification, they are also considered out of the battle.
  2. When a city or fortress within a tile is besieged without there being a defending army present. The defending party may always defend, acting as a garrison. Though no allies may join in the defense, and the defenders cannot sally out.
  3. When an army retreats into a city or fortification on the tile, all allies present in the army are allowed to join in the defense and armies may sally out in an attempt to break the siege.
  4. When two armies engage each other in a siege battle, it is always fought out in PvP.
  5. Siege battles follow the same win condition rules as “Field Battles.”
  6. Battles are tied to a map tile, and the boundaries of a battle are the boundaries of the map 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.
  7. "Block placement" and "Block breaking" permissions are to be disabled for both sides for the duration of the battle.
  8. The attacking party in a siege battle can buy siege equipment. This has to be done at least 24 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 RP are 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 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. This money is to be voided after the conflict.
  3. When fighting a battle, each side's leader must send a list with all participating players to the War Moderation. After this, the army upkeep and individual soldier participation payments have to be made. All this has to be done at least 8 hours before the start of the battle. Refer to the Pricing Details below for the currently accurate prices.
  4. Throughout the duration of the war, wartime raiding rules apply to all map tiles and claims owned by the warring parties.
Pricing Details
[ Cost of War ]
Army Upkeep: 400 Andros / OOC week.
Retreating: 400 Andros
Fighting a Battle: 50 Andros / player.

[ Siege Equipment Prices ]
Siege Ladder: 250 Andros
Siege Tower: 600 Andros
Battering Ram: 500 Andros

Chapter VI. Civil war details
  1. Civil wars can only be started by provincial leaders or nation stewards within a nation and must be requested through a war declaration form.
  2. Once a civil war begins, the map tile controlled by the starter of said civil war is considered to be in an occupied state, taking away control/permissions of the defending party.
    • If a steward wishes to start a war but has no control over a map tile, server administration will consider if there is a possible muster point for them any tile within the nation. If this is deemed possible, server administration can take a tile away from the nation to allow the civil war to start.
  3. Usual war mustering, movement, and battle rules apply to civil wars once it has been accepted.​

Chapter VII. 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, rendering them unable to continue the war.
    • The two sides have not fought for two weeks since the last confrontation in a field or siege battle.
    • Both sides find a peaceful resolution in roleplay.
  2. After a war is concluded, the winning party may force the agreed-upon war goals upon the losing side through a peace treaty. War moderation will have to approve these terms before one may enforce them. This includes war reparations, occupying lands, and demanding regime changes.
  3. War reparations war goals are limited to a maximum sum of 10000 Andros.
  4. 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 30 minutes of sacking time before the protection goes back up.
  5. Map tiles and claims occupied by an invading force cannot be modified by any of the two sides until the war is concluded or the original owner liberates the region. Build permissions for both parties are to be removed until one of these conditions is met.
Last edited: