Guide: War Framework

## Introduction

### Factions in WoF

The Warlords of Forsvar realm is divided into regions. A faction’s borders are defined by the regions which they control. A region can be controlled if a faction has a vassal there - this may be a village, town, or fortress. Each vassal is run by a chief. It is critical that the faction must retain control of the vassal to maintain control of a region.

Wars are fought over regions - all vassals within a region must be conquered for a faction to take full control over a region.

## War Framework

### How to Start a War

A war is to be declared by the ruler of a faction, or by someone with authority to declare war. A war does not need to be justified. Whether one faction has offended the other, or a ruler simply believes there is opportunity to gain, war may be declared. Declaration of war may be announced, or through a surprise attack on an unsuspecting party (this becomes subject to skirmish rules).

### How Wars Progress

A war will generally be a series of battles with many intermittent events. By default, battles may occur every Saturday at 2PM GMT. The aggressor is given the first Saturday to choose where to attack, and the following Saturday the defending party may do the same. If either party does not choose to call a battle on the Saturday, the chance is passed back to the other party. Battles can occur more or less frequently, or can be rescheduled to any time, so long as both parties agree. If both parties cannot agree on a change in schedule, the battle will occur at the default time.
If it is unclear which party was in fact the aggressor, the first battle will be a field battle that takes place on their border or a location designated by an administrator, unless both parties agree to another location. Whoever wins this first battle becomes ‘the aggressor’ and selects where to attack next.

### How to Capture a Region

In order for a region to be captured, all towns, villages and fortresses must be captured in battles, so long as the defender decides to contest each location. Any settlement which has proper walls must be besieged by the attacker. Settlements without proper walls are simply fought over as field battles which occur at the settlement by default (though a new location for a battle may be agreed upon by both parties).
Proper walls: must be acknowledged by an administrator

### Siege Equipment and Geographical Constraints

If a siege is to take place, the attacking party must have a clear route for siege equipment to be transported to the location of the siege. Siege equipment cannot be transported over mountains. The attacking party will designate the route which their equipment will take prior to a siege. At this point, the faction defending the region may elect to call a field battle at any choke points, river bridges or ocean-landing points on the designated route. This counter-offensive battle may take place even if it is not the defender’s turn to attack. If the invading party wins, the next battle will be the siege (only one counter-offensive battle can be called before a single siege). If the counter-attacking party wins, the next battle can be chosen by them.

### Laying Siege Across Seas

In order to siege an island, or invade and siege from an island (ie. as per Siege rules), one must have at least one ship built on the coast, that ship is used to bring supplies and siege equipment from the base of the attacker. The defending side may choose to make its stand in the landing position, or, if it holds a ship as well, it may choose to intercept the attacking ship and have a naval battle. In a scenario of an attacking side laying siege to an island, the base of the attackers would be a ship, while the base of the defenders will be either their city/fortress. Any siege equipment that is moved by sea can be intercepted by another navy.

### How to End a War

The end of a war can be negotiated at any time by both parties. A party has no obligation to end a war if they do not wish to. But remember, all decisions can have consequences in RP.

### Who Can Join a War?

Any entity can join a war on any side, and no justification is required. But again, remember all decisions can have consequences in RP.

## Battle Frameworks

### Field Battles

#### What is a Field Battle?

A field battle is pre-organised battle that takes part in any place that does not have fortifications (ie. any organised battle that is not a siege). The conditions for deciding location and time of a field battle is described in 1. War Framework. All organised battles will be overseen by an impartial moderator.

#### Field Battle Procedure

At the predetermined location of the battle, the two parties will construct ‘battle camps’ in reasonable locations, which must be 75-100 blocks from the designated co-ord location of the battle. Battle camps also must not be closer than 100 blocks from one another. A battle camp will only consist of beds and wooden / wool structures, and will be no larger than 30 blocks across in any direction. Battle camps must be reasonable campsites. The camps must be completed prior to the starting time of the battle. Combat will not start prior to the battle time, and the opposing sides may not enter the other side’s camp. Battle camps are not to be underground, in the sky, or in a secret location.
Both sides shall begin inside their battle camp at the commencement of the battle. After this point, pvp is enabled, block breaking and burning is allowed, and either side may move as they wish. The aim of the battle is to control the predetermined field battle co-ordinate position - this may be the middle of a field, the top of a hill, the centre of a bridge, or any significant place depending on the field of battle. The position is agreed prior to the battle by both sides or is set by an administrator. The position must be held for 5 minutes, as recorded by a moderator, where the combatants of one side have stood on the decisive block(s). If at any time during the capture the opposing side combatants inside the capture area, then the timer is paused. If the capturing side no longer has players on the decisive block(s), the 5 minutes must be restarted. It will be restarted for whichever side has more combatants in the area at that moment.
An alternative way to defeat the opposing force is by rout. Each combatant will have three lives. If all opposing forces have died three times, or if they have fled the field of battle (according to the moderator), then the battle is won immediately.

#### Field Battle Restrictions

Plugins restrict what can be done in a field battle. All combat-related restrictions will be in place as per 3. Combat Framework. In addition to this, plugins will be used to enforce the three-life rule and to prevent battle camps from being destroyed / looted before the end of the battle. Keep-inventory will be off.

### Sieges

Sieges would occur when one side has one or more fortified settlements in a region, in order to conquer a region all fortified settlements must be captured/ruined. If in one region there are 2 or more sides controlling fortified settlements, then the region is contested.

How to build a fortified settlement, see Fortifications Guidelines

#### How to fight a siege

Siege weapons: In order to overcome fortifications, siege weapons are usually needed. These siege weapons can be built by pre-designated engineers. Siege weapons include (To be specified). Walls may also be overcome with ladders.
Siege camp: The attacking side of a siege has to build a camp in a way similar to battle camps, however, siege camps should be 50 blocks to all directions, have rp-purpose buildings (armory, gathering tent) and are allowed to be fortified (only wood and wool structures are allowed).

#### Siege phases

First phase: When the attacking army arrives at the siege area they are required to build a siege camp prior to the commencement of the battle. During this time the defenders can either sally out and skirmish their enemies, bolster their defenses (only by basic means. Eg. small wooden walls inside towns, ports walls) or shoot at their enemies.
Second phase: The second phase of the siege is the siege itself. Once the construction of the camps is over, the construction and use of siege weapons may begin. The attackers would try to either make a breach in the walls, get on the walls or break the gates (again, depending on plugins).
Third phase: When the attackers gain a foothold on the walls or through a breach the assault of the walls has begun. At this stage the attackers have a goal of capturing the outer walls area, where the capture point would be at a reasonable rp location designated by a moderator (Eg. barracks, middle of a courtyard, town center). The number of capture points in a siege will vary, determined by a moderator based on the size of the fortifications. The capture points must be captured consecutively, one by one. A capture point is successfully captured if the attacking side has occupied the capture area for 5 minutes as recorded by the moderator. If a defender enters the zone, the timer will paused. If the attacking side no longer occupy the zone, the timer is reset. The moderator will announce when a capture point is taken and the attackers may progress.

#### Winning a siege

In order to win a siege, the attackers will have to either: force the defenders to surrender, rout all defenders or progress through all capture points. For the defenders, winning the siege would be routing the attacking army, or successfully holding any of the capture points for a predetermined amount of time (decided by a moderator before the battle).

#### Outcome of a Battle

If an attacking side is victorious in taking a settlement or fortress, they seize control of the claimed area. They are allowed to try to peacefully govern the newly claimed place, loot it, sack it, or whatever they wish to do - all outcomes will of course have roleplay consequences.

### Skirmishes

In unprotected areas (ie. wilderness or around the borders of regions), PVP is enabled even outside of war-time. This means that in any given time, an ambush, fight, banditry or skirmish can occur in these dangerous places. A faction does not need to declare war before engaging in a skirmish or ambush of another faction’s party - of course, one would assume there would be an ensuing war following the skirmish.
All Combat Framework guidelines apply as per any fight. Looting of the fallen is allowed, and either party can retreat to protected lands at any time. A skirmish is considered an extremely aggressive RP act and it is expected that RP consequences will surely follow.
Individual players who are not aligned with a faction who carry out attacks in this manner may be considered outlaws - it is allowed, but again this is a serious RP action and it may result in man-hunts, bounties, etc.