TALLTALESRP GUIDE

S.VII. — Wars and Raids

Wars and Raids Table of Contents

War and Raid Rules

Wars and raids on TallTalesRP are a series of events that will eventually lead to the rise and fall of both factions and nations alike. Wars and raids help foster and cultivate roleplay opportunities, and should always be rooted in fun, fairness, and continuity for the winning faction or nation. 

These events should always be rooted in an OOC mutual understanding. However, should Moderation find that OOC actions and reasons are being taken, the war or raid may be immediately halted.

Wars and raids must have a moderator present during the event—contact Moderation via a general support ticket in advance.

S.VII — Wars and Raids is to be treated more as guidelines on respecting others during times of war, instead of a strict ruleset. Throughout this entire process, Moderation will not only be on standby, but also there to assist when called upon. Wars are only to be enacted by officiated factions or nations, while raids are their own standalone thing to be done by groups of players, or factions or nations. 

That is to say, if mutually agreed upon by both parties, some rules may be lifted or modified for the sake of wars being enjoyable for all. 

Alliances and Diplomacy

Alliances and Diplomacy are essential, mainly so that Moderation may allow other factions and nations to include themselves in wars and raids should the time come. Alliances and diplomacy should only be done via roleplay interactions within TallTalesRP’s Minecraft server, and without OOC motivations.

With TallTalesRP’s faction system, you may declare diplomacy using /faction <enemy|ally|neutral> <name>. A faction or nation leader may view their diplomacy statuses with /faction diplomacy.

  1. Alliances
    1. An alliance is a documented union between two factions and nations for mutual benefit, based on an affinity in interests, nature, or qualities.
      1. Examples of documentation include, but are not limited to, the following: a shared Google document, a book, or a PDF.
      2. The documentation method used must be mutually agreed upon by both parties.
      3. The document must always be available for any member of the affiliated factions and nations to view at any time.
      4. Changes to said documented alliance pertaining to prior agreements and expectations must be mutually agreed upon, unless a qualified party is acting in bad faith for roleplay, in which OOC consent must be given and documented.
      5. A qualified party is any leader or head of a faction or nation that would be reasonably expected to have access to edit said documented alliance.
    2. Call to Arms
      1. The allied faction or nation must have been allied with the declaring faction or nation a month before the call to arms for aid in a war.
      2. The allied faction or nation may refuse the call to arms and break the terms of their alliance. 
        1. Please note that this may lead to IC consequences.
  2. Diplomacy
  3. Diplomacy is the art and practice of conducting negotiations between representatives of factions or nations, aiming to achieve their goals through peaceful or other means.
    1. Meetings of diplomacy may occur in any setting in-game as long as all appropriate parties are present, and the medium of communication is mutually agreed upon by all present parties.
    2. Betrayal by any representative on opposing sides is allowed during a diplomatic meeting—betrayals or anything similar must follow all Crime RP rules, please refer to S.VI. — Roleplay Rules, Part B — Crime RP, Villainy, and Kidnapping Rules.

Factions and nations are allowed to have allies to assist them during times of war. These are the guidelines regarding what allies are allowed to do and the regulations of diplomacy.

  1. Any faction or nation allied to another must be informed in character that the war is happening. This can be done via birds from leaders, higher-ranking members of the faction, or anyone else who is aware that the war is happening.
  2. Alliances are allowed to be broken or betrayed; however, it requires consent from the leaders of all factions and nations involved, and good, in-character reasoning. If it is going to happen during a battle, Moderation must be informed.
  3. Diplomacy can be conducted without Moderation present, as long as combat is not involved. If a diplomatic meeting may result in combat, please inform Moderation beforehand. 
Casus Belli

The Casus Belli is by far one of the most important driving factors for the declaration of war. A Casus Belli is a serious, in-character reasoning as to why a faction or nation may wish to declare war on another. 

Moderation will keep track of all past Casus Belli’s and declarations of war. 

  1. War declarations may not be made without a sufficient narrative or player interaction.
  2. Declarations of war must be shown to Moderation so they may verify it before it’s published. 
  3. The use of the same reasons is not allowed if the reason was previously used for another Casus Belli.
    1. Addendum, Moderation understands that Casus Belli’s may line up, e.g., one Casus Belli may be for a faction or nation raiding another, thus some cases may be a case-by-case basis.  

Declaring War

Before war can be properly declared, Moderation will reach out to the faction or nation who war being declared on, and ask their leaders whether they’re okay with going through with a possible war. 

A declaration must include the names of both factions, the reason for the declaration of war, and the date the attack will take place. 

Below is the valid format that may be used to declare war. All declarations of war must include the names of both factions or nations, including their leaders’ names, a clearly defined Casus Belli, and proposed consequences for both victory and defeat. 

Once filled out, please submit this to Moderation as soon as possible so we may confirm its validity, so it may be made public. Afterward, you may post a declaration of war in character on the guild forum board once Moderation declares its validity—the in-character declaration of war may be whatever you feel your character would reasonably say. 

Only faction or nation leaders may contact Moderation in regards to declarations of war.

I, <IGN>, have read and agree to all the guidelines within S.VII. — Wars and Raids on <day month, year>

My character, <character name>, who is the leader of <faction or nation name>, will be enacting war on <enemy faction or nation name>, whom <enemy faction or nation leader name> owns. 

The reason my character, <character name>, is enacting this declaration of war on the defender, <enemy faction or nation name>, is because of the following reasons:

- Casus Belli one…
- Casus Belli two…
- And etc…


Furthermore, here are the following consequences my character, <character name>, will impose on the defender, <enemy faction or nation name>:

- Consequence one…
- Consequence two…
- And etc…

*Note: You do not need to fill out exactly two Casus Belli’s or consequences of war.

Valid Casus Belli’s

  • Consistent issues between faction and nation leaders.
  • Land disputes.
  • Mass kidnapping of members of an affiliated faction and nation.
  • Kidnapping a faction or nation leader(s). 
  • Evident targeting of members of an affiliate nation over an extended period that can be traced back to a specific faction and nation.

Invalid Casus Belli’s

  • OOC Reasons.
  • A war cannot be declared without first attempting to reconcile issues through a meeting of diplomacy.
  • Minor conflicts between members who are not in a position of leadership will not warrant a declaration of war.
  • Vague narrative goals without a roleplay narrative.
  • Announcing a war before Moderation confirmation.
PvP

In most cases, wars and raids will primarily be PvP; however, PvP encounters are also seen elsewhere that are not involved. 

  1. Ender Pearls, Flint and steel, Wind charges, Golden Apples, and Minecraft potions, e.g., potion of invisibility, potion of instant regeneration, potion of healing, are banned from PvP.
    1. As a result of this, suspicious stew is disallowed as it allows Minecraft potion effects. 
    2. TTRP’s custom foods and TTRP’s custom potions are allowed.
  2. Placing blocks is disallowed during wars and raids. This means that randomly placing water buckets, blocks, cobwebs, sweetberry bush, lava, powder snow, etc., is not allowed.
  3. The use of explosives is not permitted within PVP. This means no use of TNT, TNT minecarts, fireworks, etc. 
  4. Logging off or teleporting away via /home is disallowed. Doing so will get you barred from the event. 
    1. The only exception is if teleportation was achieved with magic; if you randomly disconnect due to internet bugs or entirely lag out, Moderation understands.
  5. The following are illegal items not to be used in PvP; if seen, they will be confiscated by Moderation, and you will be removed from the conflict. The use of default Minecraft potions, potion-tipped arrows not lore-approved, and default Minecraft enchanted items.
  6. Moderation will not give items back that you lost throughout the entirety of the encounter. Do not take anything valuable with you.
    1. The only exception to this rule is if you lost any items due to a bug or glitch. 
  7. Abusing known bugs and glitches is not permitted.
  8. OOCly watching from the sidelines of PvP encounters as a result of wars and raids is not permitted.
  9. Spawn-camping is not allowed.
    1. When in any sort of battle, however, you may not come back after being popped—with popped meaning you could not be revived while downed in time. 
Raids

Raids are a single battle, usually with a goal or a single objective in mind. Raids are battles that can happen on their own and act as a good Casus Belli for the faction or nation being raided, with a goal in mind intended for the faction or nation to spark small-scale roleplay. 

Raids, despite the other topics, do come with their own strict set of rules. Unlike wars, raids do not require OOC consent and may happen at any time so long as a Moderator is present.

Raids must have a moderator present during the event, as well as adequate in-character motivations—contact Moderation via a general support ticket in advance.

  1. Raids must follow all combat rules of battles and skirmishes.
  2. Anyone can show up and join either party during the raid.
  3. Raids last for a predetermined amount of time—one hour; however, this may be lifted if decided upon by both parties.
  4. Raids default to PvP and thus must follow all PvP rules. However, should both parties agree, CRP may be used with the oversight of both a Moderator and a Lore Team member. 
  5. Raids may not target factions or nations that are actively engaged in war.
  6. The minimum player count for raids is five people on the attacking side, while the maximum is fifteen. 
Wars

War may not happen until all necessary steps are followed through. Moderation requires the following steps to be made:

  • Declaration of war with a valid Casus Belli that Moderation approves. 
  • A grace period, known as a call-to-arms, of two weeks which the factions or nations involved may set up proper preparations between themselves and their allies. 
    • Proof of any allyships and mercenaries involved must have evidence provided to the Moderator(s) handling your ticket to prove the validity.
      • Proof can be mundane things such as a signed book-and-quill, a post on the guild forum board. 
  • A spreadsheet of any kind detailing all individuals involved.
    • This spreadsheet must include IGNs, character names, and the faction or nation they reside in.
      • During this time, please refrain from changing your character's name often so that Moderation may prove the validity of playtime. If moderation is unable to, we may prevent you from participating. 
  • The planning period of the first battle then commences, and Moderation will try their absolute hardest to be as inclusive as possible for time zones; most of the time, battles may occur during the weekends. 

OOC communication is crucial when it comes to wars, especially when it comes to player-to-Moderator, to ensure that the war, battles, and skirmishes that take place are as seamless as possible. 

  1. Both parties in a war encounter must collectively decide on a time OOC to invoke the RP.
  2. Players require 10 hours of playtime on the server to be able to participate in a war.
  3. You may not have two of your own characters participate in the same war. 
  4. Outsiders may not participate in the war unless called upon through the two-week call-to-arms period.
  5. OOCly watching any battles, skirmishes, or otherwise is not permitted. 
  6. If your character dies during a battle, you are in control of whether your character passes or not. You are not forced to permanently kill your character.
    1. You can, however, choose to wound your character during this time.
  7. Characters under the age of 16 may not participate in wars.
  8. At any time, the attacker or defender may surrender. 

Spies and Mercenaries

Spies and mercenaries are admissible during times of war; however, do have their own set of guidelines to follow. While spies are more mundane than mercenaries, mercenaries must be treated as though they are civilians of the faction or nation they are fighting for, and must be paid through in-character means. 

  1. The use of spies and mercenaries should be discussed and agreed upon before the beginning of the war.
  2. The use of spies and mercenaries should be brought to the attention of Moderation to limit the confusion of any possible metagaming.
  3. Mercenaries are a group of people who are paid for the act of assistance in conflicts, so they must be compensated by the side hiring them. 
    1. The minimum amount of compensation will depend upon the group, but may not be lower than 2gp.
    2. The number of mercenaries used should be discussed ahead of time to prevent any rallying.
    3. Mercenaries must be pre-established players and cannot be friends recruited to help within a war.
  4. Spies are individuals who are used for the purpose of gathering information, and can be people either hired to go into the opposition, or those who are willing to betray their original party with sufficient in-character reasoning. 
  5. Spies need sufficient in-character reasoning to partake in the duty of betraying their original party and cannot do so on a whim.
  6. Spies do not have to be loyal to their original party; however, any betrayals require in-character reasoning.
  7. Spies may not be used for the means of assassination unless thoroughly discussed with the other party—as well as Moderation or Administration—if involving the PK of a substantial figure.
  8. All use of spies and mercenaries must be done so in character. 
    1. Any attempts to use either OOCly will result in punishment, as well as the voiding of the interaction and possible voiding of the entire war.  

War and Raid Protection

To prevent factions or nations from becoming overwhelmed by battle, there are restrictions on how often wars and raids may occur. 

  1. Defending factions or nations are allowed to deny raids if they have been active in a war within the past week. 
  2. Defending and attacking factions or nations that have recently ended a war have a grace period of one OOC month since the previous war ended.
    1. This means they may not enter war during this one OOC month grace period. 
  3. Factions younger than one month are exempt from war being declared upon them. This also means that factions younger than one month may not participate in war.
    1. Factions younger than one month may be raided and participate in raids. 
  4. When a faction or nation is raided, they have a base cooldown of six days, with two hours being added for every individual involved in the raid. 
    1. The time limit caps at three weeks. 

Warpaths

Warpaths are defined as paths that will be taken during times of war. These paths are often treacherous and will cost coins. The truth is, your nation is spending these coins to feed its people, to build carriages, to forge metal, and so forth. 

Warpaths are paths that must be traveled during times of battle. 

  1. Each person participating in the war, who is actively travelling to the other faction or nation, will cost 32bp. 
    1. This is a set price and will not rise or lower, even if the party is large or small.
    2. Moderation will inform the faction or nation of the price and request payment before they travel for battle.  
  2. The faction or nation attacking the enemy faction or nation must start from their faction or nation. They are permitted to start from their allied factions or nations if it’s closer. 
    1. The battle time will not begin until the first player in front reaches the enemy faction or nation. 

Battles and Skirmishes During War

Large-scale preplanned battles between factions or nations are completed using the PVP system. As per usual, custom rules may be proposed so long as both parties actively agree upon them; however, if not, default to the rules laid out by Moderation. 

On the other hand, skirmishes are one-off, small-scale fights between a small group of people during war. For example, a skirmish may look like a small scuffle of individuals from enemy nations. 

Skirmishes do not automatically default to PvP; thus, they must follow all roleplay and combat rules, nor do they require Moderation oversight. The following ruleset does not apply to skirmishes.

  1. All battles default to PvP.
    1. PvP rules always apply during battle.
  2. No battles can begin without an announcement from Moderation.
  3. OOC spectating is not allowed during battles; viewing the battle via streams is allowed, but you may not know of this information in character. 
  4. All fighting stops when the battle is announced as over by the Moderation Team.
  5. You may not rejoin the battle after death.
    1. If you are revived on the battlefield while downed, you are permitted to rejoin the battle.
  6. While traps are allowed, they cannot break the build rules and must be disabled when not in use.
    1. Traps, and only traps, may be pasted in by Administration for both factions and nations; however, it will cost coins.
    2. Players must be able to get out of traps as easily as they may fall in them.  
  7. Battles will last until a predetermined time has passed—faction and nation leaders from both parties may discuss this together.
  8. Should any victory from battles result in a standstill, it will be considered a draw.
    1. This should, for the most part, be rare. 

Examples of Battles That are Permissible 

  • Last Man Standing — The last player left standing of the faction or nation they represent wins.
  • Largest Party Wins — The most participants of the faction or nation they represent left standing after an agreed-upon time period.
  • Jail Tag — The most members captured of the faction or nation they represent within an allotted time period.
  • Capture the Flag — The party of the faction or nation they represent that has captured a previously agreed-upon item from the other party first.
    • This item must be easily grabbable. 
  • Custom — A custom scenario agreed upon by both parties.

War Builds

During times of war, factions and nations are given the chance to paste in war builds. War builds are defined as builds that are meant to defend the faction or nation charging into war. 

  1. War builds can include small-scale strongholds, small-scale walls, defensive structures, and small-scale camps. 
  2. War builds must look pleasing; effort must be put into the builds, and they may not be loosely put together.
    1. Administration will be responsible for pasting in war builds, and will look over the war build before it’s pasted into the server.
  3. Redstone is not permitted in any build pasted in.
  4. Walls may be jumped over only by the use of magic, if possible.  
  5. All builds must abide by the rules of PvP, meaning not using the prohibited items listed, e.g., the use of a cobweb-filled field is not permitted.
  6. Requests for defensive structure pastes will be checked and can be denied if using prohibited items.
  7. Players must be able to escape the defensive structures.

Victory Conditions

Victory conditions for the outcome of the war must be mutually agreed upon OOCly by both parties. Consequences for the losing party can look like pillaging, for example, wherein the faction or nation that wins the war may be able to claim monetary or material gain from the faction or nation that lost the war.

  1. Victory must be properly played out in character on both sides. 
  2. There should be signs of the aftermath that can be politically, emotionally, or physically. 
  3. Victory conditions must be reasonable and fair, especially when it comes to financial recompensation. 
  4. You should be able to pay the repercussions of war if you wish to engage in it.
  5. This does not mean you may avoid paying repercussions if you feel that they are unfair. Moderation can be contacted to review the proposed repercussions.
  6. All consequences of the war must be played out on both sides.
  7. This can include those affected by the war, including tension growing between alliances due to the outcome as an example. 
  8. Understand that within this, you are expected to feel the impact of loss. In this war, your own life is not just impacted, but also the lives of your people and many more, as war does not just cost money but lives, families, and may even impact your character socially.
  9. Moderation understands that conflict can be stressful, but all acts within and during the aftermath of war must be kept in character. 
    1. The losing party is expected to play the part.
  10. Soulbound items may not be taken unless agreed upon by the opposing party who may be having their soulbound items stolen.

End of War

There are multiple ways that a war may end, which may be outlined by Moderation or mutually agreed upon by both parties. This is the most simplistic of all, as there are not many end-of-war conditions.

  1. The attacking or defending faction or nation chooses to surrender. 
  2. A peace treaty is made and agreed upon by the attacking and defending faction or nation. 
  3. The attacking or defending faction or nation ceases all attacks on the other faction or nation—a ceasefire.
    1. The timeframe, if agreed upon by both parties for the ceasefire, is roughly [1] OOC week. 
  4. Armistices are agreed upon by both the attacking and defending faction or nation.
    1. Though this is typically temporary. 
  5. The attacker wins a specific number of battles, or the defender wins a specific number of battles.
    1. The base number is three, meaning attackers or defenders must win two battles; however, this may be modified if both parties agree.
    2. Moderation does urge there to be three battles at minimum, as war will span the course of roughly an OOC month and a half.