Warfare Etiquette

Captives

When a battle is concluded, you have the ability to take any unconscious enemies captive and march/drag them out of the area before any others nearby have a chance of showing up to the scene of the battle. While guards or a ruler of a city can enter an ongoing fight on the defending side if it is within their cities, they cannot arrive just after a battle is concluded to stop the victor from taking captives. Each person left standing in a battle can take 1 captive, though if someone can be sent for help and it is within the victors faction area, assistance can be called to help gather up all those unconscious. A successful battle and taking of a captive should allow the victor at least 24 hours RL time with the captive before any rescue attempts are made from whatever investigation and searching is done, with a few exceptions.

 

Exceptions:

-Someone with Hunt & Track (generally a ranger) arrives immediately after the fight to start tracking the path with only the aid of those immediately present IC (remember you cannot idle next to a fight IC if you are not part of it). Waiting for others to join or gathering up forces removes this exception and would need to happen 24 hours RL time later. If someone arrives with Hunt & Track, then the 24 hours RL time that must be elapsed prior to a rescue is decreased to 4 hours RL time.

-Someone with spells that allow instant travel arrives immediately after the fight and the destination of the enemy is exactly known IC (Simply knowing the region or city isn't good enough, but knowing they are being taken to the farm on the south side of Murbrook is). Waiting for additional forces, needing to change prepared spells, or tracking down a caster with the correct spell all remove this exception.If someone uses an instant travel spell, then the 24 hours RL time that must be elapsed prior to a rescue is decreased to 2 hours RL time.

Travel Time

Traversing the entire length of one of the sim layers in roleplay would take about 1 hour of time in roleplay. What this means is that you cannot traverse the length of the sim, gather reinforcements, and return immediately to your initial spot with no time having passed. Common sense applies. Moving throughout the land will take your character time.

 

Restrictions On Calling Aid

In the event that a player calls for aid vocally, via a horn, or through other means, travel time still applies. You cannot call for aid and expect it to arrive immediately in order to resolve a situation. Generally, a conflict will have concluded before aid is able to arrive if the responding party is out of normal chat range. Refer to ‘Travel Time’ above. Those arriving to supply aid must meet the conditions specified by 'Join The Fray' regardless of location.

Attacking Settlements

Attacking any city or village with more than a party of 5 (including having others on standby ready to assist) must be reported to the defending faction’s leader and staff so that a date and time can be worked out together to coordinate such a large scale attack. Regardless of attacking size, a settlement cannot be attacked again within 24 hours of the last attack having ended.

Claiming A Settlement

For any individual, group, or military of a faction (Murbrook, Ayrewood, Wurgoth) to attack and attempt to claim land in another faction’s territory, the attacking faction must currently have control over the mine. When controlled, the attacking force must stage at least 2 successful raids on the settlement, and then a final attack that is declared to admins and the enemy faction lead, where a date and time will be jointly decided for the battle. Regardless of the outcome, a settlement cannot be attacked with the intent to claim it again within a week of the last attempt, and losing the mines forfeits any territory in another factions lands.


When there is an intent to claim a location by a group within the same faction, or upon a neutral location, an attack is declared to admins and the enemy group, whereupon a date and time will be jointly decided for the battle. Regardless of the outcome, a settlement cannot be attacked with the intent to claim it again within a week of the last attempt.


In the event of an outlier, in which the normal process for taking control of a group's base is circumvented per the decision of sim administration, then the group who has lost territory will be granted a seven day window to schedule a retaliatory raid and attempt to regain control of their base/land. Outliers will be rare, and almost exclusively granted by administration in the event of relevant long term storylines and/or other extenuating factors.

The Mine

The mine in the crossroads is a special settlement that is initially neutral but can be owned by any faction willing to take it. For any faction to attack and attempt to claim the mine, an attack is declared to admins and the enemy group, whereupon a date and time will be jointly decided for the battle. Regardless of the outcome, the mine cannot be attacked with the intent to claim it again within a week of the last attempt.

The benefit of owning the mine is quite large, the faction that does own it receiving 1 addition silver per tick for all it's members, as well as the faction being considered to hold power over the majority of the crossroads, and so can start to use it as a staging ground to attack settlements of other factions. However, even if you successfully claim settlements in another factions territory, losing the mines automatically forfeits those settlements, with them falling back to the original owners.

Settlement Guards

NPC guards at settlements give the defending side a significant advantage that their normal static defenses would usually give but aren't part of the system. No matter the ratio of attackers/defenders they can still be used with the Call Guard move for assistance when the settlement is under attack, so attacking parties either need to be significantly stronger to deal with the additional threat, or circumvent the guards using various methods provided in the system and layout to accomplish a specific goal within. If a guard is ever killed, a replacement will be stationed 48 hours later.

 

Also found on the Basic Moves page, Call Guard is here:

Call Guard

Interrupt

When you fight in defense of a location with NPC guards, roll the NPC's damage dice at the end of the round. Guards will only intervene when a citizen or the location is under attack by an outsider or criminal, and when fighting alone they use their listed stats. The guard should be at least within 20m of the individual using this move and each guard can only be called once per round.

Big thanks to all the folks that helped with the conversion of Dungeon World to SL for all it's versions in Mhirdrun, as well as allowing us to take insight and direct text from it when needed, as it's been "battle tested" and there is no need to rewrite it just to be different. Also another big thanks to all those that gave us help, insight, and testing more recently.