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# The nation that declared a war (also known as <u>the attacker</u>) selects a province to attack.
# The nation that declared a war (also known as <u>the attacker</u>) selects a province to attack.
# The RPC will then decide on each side's "entry zone," a defined area in the province where each side can join the battle using <code>/battle join</code>. More about entry zones in the Battle mechanics section.
# The RPC will then decide on each side's "entry zone," a defined area in the province where each side can join the battle using <code>/battle join</code>. More about entry zones in the [[#Battle mechanics|Battle mechanics section]] section.
# If the attacker does not select a province to attack within 24 hours, the defending nation is given the offensive, and Step 1 repeats.
# If the attacker does not select a province to attack within 24 hours, the defending nation is given the offensive, and Step 1 repeats.
# A battle time will then be voted upon by all registered troops; the registration process will be explained further below.
# A battle time will then be voted upon by all registered troops; the registration process will be explained further below.

Latest revision as of 10:27, 14 August 2026

War Manual

Types of wars

They say war is the failure of diplomacy. War can be for all sorts of reasons, and Avatarverse aims to reflect that. Each side in a war must have a war goal, which is what that side wants out of the war. The dynamics of a war vary depending on the war goal. Here are the types of wars we foresee happening and the respective war goals, but this is not an exhaustive list and the Roleplay Council reserves the right to create new war types on the fly to better accommodate certain situations:

War type Description Attacker goal Defender goal
Claim Land Attacker is claiming land belonging to another nation. Occupy the claimed land and hold it for a time. Prevent the claimed land from being occupied.
Claim Title Attacker is claiming a landed title belonging to someone else. Occupy all provinces belonging to the claimed title and hold them for a time. Prevent respective lands from being occupied.
Revoke Title Attacker is defender's overlord and is fighting to revoke defender's title after defender's refusal to abdicate. Occupy all provinces in defender's domain and hold them for a time. Prevent domain from being occupied.
Independence Attacker is a part of defender and is declaring independence from them. Prevent all provinces in the breakaway state from being occupied. Occupy all provinces in the breakaway state.

Path to victory

Achieving one's war goal will mean that eventually they will win the war by default after a period of time, the duration of which is determined by the RPC on a case-by-case basis for each war. In any war, imprisoning the enemy leader is considered a forced victory and you will be able to enforce any demands that were included in your war goal. For example, if the Kingdom of Omashu declares an independence war against the Earth Kingdom and ends up imprisoning the Earth King, they are guaranteed any provinces considered part of Omashu, but the Earth Kingdom is not necessarily obligated to cede any other provinces to them.

War procedure

To begin a war, one war leader must declare war on another in #global-politics. A war leader can be a Nation Leader or someone who has earned the Rebel Leader role through an RPC ticket. After this war declaration, an RPC ticket will open, and the NLs/HROs of each participating nation will be added. The ticket will serve as a communication hub between nations, under the guidance of The RPC, to plan out events relating to the war.

The first matter discussed in the ticket will be the war's opening battle. The procedure for an opening battle is as follows:

  1. The nation that declared a war (also known as the attacker) selects a province to attack.
  2. The RPC will then decide on each side's "entry zone," a defined area in the province where each side can join the battle using /battle join. More about entry zones in the Battle mechanics section section.
  3. If the attacker does not select a province to attack within 24 hours, the defending nation is given the offensive, and Step 1 repeats.
  4. A battle time will then be voted upon by all registered troops; the registration process will be explained further below.
  5. Once battle time and place are picked, a battle can commence.

Registering for battle

All participants must register for the war in order to participate in battles. You need only register once for each character of yours that will participate (just don't go overboard and switch characters all the time).

Requirements for registration:

  • Be an established character.
  • Make a RPC ticket for War applications.
  • In this ticket, send/link a unique character bio of at least 250 words.
    • You can either send your raw bio in the ticket or send a link to a bio you posted in the 👤・character-bios forum.
    • "Unique" bio means you did not plagiarize any part of your bio or use generative AI, except for the purposes of spellchecking/proofreading.
  • If the RPC finds the bio acceptable (i.e. no inconsistencies and no nonsense, etc.), your character is registered for war, and you can do /battle join come battle day.

Battle mechanics

  • The whole province is the battlefield, and each side starts in their designated entry zones.
    • Entry zones are determined by the RPC based on what would make most sense in the context of the war. For example, a nation invading from the sea would most likely have their starting position be the shore of a beach.
    • The wishes of each army are taken into account by RPC, but remember that a cohesive narrative is most important.
  • The objective of the battle is to defeat all enemies OR have the highest score after an hour of battle.
    • Defeating an enemy (i.e. knocking them out or ejecting them from battle) will add one point to your team's score. If one of your teammates gets defeated, that will subtract one point from your team's score.
  • If a player gets knocked out during battle, there is a 60-second period in which three things can happen to them:
    • They can be healed back to consciousness using HealingHands, which will allow them to rejoin the battle.
    • If the 60-second timer runs out with no actions being taken, they will be ejected from battle (“wounded”), unable to continue participating.
    • If certain conditions are met (see below), they can be hit by anyone and "finished off," meaning killed entirely.
  • EACH SIDE HAS A FINITE NUMBER OF KILLS TO USE PER BATTLE.
    • Since kills are limited, you may want to save your kills for certain targets, rather than deleting the first 2 people you knock out.
    • This number of kills is determined by previous battle success: the more points you got in the previous battle, the more kills you get in the next. In the first battle, no one can be killed.
    • Killing an enemy still only earns one point.
  • During battle, all doors and containers in the battle province will be unlocked.

Battle preparations

The defender may prepare for battle in the contested province in whatever way they see fit, e.g. erecting a fort or battlements around their entry zone, and the attacker may bring whatever items they please, with the following conditions:

  • No placing obsidian or other unbreakable/nearly unbreakable blocks for the purpose of creating an unbreakable barrier or structure.
  • No destroying or altering the province on a vast scale beyond what is realistic in the Avatar world.

Battle aftermath

If the attacker emerges victorious in a battle, they occupy the province and establish a military presence there. For 2 hours after the end of the battle, all locks on doors and containers will be bypassed, allowing for the invading army to loot the province of its resources. Griefing by breaking blocks, however, remains prohibited, except to access locations that are blocked off. Needless destruction of buildings is against the rules.