OFFICIAL The War and Combat System v1.3

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Tale Of Banners

Aug 30, 2015
The ‘War and Combat’ System

The war and combat system is designed to explain how wars are created and how they work, how siege engines and stronghold comes in play into this, and how combat works on the server.

This is one of the three fundamental systems for Tale of Banners, the other two being the “Settlement and Building” system, and the “Nations” system.


We have set the combat standard for our server to be “Roleplay Default”. This means that by default, every fight must be played out through roleplay (typed emotes, rolls, and speech). If the players involved in a fight ALL agree to engage in physical PvP (Player vs Player), they are permitted to do so. This is particularly useful in resolving fights with 3 or more players where the quantity of text actions can get out of hand. In both kinds of combat (rp and pvp), players must first engage with at least a few lines or speech text roleplay building up to the fight itself. Please see the below example of a full length roleplay fight.

(Certain counties become PvP default during wartime, (see 'Warzones'.)

Roleplay Combat System:

A regular roleplay combat takes place between two characters. One character always attacks first with an attack emote and attack roll, while the other character gives a defend emote and defend roll.

Players then take turns attacking and defending, until the combat is resolved. Players use the command /roll after each emote to roll a number between 1-20. If the attacker rolls higher than the defender, the hit lands. If the defender rolls higher, the hit misses, and the defender gets a turn to attack. A high roll is always a victory, even if the rolls are very close. If the rolls are even, the emote clash is a stalemate, and the defender proceeds to take his next turn as attacker.

Hits & Crits:

If the attacker lands a hit, the defender gets to emote an appropriate outcome based on the situation and combatants. If the attacker rolls a natural 20 (critical hit), the attacker gets to emote an appropriate outcome instead of the defender, and the attack is worth 2 hits. If either party rolls a natural 1 (critical fail), the other opponent immediately gets an attack of opportunity, and may immediately emote an attack outcome worth 1 hit, regardless of turn order, before returning to regular turn order. Combatants must keep tally of hits, as being hit 3 times makes a character ‘crippled’ - immobilising them and providing an opportunity for combat character death.

Yielding and Death:

If, at any time, a character yields in a fight, they may not be killed and are taken prisoner. If a character has an intrigue application, they may ignore yielding, allowing them to murder yielding characters. A character that is ‘crippled’ may not move, but may still participate in combat (within their reach). If a crippled character is hit when they are down (and has not yielded), they are killed. The dying character emotes their death, unless a critical hit or fail is rolled, then the killer gets to make the final emote themselves. Note that this does not permanently kill common characters, but will kill noble and high level intrigue characters. Non-intrigue characters may choose to fight to the death instead of yielding. If you’re just an average character that is not involved in the noble or intrigue systems, then your character will simply forget the actions that happened leading up to the knockout (“death”.)

Larger Fights:

When in a group fight of 3 or more people you should always wait for your turn in combat. After you have attacked, anyone else on your side has a chance to attack, and then the other group take their turn. This is so everyone gets a chance to fight equally in combat and combat is less confusing (Combat Rule 1.d.) It is recommended that you roleplay where possible but keep in mind that large fights are often easier resolved through pvp (rather than text roleplay.)

'Turn Order' on Tale of Banners is as follows: The attacking party gets the first emote (in combat where both parties are in mutual aggression a /roll 20 is performed between one member from each party to decide who goes first.) All members of the attacking party get to attack once and then the turn is given to the defending force who each attack once, individual turn order inside groups is up to player discretion.

To be able to instigate a fight with the intent of murder (outside of war battles.)

You have to be an accepted villain through the Intrigue system linked below. Otherwise, you are not allowed to kill unless you are in a fight to the death! If another player yields to you at any point and you do not have an Intrigue application you must stop attacking immediately. (Combat Rule 2.)

You can however non-lethally subdue a criminal at a crime scene or be subdued yourself. You cannot kill a lawbreaker unprovoked however unless you have posted a bounty on the forums with a description of the criminal and a screenshot of how the looked in-game at the time (Staff will do a quick check to see if the villain has an Intriuge Application and mark the bounty as 'Accepted'.) Once this is done and you or someone else recognizes the criminal again in-game you have the right to capture and execute them.

Take note that if you are playing a villainous, or noble character, the death of your character is considered final. To avoid your character dying for silly reasons, be smart about your actions. If you’re just an average character that is not involved in combat, then your character will simply forget the actions that happened leading up to the knockout (“death”.)

Rp-Full Length Example.png

Raiding Rules

A “Raid” (on Tale of Banners) is villainous activity in groups of five or more which overrides the RP default combat rules and forces PvP default. (Combat rule 4.a.)

  1. Raids cannot be made against a settlement protected by a nation.
    a. When a county is not protected the region will notify any players inside.

  2. For a raid to take place at least one player must have an accepted intrigue application at tier 3.
  3. If a settlement becomes protected by a nation while a raid is underway the raid must stop immediately.

A warzone is a county of a warring nation that is bordered with a county owned by the enemy.

  1. When a county becomes a warzone the default combat changes to “Player Versus Player” (PvP) default. (Combat rule 4.b.)

  2. Upon entering a warzone the player is notified and warned by the region.

  3. Counties that are considered warzones may change during war, after each siege or battle.

PvP default combat rules apply in settlements located inside warzones also, this is mainly to simulate the chaos of wartime. Items and buildings in settlements however are never at risk.


A stronghold is a defensive structure maintained by a monarch. The stronghold acts as a defensive position which will be the front line of the county it’s positioned in. When a stronghold is built in a county, the type of battle in that region will change from “Open field” to “Siege” in times of war. These strongholds can be equipped with defensive siege weapons for added defence.

Strongholds must be approved by staff through a simple application, and must be maintained (upkeep) every in-game year (every two weeks IRL). Failure to pay for the maintenance of the stronghold will result in it falling into disrepair and turning into a ruin after three months.

Strongholds can be one of three sizes - Watchtower, Fort or Castle. Strongholds can be built at any of these three sizes to begin with and expanded later on if necessary.

Watchtower size of land ( 10 x 10 ) - 100 Kuras.

Fort size of land ( 25 x 25 ) - 300 Kuras.

Castle size of land ( 50 x 50 ) - 500 Kuras.

Stronghold Leaders (Castellan)

When a stronghold is created, an OOC leader or “Castellan” is chosen by the current ruling house. If this stronghold “leader” is inactive for longer than one month the stronghold becomes claimable by other groups or houses, ultimately decided by the current ruling house. If the stronghold remains inactive for a further month it becomes a ruin.

Stronghold leaders are simply in charge of micromanaging the stronghold and their activity on the server to ensures a stronghold does not fall into ruin (General rule 12.a.).

The simple three rules for Castellans are here:

  1. Castellans do not necessarily have to be noble, but they can be.

    a. They are not restricted to this sole title. The castellan can have other titles found in the nation system.

  2. If someone registered as a castellan is offline for longer than one month it becomes “abandoned” and they lose their claim on the Stronghold in question. (General rule 12.)

    a. If a ruler wishes to have all their strongholds in peak condition they need to assign reliable, active players to them.

    b. If a stronghold is inactive and without a castellan for a further month it will degrade into a ruin regardless of upkeep being paid or not. (General rule 12.a.)

  3. If a castellan can no longer perform their duties, e.g become ill IRL, another player can take their place (chosen by the current monarch of the nation).

    a. If a stronghold wishes to appoint a new castellan it’s done by the monarch simply creating a reply to the stronghold application on the forums with the name of the new castellan (for server records).
Creating a Stronghold

To create a stronghold, the monarch (king or emperor) of the land must post a simple application (for purposes of notifications and overview) on the forums. A link to the application is posted below.

A stronghold also needs an active player to take on the role of leader or “Castellan”.

We want players to be able to design and create these strongholds, but for sieges to be enjoyable for the attacking and defending forces there are certain rules they must follow:

Stronghold Rules-
  1. Strongholds cannot be built below sea level.

    a. To avoid unfair and unrealistic sieges any stronghold must be built above the ground.

  2. Strongholds must be “realistic”.

    a. Tale of Banners is based on a low-fantasy realistic setting, this means any buildings on the server especially Strongholds have to be realistic and logical and follow the Tale of Banners building guidelines.

    b. We discourage the use of Minecraft based anti siege defenses such as placing Minecraft Redstone buttons across a wall to discourage ladder placement, genuine medieval building techniques such as overhangs also hinder this siege technique.

  3. Strongholds must be of the appropriate theme from the official server lore.

    a. Like all buildings on the server strongholds must be built to a decided theme. Even though the choice ultimately falls on the player that has the stronghold built the theme chosen must make sense logically and lorewise.
When a Stronghold is abandoned by its appointed leader for longer than one month IRL (with no replacement) it falls into disrepair and is 'abandoned', if it stays in this state for another month IRL (for a total of two) it may become a ruin for players to explore on their travels. This means old disused castles and forts will naturally crumble and become part of the servers aesthetic over time (General rule 12.a.)

Mothballing a Stronghold

A monarch can choose to mothball and garrison any stronghold on the tax days every two weeks IRL.

When a Stronghold is mothballed it does not require a player to act as “Castellian”.

Mothballed strongholds cost no upkeep to the server but take the same amount of time they have been mothballed to garrison again.

If a stronghold is mothballed for longer than two months IRL it falls into disrepair and becomes a ruin. (General rule 12.a.)

Siege Weapons

Siege weapons are necessary to attack and defend strongholds and capitals successfully.

Siege weapons are bought by nations by making a “Weapon Request” on the siege engineers workshop area of the forums, found here:

Siege weapons are recorded and maintained (tax) each in-game year (two weeks IRL). And can be applied for and dismantled at any time during the week, the changes will update on the tax weekend. (Please note you do not receive any money back from dismantling siege equipment!)

When operating siege weapons roleplay must be done accordingly even under fire as this simulates the operation of the siege equipment and allows the attacking/defending force to fight back.

When operating siege equipment the appropriate emote must be made to simulate the loading/firing/usage necessary for the equipment to function.

Multiple people are often required to operate siege equipment, each siege weapon has its own emote rules, see below:

(Even if an emote must be repeated several times, each emote must be unique. If two emotes are the same they become invalid.)

Siege Ladders

Initial Cost: Only the required materials.
Upkeep: Free

1 Roleplay Line
1 Roleplayer

Siege ladders are the only siege weapons that do not require any upkeep. Siege ladders are simply Minecraft ladders which are placed by individual soldiers to scale walls during a battle. To set up a ladder you must stand next to the wall and write a line of roleplay for setting it up. A moderator overseeing the battle will then set up the ladder for you.

(Technical limitations doesn’t let us only place ladders without allowing other blocks, so it’s either this or free-build. We might consider trying free-build in battles in the future if people think that’s fair and fun.)

Battering Ram

Initial Cost: 100 Kuras
Upkeep: 50 Kuras

300 HP
0 - 100 DMG

The battering ram is only operational when there’s 6 soldiers handling it (stood still next to the device) . Any less and the battering ram is rendered ineffective.

Even though six soldiers are required only one performs the roleplay.

If the battering ram has a structure (such as a roof) which must be moved with the battering ram itself, it follows the same rules as a siege tower.

1 Roleplay Line
1 Roleplayer
6 Soldiers required minimum

Example -

[Char 1] *Slams the battering ram into the door* “Heave!” (/roll 100)

A roll out of 100 determines damage to the door/gate, when the door/gates health is under 50 it will break apart and allow the siegeing force inside. The more gates a stronghold has, the easier it is for an attacking force to enter.

Even though it takes six people to operate a battering ram only one person can roleplay and /roll 100.


Initial Cost: 500 Kuras
Upkeep: 100 Kuras

300 HP
100 DMG

2 Roleplay lines
2 Role Players
2 Soldiers required (Loader and Gunner)

Example -

[Loader] *Picks the Ballista bolt up from the pile and loads it into the mechanism* “Loaded!”

[Gunner] *Aims the Ballista at the infantry units on the wall and fires* (/roll 100)

A roll out of 100 determines the ballistas accuracy. Ballistas are primarily used for defense as they are more accurate than destructive making them perfect for destroying enemy siege equipment firing on a stronghold. Anything over 75 is considered a hit and the ballista always does 100 damage when it lands.


Initial Cost: 800 Kuras
Upkeep: 150 Kuras

500 HP
200 DMG

3 Roleplay lines
3 Role Players
3 Soldiers Required (Two Loaders, one Gunner)

Example -

[Loader 1] *Heaves a large stone boulder in the Trebuchets net.*

[Loader 2] *Begins to crank the Trebuchets arm backward* “Loaded!”

[Gunner] *Aims the Trebuchet at the wall and fires* (/roll 100)

A roll out of 100 determines the accuracy, due to the unreliable nature of stone projectiles only anything over 90 is considered a hit however the Trebuchet always lands with a damage of 200.

Siege Tower

Initial Cost: 100 Kuras
Upkeep: 200 Kuras

1000 HP

Lines of roleplay are dependant on distance.
1 Roleplayer
6 Soldiers Required

Example -

[Char 1] *Heaves and pushes the siege tower forward* (/roll 100)

A roll out of 100 depends on how fast the siege tower moves, anything over 50 is considered a viable move and the siege tower will be shifted forward using in-game commands. This process is repeated until either the siege tower is abandoned, destroyed or it reaches the walls.

Walls, Gates and Defenses

When a siege weapon is used to target a stronghold’s structure it does a specific amount of damage, various parts of castles also have a certain amount of hit points (Or HP for short). The specific amount of HP given to walls and gatehouses etc are as follows.

When the structure of a stronghold falls below 50 HP it is considered destroyed.
  1. Walls - 500 HP

    a. A wall is considered any reinforcing structure used simply as a barrier between the enemy and the garrison.

  2. Tower - 800 HP

    a. A tower is considered any tall structure built to give the defenders a height advantage over the attacking force.

  3. Gatehouses - 1000 HP

    a. A gatehouse is considered any entrance to a stronghold or city which usually holds an iron gate and acts as a choke point in battle.

    b. Iron gates which are connected to gatehouses can only be damaged by a battering ram and always have 300 HP.
During an in-game battle moderators oversee the effects of fired siege weapons and keep track of HP for gates and walls. Each time a shot lands the remaining HP is called out by the staff supervising the battle.

Defensive Debuffs

The only circumstances where a nation can gain a defensive debuff in war is when they are in deficit. A nation crippled by debt cannot afford the structural upkeep of their walls and as so receive the following debuffs on defense when in deficit:

All strongholds and defensive structures (walls, towers and gatehouses) have -50% HP

War Declaration

Here you can find the format to create a war declaration. Please note that for a war to take place, a lot of political roleplay and valid causes for the war have to be present. Wars on Tale of Banners are supposed to be large server-wide events and often mean the end of a nation's independence, and therefore have to be well thought out.

You cannot declare war on another nation on the tax days of Friday, Saturday and Sunday IRL every other week. This gives each nation sufficient time to make their payments before wars can be declared the following week, any nations who have not made sufficient payment to a server appointed official by 12am CET on Sunday fall into “deficit”.

If a war is declared, the nation cannot pay off their deficit until after the war is over. They can avoid the debuffs of deficit by defaulting, which in turn results in them losing most of their land and status as an official nation.

White Peace

If both nations agree, a war can end at any time under white peace. Any land currently occupied is either given back over to the enemy nation, or made part of the occupiers nation. All at the occupants discretion.

Types of Battles

There are two types of battles that can take place during a war; open field battles and sieges.

Battles will take place on another minecraft world on the same server, willing participants are transported over to avoid people returning unfairly to battle.

“Open field”

  1. If a county has no stronghold when it is attacked in order to take it there must be an open field battle.

  2. An open field battle consists of three rounds maximum, each nation is allowed to regroup and bring in reinforcements between each round, dead players can also return at this time.

  3. Each round comes to a close when all participants of one nation are dead.

  4. If one nation is beaten twice in an open field battle they must declare defeat and relinquish control of the county.

  1. When an enemy attacks a county with a stronghold, no matter how small. There must be a siege.

  2. Sieges are much more drawn out than open field battles, but only contain one round.

  3. Sieges end when the attacking or defending force is either dead or surrenders.

  4. Siege weapons are vital for this kind of battle and stone walls and gates cannot be destroyed without them.

  5. Both sides are allowed to bring as many supplies as they want to the battle. Moderators can bring chests over to the battle zone before the battle.
Tunneling is currently prohibited but this is up for debate. Currently it cannot work mechanically with this system.

Types of War

Depending on the circumstances you may only be able to wage a certain type of war, each one has their own rules and requirements.

De-Jure Claim

A de-jure War (on Tale of Banners) is when a ruler lays claim to provinces of another nation that are also in the same de-jure cultural kingdom as them.

A de-jure war is the most justified war to declare.

The de-jure cultural kingdoms of the server are made up of the following duchies:

(Red) Oseria: Avendale, Oakenbri and Tarishaw
(Gold) Korsia: Kharman, Gorbus and Milah
(Blue) Northern: The Northern Summit, The Melting Lands and Flintswood
(Green) Drahl: Krelkar, Crookmire and Elswhine
(White) Neutral

De-Jure claims are used to unite the cultural lands of a specific culture under their ancient kingdom. This means to declare a de-jure war, the ruler declaring war must match the culture of the provinces they wish to claim.

When a noble character is defeated in a de-jure war, they must choose to either relinquish any lands and titles belonging to that cultural kingdom, or become the vassal of their enemy.

See “Vassals and Being Conquered” under the nations system:

Holy War

A Holy War (on Tale of banners) is a war that uses religion as its primary motivator.

Holy wars are used to suppress a chosen religion if another religion believes it poses a threat to them.

Only the “religious head” can declare a holy war, if only the ruler of a nation wills it one cannot take place.

When a noble character is defeated in a holy war, they must choose to either become a vassal to their enemy or relinquish their land and titles.


A rebellion (on Tale of Banners) is when counties and/or duchies controlled by a monarch such as a king or emperor rise up against their liege for independence or to replace the current ruler.

In order for a group of players to declare independence they first need an accepted nation application and cannot become an official nation until they are free from their liege.

When a rebellion is accepted on the forums the nation rebelling immediately becomes independent with its own economy and administration this remains unless they lose their independence war.

A rebellion is limited to the funding the rebel nations can provide for themselves.

A rebellion requires a developed country (with a settlement or stronghold) as a base of operations for the rebels to operate from.

When a nation loses against a rebellion, they must accept the terms of the rebellion. This may mean abdication of titles or declaring independence, each rebellion has its own individual cause and demands which are decided during the application process.

Rebellions can only be declared under the following circumstances:
  1. To declare independence

    a. The only way to become independent after you have been conquered is from a rebellion, either this or wait for your liege to grant you independence, if ever.

    b. Wars for independence are very self explanatory, but like all other wars must be declared by an accepted noble family.

  2. To remove a monarch or noble house from a server maintained city.

    a. The only way to remove another player from a position of power is if they are in control of a server run city, otherwise you must declare independence.

    b. When a player’s house is removed from a city, they default to any other lands under the houses control, duke count etc. and are either vassalized or abdicate their titles (Only under the circumstances of a rebellion can another player force another's abdication).


A conquest (on Tale of Banners) is when a nation commits to an all out assault on another nation simply to vassalize them and make them part of a kingdom or empire.

A conquest is the most unjust war that can be declared, it can sometimes be considered tyrannical based on the circumstances.

When a noble character is defeated in a conquest, they must choose to either become a vassal to their conqueror or relinquish their captured land and titles.

System Version 1.3
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