WORK IN PROGRESS War and Combat system

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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.

Link to ‘Nations’ system

Link to ‘Settlement and Building’ system


We have set the combat standard for our server to be “Roleplay Default”. This means that by default, every fight has to be played out through the means of roleplay. An exception to this rule is if the fight consists of 5 or more players, in which case it will be done through PvP (Player vs Player) combat to avoid the chaos of text and emotes in the chat (Combat rule 1.a.). A fight can also be turned into PvP if both sides agree to it. Keep in mind that a PvP fight also requires at least a few lines of text roleplay building up to the fight itself.

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

If two players disagree upon an action in RP combat, they can solve their dispute through rolling a dice. This can be done by both sides using the “/roll 20” command. The side with the highest roll will have their action be valid (Combat rule 1.d.).

When using a bow or crossbow in RP combat. It is generally accepted that arrows and bolts do more damage the closer you are, generally the human body can withstand at least three shots without armour before blood loss takes over unless shot somewhere vital such as the head or heart etc. Armoured opponents may vary.

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 the one being attacked first.

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”).

Link to the Rules

Link to ‘Intrigue’ system

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.
  1. 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.)
    1. Upon entering a warzone the player is notified and warned by the region.
  1. 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 two 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 ( 50 x 50 ) - 10,000 Kuras.

Fort size of land ( 100 x 100 ) - 20,000 Kuras.

Castle size of land ( 150 x 150 ) - 50,000 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 two months 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 for example.

  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 two months 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, i.e leave the server, 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”.

Link to the Stronghold application format

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. (Stone construction is impossible in the heavy swamp areas for example).
When a Stronghold is abandoned by its appointed leader for longer than one month IRL (with no replacement) it falls into disrepair, if it stays in this state for another two months IRL (for a total of three) 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.

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:

Link to the siege engine request format

Siege weapons are recorded and maintained (tax) each in-game year (two weeks IRL).

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: 500 Kuras
Upkeep: 100 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: 1000 Kuras
Upkeep: 400 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: 2000 Kuras
Upkeep: 700 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: 4000 Kuras
Upkeep: 1000 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.

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.

Link to the war declaration format

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

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:

Link to ‘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 vasselised or abdicate their titles (Only under the circumstances of a rebellion can another player force another's abdication).

A revolt (on Tale of Banners) is when a group of non-noble characters fight a war to replace a ruling noble with another, be it count, duke, or even a king or emperor.

Revolts often take place when the people of a nation feel their current lord is unjust and there is a suitable noble candidate ready and willing to take their place.

A revolt is a war without the official support of an established county or duchy, a group of players simply get together and challenge the military might of their lord in combat.

When a noble character loses a revolt, they must abdicate the title of the county that has revolted to the noble chosen by the revolt to take their place.


A conquest (on Tale of Banners) is when a nation commits to an all out assault on another nation simply to vassalise 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 conquestor or relinquish their captured land and titles.
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