To the people of Travance, from His Grace Count Sebastian Everest, Earl of the Marches, and The Council of Travance:
Travance and Ser Danarest of Mornea will be engaging in a war game this coming Feast. The full text of the rules is at the bottom of this posting.
On the topic of the game itself:
The game is, in essence, a large-scale game of “capture the flag” with multiple types of flags, each worth varying amounts of points. We have not yet chosen those who will carry the Commander flags for the course of the game; there will be at least 10. If you wish to be considered as a Commander for the Travancian side, please send a message to your Councilor of choice. Those carrying Division flags will be chosen and switched as-needed, depending on how the game unfolds.
Either side attacking non-combatants (the commonfolk of Travance, or visitors such as traveling merchants, etc.), or vice versa, is outside the scope of the game and falls under the purview of the Travancian criminal justice system. After any battle between our sides, both sides will do their best to ensure that anyone slain during the battle is reanimated so that no permanent scarring of the soul occurs.
With that said, this is still a war game with both sides using their martial and mystical might, and choosing to participate does come with risk of injury, loss of property, and potentially death. Anyone participating agrees that they may suffer unfavorable consequences outside of what has been disallowed by the rules of the game.
The game will be arbitrated by a neutral third party. We have chosen a baronial historian, and Ser Danarest has agreed to this.
Concerning Ser Danarest’s offer to hire Travancians as mercenaries for his side:
We understand that some of you may enjoy testing your mettle against your fellow Travancians in a sport such as this. Travancians are allowed to accept Ser Danarest’s offer to work for his side. If you intend to join his side to spy on his forces on behalf of Travance, notify a Councilor. If you choose to work with him during the game fully as a mercenary, there will be no legal repercussions for this, though we cannot control the impressions others will have of you afterwards.
If it is suspected that you are aiding Ser Danarest outside the context of the game, expect there to be a full inquiry. Keep in mind that participating on behalf of Ser Danarest does not grant you blanket immunity to any crimes you may commit during the course of the game. In other words, murder is still murder, and if you steal something as part of your role, you are expected to give it back at the conclusion of the game.
Concerning Ser Danarest and the Knights of Mornea:
For those who may be unaware, Ser Danarest is one of the Knights of Mornea, a group of followers of Necrophitus Arcane. We fought them off last March as they attempted to assault the Ivory Tower; this war game is a result of a negotiation performed during that time to rescue several hostages. We are well aware that he is likely using this game as a distraction from something else. However, we also know that he will play this game as it is written to the letter. You do not need to fear any permanent consequences merely for engaging in this game. Enjoy yourselves!
OOG Notes:
The event runners absolutely want you all to be able to play this capture the flag game as a true game, and to feel comfortable working for Danarest’s side if you want to. What this is *not* is an excuse to grief your fellow players with CvC/PvP. If we get word that you’re behaving in such a way, there will be consequences to you as a player.
The rule about not attacking non-combatants doesn’t affect any other non-weekend-plot mods that may go out. You don’t have to worry about getting dinged with penalties to the game for participating in unrelated content.
https://docs.google.com/document/d/1Frdm3EE2tvhbtVCmyJ1NM2GUGIgjqVzAHAlEE_bNuzw/edit?usp=sharing Agreement to Wargames between the Barony of Travance and Ser Vaelin Danarest, Knight of Mornea
In the month of March, 1222, Ser Danarest, acting as an agent of Lord Indarius Wraithchill, captured and held three Kormyrian nobles, and a host of their retainers who would be released unharmed if terms were met. Terms were negotiated, and agreed upon, in exchange for the release of the hostages.
The terms offered to Ser Danarest are as follows;
1.) The city of Morena will be reconstructed to completion in as close to its original location as possible.
2.) 1,000 gold pieces would be paid to Ser Danarest
3.) Sir Grimkjell Eirson the Stalwart of Pendarvin would enter into 1 week of service to Ser Danarest, the date of its beginning and the nature of the service to be determined by Ser Danarest.
4.) Travance would participate in a series of war games in which Ser Danarest would be allowed to lay siege to the town in an effort to test both his own tactical skills, and the fighting ability of those under his command.
With Travance, having agreed in writing to participate in these games, the full set of hostages have been released unharmed. The following are the agreed upon rules for the game.
Negotiated on the date of January 14th, 1223
Representing the Forces of Ser Vaelin Danarest:
Ser Vaelin Danarest, Knight of Mornea, Scribed by Corrine Haeger.
Attended and witnessed by Thomas Larid, and Herbert Coth (Deceased)
Representing the Forces of the Barony of Travance:
Her Ladyship Talaniel Starling, Lady of Drega'mire, His Lordship Lord Rudolf Von Kreutzdorf the Alchemister, Lord of Ostcliff, Robert Tzaareth, Magistrate of Travance, Ser Naraanbatar Aikichi, Knight of Winterdark Legionaire Commander of the Kormyrian Army.
Attended and witnessed by Ser Oaecenth Nesterin, First Knight of Alisandria, and Squire Kieran Briste-Laoch, Squire to Lord Magnus Von Ritter.
Addendums over-seen and agreed to by the Grand Council of Travance, and signed by Count Sebastian Everest, the nobles of Travance, and Ser Vaelin Danarest.
The Rules by which both sides agree to Abide:
The game will commence on Friday, March 17th, 1223 at 11pm.
The field of play for the war game will consist of the lands denoted as the Travancian Proper, a mutually agreed upon neutral ground, which will be roughly a mile to the southwest of Travance Proper where no active settlements exist save for a small abandoned shack, and a base of operations for those serving under the banner of Ser Danarest.
Ser Danarest has selected Fortress Kharandor, a once mighty keep within his home of Mornea, to serve as his bastion. The fortress was impregnable in its glory days, and its remote location and many defenses should provide a base of operations and challenges that will make it as difficult to assault should Travance find a way to reach it in the Demon Barrows, as attacking the Proper will be for Ser Danarests forces.
Battles will be fought over banners, which will represent the control of resources, and the military strength needed to seize victory in war. There will be four types of banners utilized in this contest: Division flags, Commander flags, Resource flags, and finally the General’s Banner.
To perform an assault on an enemy, each side must assign a division flag to their attack force that can be captured in the assault, or surrendered if the assault fails. Each division should operate according to its own mission. If an assault has more than one goal, (espionage, rescue prisoners, etc…) it must have one division flag per mission goal. If a group wishes to obtain greater rewards, they must be willing to risk greater losses. Each side may use as many division flags as they wish. Each division flag will be worth 1 point to the side that captures it, if the person carrying it is captured or killed, and the flag taken.
Each side is to select a number of individuals to carry flags marking them as “Commanders,” who will serve as important individuals that can operate independently on missions. Ser Danarest will be selecting his most trusted generals and warriors. Travance may select as many individuals as they wish, be they members of the Barony with rank, or title, or simply those they feel most deserving, so long as they have at least 10. Obtaining an enemy commander flag, by capturing or killing the commander is worth 3 points. The flag is then held by the opposing side, until it is reclaimed by the one who lost it, which can earn that commander 3 points for their team.
During the course of the game, Resource Flags will be placed in the neutral ground at various intervals to be claimed by either side. Resource flags will be enchanted to draw ambient magic from the area allowing them to be used to enhance the forces of the side that obtains them. It will be up to the side who claim the flag to determine how to accomplish this. Each side will have designated locations in Travance and The Fortress. There will be 5 Resource Flags in play. Anytime a Resource Flag is seized, and brought to the location set aside for it, it counts as 10 or more points for the side that has claimed it, depending on the flag. If a flag is claimed (placed in the stronghold,) it cannot be moved by the side that has claimed it.
Each side will have a single General’s Banner, worth no points. Travance will use the Banner of Count Sebastian Everest as their General’s Banner, while Ser Danarest will use the banner of the Knights of Mornea. At any point during play, either side may attempt to claim the other’s banner. Capturing it with fewer points than the enemy offers no points, and the Banner can be re-captured. If a side possesses the majority of points, and the General’s Banner of their opponent, they will be declared the winner, and the game shall end.
If Ser Danarest emerges victorious - He has asked for nothing save the ability to claim victory over those who have defeated such powerful opponents as Balfurous, Xualla, and Necrophitus. Ser Danarest does however note that Travance losing to a minion of Necrophitus will only embolden their enemies.
If Travance emerges victorious - Ser Danarest agrees to refuse to serve Necrophitus for a year and a day starting from the next time Necrophitus calls on him.
Rules and Restrictions applying to both sides:
Travance and Ser Danarest agree that fights to the death are an acceptable outcome of the battles between our mutual forces.
Travance and Ser Danarest agree that enemies may surrender as long as it is legitimate. If so, then the opposing force may not willingly kill a surrendering enemy. (Legitimate surrenders are marked by laying down weapons, offering up any banners held, and clearly expressing your intent to stop fighting. It cannot be used to gain a tactical advantage, nor continue fighting afterward.) Captured enemies will be imprisoned, and may be ransomed back to the opposing side.
Travance and Ser Danarest agree that once a battle has ended, if possible, any opponents who died in the battle will be collected as quickly as possible to ensure that they can be reanimated and avoid any detriments to the soul.
Travance and Ser Danarest agree that to provide a list of participants, anyone not on this list will be considered a “non-combatant,” participation by any not on this list is considered a violation by the individual.
Travance and Ser Danarest agree that non-combatants will not be knowingly or willingly harmed through deliberate action, or deliberate inaction.
Travance and Ser Danarest agree that no structures will knowingly or willingly be damaged or destroyed through deliberate action or deliberate inaction.
Travance and Ser Danarest agree that structures may be forcibly occupied by an enemy, so long as it doesn’t violate the above.
Travance and Ser Danarest agree that the Barony of Travance will not be altered in any manner that is permanent.
Travance and Ser Danarest agree that prior to the agreed upon starting point, both sides are allowed to make any preparations they wish.
Travance and Ser Danarest agree that espionage for the purpose of obtaining information, disadvantaging an enemy, or rescuing captured allies is not forbidden. However those captured performing acts of espionage will be immediately executed as spies, and will not be returned for reanimation.
Travance and Ser Danarest agree that diplomacy will be allowed, for the purposes of exchanging hostages, discussing potential violations of the agreement, potential alterations of the agreement, or requests for specific engagements. Either side is allowed to approach each other's stronghold under a Banner of Truce, during which all diplomats are under the protection of hospitality, and will suffer no undue stress or harm so long as they abide by that hospitality.
Travance and Ser Danarest agree that both sides be allowed to recruit mercenaries from amongst each other's ranks.
Travance will not consider willingly accepting payment to fight on the side of Ser Danarest to be aiding an enemy of the town. This does not provide any legal protection for any other crimes committed while in Ser Danarest’s service.
Any Travancian accepting a contract to fight for Ser Danarest are still under the protections pertaining to the permanent alterations to their bodies and souls, and obtaining from them secure information regarding the town unrelated to the war game.
Travance and Ser Danarest agree to two temporary armistices. The first will be between the hours of 6 am and 10 am on Saturday, March 18th. To allow Travance’s mortal forces time to rest, and recover. The second will be on March 18th, 1223, between the hours of 6 pm and 8 pm. During this, a feast will be held by Travance, to which Ser Danarest forces will be considered guests. This is to allow for the trading of stories, songs and gifts of honor, and to toast each other as worthy opponents.
Rules and Restrictions specific to those under the Banner of Ser Vaelin Danarest:
As a master of portals, Ser Danarest agrees to only ever have one portal open at a time. (This does not preclude Ser Danarest forces from traveling via mundane means.)
Ser Danarest may raise the heroes of Travance as undead in his service. However, due to previous agreements, this will only apply to those that cannot reasonably be reanimated.
Ser Danarest agrees to not willingly or knowingly, permanently alter or damage any of the souls of Travancians.
Ser Danarest agrees to not willingly or knowingly, permanently alter any Travancian physically or metaphysically.
Ser Danarest agrees that during Grimkjell’s willing aid to his forces, Grimkjell will not be willingly or knowingly permanently harmed, or at any point raised as an undead, mentally enslaved, or forced to provide the enemy with any information about Travance unrelated to the wargame.
Consequences for violating the above rules:
Should an individual on either side be discovered violating the above rules, those in charge of their side will judge them and enact a deserving punishment. In addition, a mutually agreed upon number of points proportional to the violation will be deducted from the overall victory score.
If Travance as a whole chooses to violate any part of this agreement, or refuses to participate to the games completion, Ser Danarest will launch an attack on the town to prevent those within from intervening, while the forces of the Arcane Sons launch attacks on all available non-combatants.
Alterations to this Agreement:
Once signed and completed, no part of this agreement may be altered without someone given leave to speak with the authority of the Barony of Travance, and the forces of Ser Vaelin Danarest present to negotiate and agree upon any changes.
Agreed Addendums:
The Albriar Addendum: As the neutral shack mentioned in Addendum II is located within the land of Albriar, Albriar concedes this location and the direct route back to the Proper as “neutral” and considered to be part of the Proper for the purposes of these games.
Albriar additionally concedes the nearby Dalfain Fairground and the routes to the shack and Proper as part of this neutral point for use in the games and/or muster field as necessary, and it will be kept clear of non-combatants.
Attempts to move through Albriar outside of the main roads or major cities necessitates caution. Maps of safe routes to major points will be provided to both sides. Anyone from either side who travels off the main roads accepts the risk of encountering local environmental hazards, which include but are not limited to:
Escapees from abandoned labs of Alexander Heimdell;
Piscine projectiles;
Alchemical spills, explosions, and/or other fallout from experiments;
Test trains from the railway (mind the gap);
Sinkholes from the excessive tunnels under the land; and
The Stonefall Blackguard.