Alathra Casus Belli

Updated: (10/24/2023) by ShermansWorld

For all wars, both sides of the war have a maximum of 3 days to agree upon a siege time and date. If a siege time and date have not been agreed upon by then, the siege time and date will automatically be set to the next Saturday at 1 pm EST.

All Casus Belli must be approved by staff before war can be declared. To apply to have your Casus Belli approved make a ticket in the discord with your Casus Belli and evidence to support it.


The Casus Belli (Reasons to Declare War)

Conquest:

  1. The defending town / nation must be within 1.5k blocks of the town or nation declaring war (a new town can not be created to close the gap between towns).
  2. Attackers can not have allies fight on their side of the war (only towns in the same nation can fight on the attacker's side).
  3. The attacking town / nation must have attempted through in-game roleplay to peacefully integrate the defending town / nation into their town / nation and posted it in the discord lore worldbuilding channel within the last 2 weeks.

Restoration:

  1. No players from the town have been on in 2 weeks.
  2. The town must be within 1.5k blocks of the town or nation declaring war (a new town can not be created to close the gap between towns).
  3. The attacking town / nation must have an active new mayor ready to take control of the town.

Usurper:

  1. The attackers' side of the war must be led by a former member of the defending town / nation.
  2. The usurper must have been in the defending town / nation in the past 2 weeks (no more than 2 weeks can pass between the usurper leaving the town / nation and the war being declared).
  3. The usurper must have been in the defending town / nation for at least 2 weeks.

Rebellion Against Town:

  1. At least 2 players from the town are required to start a rebellion.
  2. The rebels must have been in the town for at least 2 weeks.
  3. The rebels must leave the town and start a new one for the war (they can not join another pre-existing town).
  4. The rebels must declare war within 1 week of leaving the town.
  5. The rebel town must be within 1.5k blocks of the town they are rebelling against.
  6. The rebel town can not join a nation during the war.

Rebellion Against Nation:

  1. The rebelling town must have been in the nation it is rebelling against for at least 2 weeks.
  2. The rebelling town must leave the nation it is rebelling against for at least the duration of the war.
  3. The rebelling town can not join any other nations during the war.
  4. The rebelling town must declare war on its former nation within 1 week of leaving the nation.

Trade Conflict:

  1. The attacking town / nation must have had a substantial trade deal with the defending town / nation.
  2. The trade deal must have been breached in a significant way in the last 2 weeks.
  3. There must be in-game proof of the trade deal being made and accepted by both parties.

Reconquest:

  1. The town being reconquered must have been conquered in the last month.
  2. The town must be within 1.5k blocks of the nation declaring war (a new town can not be created to close the gap between towns).
  3. The town must have been in the nation declaring war when it was conquered.
  4. At least 1 week must have passed between when the town was conquered and when a war of reconquest is declared.

Containment:

  1. The attacking town / nation must have a conflicting ideology with the defending town / nation.
  2. The attacking towns / nations' ideology must have existed and been documented IN-GAME for at least 1 month.
  3. The town must be within 1.5k blocks of the town or nation declaring war (a new town can not be created to close the gap between towns).
  4. The ideology of the defending town must have been adopted in the last 2 weeks from a neighboring town or nation.

Reintegration:

  1. The defending town must have rebelled against the attacking town / nation in the last month.
  2. The town must be within 1.5k blocks of the town or nation declaring war (a new town can not be created to close the gap between towns).
  3. At least 1 week must have passed from the end of the rebellion war that removed the defending town from the attacking town / nation.

Call to Arms (Defenders) Reasons:

This casus belli is how allies can join the defending side of a war.

You must have one of the following to join the defending side of the war:

  1. In-game evidence of a defense pact or treaty with the defending town / nation of the war that is at least 1 week old.
  2. Be within 1.5k blocks of the defending town / nation and share an ideology with the defending town. There must be in-game evidence that the town / nation has shared this ideology with the defending town / nation for at least a week prior to the war being declared.
  3. A significant investment of money or resources in defending town / nation. The Investment must have been made before the war was declared but no further back than 1 month from when the war was declared.

Call to Arms (Attackers) Reasons:

This casus belli is how allies can join the attacking side of a war.

You must have one of the following to join the attackers' side of the war:

  1. In-game evidence of a treaty or agreement with the attacking town / nation agreeing to aid in an offensive war that is at least 1 week old.
  2. (In case of containment war only) Be within 1.5k blocks of the defending town / nation and share an ideology with the attacking town. There must be in-game evidence that the town / nation has shared this ideology with the attacking town / nation for at least 2 weeks prior to the war being declared.

Bloodshed:

  1. The attacking town/nation must have a town/nation member who was attacked/killed in valid rp (anything ruled as rdm does not count as valid rp) in the last 2 weeks in their town/nation.
  2. The player who was attacked/killed must still be in the attacking town/nation.

Land Clearing:

  1. The attacking town/nation must be within 1.5k blocks of the defending town (a new town can not be created to close the gap between towns).
  2. The defending town must have had no one log on the server for 30 days.

Land Protection:

  1. The attacking town/nation must be within 300 blocks of the defending town (making new strange claims to bring your town within the 300 block radius is not allowed).
  2. The defending town must have been settled in the last 2 weeks.
  3. The attacking town must have been settled and continuously existed before the defending town was settled (if the attacking town had been deleted then recreated and the defending town was settled during the time when the attacking town did not exist this casus belli will not be approved).

Piracy:

  1. The defending town/nation must have stolen a ship from the attacking town/nation within the last 2 weeks.
  2. The attacking town/nation must have attempted in rp to peacefully regain the ship from the defending town/nation.
  3. The stolen ship must be agreed on by staff that it is in fact a ship (2x2 wooden rafts do not count).

Peacekeeping:

  1. The attacking town/nation must be within 2k blocks of the defending town/nation (a new town can not be created to close the gap between towns).
  2. The defending town/nation must have a member(s) (does not need to be the same player) who has attacked/killed players outside of the town/nation at least twice in the last month in valid rp (anything ruled as rdm does not count as valid rp).
  3. If the first instance of attacking/killing led to a war against the defending town/nation then it will not be counted towards the requirements for this casus belli.

Mercenary:

  1. The mercenary town must be paid a minimum of 10k to join the war (trying to subvert this by having the employers send 10k to the mercenaries and then having the mercenaries send the 10k back will result in harsh punishments).
  2. If a mercenary town is part of a nation and is contracted into a war only the mercenary town may join the war. Its nation may not join the war unless they have a separate casus belli which is unrelated to the mercenary town.
  3. Mercenary towns may not give back any of the money they were paid at any point during the war or after the war.
  4. Mercenary towns may not leave the war until it ends unless they pay at least 5k to the opposing side of the war and this payment is accepted by the opposing side of the war.

National Security:

  1. The attacking nation must have a town within 500 blocks of the defending town (making new strange claims to bring the town in the nation within the 500 block radius is not allowed).
  2. The defending town must have been settled in the last 2 weeks.
  3. The attacking nations town that is within the 500 block radius must have been settled and continuously existed before the defending town was settled. (If the town in the attacking nation within the 500 block radius had been deleted then recreated and the defending town was settled during the time when the attacking nation's town did not exist this casus belli will not be approved).
  4. The attacking nation must have existed and continuously existed before the defending town was settled. (If the nation was dissolved and recreated and the defending town was settled during the time the attacking nation did not exist this casus belli will not be approved).
  5. The attacking nations town within the 500 block radius must have been in the nation before the defending town was settled and still be in the nation.

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