Warfare

There are a number of city-states in our corner of the ‘Trails. It is likely that they will at some point come into conflict.

Fortifications and Armies

A city-state has two types of fortifications:


 * Cities
 * Keeps

Each fortification starts with an army inside it. At the end of a server-turn, the city-state’s leaders can command each army to move towards a different fortification of which they are aware. An army can move any distance through the available tunnels, but it must stop moving when it encounters a fortification. When it is stopped this way, the army must wait until the next end-of-turn command to move again.

An army that spends a whole turn without entering a fortification is destroyed by myriad perils that lurk in the dark. A fortification spends a whole turn without an army inhabiting it spawns a new army. The army is loyal to the city-state that last controlled the fortification.

Army Actions

Any army can be commanded to take the following actions:

Move. The army leaves the hex they are currently occupying, and goes to a new hex or fortification. An army can move any distance through the available tunnels, but it must stop moving when it encounters a fortification.

If the fortification does not belong to the same city-state as the army, the city-state may choose to rebuff them.

A fortification can hold up to two armies, but the army that was there first decides which city state controls it.

Attack. The army moves to a fortification it can reach, and tries to take control. The defending force rolls a d100 for each army in the fortification. The invading force rolls a d100 for the attacking army and each assisting army. The force with the higher total wins the battle.

If the invading force wins, the attacking army and one army of the attacker’s choice move into the fortification. The defending force moves out of the

fortification, landing in an adjacent hex. The defending force rolls a 1d6. A number of its armies equal to the result are annihilated.

If the defending force wins, the invading force is rebuffed. It moves into a hex adjacent to the fortification. The invading force rolls a 1d6. A number of its

armies equal to the result are annihilated.

Assist. The army moves to a fortification it can reach, and declares which city-state it is assisting. If it indeed finds an army from that city-state attacking the fortification, it joins the invading army.

Resupply. An army can only be commanded to take this action if it is already in a fortification. The army cannot move, and declares which city-states it resupplies. Armies from those city-states can move through the fortification without stopping.

Sit still and do nothing. Speaks for itself.

The War Council

Near the end of the server-turn, all faction leaders come together to discuss the strategies for the upcoming year. After some debate, they vote in an open ballot to decide what each of the Zwll’s armies should do. The plurality wins, but the General’s vote always counts double.

The server admin decides the actions of armies not belonging to Zwll.

Since much of the world map is obscured, the faction leaders are working with imperfect information. They may have to guess at some things. They can give impossible commands, in which case the army will fail their mission but gain new intel.

The commands given are resolved during server maintenance at the end of a turn.