Avalon - online RPG world
HelpSection 21
Consequence

Consequences of Warfare Engagement across Avalon

A fundamental founding precept of Avalon is that your actions have consequences. The history of the world is fretted with tales of individuals and organisations whose actions and deeds have left an indelible mark on the world to be remembered - whether in joy or in sorrow - for ever more.


The most significant difference between the consequences of these day to day occurences and the fall-out from a warfare scenario is that the former are often minor - spilt blood, trading deals gone wrong, plans foiled or brought to fruition, fights won or lost on a small scale to name but a few. The consequences of the warfare battlefield, however, are much greater in scale and weight. The stakes are higher than any other arena in Avalon, owing to the extent and permanence of the potential harm done by a successful warfare campaign. For the victor, an enormous trove of spoils, renown or infamy in equal measure and the irrevocable mark stamped on Avalon's history as a conquering party - whether tyrant or saviour. The land itself can be altered, harmed or destroyed beyond repair; the victim's homes, wealth and peoples broken to never be the same again. In short: warfare has the potential to destroy, deface and despair as surely as it is a cause to inspire, unite and rally.


Although treaties and divine negotiators tend to involve themselves in aiding peace settlements long before anything so serious as a complete annihilation of one party is countenanced, the theory remains that if a victorious group was so inclined they could chase down and slay every last defender, besiege, raze to the ground and plunder every construction, all the opponent's wealth, possessions, commodities and artifacts; burn down and pillage, to an irretrievable extent, the homeland of the defeated foe. It would therefore behoove any would-be-warmonger to reflect on the possible outcomes of their actions; to consider the unmitigated destruction potentially in their hands and spare a moment to appreciate the enormity of a city invasion - from both sides.


See HELP BESIEGING for information on the laying of the siege, the destruction of defences and the removal of non-legion opposition from a target locale. This is followed by the plundering and razing stages, see HELP PLUNDERING or HELP RAZING for documentation on these aspects of battlefield conflict.


The end-result of success on the battlefield and subsequent eradication of defences (legions, fortifications, whatever they may be) is the perogative of the victor. This may be withdrawal; but likewise it may be an attempted conquest. Conquest of a town or village, where the sphere of influence/occupation is being expanded, is different to conquest of an entire city. Occupation and conquest within one's sphere of influence, of towns and villages, is documented in HELP OCCUPATION and HELP CONQUEST while the momentuous final occupation and conquest of a major city is detailed in HELP SUPPLICATION.

HelpSection 21
Consequence

21 - War, Conquest, Tribute and Geopolitics.

  • Back to Index
  • 21.1 - War
  • 21.2 - Commission
  • 21.3 - Sphere
  • 21.4 - Finance
  • 21.5 - Youngsters
  • 21.6 - Enlisting
  • 21.7 - Beckoning
  • 21.8 - Morale
  • 21.9 - Gatehouse
  • 21.10 - Manning
  • 21.11 - Diplomat
  • 21.12 - Flagging
  • 21.13 - Claim
  • 21.14 - Tribute
  • 21.15 - Consequence
  • 21.16 - Occupation
  • 21.17 - Invasion
  • 21.18 - Conquest
  • 21.19 - Surrender
  • 21.20 - Destruction
  • 21.21 - Designate
  • 21.22 - Treaties
  • 21.23 - Gauntlet
Help - Section 21
WarCommissionSphereFinanceYoungstersEnlistingBeckoningMoraleGatehouseManningDiplomatFlaggingClaimTribute
Consequence
OccupationInvasionConquestSurrenderDestructionDesignateTreatiesGauntlet
Avalon, Est 1989

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  • Guide
    • Connecting to Avalon
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    • Communication
    • Geography and Navigation
    • Allegiances and Loyalties
    • Politics and Government
    • Farming and Labours
    • Trade and Crafting
    • Warfare and The Battlefield
    • Quests and Events
    • The Theory of Combat
    • Self Defence and PVP Basics
    • Picking Fights
    • Crowns and Purchases
  • News
    • Avalon Online RPG - Latest Updates
    • Bulletin Board in Avalon
      • Public BB
      • News BB
      • Pacifists BB
      • Merchants BB
      • Fighters BB
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      • Duellists BB
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  • Manual
    • Getting Started
      • Introduction to Avalon
      • Novicehood - The First Steps
      • The Avalon Game World
      • The Basic Command Set
      • Communication
    • Building Your Character
      • Overview
      • Combat
      • State of Health
    • Rich Environs
      • Specifics of the Avalon Worldsystem
      • Items, Creatures and CCCs
      • Geography - Overview, Cities and Curiosities
      • Avalon game world: Towns and Villages
    • Guilds and Professional Classes
      • The Guild and The Guildmaster
      • Character Classes - the Avalon Professions
      • The Avalon Guilds
    • Skills and Subtle Abilities
      • Skills: by Professional Class and by Important Commands
      • The Avalon Skills System
    • City Socio-Politics
      • The City-State
      • Government and Governmental Commands
    • Strategic Warfare
      • War, Conquest, Tribute and Geopolitics
      • The Battlefield Guide: Legion Command and War
    • Gods and Goddesses
      • Patronage and the Gods of Avalon
      • The Pantheon: about individual Gods and Goddesses
    • Histories since 1989
      • History and Legend
      • Avalon Player Memoirs
      • Cellar Door
      • Avalon Archive
    • Combat and Competition
      • Events, Quests, Contest and Organised Competition
      • Articles on Avalon Game Theory and Combat Fundamentals
    • Reference
      • Miscellaneous Avalon Game Documentation
      • Information: Tables and Lists
      • The Avalon Game Environment (Non-Role)
      • Appendices and Extras: in Avalon
      • Miscellaneous Help and Info: Out-of-Avalon
  • History
    • 15th Century ADW
    • 14th Century ADW
    • 13th Century ADW
    • 12th Century ADW
    • 11th Century ADW
    • 10th Century ADW
    • 9th Century ADW
    • Great Past Events
    • Player Memoirs
    • Tales From Old Avalon
  • World
    • Cities
      • Mercinae
      • Thakria
      • Parrius
      • Silverfalls
    • Guilds / Classes
      • The Knight Class
      • Knights Guild
      • Warriors Guild
      • Cavaliers Guild
      • The Mage Class
      • Mages Guild
      • Enchanters Guild
      • Warlocks Guild
      • The Sorcerer Class
      • Sorcerers Guild
      • The Thief Class
      • Thieves Guild
      • Assassins Guild
      • The Ranger Class
      • Rangers Guild
      • Brigands Guild
      • The Seer Class
      • Seers Guild
      • Mystics Guild
      • Astrologers Guild
      • The Loremaster Class
      • Loremasters Guild
      • Alchemists Guild
      • Artisans Guild
      • The Druid Class
      • Animists Guild
      • Druids Guild
      • The Bard Class
      • Bards Guild
      • Sirens Guild
    • Maps
    • Rollcall
  • Info
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    • Blind Player Support
    • PVP Combat in Avalon
    • Theory of Combat Balance
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      • Famous Wizard Names
      • Famous Witch Names
      • Mythical Creatures
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      • Raw Factsheet: the first online RPG?
      • Roleplay chat games meet Roleplaying for Real, by Cornelius
      • Roleplaying, but how far? by Cornelius
      • Why aren't you an MMORPG? by Cornelius
    • Misc Materials
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      • Fantasy World
      • Text Based Adventure Games
      • Modern History
    • Ancient History
    • Ordinations
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