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Raiding Rules

  • Raiders will ensure that a reasonable number of men are present in the attacked Home as part of their planning. Use common sense to ascertain there are no overwhelming odds. More specifically, no room with less than three Warriors will be raided. The rank or titles of the and one must be of the council.
  • Only members or petitioning members of raiding Homes may take part in the attack(exception below). Concurrently, attackers will not engage non-members within the attacked home unless they(non-members) engage to defend. Non-members will need permission of highest ranking Defender to participate. Outsiders will not enter the room after the raid begins to help on either side; a home stands or falls on its own.
  • In other words, raiders must partake in the raid from the beginning. Defenders must defend from the beginning. None entering afterwards will be allowed to participate on either side UNLESS members of the defending Homes. In the case of smaller groups wishing to attack and combine forces, all raiding will add the word Raider to log-in name when entering.
(List of Possible Raiding Homes)

  • Each individual room may or may not allow Ladies to take a part in attacking or defending. Asgard allows all to fight.
  • "Missile/projectile" weapons are kept to a minimum. Arrows, throwing knives, lances, throwing axes, etc may be used at the onslaught and during withdrawal within reason. Close quarters combat is what is greatly appreciated most of all. Such weapons may be used during the actual combat so long as not done excessively and must be done realistically. Remember, when in the confusion of close quarters combat, it is likely that you could end up hitting your own people (if looked upon realistically). Also it would take a post to load and aim the weapon. If it is taking place outside that is different.
  • Entry post will consist of mode of attack/power and/or magick (ie horse back, on foot etc.) Only the larger-sized primary weapons need be posted along with protection (ie helmets shields, etc.) All other secondary weapons need not be listed but must be accountable and realistic if a Leader makes inquiry. This can easily be posted in the entry box, or if already in the room(defending), simply post it to all.
  • The timestamp rule applies here. After the post if it made it through it will have an odd or 0 or 00. It fails with an even timestamp and it backfires with a 1 or 11.
  • Magick can not be any higher than moderate in a raid unless they are the defenders.
  • All fighters will wear a tag that identifies their home. Leaders of course are known and do not require this. In the case of two or more rooms raiding together... one of the Raiders will mark their name "Raider Commander/ General".
  • On the order to withdraw, the defending forces should finish up their battles, allowing for an end to the raid. This is when 'missile/projectile' weapons are best used.
NOTE that Leaders will be responsible for keeping the raids to a reasonable time period (15-20 mins minimum but 1 hour to 1.5 hours max).
  • No killing or permanently disabling blows will be accepted during raids. If such blows are struck, their impact should be minimized rather than ignored as to not interrupt the flow of the battle. Magick should be kept to no higher than moderate level.
  • Servants will take no aggressive part in raids. They may seek to escape if they are taken as a captive. Beyond that they seek safety, shout alarms as needed, tend to combat damage, but may not interfere with the combat.
  • Captures may be allowed provided there has been prior agreement between the leaders of both rooms. The target should also be agreed upon. All raiders and defenders should be made aware of this.
The treatment of captives will be agreed upon by the room leaders in conjunction with allowing a capture. No captives may leave karsadia. That is not why we do raiding.
POINTS TO BEAR IN MIND

  • Posts should be kept as short as possible to maintain the flow of battle.
  • Be realistic in thy posts.
  • Keep in mind these are "friendly" combats and none should take offense should mistakes or accidents occur. The King and Queen will deal with blatant disregard of rules if possible. If not, we know where it will lead.
  • No warning at all need be given though it is considered a courtesy between at least Room Leaders. However... any "target" room will be looked in on by an anon to ensure no ceremonies, testing, contests, dance nights, or Council meeting nights are taking place. After all... raids are for fun and enjoyment... but the true functions and business of our homes are a priority.
  • Individual homes may feel free to test new concepts between an agreeable homes in order to develop better or more realistic raids. But bare in mind this is only between the two agreeing camps. Do not simply spring something new out of left field on an opponent and expect them to acknowledge it.
  • Keep everything realistic including means of attack. Naturally we can not maintain the time clock in travelling from place to place. However... studying the maps and layouts of an opponent is required to avoid unrealistic occurrences.
Examples: one does not simply charge into a Castle. They must deal with the gate and Guards. One does not simply ride into a camp and run into the Leader’s hut as if it were the first hut closest to the main gateway to the camp. Do some scouting and reading of webpages. Much work went into these. Use them!
  • It is understood that during the confusion of battle... posts will unavoidably be missed from time to time. However, do try to acknowledge or defend against blows, bearing in mind what may be realistically possible.
  • Posts are easily lost in the heat of battle, especially if one faces more than one opponent. Allow for response in alternate fashion rather than piling on posts that will result in your opponent simply not being able to acknowledge.
  • Posts should not included injuries or reactions of the opponent. Let the opponent react for himself and refrain from deciding what the actual blow has resulted in. Keep in mind these are "friendly" combats and none should take offense should mistakes or accidents occur.