Terrain

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Walls

High Walls - Walls in which players cannot cross, cannot fight over, and which projectiles cannot cross. Players are encouraged to ignore if any flight weapons cross over a high wall, or if an enemy player swings a melee weapon over the wall. If a player crosses over, or is forced through a high wall, that player is considered dead. This wall is simulating a high castle wall, several hundred feet high.

Low Walls - These walls cannot be fought over, but do allow flight weapons to cross over. Players are encouraged to ignore if any player swings a melee weapon over the wall, but should take any projectile that hits them. If a player crosses over or is forced through the low wall, that player is considered dead. This wall is simulating a lower castle wall that one could reasonably arc a high shot over, but is still a solid defense against ground troops.

Ramparts - Just as real ramparts provide cover for archers, Ramparts in the game are often safe areas for archers and pole weapons. An archer can step up to a rampart, usually attached to a high wall, though archer towers are commonly used as well, and be free to use projectile weapons. While doing so, the archer is also susceptible to projectiles as well. If the Archer steps off the ramparts, they are behind the wall, or are taking cover behind one of the ramparts. Hopping on and off the ramparts can only be done from one side of the wall, or only from one area on an archery tower, such as a ladder or staircase.

Arrow slits - These are fully enclosed towers or portions in the wall which gives an archer complete defense from melee or projectile attacks while standing in the area marked as a slit. It forces all shots in a specific direction, usually a 90 degree cone from the Arrow Slit. Killing an archer in an Arrow Slit requires entering the tower or wall, but doing so instantly kills the archer without fight. In this way, the archer acts more like a field hazard than a player, though of course their choice of target is still their own.


Water Hazards

Deep Water - This water is simulating very deep water that must be swam in to be crossed. If wearing armor, a player instantly dies from drowning if they are fully in this water. If not wearing armor, you may cross this hazard by maintaining 3 points of contact with the ground, meaning both knees and a hand, leaving only one hand for fighting. This means two handed weapons cannot be used, such as red weapons or bows. If A player swimming is struck by any weapon in any limb, that limb can no longer be used to swim, and the player is effectively defenseless in the water.

Shallow Water - Water that is not deep enough to require swimming, such as waist high water. All players, wearing armor or not, may wade through this hazard, but must do so by walking on their knees. Losing one's legs does not force the player to drown, but in the spirit of playability, as it is difficult to tell who is missing legs and who is simply wading, players are encouraged to play the part, if they are missing a limb.

Rushing Water - This hazard simulates a rapid river or waterfall. It instantly sweeps all players away to their deaths, armor or not. It is considered a death trap and cannot be crossed by any means other than with water craft or by simply leaping. A single foot into this water does not instantly kill; it isn't acid. But fully submerged, both feet in this hazard, the player is drowned.


Edge of the World

Hard Edge - The edge of the playing field is a sheer drop, such as a cliff or bridge, and even one foot off kills the player. Any player forcefully shoved off is considered dead.

Soft Edge - The edge of the playing field is less an approximation of real life boundaries, and more of a way to keep players confined to a space without punishing them for stepping out of bounds. A player may step out of this loose boundary without penalty, but if one goes unreasonably too far, or spends an unreasonable amount of time off in the soft edge, a herald will call them dead.

Other Terrain Hazards