Terrain

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Revision as of 02:07, 12 December 2017 by Fayne (talk | contribs) (→‎Water Hazards)
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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 Players in armor drown and must go rez after falling into deep water. Unarmored players may swim. Swimming requires three points of contact. (Two knees and a hand) If at any point a character loses a limb, that character is no longer able to swim and then drowns. A character may have any number of items in their “Free hand.” You cannot “tread water” with an item in each hand. A player that does so drowns.


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. While knee walking, a shot to the leg kills a fighter as if they were legged.


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.


Swamp Unarmored fighters may wade across swamps as if they were shallow water. (Cross on their knees). Armored fighters sink and drown. While knee walking, a shot to the leg kills a fighter as if they were legged.

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