Hello mc-market.
Avalon Reborn: A Game of Thrones is a custom server running custom plugins on a good old juicy custom map. It will be released in the coming weeks, and if you have the attention span to read this entire post, you are exactly the kind of person I am looking for.
Avalon Reborn: A Game of Thrones is a custom server running custom plugins on a good old juicy custom map. It will be released in the coming weeks, and if you have the attention span to read this entire post, you are exactly the kind of person I am looking for.
To introduce myself - I'm Sidewalk, and I run and manage quite a few communities. I also do custom server setups. My latest and current project is NavalClash, so if you don't believe in my capabilities, go check out our website.
Avalon Reborn has blessings from the owner of the old server (down for 1.5 years now) to continue the legacy of Avalon.
Avalon Reborn has blessings from the owner of the old server (down for 1.5 years now) to continue the legacy of Avalon.
Before the great arrival of the Targaryens, the world of Westeros was one of preparation, struggle and fear of the long night. The world struggles to succeed, whether it is greed of one lord starting a war or the long winter nights; something, anything threatens to destroy all that you know and love. The world is at a interesting point. The summer has been long, which bodes for an even longer winter. The Starks commissioned a great castle be built at the wall. A new Lord Commander has taken charge of the Watch. You cannot help but notice the days seem to be getting shorter, and as the north says "Winter is Coming." The many lords of these lands don't all see eye to eye, but one thing is for sure. The long night is upon them. With these uneasy days upon Westeros the question remains, who will you pray for when all hope is lost? When the last light is snuffed out? Will you pray to the Father, The Mother, The Smith, The Maid, The Crone, The Warrior, or the stranger? Or do you find comfort in the Weirwood trees of the Old Gods?
Time will tell who answers you back. As you know there are currently 9 great houses of Westeros, The honest and loyal House Stark. The wild and strong House Baratheon, , The bountiful and fair House Tyrell, The rich and cunning House Lannister, The iron born islanders House Greyjoy, The hearty river folk of House Tully, The crass and egocentric House Arryn, The late and selfish House Frey, and The Unbowed, unbroken House Martell. Each of these great houses is known for the interesting place in the world. There is also the Night's Watch, the sword in the darkness. Some of these houses are approachable and reliable; others, whom will stab in you in the back while they feed you. Each house no matter how much conflict they engage in understands that when the long night arrives, there will be no mercy, there will be no chance if they are not prepared. You arrive in westeros at a time of preparation. Many new keeps are completed and now the great lordships must prepare and work hard before winter arrives. Will you help your house grow, or will you seek to supplant it for your own gain? Only you can decide your fate in the world of Westeros, only you can bring about glory to your name! Are you ready for the long night?
Time will tell who answers you back. As you know there are currently 9 great houses of Westeros, The honest and loyal House Stark. The wild and strong House Baratheon, , The bountiful and fair House Tyrell, The rich and cunning House Lannister, The iron born islanders House Greyjoy, The hearty river folk of House Tully, The crass and egocentric House Arryn, The late and selfish House Frey, and The Unbowed, unbroken House Martell. Each of these great houses is known for the interesting place in the world. There is also the Night's Watch, the sword in the darkness. Some of these houses are approachable and reliable; others, whom will stab in you in the back while they feed you. Each house no matter how much conflict they engage in understands that when the long night arrives, there will be no mercy, there will be no chance if they are not prepared. You arrive in westeros at a time of preparation. Many new keeps are completed and now the great lordships must prepare and work hard before winter arrives. Will you help your house grow, or will you seek to supplant it for your own gain? Only you can decide your fate in the world of Westeros, only you can bring about glory to your name! Are you ready for the long night?
Westeros is a world founded by the first men some 12000 years ago. The first men direct descendants from the old gods. As they dispersed and moved around the world the great houses rose to power, first the Starks, Then the Tullys, Lannisters followed shortly after, then the Baratheons, Arryns, Tyrells, Greyjoys, the Freys, and lastly the Martells. House Lannister created Casterly Rock, House Stark created Winterfell, House Tully created Riverrun, House Arryn created The Vale. House Greyjoy create The Iron Isles. House Baratheon created Storms End, House Martell created Sunspear House Frey created The Twins, and the Tyrells created Highgarden. The Night's Watch built Castle Black on the Frozen Wall, to defend the realm. These citadels are the great capitals of the world of Westeros. The Highest northern points are left to the Wilderness and the free peoples, the farthest points south are also belonging to some free peoples not part of the 9 Kingdoms.
The Father, also known as the Father Above, is depicted as bearded and sometimes crowned. He has a judicial role in the pantheon, called upon to aid in judgement. The Father is also asked to judge the dead fairly during funeral services. The Mother, who is similarly known as the Mother Above, is a smiling protector of children, mothers, and innocents. She is prayed to when a woman finds herself with child. During wedding ceremonies of the Faith, the septon stands between the depictions of the Mother and the Father. The Warrior, patron of battles and soldiers, is portrayed wielding a sword. Faithful worshipers of the new gods will beseech him for victory in war or courage in battle. The Wizened Crone is the face of fate, often seen carrying a lantern. It is said that she let the first raven into the world when she peered through the door of death. Worshipers implore her to grant them wisdom. The Smith. Rendered with a hammer in hand, is the guardian of all things manufactured. He also fixes things that are broken, and as such is considered a god of healing and a protector of the crippled. Prayers to him seek strength for arms and armor, or good fortune when launching a new ship. The Maid is the beautiful benefactor of young women, girls, and lovers; she is prayed to when any of these need looking after. Her courage is often sought as a blessing for young girls to help them navigate the dangers of growing up in the world. The Stranger is the face of duality, seen as male and female or neither, and as human and not (some idols have half-animal faces). The Stranger is a wanderer in the far places, seen as the face of death. The Stranger is also the dark guide who leads the newly dead to the other world, and judges whether a soul is punished and sent to the seven hells, or rewarded.
Prayers to the Seven can also invoke other aspects of the gods, or seek aid from them in unusual quarters. A woman may pray to the Mother in order to protect her children in wartime. A man with a twisted sense of humor may light a candle to the Stranger when he is about to face his own demise. The Old Gods. The worship of numerous and nameless nature spirits was brought to the First Men by the Children of the Forest. After the introduction of the Andals' Seven to Westeros, the spirits were dubbed the Old Gods and the practice of their worship became limited to the North. The religion of the Old Gods has no organization, clergy, evangelical movements, or holy texts, but some traditions are passed down by their followers. Various actions, such as incest and kinslaying, are considered offensive to the gods. Weirwood trees with faces carved into them, called heart trees, are considered sacred. Prayer, oaths, and marriages are often performed in the presence of a heart tree. The faces were carved into the weirwoods by the Children of the Forest, but their meaning or purpose is not completely understood to humans. Once all noble houses had a godswood with a heart tree in its center, but many families that no longer follow the Old Gods converted their godswoods into secular gardens
Prayers to the Seven can also invoke other aspects of the gods, or seek aid from them in unusual quarters. A woman may pray to the Mother in order to protect her children in wartime. A man with a twisted sense of humor may light a candle to the Stranger when he is about to face his own demise. The Old Gods. The worship of numerous and nameless nature spirits was brought to the First Men by the Children of the Forest. After the introduction of the Andals' Seven to Westeros, the spirits were dubbed the Old Gods and the practice of their worship became limited to the North. The religion of the Old Gods has no organization, clergy, evangelical movements, or holy texts, but some traditions are passed down by their followers. Various actions, such as incest and kinslaying, are considered offensive to the gods. Weirwood trees with faces carved into them, called heart trees, are considered sacred. Prayer, oaths, and marriages are often performed in the presence of a heart tree. The faces were carved into the weirwoods by the Children of the Forest, but their meaning or purpose is not completely understood to humans. Once all noble houses had a godswood with a heart tree in its center, but many families that no longer follow the Old Gods converted their godswoods into secular gardens
House Stark: The Starks of Winterfell reign with extreme mysticism and impenetrable traditions, all in a world of an endlessly frigid winter. Honor and loyalty decorate a Stark's personality, similarly to the grey eyes and alluringly dark brown hair they carry. Their strengths are in the north; found in the very flakes of snow that blanket all of Winterfell. Whether riding a dire wolf into battle or wielding a powerful blade, a Stark is always aware that winter is coming.
Sigil: Direwolf
Motto: Winter is coming.
Potential Enemies: House Lannister
House Lannister: With a trail of gold to all houses, the Lannisters are a house of great respect and even greater wealth. They have always been the principle house of the westerlands. Their seat is Casterly Rock. While not their official motto all know very well "A Lannister always pays his debts. They are deeply involved in all worldly politics and constantly push for control over Westeros. They are beautiful, fair skinned, gold of hair with emerald eyes.
Sigil: A gold lion on a crimson field.
Motto: Hear me roar!
Potential Enemies: House Tyrell, House Stark
House Arryn: One of the oldest and purest Andal blood lines, they are very proud peoples. Their seat is The Eyrie of the Vale. A bastion rumored to be impregnable. They are very unique individuals with rather unique tenancies. They are famously known for the Moon door and being swift in judgement. They are often known for self loving hubris and acting far richer than they actually are.
Sigil: A Sky blue falcon soaring against a White Moon.
Motto: As High as Honor!
Potential Enemies: House Frey, House Lannister
House Tyrell: With unbreakable roots in the gardens of politics, the Tyrells gaudily rule as the Lords of Highgarden. Along with undying wealth and immense militaristic influence comes alluring physical features — curly, brunette hair and earthy green eyes. Thankfully, to ease unwanted tension, the Tyrells are skilled in diplomacy and are often ambitious in all official endeavors. The intelligent and cunning perspective they carry is what keeps house Tyrell growing strong in a world of seductive obscurity.
Sigil: A sprouting rose or tree.
Motto: "Growing Strong"
Potential Enemies: House Lannister
House Tully: A truly modest host, they have never claimed title as king. Their main seat is Riverrun. They have often never fought wars in their own land but have lost many and won many defending their allies. They are the river lords, masters of old tradition and respecting the fish. They are the truest of friends a lord can have, and family will always come first. Though never declaring themselves a king they have held a strong title and influence in the river lands for thousands of years.
Sigil: A leaping silver trout on a field of blue and red.
Motto: Family, Duty, Honor.
Potential Enemies: House Frey, House Greyjoy.
House Frey: A noble house of the riverlands as well, Their main seat is the Twins. A pair of castles on each bank of the river dividing the north from the south. They are often called the lords of the crossing. Because of this placement The Freys have become a fairly wealthy house through tolls and tariffs. They are currently a bannerman to House Tully, however they often end up late and rarely do as they are told. Known for great strength in numbers, yet unreliable and often hard to trust.
Sigil: Two blue towers united by a Bridge on a grey field.
Motto: We take our Toll
Potential Enemies: House Stark, House Tully, House Baratheon.
House Baratheon: A principle house of the stormlands, they lead with good drinking, and even better combat skills. Their seat is Storms End. They have been unmatched and untested in combat. Often fear is provoked just by the arrival of a great Baratheon to any competition or actual conflict. Members of the house are all tall and powerfully built. Black of hair and blue eyes. They are strong and militarily skilled. They are known for their mercurial tempers.
Sigil: A black crowned stag on a gold field.
Motto: Ours is the fury!
Potential Enemies: House Lannister, House Martell, House Greyjoy.
House Greyjoy: The rulers of Pyke, their seat in the Iron Islands. They value no gold only life and the Iron price. They cannot be bought, they cannot be persuaded. The drowned folk keep them and their island protected and it is their duty to stay true to the Drowned god. They are usually attractive in appearance and well built. They are all known for having been black of hair. They live in a harsh bleak island chain and as such have learned to live a life of poorer conditions and do not value flashy things. They have great ambitions but often do not act on these goals for lack of ability or opportunity.
Sigil: A golden kraken on a black field.
Motto: We Do Not Sow.
Potential Enemies: House Stark, House Lannister, House Baratheon.
House Martell: The Ruling house of Dorne, their seat is Sunspear. They are the southernmost folk, lavishing the luxieries of their gem rich desert mines, they enjoy the sun and the heat. They have never been conquered or defeated in their home lands. They are dark of skin and hair. They enjoy wild parties and drinking. They have strong fighters women and men, and are extremely attractive. Known for often light armor and fast moving skills in combat they are truly feared men in battle. The Martells, are often not involved in the world around them.
Sigil: A Golden spear piercing a red sun on an orange field.
Motto: Unbowed, Unbent, Unbroken.
Potential Enemies: House Lannister, House Tyrell, House Baratheon
Night's Watch: Cloaked and trained they ride under the Lord Commander's commands – men of the Night's Watch. It is their duty to serve the realm by acting as the sword in the darkness, shielding the lands from unthinkable creatures and beings of the long night. Under the Lord Commander, exiles and murderers grow to be respected men of duty and oath, manning the Wall and Castle Black. The Crows, a peculiar nickname for members of the Watch, pledge their life and honor to the Night's Watch for all nights to come.
Sigil: Crow/Black banners.
Motto: The sword in the darkness.
Potential Enemies: Neutral
Sigil: Direwolf
Motto: Winter is coming.
Potential Enemies: House Lannister
House Lannister: With a trail of gold to all houses, the Lannisters are a house of great respect and even greater wealth. They have always been the principle house of the westerlands. Their seat is Casterly Rock. While not their official motto all know very well "A Lannister always pays his debts. They are deeply involved in all worldly politics and constantly push for control over Westeros. They are beautiful, fair skinned, gold of hair with emerald eyes.
Sigil: A gold lion on a crimson field.
Motto: Hear me roar!
Potential Enemies: House Tyrell, House Stark
House Arryn: One of the oldest and purest Andal blood lines, they are very proud peoples. Their seat is The Eyrie of the Vale. A bastion rumored to be impregnable. They are very unique individuals with rather unique tenancies. They are famously known for the Moon door and being swift in judgement. They are often known for self loving hubris and acting far richer than they actually are.
Sigil: A Sky blue falcon soaring against a White Moon.
Motto: As High as Honor!
Potential Enemies: House Frey, House Lannister
House Tyrell: With unbreakable roots in the gardens of politics, the Tyrells gaudily rule as the Lords of Highgarden. Along with undying wealth and immense militaristic influence comes alluring physical features — curly, brunette hair and earthy green eyes. Thankfully, to ease unwanted tension, the Tyrells are skilled in diplomacy and are often ambitious in all official endeavors. The intelligent and cunning perspective they carry is what keeps house Tyrell growing strong in a world of seductive obscurity.
Sigil: A sprouting rose or tree.
Motto: "Growing Strong"
Potential Enemies: House Lannister
House Tully: A truly modest host, they have never claimed title as king. Their main seat is Riverrun. They have often never fought wars in their own land but have lost many and won many defending their allies. They are the river lords, masters of old tradition and respecting the fish. They are the truest of friends a lord can have, and family will always come first. Though never declaring themselves a king they have held a strong title and influence in the river lands for thousands of years.
Sigil: A leaping silver trout on a field of blue and red.
Motto: Family, Duty, Honor.
Potential Enemies: House Frey, House Greyjoy.
House Frey: A noble house of the riverlands as well, Their main seat is the Twins. A pair of castles on each bank of the river dividing the north from the south. They are often called the lords of the crossing. Because of this placement The Freys have become a fairly wealthy house through tolls and tariffs. They are currently a bannerman to House Tully, however they often end up late and rarely do as they are told. Known for great strength in numbers, yet unreliable and often hard to trust.
Sigil: Two blue towers united by a Bridge on a grey field.
Motto: We take our Toll
Potential Enemies: House Stark, House Tully, House Baratheon.
House Baratheon: A principle house of the stormlands, they lead with good drinking, and even better combat skills. Their seat is Storms End. They have been unmatched and untested in combat. Often fear is provoked just by the arrival of a great Baratheon to any competition or actual conflict. Members of the house are all tall and powerfully built. Black of hair and blue eyes. They are strong and militarily skilled. They are known for their mercurial tempers.
Sigil: A black crowned stag on a gold field.
Motto: Ours is the fury!
Potential Enemies: House Lannister, House Martell, House Greyjoy.
House Greyjoy: The rulers of Pyke, their seat in the Iron Islands. They value no gold only life and the Iron price. They cannot be bought, they cannot be persuaded. The drowned folk keep them and their island protected and it is their duty to stay true to the Drowned god. They are usually attractive in appearance and well built. They are all known for having been black of hair. They live in a harsh bleak island chain and as such have learned to live a life of poorer conditions and do not value flashy things. They have great ambitions but often do not act on these goals for lack of ability or opportunity.
Sigil: A golden kraken on a black field.
Motto: We Do Not Sow.
Potential Enemies: House Stark, House Lannister, House Baratheon.
House Martell: The Ruling house of Dorne, their seat is Sunspear. They are the southernmost folk, lavishing the luxieries of their gem rich desert mines, they enjoy the sun and the heat. They have never been conquered or defeated in their home lands. They are dark of skin and hair. They enjoy wild parties and drinking. They have strong fighters women and men, and are extremely attractive. Known for often light armor and fast moving skills in combat they are truly feared men in battle. The Martells, are often not involved in the world around them.
Sigil: A Golden spear piercing a red sun on an orange field.
Motto: Unbowed, Unbent, Unbroken.
Potential Enemies: House Lannister, House Tyrell, House Baratheon
Night's Watch: Cloaked and trained they ride under the Lord Commander's commands – men of the Night's Watch. It is their duty to serve the realm by acting as the sword in the darkness, shielding the lands from unthinkable creatures and beings of the long night. Under the Lord Commander, exiles and murderers grow to be respected men of duty and oath, manning the Wall and Castle Black. The Crows, a peculiar nickname for members of the Watch, pledge their life and honor to the Night's Watch for all nights to come.
Sigil: Crow/Black banners.
Motto: The sword in the darkness.
Potential Enemies: Neutral
Important Server Aspects:
There is no wilderness building - you may gather and harvest in the mines/dungeon world but any wilderness buildings not towny claimed will be rolled back. There are no MOBS - Only custom ones. Train mcmmo on players and in combat.
You may build your own home with permission from you Lord.
All Kingdom Castles have been prebuilt. You may create everything else. Sorry this is roleplay not just survival vanilla minecraft. There will be 10 great lords - one from each house plus the Night's Watch. Each lord/lady may appoint 3 Nobles who are their bannermen (assistants), Each Noble and Lord/Lady are allowed to appoint ONE knight each, who will get combat bonuses, and each knight is allowed to appoint one squire
Server Rules:
No hacking/Hackusations No Clients or mods. No Xray packs. No Dupes/glitches/exploits .(Must report any found) No Hatespeech. No Harassing. No hazing. No Bullying. No Advertising. No spamming or all caps usage.
Chat Rules: You may use global for saying hello. You may use global for welcoming players. You may use global for asking staff questions. You may use global for Server Wide Announcements. You may use global for Server Rp Event Announcements. You may use global for asking Server Questions. You may use it for general discussion. You may NOT use it for talking to one player, send them a raven. You may NOT use it for Arguing or debating. You may NOT use it to sell or trade items. You May NOT use it for anything town related. YOU MUST REMAIN IN ROLEPLAY CHATS UNLESS USING GLOBAL CHATS FOR REASONS LISTED ABOVE. Roleplay chat has a dropoff of 100-200 blocks.
You can also send private ravens that travel at 20blocks/s.
War Rules: - All wars must be approved and monitored by a war admin -There is NO war between a kingdom without first declaring war on the forums and in global chat "Sending ravens to all kingdoms of said declaration" -After declaring war, you may then declare an assault 15 minutes after war declaration has been made. - Assaults may only be declared from inside your kingdom land. - Gyazo proof youre there when declaring may be needed. - You must MARCH to the kingdom you're assaulting before you can actually attack - Any set homes will be punished by making you a Prisoner of war. - Assaults may last up to 20 minutes but are handled like a last man standing, The side with the least amount of deaths wins. - After 3 successful assaults on a lordship you may begin declaring Pillaging, Land Seige, and Open war. - All Declarations of any Combat outside of assaults must be done so in your own kingdom lands. - Staff must be online for a Pillaging, Land Siege and Open war battle. - Your lordship must have 1 successful land siege, and 1 successful Open war before declaring a Castle Siege.
Assault Rules: - Lordships being attacked must defend or declare retreat and pay the fees. - Defending in highest quality armor available and fighting. - Lordships declaring must do so in their kingdom lands - The side that has the lesser amount of deaths is the winning side. - If the army that declared the assault loses it must pay that lordship it lost to 20000 - If the army that declared the assault wins they keep their loot from the losing sides army and have 1 victory point. - If the fighting shows no real side winning all fighting must end after 20 minutes - If the war is a stalemate they must return home and no sides pay a fee. IE even deaths. - After 3 victory points on a kingdom you open the door to more attack types. - Only a Lord/Lady, His son/daughter or his Bannermen may declare an assault.
Pillage Battle Rules: - After 3 successful assaults you may declare a pillage on an enemy lordship lands. - A pillage battle is an attack on any farm land or outer wall builds. - A pillage battle must have staff on to moderate. - Your army marches to the enemies farm lands/outerwall builds and begins to fight the defending forces for the lands. - If the attacking army defeats all the defenders they then claim the lands. also get 15000 from the losing lordship - The lordship may then salt/burn the crops/burn the village by destroying the farmland and not replanting literally burning the buildings. - If the defending army wins they charge the attacking lordship 20000 gold and may take one soldier as a prisoner of war. - Both sides have 1hr to fight this battle after the declaration has been made - If no party wins in that hour it is a stalemate to which both parties then cease all hostilities. - Only a Lord/Lady, His Son/Daughter or his Bannermen(Assistant) may declare an pillage attack. - To win a Pillage Battle your side must have fewer deaths. IE The lordship with the most deaths loses.
Open War: - To declare Open war you must have 3 Victory points logged against that lordship. - Must have an assistant or leader to declare and fight it. Allies will then be called and only accepted if they have an Embassy in your kingdom land. - Lordships declared on Must defend- If they do not they will get 1 reschedule 2hrs later and if they again fail to muster a defense they will pay the attacking lordship 100000 gold. - The Server admins will then run the event. - If attacking party loses they pay 50000 +1000 per member in their lordship to the Defenders. - If the attacking party wins they get 100000 + 1000 per member in the lordship attacked. - After declaration is made in game you have 20 minutes to prepare. - The winner is decided by the last man standing, Whoever's army survives wins.
Siege Rules: - Must have 3 Declared assaults logged - Must have 1 open war logged and won - Must have at least 1 assistant or leader leading the attack. - Must have at least 1 enemy leader or assistant defending - 2 Reschedules allowed each 2hrs maximum after approval/1st reschedule - If defense fails to muster an army, they will pay 250000 gold to the attackers - If attackers lose they pay the defenders 300000 to the defenders - To win you must have the least amount of deaths. - One demand can be made by the winning side, Staff moderated/Staff approval required. (could be items, lore items, prisoners of war, gold tribute, whatever.)
Coups: - Against your own lordship. - Assistants of towns (Bannermen ) are fed up with their leadership and may declare a Coup - Must have 1 assistant + atleast 5 other kingdom members to join against the leader. - Once a coup is approved The rebelling members may not be kicked/items must remain in their possession until the rebellion is resolved. - Coup combat is a siege on the main capital castle for 1hr the rebelling army must have the lesser amount of deaths to win. - If the leader loses he is deranked and executed and the assistant rebelling becomes the kingdom leader - If the leader wins he may execute all rebelling members - forcing character creation - Optional new liege and Top Mcmmo Stat halved.
Rebellion: Against the person sitting on the throne! - To rebel against the King or Queen 1 lordship must have 2 other lordships support and each must pay 150000 in war fees. - They then declare a rebellion and siege all the additional keeps of the King/Queen if they take all the additional keeps they then siege the Capital castle and should they take that castle they de-rank King/Queen and may either remove the title or take it for them selves. - A King/Queen may request to use any other Kingdom's Keep to defend. The Rebellion army will only need to take the same number of keeps the King/Queens' kingdom has. - If the Rebelling army fails at all, the King/Queen may De-rank the leaders/assistants and make them pay anything else such as items, money, builds, additional keeps etc.
Assault Rules: - Lordships being attacked must defend or declare retreat and pay the fees. - Defending in highest quality armor available and fighting. - Lordships declaring must do so in their kingdom lands - The side that has the lesser amount of deaths is the winning side. - If the army that declared the assault loses it must pay that lordship it lost to 20000 - If the army that declared the assault wins they keep their loot from the losing sides army and have 1 victory point. - If the fighting shows no real side winning all fighting must end after 20 minutes - If the war is a stalemate they must return home and no sides pay a fee. IE even deaths. - After 3 victory points on a kingdom you open the door to more attack types. - Only a Lord/Lady, His son/daughter or his Bannermen may declare an assault.
Pillage Battle Rules: - After 3 successful assaults you may declare a pillage on an enemy lordship lands. - A pillage battle is an attack on any farm land or outer wall builds. - A pillage battle must have staff on to moderate. - Your army marches to the enemies farm lands/outerwall builds and begins to fight the defending forces for the lands. - If the attacking army defeats all the defenders they then claim the lands. also get 15000 from the losing lordship - The lordship may then salt/burn the crops/burn the village by destroying the farmland and not replanting literally burning the buildings. - If the defending army wins they charge the attacking lordship 20000 gold and may take one soldier as a prisoner of war. - Both sides have 1hr to fight this battle after the declaration has been made - If no party wins in that hour it is a stalemate to which both parties then cease all hostilities. - Only a Lord/Lady, His Son/Daughter or his Bannermen(Assistant) may declare an pillage attack. - To win a Pillage Battle your side must have fewer deaths. IE The lordship with the most deaths loses.
Open War: - To declare Open war you must have 3 Victory points logged against that lordship. - Must have an assistant or leader to declare and fight it. Allies will then be called and only accepted if they have an Embassy in your kingdom land. - Lordships declared on Must defend- If they do not they will get 1 reschedule 2hrs later and if they again fail to muster a defense they will pay the attacking lordship 100000 gold. - The Server admins will then run the event. - If attacking party loses they pay 50000 +1000 per member in their lordship to the Defenders. - If the attacking party wins they get 100000 + 1000 per member in the lordship attacked. - After declaration is made in game you have 20 minutes to prepare. - The winner is decided by the last man standing, Whoever's army survives wins.
Siege Rules: - Must have 3 Declared assaults logged - Must have 1 open war logged and won - Must have at least 1 assistant or leader leading the attack. - Must have at least 1 enemy leader or assistant defending - 2 Reschedules allowed each 2hrs maximum after approval/1st reschedule - If defense fails to muster an army, they will pay 250000 gold to the attackers - If attackers lose they pay the defenders 300000 to the defenders - To win you must have the least amount of deaths. - One demand can be made by the winning side, Staff moderated/Staff approval required. (could be items, lore items, prisoners of war, gold tribute, whatever.)
Coups: - Against your own lordship. - Assistants of towns (Bannermen ) are fed up with their leadership and may declare a Coup - Must have 1 assistant + atleast 5 other kingdom members to join against the leader. - Once a coup is approved The rebelling members may not be kicked/items must remain in their possession until the rebellion is resolved. - Coup combat is a siege on the main capital castle for 1hr the rebelling army must have the lesser amount of deaths to win. - If the leader loses he is deranked and executed and the assistant rebelling becomes the kingdom leader - If the leader wins he may execute all rebelling members - forcing character creation - Optional new liege and Top Mcmmo Stat halved.
Rebellion: Against the person sitting on the throne! - To rebel against the King or Queen 1 lordship must have 2 other lordships support and each must pay 150000 in war fees. - They then declare a rebellion and siege all the additional keeps of the King/Queen if they take all the additional keeps they then siege the Capital castle and should they take that castle they de-rank King/Queen and may either remove the title or take it for them selves. - A King/Queen may request to use any other Kingdom's Keep to defend. The Rebellion army will only need to take the same number of keeps the King/Queens' kingdom has. - If the Rebelling army fails at all, the King/Queen may De-rank the leaders/assistants and make them pay anything else such as items, money, builds, additional keeps etc.
Rule Violation Terms: - 1 Verbal warning. - 1 Kick - 1 1hr mute - 1 1hr Tempban - Permban. Hacking, Ddos threats. IP Advertising or alt use will result in immediate 2 Week Tempbans. Hatespeech you will receive 1 verbal warning, then tempbans will apply. Argumentative behavior, saying the server sucks, spamming etc etc will result in 15 minute mutes, then Proceed to the Kick steps. Be advised. Any bellyaching, or complaining will result in verbal warnings, take complaints to the forums.Server Information
Avalon reborn is the reincarnation of Avalon-Servers: A Storm of Swords game of thrones minecraft server. We have a game of thrones map and custom plugins for ideal roleplaying experience. You get to choose what you want to be in AR. Earn money from a variety of different jobs and quests. Choose a rank to get special privilleges other ranks don't have (ex. only brewers can brew booze). Rank up your mcmmo to become the strongest in the land. Choose your liege and fight for them, or work your way up and overthrow them. The ultimate game of thrones experience. https://discord.gg/DTgcpz
So, now to the point. We are opening to the public in the next week or so and we need to find 10 Lords to be the sort of roleplay leaders of the server. They will manage their land, control their subjects, appoint bannermen, declare wars, etc... Please do not apply if you are not interested in being extremely active and into the roleplay.
Application Format for Lordship/Ladyship
OOC INFO:
InGameName:
Roleplay Experience:
Player Management Experience:
Staff Experience:
Towny Experience:
Time Dedication:
Roleplay INFO:
House Choice:
Character Name: - Must include the House name as your last name.
Age:
Lore of your Character: (Must fit the House lore provided)
How your character came to power: (Who died, etc. etc)
Physical Description:
Link or Picture of minecraft skin:
3 Roleplay traits to affect your character: (Kindhearted, Foolish, Compulsive liar, Devout, etc etc)
1 Vice that will hinder your character: (Drunkenness,blindness,anger issues, etc etc)
Goals for your Royal House:
Roleplay Focus:
More Info:
Why should you be a leader:
How do you plan on leading: (Aggressively, Passively, Foolishly, etc etc)
How will you react to losing war:
How will you handle losing Expensive/rare items:
How will you handle permissions, like jail,mute etc:
Any Last Bits we should know:
Thank you. If you are not interested in applying for lordship the server will open to the public as soon as all the slots are filled. Apply below.
Again: there are no mods. It will be up to the Lords Paramount to control their subjects, or the Night's Watch if they go Rogue.
Generic commands such as /mail, /msg and /warp are disabled with the exception of /spawn (kings landing) /t spawn (your castle) and /warp Mines (dungeon world to collect loot and mine)
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