Siege

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A Siege is when a religion tries to convert a town to their religion.

The Siege Rite

Siege is a religious spell and can only be cast by members of a religion.

Rite Siege
Power Words Oppidum Obsidione
Foci
Description When cast upon a town stone, will either end the siege for that town if the 60 piety requirement is met and there is a siege in progress for that town or begin a siege if 300 piety is met and there is not an ongoing siege currently in progress for another town.

Town under Siege

Attacking a town

Attacking a town controlled by Lord British is allowed, but by doing so you risk becoming flagged as a murderer. By aiding the attackers you risk becoming flagged a murderer, no matter what kind of help you provide (looting, spying, killing, spreading plague, selling animals, creating gates etc.).

The GM’s will be the judges on when a player is helping during, before or after an attack on a town, but proves (screenshot as usually) can be supplied to the GM to help him make the decision.

Capturing a town

Only religions can capture towns at the moment. This is done by casting a siege ritual on a townstone which are located in each guarded cities.

Kidnapping the Accountant

With the new Mayor System, there is a new NPC whose purpose is to transfer funds between towns. He needs to be escorted from the giving townstone to the receiving townstone.

  • The Accountant NPC can be stolen by a religion with usage of this rite, this requires 40 piety.

Siege system

  • Casting siege on the townstone starts the town siege.
  • After the siege starts, every 10 minutes 1 guard (alive or in the spawn-queue), will be converted into the attacking religion’s devotion.
  • During the siege, there will be a global message every 30 minutes warning of the attacking religion’s hold of the town is growing stronger (just as the beginning and end is announced).
  • When all guards have been converted the siege is over and the attacking religion takes the town.
  • If however, the defending religion casts siege themselves on the stone before all guards have been converted, the siege is broken and all guards are immediately converted back.
  • There can be only one siege on-going at same time.
  • After a successful siege, you can start another after 48 hours.
  • If your siege is interrupted, aka failed, you can start another 48 hours later.
Starting a siege requires 300 piety.
Ending a siege requires 60 piety.

See also

Holy Rites
Sacraments Communion • Concentration • Excommunication • Indoctrination • Palimpsest • Requiem • Revelation • Transformation
Holy Rites Abjuration • Absolution • Apotheosis • Armament • Banishment • Beatification • Blessed Peace • Conflagration
Convocation • Corruption • Create Focus • Discorporation • Divination • Divine Sanctity • Effulgence • Empyrean Sigils
Encumbrance • Enervation • Freedom • Immolation • Imprisonment • Interdiction • Intervention • Libation
Siege • Negation • Purification • Restoration • Resurrection • Retribution • Sense Aura • Untrodden Paths
Religion Rituals
Imperial Rituals Alliance • Divine Vault • Esuna's Blessing • Holy Word • Imperial Solitude • Safeguard • Spiritual Weapon
Law Rituals Holy Word • Lustrous Aura • Salvation • Spiritual Hammer • Judgement • Order • Solitude
Nature Rituals Elemental Protection • Gaea's Shelter • Gaea's Punishment • Holy Word • Earthen Warden • Swarm • Sylvan Silence
Tekstone Rituals Destruction • Disguise • Poison Wind • Banshee's Wail • Grim Aura • Pestilence • Swarm