

FEUDS
What are Feuds?
Feuds are our way of helping player-on-player conflict remain healthy and with a mechanical escalation process to help provide a framework for character kills and help set expectations. If your conflict—be it a bout of martial excellence, spymaster on spymaster action, or mercantile rivalry—has left you and another character as rivals, then Feuds can help dictate what happens next.
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Keep in mind: a Feud is only one potential pathway to conflict resolution, not the only one, even when it comes to Player Kills. It should only be taken after appropriate roleplay and, ideally, several interactions between your characters. However, when it comes to Player Kills, it is the only script-ready method that does not rely on consent—so whilst we encourage communication, Feuds can help provide extra spice to your rivalries, add stakes to fights, and help tackle storylines that have stagnated.
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Above all else: Feuds are meant to resolve and arbitrate Player Kills between two players who disagree.
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Feuds can also be ended at will if both sides agree. Perhaps because their characters have reached a diplomatic solution, or came to some other mutual resolution—they're meant to be ongoing, active storylines.
Beginning a Feud
There are two ways to start a Feud.
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1) Two players agree to start a Feud without combat happening. If both sides consent, you're free to begin a Feud.​
2) At the end of a PvP (a real PvP, not a spar), you can inflict a Feud on a defeated player as a Consequence. This removes their Defeated status, and means they can no longer be given Consequences. However, if you feel like multiple Consequences might be highly appropriate or necessary and/or the other side agrees, you can ask for a staff referee to arbitrate the matter.
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Before you decide to inflict a Feud on another player, consider a few recommendations:​
a) Has there been appropriate roleplay before the Feud, and the fight? A random bandit you encounter on the road might not be the right target, but a rival noble from another house might be. Remember, just as Feuds are a two-way street, the roleplay should follow a similar principle.
b) Remember that Feuds go both ways, all the way through to the end! Only begin a Feud if you're ready for the two-way street.
Progressing a Feud
Feuds have three stages:​
(Stage 1) Enemy -> (Stage 2) Nemesis -> (Stage 3) The End​
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Every Feud begins at Enemy: this is what you and the other person are after the Feud first begins. As feuding players, there are different consequences you can inflict on one another, such as Player Kill. If you choose to Killing Blow an Enemy (or vice versa), the 'Killed' player receives a prompt with two outcomes:
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1) They accept the execution. Their character is permanently killed, no ifs, ands, or buts, and they receive 20 Chronicle Coins as an incentive. This is the only stage at which you will receive Chronicle Coins: if the Feud progresses beyond this step and you two become Nemeses, Chronicle Coins are out of the equation.
2) They refuse the execution. The character survives, and the Feud is upgraded to you two being Nemesis.
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This means there is a minimum of two PvPs, and ideally plenty of RP in-between, before a Killing Blow consequence can be used. 90% of the time, this is going to be at minimum the second time you two have PvPed.
If they opt for option 2), the Feud is upgraded to Nemesis, and both sides are given a prompt that the executed character survived the encounter. This either narratively retcons the kill, or interprets it another way: functionally speaking, it is similar to being left for dead, with one side usually assuming the other died. The survivor is given a Mortal Wound.
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After this, with both of you as Nemesis, the Feud is in its end game. A Nemesis can Killing Blow their Nemesis, which kills their character with or without consent—this is the end of the Feud.
Staff Involvement
At both stages of receiving an Execute (both as Enemies and Nemesis), the losing side is given the option of raising a ticket. Consider doing this if there are issues with how the roleplay advanced, OOC dilemmas, or potential rule breaks. If you feel like there was anything problematic OOCly about the interaction, raise the flag as early as possible and document it ahead of time.
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Note: Feuds CANNOT be delegated. There is no hiring an assassin to resolve your own feud for you, as that is not in the system's scope—to do that, you'd need the consent of the other side.
With Feuds, you have to be the one swinging the sword, whether you defeated the enemy yourself or had them brought to you. In the latter case, it is HIGHLY encouraged to communicate with them in advance AND/OR bring in a staff referee to discuss the matter with, especially if you intend to use the Execute consequence as a result.