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HelpSection 22
Plunder

Plunder to loot locations; Razing to destroy them

Let us assume you have completed your legion engagement and stand victorious on the battlefield. You have laid siege to the enemy defences and these have been destroyed. What follows is the plunder and potential razing (destruction) of the conquered territory. This is described below.


Syntax: PLUNDER <direction>.

To plunder is to strip an undefended target or locale of its contents, passing the possessions, valuables and livestock out from the defenceless positions back into the inventory of the plundering aggressors. This is used to decimate enemy treasure chambers, commodity stores, bank vaults, etc. It can be used to empty the deepest, darkest stockroom of its booty - providing you have your legions in place and all defences (and, of course, defensive legions) have been fully destroyed.


Syntax: RAZE <direction>.

Quite simply, razing a direction destroys it completely. The location target must be besieged of all defences and plundered of all its goods; then it can be destroyed permanently.


Short of divine intervention there is no way to recover a razed target; it must be reconstructed from scratch. Ministry buildings, commodity stores, guilds, shops, great palaces, gatehouses, private homes: all are potentialy vulnerable to being razed.


See HELP BATTLEFIELD for details of legion conflict and engagement; HELP BESIEGING for information on laying siege and destroying defences; and HELP SUPPLICATION, HELP CONQUEST and HELP OCCUPATION for helpfiles detailing the end-consequences of these military actions.

HelpSection 22
Plunder

22 - The Battlefield Guide: Legion Command and Waging War.

  • Back to Index
  • 22.1 - Commander
  • 22.2 - Legion
  • 22.3 - Training
  • 22.4 - Dispatch
  • 22.5 - Marching
  • 22.6 - Convey
  • 22.7 - Approach
  • 22.8 - Formation
  • 22.9 - Facing
  • 22.10 - Manoeuvre
  • 22.11 - Deploy
  • 22.12 - Equip
  • 22.13 - Engage
  • 22.14 - Besieging
  • 22.15 - Plunder
  • 22.16 - Terrain
  • 22.17 - Tunnel
  • 22.18 - Trenches
  • 22.19 - Materials
  • 22.20 - Siegetower
  • 22.21 - Oilcauldron
  • 22.22 - Commanding
  • 22.23 - Core
Help - Section 22
CommanderLegionTrainingDispatchMarchingConveyApproachFormationFacingManoeuvreDeployEquipEngageBesieging
Plunder
TerrainTunnelTrenchesMaterialsSiegetowerOilcauldronCommandingCore
Avalon, Est 1989

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  • Avalon RPG
  • Guide
    • Connecting to Avalon
    • Building a Character
    • Growth and Skills
    • Items and Equipment
    • Communication
    • Geography and Navigation
    • Allegiances and Loyalties
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  • Manual
    • Getting Started
      • Introduction to Avalon
      • Novicehood - The First Steps
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    • Guilds and Professional Classes
      • The Guild and The Guildmaster
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      • Skills: by Professional Class and by Important Commands
      • The Avalon Skills System
    • City Socio-Politics
      • The City-State
      • Government and Governmental Commands
    • Strategic Warfare
      • War, Conquest, Tribute and Geopolitics
      • The Battlefield Guide: Legion Command and War
    • Gods and Goddesses
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      • History and Legend
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    • Reference
      • Miscellaneous Avalon Game Documentation
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      • Appendices and Extras: in Avalon
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  • History
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      • The Mage Class
        • Mages Guild
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        • Sorcerers Guild
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        • Thieves Guild
        • Assassins Guild
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        • Rangers Guild
        • Brigands Guild
      • The Seer Class
        • Seers Guild
        • Mystics Guild
        • Astrologers Guild
      • The Loremaster Class
        • Loremasters Guild
        • Alchemists Guild
        • Artisans Guild
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    • Press and Articles
      • Raw Factsheet: the first online RPG?
      • Roleplay chat games meet Roleplaying for Real, by Cornelius
      • Roleplaying, but how far? by Cornelius
      • Why aren't you an MMORPG? by Cornelius
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