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Phase One Combat

Phase One · First Phase of the Faction Wars

The 180-hour opening phase of the Faction Wars, governed by rules banning offensive and teleport magic.

Story so far

Phase One of the Faction Wars opens with 180 hours remaining on the clock. The posted battle rules forbid all offensive magic and all teleport-based magic or skills, and restrict entry into enemy territory to designated corridors, with free passage once inside; only those holding the Scout Endorsement are exempt from the corridor restriction. Nine of ten teams remain, with The Democratic Sortion already eliminated and Team Retribution defending Larracos.

Because offensive magic is banned, the enemy's trebuchet stones are inert rock for now and bounce harmlessly off the shield over the FUPA, though the high elves work around the rule with chemical warfare, packing projectiles with poison smoke that mages must dissipate. Carl notes the deadline that matters: the Artillery Batteries must be destroyed before the 180 hours expire, because after that the rocks will be enchanted with devastating spells. The ban also strips Princess Donut of Puddle Jumper and prevents any teleport-based repositioning across the ten-mile fronts.

Role

The opening ruleset and countdown that shapes every tactical decision in the defense of Larracos.

Relationships

Faction Wars — Phase One is the first stage of the larger war.
Teleport and Phase Ban — One of the phase's defining restrictions.
Artillery Batteries — Must be destroyed before the phase ends or their rocks turn magical.
Team Retribution — Defends Larracos through the phase.
Sources — 2 recorded facts, by chapter
Chapter 25
  • Opening war phase allowing entry into enemy territory via corridors but banning offensive magic and teleport spells.
Chapter 27
  • The 180-hour opening phase of the Faction Wars, governed by rules banning offensive and teleport magic.
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