Greetings fellow members of the wonderful server Basilisk Crag. As some of you may know I've had a revolutionary idea for GvG and PvP in general for our server that was first brought up in my interview with the Basilisk Crag News Network. I am happy to finally unveil this event and I am looking for the support for Vanarchs and Guild Masters alike to help support this idea and bring a true sense of structured wide scale GvG to our server.
Without further delay I would like to introduce to you...Province Wide Wars! (PWW for short name if subject to change.)
Province Wide Wars will utilize a Vanarch's entire province into a wide scale GvG war zone for people to participate in. It will be held in a channel other than channel one of a zone as to not disrupt levelers and will involve an Attack/Defend, Capture/Hold structure for all willing guilds to participate in. There will be two sides, an attacking side and a defending side. The Defending side will consist of the guild whom the Vanarch of the area belongs to and his/her allies and The Attacking Side will be the "enemy" guilds seeking to destroy and conquer (not literally) the defending guilds army and defenses. Let me explain the rules in more detail.

I apologize first hand for my lack of paint skills but you are all a smart bunch so I'm sure this is enough to get the general Idea. What you see above is a general depiction on how the Attacking/Defending sides will set up. Attackers will always start in the defending areas main city, in this case Cutthroat Harbor. From there the enemy guilds can create small tactical squads of players, zerg groups of players, and get whatever arrangements they might need before attacking (Sending out spies/scouts first, buff up, etc.) The defending guilds job is to set up prior to the attack in strategic areas to repel the attackers once they begin invading, defenders can fall back, regroup, call for nearby squads for reinforcements, whatever is in their power to make sure they hold their stations strong. The Rallying points will be key areas for attackers where you can regroup, rebuff, and get ready for your next strike but defenders won't let you take them so easily...Of course there are people who will just run into the rallying points to be safe from PvP, but the way rallying points works is if you are on say the attacking side and run into a rally point full of stationed defenders, the side with the least people in the rallying point are considered prisoners of war and even though they are safe for the time being, they will be treated as such...that is unless you escape (run out) and engage later with a larger force to take the point. The green X represents the defenders main army, the attackers goal is to reach the main army and engage with the enemy guilds Guild Leaders (most likely stationed with the main force.)
Without further delay I would like to introduce to you...Province Wide Wars! (PWW for short name if subject to change.)
Province Wide Wars will utilize a Vanarch's entire province into a wide scale GvG war zone for people to participate in. It will be held in a channel other than channel one of a zone as to not disrupt levelers and will involve an Attack/Defend, Capture/Hold structure for all willing guilds to participate in. There will be two sides, an attacking side and a defending side. The Defending side will consist of the guild whom the Vanarch of the area belongs to and his/her allies and The Attacking Side will be the "enemy" guilds seeking to destroy and conquer (not literally) the defending guilds army and defenses. Let me explain the rules in more detail.

I apologize first hand for my lack of paint skills but you are all a smart bunch so I'm sure this is enough to get the general Idea. What you see above is a general depiction on how the Attacking/Defending sides will set up. Attackers will always start in the defending areas main city, in this case Cutthroat Harbor. From there the enemy guilds can create small tactical squads of players, zerg groups of players, and get whatever arrangements they might need before attacking (Sending out spies/scouts first, buff up, etc.) The defending guilds job is to set up prior to the attack in strategic areas to repel the attackers once they begin invading, defenders can fall back, regroup, call for nearby squads for reinforcements, whatever is in their power to make sure they hold their stations strong. The Rallying points will be key areas for attackers where you can regroup, rebuff, and get ready for your next strike but defenders won't let you take them so easily...Of course there are people who will just run into the rallying points to be safe from PvP, but the way rallying points works is if you are on say the attacking side and run into a rally point full of stationed defenders, the side with the least people in the rallying point are considered prisoners of war and even though they are safe for the time being, they will be treated as such...that is unless you escape (run out) and engage later with a larger force to take the point. The green X represents the defenders main army, the attackers goal is to reach the main army and engage with the enemy guilds Guild Leaders (most likely stationed with the main force.)
