Diplomacy

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'Negotiations between Haffaton and Goodminton from IPTSF Text 16'

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[edit] Proposed Canon

Sides engage in Diplomacy when they wish to create Alliances, end wars, create trade agreements, trade units, and enter into other types of arrangements.

There are no units specifically designated as diplomats, instead diplomacy is a function that units perform. Courtiers and Commanders have been mentioned or observed engaging in in-person diplomacy. Most commonly Warlords and courtiers engage in diplomacy throughout Erfworld, going to far off sides to represent their Ruler's interests. Casters can also act as diplomats by parleying through the neutrality in the Magic Kingdom, though this naturally depends on both sides having casters they can trust with the task. Some rulers engage in diplomacy more directly by using Message hats to send letters to fellow rulers.

Diplomacy can result in Contracts between sides and Alliances. Though it can also result in two sides allying in principle but not in practice. For example, two sides may decide to fight against a third, but not ally mechanically since they could then take advantage of a favorable Turn order.

Diplomacy is considered a risky activity, with diplomats being taken Prisoner or Croaked.[1] Still, Royal Heirs are sometimes used as diplomats for very important negotiations, as was the case in the Union conference where Squashcourt sent their heir, Prince Racket.[2] Likewise, diplomacy isn't always a gateway to peace or Neutrality. Sides can lie and betray each other, or Parley in bad faith to gain time or croak the enemy diplomat. Parson Gotti's tactic of attacking while under parley was seen as petty and highly dishonorable.[3]

[edit] Methods

Diplomacy can be carried out by:

[edit] Known Diplomats

The following units have engaged in in-person diplomacy.

[edit] Citations

  1. ^  LIAB Text 16
  2. ^  WB2014 Lord Crush - Part 1
  3. ^  LIAB 47
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