Advanced Rulebook
ALLIANCE INFORMATION
JOINING AN ALLIANCE
SETTING UP AN ALLIANCE
ALLIANCE HQ UPGRADE
ALLIANCE INFORMATION & TAKING OVER ALLIANCE MODERATION
QUITTING AN ALLIANCE
DISBANDING AN ALLIANCE
MERGING TWO ALLIANCES

ALLIANCE INFORMATION

An Alliance is made up of parties that have chosen to align themselves by a common cause, belief, necessity or just for selfish reasons. In Moderation Alliances are able to gain status and power in their base settlement, be this with the Settlement Hierarchy, Temples or Guilds. There is no stereotypical opinion about Alliances, and like the adventuring parties that comprise them the many different citizens have varying opinions on whether Alliances are dangerous wildcards or beneficial heroes. Due to this the process of gaining power can be slow, since many people do not entirely trust Alliance members and are wary about giving an Alliance too much power.

Alliance orders are contained in the Alliance Rules Sheet. There are some amendments to the Alliance rules near the end of this book in the Rules Section.

JOINING AN ALLIANCE

The game newsletter and the newsletter (620) available in the game contain recruitment messages for the Alliances. It is best to find an Alliance that suits your idea of what your party is about, and then contact the players about joining. If the Alliance accepts you, they will issue a Join Order, which will appear at the top of your turn with instructions of what to do next.

Something to bear in mind if you join an Alliance is that you may experience the feeling of 'being on the outside' for a while. Many Alliance's guard their information and the existing members of the Alliance may take a while to trust you both IC and OOC. Another common reason you may feel like 'an outsider' for a while after joining is the Alliance may have been through some intense experiences, the sort of things that build comradeship. It is likely that before too long the other Alliance members will accept new/recent recruits in to the inner circle of the Alliance, so it is generally worth being patient because working with an Alliance is one of the best aspects of the game.

SETTING UP AN ALLIANCE

Before setting up an Alliance the players concerned need to decide where the Alliance should be based. The settlement that contains the HQ will form the centre of the Alliance's life. It is worth reading the game history and reading the overview of the cities first, as this will give you an idea of what a settlement may be like. Most settlements have a wide range of Organisations present in the form of the Guilds and Temples; these settlements are usually suited for any type of Alliance. Some settlements have extreme beliefs and therefore players should be aware that setting up an Alliance with opposing beliefs will likely create tensions; this, however, could be overcome during the game, as the Alliance's rank grows.

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Do not contact the GM for information about where to set-up an Alliance, as the GM would have to give away game world information to answer the question, which cannot happen.

Once the Alliance Recognition form has been completed and the Alliance is official, the players need to fill in the Alliance Goal Form (see last page of rulebook) or on the website. The goals are listed in the Goals Section. A spokesperson for the Alliance should be nominated; it is best that members with regular email access are nominated, so that quick communication can be carried out if needs be. The spokesperson's party does not have to hold one of the designated Alliance positions in order to be the spokesperson.

Over the course of the current moderation cycle the GM will sort out the NPCs that will act as liaison to the Alliance, and also work out how the Alliance and their goals, best fits into the settlement. A liaison from an Organisation that the Alliance has specified on their Goal form will contact the Alliance and introduce themselves. At this stage the Alliance is now officially ready for the moderated aspects, and the first Special Quests will follow shortly.

ALLIANCE HQ UPGRADE

There are two stages for an Alliance HQ. A standard HQ and an Upgraded HQ. Alliances with Upgraded HQs get access to more options, like extravagant shop services and the upgrade is required to reach Rank 3.

To upgrade the Alliance HQ the Alliance needs to have 50,000 gold and a SA.
For Example: Hermetics (1475) Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith
Using a SA and 50,000 gold from the Alliance bank account upgrade the Alliance HQ.

ALLIANCE INFORMATION & TAKING OVER ALLIANCE MODERATION

The person that acts as the Alliance's spokesperson with the GM does not have to be the Alliance Head, or any of the other official Alliance positions.

It is very important that the Alliance keeps track of its moderation information, as asking the GM to provide one piece of old information will cost a SA, and it is not hard to imagine that asking for the Alliance's entire history of moderation could cost hundreds of SA! Whilst Quest: GME has been set-up to help players with their actions, due to the time constraints the GM cannot also act as a reference point for the Alliance's information.

QUITTING AN ALLIANCE

If you want to quit an Alliance you can just do so by issuing a QA order, see the Alliance Orders in the Rules Section. The Restriction on Moderation Information applies to any party leaving an Alliance.
As powers can be used as a Free Action (FA) a party that leaves an Alliance can still use them.

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DISBANDING AN ALLIANCE

To disband a moderated Alliance please contact the GM with your relevant details. The Alliance resources will be turned back into gold and distributed between the parties, although not the full amount.

The Restriction on Moderation Information applies.

MERGING TWO ALLIANCES

It is possible to merge two Alliances into one Alliance. No more than two Alliances can merge at one time, but there is nothing stopping three or more Alliances merging by making the required number of Alliances wait until two Alliances have merged and then merging with them, and so on.

Some status can be gained by the Alliance that remains for absorbing another Alliance into itself. The more closely aligned the Alliance goals the more likely the status gained will be higher. The higher the rank of the Alliance being absorbed the higher the status gained by the remaining Alliance.

The HQ building can be sold via a moderation action; this requires a SA.

The Alliance that is being absorbed needs to sort out its own stock at the HQ; otherwise the items will be lost.
Shop services are simply ended; there is no refund.

The Alliance gold needs to be passed on to the Alliance that is absorbing them, otherwise the gold is lost.

For Example: A Rank 1 Thieves Guild Alliance wants to merge with a Garthrana Alliance Rank 1. The Garthrana Alliance would gain some status, but not a lot as Garthrana and the Thieves Guild generally do not get on and the Thieves Guild Alliance is only Rank 1.

For Example: A Rank 2 Garthrana Alliance wants to merge with a Garthrana Alliance Rank 3. As both Alliances work with the Garthrana Temple the gain in status would be higher than normal. Additionally as the Alliance being absorbed is Rank 2 the remaining Rank 3 Alliance would also gain a bonus to the status gained to reflect the increased renown of the Rank 2 Alliance.

The Restriction on Moderation Information applies with transferring information.

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