Factions and Cohalitions

All the other rules:

* Community and gameplay rules
* War rules
* Roleplay and artifacts
* Colonization and kingship

Here's the list of all the rules and explainment of the dynamics of factions and cohalitions. You'll find the complete list of factions and cohalitions available in the server here.

## **12. FACTIONS RULES**

**12.1** - The inner rules of the factions are decided by the King and his Lords, but they have to be in agreement with the server rules.

**12.2** - There is one main role in a faction: the King. If you are in an Empire, you can make custom titles instead (or in adding) to this. There is another role, the Lord, that is needed for the ones who want some of the special characters.

**12.3** - Claiming Kingship. You can claim kingship of your faction by having +1250 alignment with it, having a character (unless the faction has a lore character king) and by having built a village and a city settlements (intended for every faction. Orcs have camp and stronghold, dwarves have hill and city). If your faction already have a king, you can try to bring down the government following the rules about Civil Wars.

**12.4** - Claiming Lordship. You can claim lordship because of a character by having +900 alignment with the character's faction, and by having built a town (orcs have outpost).

**12.5** - To claim kingship, you can also request to build a lore-build for your faction, but it really has to be good looking (more than the city, that should still be gorgeous).

## **13. - COHALITION RULES**

**13.1** - A Cohalition is formed when two or more factions decide to merge under a ruler.

**13.2** - In a Cohalition, the factions keep their territories on the map and can conquer and colonize territories on their own; though, when they declare a war, in the declaration the attacker has to be named as <cohalition name> instead of <faction name>. If a faction in the cohalition is attacked, the other members *have to* come in defense.

**13.2** - A region in the map can be colonized not only by a faction, but also by a cohalition. In that case, all the factions in the cohalition will receive the region buff.

**13.3** - For factions to join a cohalition, they have to be bordering with the cohalition.

**13.4** - Cohalitions can be made also between factions with different races: e.g., Dor-Lòmin can be in a cohalition with Hithlum.

**13.5** - Due to inner organization matters (e.g. the need of custom titles for special characters), all the factions will be in a cohalition with themselves at the start of the game. Such a thing will be called "Faction-Realm".

**13.6** - If your Faction-Realm merges with another one and a cohalition is formed, you have to deposit 5000 $ in the cohalition's bank and notify the Staff, that will check the fairety of the operation.

**13.7** - Keep in mind that Cohalitions are represented by Towny plugin's "nations".

## **14. - FACTIONS RELATIONS RULES**

**14.1** - Two factions can change their faction relations only of 1 degree comparing to default. This means, for example, that two neutral factions can become friends or enemies, not allies or mortal enemies, or that two allied factions can only become friends, not neutral or else.

**14.2** - A faction can become allied only with factions of the same race. This doesn't apply to default fac relations: for example, Brethil and Doriath will stay allied and don't have to become only friends.

**14.3** - Allies are invited (not forced!) to come at war alongside each other. They cannot go in war one against the other.

**14.4** - Interracial alliances are allowed only for elves-humans, humans-dwarves, humans-orcs at determined conditions: a) the factions have to be at least friends b) they can ally only if a faction loses 4 or more provinces to Angband.

**14.5** - If a faction is about to lose its capital province, the server will have a votation for a "Attack on <faction capital>" event. For example: let's say that Tol-in-Gaurhoth is about to be attacked, because it's surrounded by enemies. The staff will make a poll about making "Attack on Tol-in-Gaurhoth" event, and if "No" wins the request can't be re-asked for a month. If "Yes" wins, there is chosen a day, and on that day it hosts a full war against that province, with Siege Battle at Tol-in-Gaurhoth lore build. If Sauron wins, he keeps the province and the poll can't be asked again for a month, if the attackers win Sauron loses the province.

**14.6** - It's better if the "Attack on <faction capital>" event helds when the capital is the only province remaining. In that case, in our previous example, if Sauron loses he flees to Angband and he fights under Morgoth. If it's not possible to attack in last place the capital, in the previous example Sauron flees to another province and he can try to reconquer his province, without need of an event.

## **REGIONS AND PROVINCES NUMBERS:**

* 1xy: *Landing of the Noldor*: Hithlum, Dor-Lomin, Nevrast, Vinyamar, Ered Wethrin, Ered Lomin (and sub-biomes)

* 2xy: *The Dark Lord's Dominion*: Nan Duaith, Anfauglith, Dor Daedeloth, Angband, Thangorodrim, Lothlann, Taurdrù (and sub-biomes)

* 3xy: *Icy Herds*: Nan Guruthos, part of the Dor-na-Daerachas (and sub-biomes)

* 4xy: *Eastern Peaks of Blue*: Blue mountains (and sub-biomes)

* 5xy: *The House of Feanor*: Himring, March of Maedhros, Thargelion, Himlad, East Beleriand, Amon Ereb, Gardh Boren, Estolad (and sub-biomes)

* 6xy: *Forest under Nightshade*: Taur-nu-Fuin, Dorthonion Mountains, Ered Gorgoroth, Nan Dungortheb (and sub-biomes)

* 7xy: *The Fenced Land*: Neldoreth, Region, Arthorien, Girdle of Melian

* 8xy: *The River Sirion*: Tol-in-Gaurhoth, Vales of Sirion, Pass of Sirion, Fen of Serech, Talath Dirnen, Brethil, Aelin-uial (and sub-biomes)

* 9xy: *Kingdom of Nargothrond*: Andram, Nargothrond, West Beleriand (and sub-biomes)

* 10xy: *The Havens for the West*: Falas, Arvernien (and sub-biomes)

* 11xy: *The Seven Rivers*: Ossiriand, Dor-Firn-i-Guinar (and sub-biomes)

### **REGIONS BUFFS**

* Completing **Landing of the Noldor** region: "*Call of the High King*" buff (+2 to the max player difference in war);

* Completing **The Dark Lord's Dominion** region: "*Banners Black*" buff (+1 to the max battalions number);

* Completing **Icy Herds** region: "*Frozen Chieftain*" buff (Dor-na-Daerachas King gets a bound weapon with chill);

* Completing **Eastern Peaks of Blue** region: "*Dragon scales*" buff (all the players of the faction are allowed to wear Dragonguard Armor);

* Completing **The House of Fëanor** region: "*Blood Oath*" buff (STRENGTH 1 applied to the 7 Sons of Fëanor or the leader of the faction who completed the region);

* Completing **Forest under Nightshade** region: "*Outlaws reunited*" buff (+1 to the max player difference in war);
* Completing **The Fenced Land** region: "*Melian's blessing*" buff (+1 to the max battalions number in defensive wars)
* Completing **The River Sirion** region: "*Support of Ulmo*" buff (REGENERATION 1 on the king of the faction);
* Completing **Kingdom of Nargothrond** region: "*Harp and torch*" buff (Non-bordering allies can bring armies);
* Completing **Havens for the West** region: "*White gulls calling*" buff (+1 to the max player difference in defensive wars. That player can wear Valinorean Armor);
* Completing **The Seven Rivers** region: "*Friends of the Forest*" buff (1 of the battalions in war can be made out of 4 huorns)

In addition, every player of the faction/cohalition that completes a region will get, weekly, 64 iron ingots and 16 gold ingots.