For your viewing pleasure, please maximize the screen.

Amaraya Info
Character Info
Guild Info
Amaraya Background
Bitmap Image
The Art of War
War can be declared among two or more guilds in Amaraya. The event of war itself is not complicated and may be engaged quite quickly, however, there are some requirements to do so. They are listed below.

The aggressive guild must have a plausible reason to engage in actual war, where the outcome will have a certain impact on all guilds involved. If declared war upon, a guild may not simply "refuse" to a war agreement. If this should happen, guild landmarks will be occupied by the opposing forces and will not be able to function (generate income, hold military). It takes exactly 10 heavy soldiers to occupy any landmark.

An official Amaraya Game-Master must be chosen to oversee the war, all logs must be sent to him/her directly from the battle proctors.

The agreement is made verbally within a chat room, with all participating GCs present along with the appointed Game-Master. The agreement must be made then, regardless of any outside interference. If a GC should leave, the GM and the remaining GC(s) will create the war agreement and the absent GC will have no say, automatically agreeing to all terms as they are set in his absence.

Once the agreement is set, all chat rooms (except specifically non-combat rooms such as registered personal chats) are prone to war. Should an opposing character challenge another to war combat WITHIN A CHAT ROOM, the victim must agree to it ( forced) or lose a Pinion or become a PoW depending on the type of battle challenged. The VP is also given up. This may be proven in a log sent to the appointed War-GM. Should any combatant suddenly leave the room after being challenged or during combat, please allow 15 minutes for their return. If the character does not return during that time, then it is an automatic forfeit. If a challenge is announced through IMs (Instant Messaging), it may be refused at any time. The GCs are encouraged to actually schedule battle times in order to move the war along (especially if no one is accepting challenges, quite cowardly).

All terms must be decided beforehand in the verbal [Out of Character] agreement between opposing Guild Commanders, as well as the appointed Game-Master to oversee the war. This War Agreement will include the set Victory Point Score, duration (in mundane days) of the imprisonment of Prisoners of War, and all victory conditions. See below for elaboration on these points. If an agreement cannot be made, the appointed Game-Master will set the terms.

The actual rules of war are quite straightforward. They are listed below.

Victory Points: Wars will be fought based on Victory Points (VP). Each character is worth a certain number of VP, depending on the type of combat. The Victory Point Score is the amount of VP needed for the participating guilds to win the war. This number is preset, decided in the War Agreement before the war actually takes place.
Types of Combat: Combat in war can be done by either deadly battle or taking prisoners. The type of battle to be fought will be decided by the two opposing sides just prior to the event, with a proctor present. The proctor can be anyone, as long as the log is sent to the War-GM.
Deadly Battle - This includes the standard Death Match [DM], and the Mass Death Match [MDM]. Those defeated in these battles lose a rez-card and may not participate in the war for the rest of its duration. Characters defeated in this matches are worth their level in Victory Points. For example, a level 10 character is worth 10 VP.
Taking Prisoners - This includes the Prisoner of War Match [PoW] and the Release Match [RM]. Those defeated in these battles become a prisoner of war and may not participate again until the set time (decided in the War Agreement) is up, or freed by another guild mate in a Release Match [RM]. This match is fought exactly like the PoW, except that it is to release an imprisoned comrade. If it is successful, the prisoner is released; if it fails, the character fighting to release the prisoner is also imprisoned. Characters defeated in these matches are worth half their level. For example, a level 10 character is worth 5 VP (for odd-numbered levels, round up one).
Non-Player-Controlled [NPC] Troops: Non-Player-Controlled [NPC] troops are also worth a certain number of VP. These numbers are shown on the [ Guild Equipment ] page. Troops may only be used in mass combat.
Fields of Battle: Combat will take place anywhere possible.
The Spoils of Victory: The victorious guild(s) will reap all rewards agreed on by the preset terms, as well as any landmarks conquered along the way.
Controlling Your Forces: All instructions (troop movement/locations, target landmarks, etc.) can be executed by contacting the Guild Master with your detailed instructions.
Hiring Mercenaries: Perfectly legal. However, regardless of the type of battle, if the mercenary is defeated (in non-deadly combat), he/she automatically loses a Rez-Card. Mercenaries put more on the line to participate in war.