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Diplomacy
Diplomacy is the way that castles relate toward each other. There are three relationships that can exist between any two castles; war, alliance, and peace.  Only the GC, SiC, and TiC may decide witch of these that their castle is under. Contact TheRaptor4 and Hardy Jas E for questions.
1. War
     A. War match types
2. Siege
     A. Land
     B. Sea
     C. Weaponry and Defense
     D. Weapons List
     E. Castles List
     F. Gates List
3. Alliance
4. Peace
5. Mock Wars and Tournaments

1. War:
        Although war is discouraged in AotMC, disagreements between castles is inedible. For this reason, AotMC is going to be strict on its rules for war. GC's that war for just the sake of war, be warned, AotMC doesn't stand for this sort of behavior.
        War will be conducted in an orderly fashion and castles will not step out of these bounds. A castle may not declare war on more than one other castle at a time. Alliances maybe formed as well, and these may then help a castle that they are aligned with in the war, but a limit of four castles will be allowed to fight on either side. Castles that wish to war with each other must first write a letter to the TheRaptor4 and Hardy Jas E, allied castles, and the opposing castle stating such. Letters to TheRaptor4 and Hardy Jas E may not be BCCed or CCed, if this occurs, then the war will be revoked.
        After the first letter has been confirmed, then the GC's of all castles wishing to participate in the war must send another letter with a list of all combat characters, their rank, their dice, and their XP's to TheRaptor4 within the time span of two weeks. Once this time frame is up, no other castles may join in the war. Only combat characters may participate in wars and their dice will be what was sent in by the GC and will not increase until after the war. Combat characters include but are not limited to warriors, knights, spies, thefts, guards, and magicians.
        TheRaptor4 or Hardy Jas E will then send back a letter to all participating castles stating that the war has either been revoked or conferred. Once a war has been confirmed, then the castles are officially at war and all the rules will apply. To win a war, a castle plus its allies must earn a set number of XP's gained from matches, TA's, AA's, CA's, and so forth. This number of XP's is to be set by the two GC's who are warring.  Should a problem arise in the decision of this set number of XP's, then TheRaptor4 or Hardy Jas E will decide what the castles must earn in order to win.  The number of XP's must be between 100,000 XP's and 10,000 XP's.  The rules of normal combat will stay the same, and any changes for war that are listed anywhere in the forum are to be followed.  Characters that are killed in anyway must either receive a successful rezz, or they must delete their character.
        When a castle/s wins a war, they will receive a payment from the losing castle/s. This payment will be decided upon by TheRaptor4 and Hardy Jas E and will not be less than 10,000 WGP's nor be more than 100,000,000 WGP's total from all losing castles. This payment is to go from the castle/s treasury into another castle/s treasury and will be split evenly among all winning castles, unless one should fail to participate. Each combat member of the winning castle/s will receive 500 GP's (which will not come from the payment by the losing castle/s) and 1,000 XP's plus anything earned during the war. Losing castle/s will receive no gold and all combat units will receive 500 XP's plus anything earned during the war. Once a castle falls into below 10,000 WGP's, then the guild may no longer participate in wars. Once it falls below negative 1,000 WGP's then the castle will be dissolved. All members that still wish to stay in AotMC will need to write a letter to the TheRaptor4 telling them so. These members will then be given links to other guilds and they will keep there dice, XP's, and GP's.
         Finally, a few new types of matches will also occur during war:
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    A. War Match Types:
A1. War Match Win/Loss = 20 + difference of dice x amount won / half the score of the winner rounded up.
A2. Mass War Match Win/Loss = 20 + difference of dice x difference of highest and lowest score / half the score of the winner - 5 for every place below second.
A3. Prisoner of War Match Win/Loss = 75 + difference of dice x amount won / half the score of the winner rounded up.

Note: Though this is not proper math, XP's are to be figured in the order that they are listed and not in order of operations. No winner can receive less than 20 XP's and no loser can revise less than 10 XP's in any match.  If at anytime, a character of higher level dice is found to be regularly preying upon ones of lower dice, they will be promptly removed from the war on grounds of cheating and that castle will loss 500 XP's.  See here under basic rules for all matches.  These rules will apply to the following matches, expected where noted other wise in the description of the match.

Top XP's for winner:

War Match - 1,000
Mass War Match - 2,000
Team War Match - 2,000
Prisoner of War Match - 4,000

Proctors may get a max of 100 XP's per match they score.   GC's may choose to give fewer or no XP's, if the want, but all GC's involved in the mock war must agree to this.  If one GC wished to give fewer or no XP's, then all the other GC's must comply.  However, those GC's who normally give 100 XP's to a proctor, may do so, but it will not count toward the war.

        1A. War Match:
Spars are not to be conducted in a war, instead WM's are to be used. These matched will run just like a spar, except that players must use their AotMC dice. WM's are to only be fought during war. A log is to be made of the match and sent to the designated person or people. Warring to characters with low dice, there are characters that prey upon weaker character to gain easy XP's. It is suggested that characters fight other character that don't top their dice by more than 5 sides and/or 1 dice.  Look here for how to judge dice sides for fairness.

        2A. Mass War Match:
MS's will also not be conducted during war, they are to be replaces with MWM's. As with WM's, only AotMC dice may be used and a log must be made by two people. Unlike a MS, a team war match may be performed. These will run just like a MS except that members from one side will battle members of another side instead of everyone being out for themselves. Teams can be divided up in almost any fashion except that it must be reasonable. Example: two members of the red side with 4d88 and 4d99 decide to battle three members from the blue side with 3d87, 3d75, and 4d68. This is basically reasonable sense the members from the red team have higher dice, while the members from the blue team have more players. Order for these sort of matches is not to be determined by rolling initial. Instead, a member from one team goes first, then a member from the second team, then the first again, and so on and so forth. This order is to follow this patter the best that it can and both teams must agree upon the order before starting. If there are still disputes about it, then an initial maybe rolled, but the rule of every other team member must still apply. Scoring will be done the same as a MS, except that the winning team will get the same XP's as though they had won a MS on their own. The losing team will get half the amount of XP's received by the winning team. Note: These team matches maybe performed during times of peace, but it is advised that characters know how to MS before they do a team MS.

        3A. Prisoner of War Match:
Often called a POW (prisoner of war) rather than a PoWM, these matches will run just like a SM. The only exceptions are that POW's are not slaves and so they are denied a RM of any kind and they may not be treated like slaves. POW's and his/her capture must put that they are such in their profile. Failure to do so will be considered cheating. Once a character becomes a POW, then they may no longer participate in the war (but they may continue to role play normally). The only way for a POW to go free is for the war to end (all POW's must be released at this time) or for members of one team to trade their POW's to members of the other team for their POW's. The trading of POW's can only be done by the GC or the SiC/TiC with the GC knowing about it first.
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2. Siege:
       All though the rules of war a strict, another castle may lay siege against another castle at any given time, even a castle they are at peace with. There are two kinds of siege, land based and sea based. Both kinds of a sieges are for experienced role players only, any newbies would just make the fight more confusing.

    A. Land:
A land based siege is a siege on the castle itself by an army on foot. The main bases of this kind of siege is a well armed army trying to enter a well fortified castle. Strength is not the only element, it takes careful planning as well as a basic knowledge of siege to be successful. The GC of the opposing castle will inform the other GC that they wish to lay siege to their castle. The two GC's can either agree to fight in a PR or come up with a compromise. Unlike war, A letter announcing the siege does not have to be sent to those at AotMC. Instead a log of the siege itself is to be sent to TheRaptor4 and Hardy Jas E. The first attack is to be a tactics spar (explained below) where the two leaders use what skills they have to defend their side. If the leader of the defending team wins, then they win the siege and no more fighting is to take place. If the opposing team wins, though, then they will have gained entry to the castle and now must fight those inside (explained below) with a basic team MS. This team MS can take place at a later date and time. Since it can be confusing to have a lot of people in one room, siege team MS's are limited to four people on each side. As with any war, either side may choose to surrender to the other at any time during the siege, but only the GC or the person appointed by the GC to lead the siege may make this choice.

     1A. Defending Team:
These are the people defending their castle from an attack. They have a variety of weapons available to them including a few that are not available to the offending team.. (See below for list of weapons and prices.) The wall and the main gate are what protects them from the siege itself. The wall of the castle and the gate have certain hit points just as a normal character would. The hit points for both of these depend on how many members a castle has and what lengths they have taken to make the castle stronger. The strength of the wall is X times the number of members a castle, with X being the level of the wall. The formula, X times the number of members a castle, will be the strength of the gate again with X being the level of the gate.  All castles will start out as a level one on both the wall and the gate.  Weapons will count will be separate from the hit points of a castle wall and gate.  When a weapon is hit, then the needed HP's will be subtracted from its own hit points.  If several castles are fighting together against another castle or group of castles, then this will raise the member count of the castle.  The number of members of a defending castle will rise by half of the total number (rounded down) of members of all aligned castles added together.  So if a defending castle has 20 members and a castle that have aligned with them in war has 50, then the new member count of the defending castle will be 45.  Aligned castles may give their weapons to other castles for use of siege, but this must be done prior to the actual siege taking place.

      2A. Opposing Team:
These people are trying to break into a castle but are hampered by many obstacles, including the castle's gate and walls. There are many different weapons that can be used by the opposing team to break down the castle's defenses. The strength of each of these is determined by what measures a castle has taken toward them. (See below for list of weapons and prices). The strength of the army is also determined by how many members a castle has. The formula, X times the number of members, with X being the average level of their castle wall and gate rounded down to the nearest whole number, will be used.  Weapons will count will be separate from the hit points of the army.  When a weapon is hit, then the needed HP's will be subtracted from its own hit points.  If several castles are fighting together against another castle or group of castles, then this will raise the member count of the castle.  The number of members of an attacking castle will rise by half of the total number (rounded down) of members of all aligned castles added together.  So if an attacking castle has 20 members and a castle that has aligned with them in war have 50, then the new member count of the attacking castle will be 45.  Aligned castles may give their weapons to other castles for use of siege, but this must be done prior to the actual siege taking place.

     3A. Tactics Spar:
This is a spar between the two GC's only, though each may invite one other person into the room to be a witness, to help in strategy, and to help in keeping score. GC's may allow someone else to take their place in this spar if they feel that this other person would be better suited for the job. Also, before the fight begins, the two GC's must agree to what they will give to the other team if they loss. (Cannot be XP's, spell books, or members, but it can be taverns, inns, WGP's, gold in general, slaves, ships, siege weapons, or anything else of this fashion. AotMC has final decision in these matters if a problem arises.) Once this has been stated, then it cannot change. Everything from dice, to hit points, to moves is determined by what each castle has in the way of weapons and defense. Example: If a castle has a canon available to them, then the GC may state ::a great explosion is heard as a ball of metal is fired at the army::. S/he is then to roll the designated dice for this move. The GC must state what level the weapon is they are using and what they are firing upon. Each side has only so many moves that it can do per round.  This number is determined by move points.  Each weapon has a set number of MP's that it uses when it is used. Both sides will have a set limit of 30 MP's per round.  The GC may use less than this per round, but s/he may not exceed the limit. The GC of the defending castle's main concern is to either take down the opposing castle's weapons and/or to take out the army itself. The GC of the opposing team's main concern is to break into the castle with losing as few hit points and weapons as possible.  Once a weapon is destroyed, it must be remade.  If all weapons on either side are destroyed, then the other side wins by default.  A GC only losses when all his HP's have been exhausted.  Surrender is possible at anytime and the other team must acknowledge the surrender.

      4A. Team Mass Spar for Siege:
This match is only to follow when the opposing castle gains entry to the defending team's castle. Both GC's will have three days to agree to a time and date for the team MS after the tactics spar. If one of the two GC's does not state a new date and time in these three days, then the other side automatically wins. Again, if one of the GC's must leave for an extended period of time or is not present, then someone appointed by the GC to do so will take over for the team MS. This team MS is to run like a normal team MS, with a limit of four people to each side and with each member using his or her own AotMC dice, along with their class abilities or weapons (if both sides agree).  This is the only instant where the fairness of dice differences between the two teams does not have to be followed.  It's war, after all.  Hit points are to be decided by the two leaders based on how long they wish it to last. The winning team is the one that is knocked last from the match.  In the event of a tie, the two last people are to continue in rounds until the tie is broken. Only the leader of each team may decide if they surrender to the other side at any point in the match. Once the match is over, then the losing team must give the winning team what was set by the two GC at the beginning of the siege. Those at AotMC will determine the XP's and WGP's that each side receives based on how long it lasted, dice used, and creativity involved in the over all siege. If a GC wishes to reward a member with extra XP's based on what they did in the siege, then they may do so, but remember that it cannot be extravagant as that is not tolerated in AotMC in any case.

   B. Ships:
Ships can be purchased from AotMC with the use of WGP's by sending a letter to TheRaptor4 and Hardy Jas E listing the ships that you wish to purchase and wither they are flying or sailing.  You will then receive a letter back stating if the request is accepted or not. Ships will work a lot like castles do in siege, only there will be different restrictions on them.  There are five levels of ships.  Ship levels up to three can fly, if stated, level four and five must be sailing ships.   Ships are given no specific name or description, so it is left to the GC to determine what sort of ship it is.  Castles that cannot be attacked by sailing ships (they are far from the shore or not near a river that ships can pass up) cannot have sailing ships.  All castles may have and may be attacked by flying ships.  Ships will have hit points based on how many members that the castle has.  Example a level one ship is the number of members a castle has divided by 5, rounded down to the nearest whole number.  Ships can carry cargo, people, weapons, or just about anything.  The number of weapons a ship may have on it will be based upon a number that will correspond to move points.  An example would be a level one ship has 5 move points and thus it can have five, 1 move point weapons or it may have one, 5 move point weapon.  Move points for firing time of the weapons will apply.  Ships are considered moving during this, so they do not have individual move points.  It is their weapons which will use the set 30 move points given to each side.  All the ships in a battle are counted as a side when it comes to the move points.  Ships do not have to be created by blacksmiths, but the weapons on board do have to be.  These weapons must then be registered with the ship itself and this is done by creating a roster.  More on this later.  If a ship goes down (reaches 0 HP), then all weapons on board are automatically destroyed.  Ships will attack as though they are a separate guild from the castle's main army.  This means that the ships MUST have a single person controlling them and it may not be the same person who is controlling the guild/castle.  This does mean that there can be up to four sides in a tactics spar.  One person for the attack ships, one for the defending ships, one for the attacking castle, and a final for the defending castle.  Should the attacking castle and/or ships destroy all of the weapons of the defending castle, then they do not win.  They must also defeat the ships.  The same goes for the defending castle.  They must conquer both the army and the ships.

    1B. Ship Levels
Item: Ship Level 1
Cost: 1,000 WGP's 
Hit Points: Number of members divided by 5 rounded down
Move Points: 5

Item: Ship Level 2
Cost: 2,000 WGP's 
Hit Points: Number of members divided by 4 rounded down
Move Points: 10

Item: Ship Level 3
Cost: 3,000 WGP's 
Hit Points: Number of members divided by 3 rounded down
Move Points: 15

Item: Ship Level 4 (Sailing Ships Only)
Cost: 4,000 WGP's 
Hit Points: Number of members divided by 2 rounded down
Move Points: 20

Item: Ship Level 5 (Sailing Ships Only)
Cost: 5,000 WGP's 
Hit Points: Number of members
Move Points: 25

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    2B. Ships in Sieges
When ships attack in castle sieges, they will be only able to participate in the tactics spar of a siege. The ships will be subject to the same rules as the castle and the army.  They will be able to function independently of both the castle and the army no matter which side they are attacking.  Anyone may command the ships during a castle siege, be it the GC of the castle that purchased the ships or the GC of the ships, but it must be a different person than the one controlling the attacking army or the defending castle.  Ships will be able to attack a castle, an army, or even other ships during the tactics spar.  Ships, like castles and armies, have 30 move points they may use in a round.  Ships may attack after both the castle and the army have used their move points when fighting along side another castle.  Castles or armies may attack the individual ships and their weapons, as they would be another castle or army.  Remember, when a ship is sunk, all the weapons on board are destroyed, no matter how many hit points they had left.  Also, castles that are listed as being unable to be attacked by sailing ships can only be besieged by flying ships, if the attacking guild or castle has created flying ships.

    3B. Ships as an Extension to a Guild.
Ships can be treated as though they were weapons in a guild.  The ships do not need to have members or captains to function actively in the castle (the only exception to this is in war where the ships will need someone to control them as though they were a separate guild).  However, if a GC wises to make the ships a guild inside a guild, they may.  The GC of the guild will still be responsible for the XP's of the members, but the leader of the ships, called fleet admiral, will be treated as though s/he were GC's.  As with ships as a guild, a GC (either the guild or the ship GC) may appoint one captain per ten people in the ship guild.  Captains will be treated as though they were DC's.  There is a maximum of two members to the High Council for ship guilds (be it two GC's or a GC and a SiC), so as long as they have another guild handling their XP's.  Also, there is a maximum to the number of people a ship may hold, this is explained below.  The minimal number of needed members does not apply to ships as as an extension to the guild.  A roster will need to be created for the ships, wither it is functioning as a separate guild or as an extension to a guild.  On the roster will need to be list at least the ships, wither they are flying or sailing, the weapons they hold, and the people who are aboard them (if any).  Rosters will need to be sent in either once a week or once every two weeks (preferably with or following the main guild's roster) to TheRaptor4 for verification. Other than the XP and the limit on how many HC there may be, guilds which choose to host their ships as a separate guild will have them treated as a separate guild.

    4B. Ships as a Guild
Guilds may be created that are composed strictly of ships.  Guilds specifically listed as being composed of only ships, will be able to purchase all first level ships free.  This rule does not apply to ship guilds that are an extension to castles or other guilds.  Ship guilds will work the same as a normal castle and will be governed under the same rules as a castle. Ship guilds will deal only in ships and will not have to worry about castle gates or walls, and can only be able to be besieged by other ships.  Only when a ship guild attacks another castle may the castle attack the ships.  If a ship guild wins the tactics spar, then the GC of the ship guild may continue with the Team Mass Spar as granted to attacking armies.  Ship guilds will be listed as being such on the forum roster.  A roster will need to be created for the ships, wither it is functioning as a separate guild or as an extension to a guild.  On the roster will need to be list at least the ships, wither they are flying or sailing, the weapons they hold, and the people who are aboard them.  Rosters will need to be sent in either once a week or once every two weeks to TheRaptor4 for verification. For any ship to attack another ship or castle, there must be a minimum of two members listed under the ship in the roster. When a ship sinks, the ship is to be taken from the roster, along with the weapons, and the members moved to another ship.  The maximum number of people any ship may hold is five times the level of the ship.  Also, it must be stated which ships a captain controls.  This may be any number, so long as it does not exceed twenty and the number of ships per captain remains at a ration of one to ten.  

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    C. Weaponry and Defense:
Weapons and defenses can be purchased from AotMC with the use of WGP's by sending a letter to TheRaptor4 and Hardy Jas E.  Different objects have different costs as well as different dice and hit points. Weapon levels and castle levels will determine how strong any given weapon or castle is.  There are fifteen levels for weapons, ten levels for castles, and five levels for castle gates.  Weapons are given no specific name or description, so it is left to the GC to determine what sort of weapon it is. A small list of common war weapons is given below with a short definition.

Canon - a device for discharging metal balls by use of gunpowder.
Battering Ram - A long pole made of iron or wood used to break though the main gate of a castle.
Terebra - a small pole with a sharp iron point used to poke holes in the masonry at the lower part of the castle
Ballista - a device much like a large crossbow for firing an iron shaft and javelins.
Mangonel - a device for discharging stone or metal balls, or rotting animal carcasses, or Greek fire.
Catapult - a device for discharging stone or metal balls, or rotting animal carcasses, or Greek fire.

      1C. Weapon Making:
To request a weapon, castle wall, or castle gate to be made, a GC must send a letter to TheRaptor4 and Hardy Jas E and request for the object to be made.  If they approve of the object/s being made, a letter will be sent back saying what objects are approved and how much WGP's they will have left in their treasury if those weapons are made.  At this point, a GC may request a change in what object's is/are made by either adding more weapons or taking away from them.  TheRaptor4 or Hardy Jas E will once again send a letter back, telling the GC how may WGP's they have left in their treasury.  The GC will then find an AotMC approved blacksmith to make the object/s.  (See here for a listing of all approved AotMC blacksmiths) The blacksmith then declares OOC the item and level of the object they are attempting to make. They must then roll 2d of their AotMC dice. The roll is scored like a combat roll (1-14 = 0, 15-19=1, etc.) If the score is equal to 1.5 times the level of the object (fraction ignored), then it is a success. If the blacksmith fails, then the GC must send in another request for the object to be remade.  Because of this, there is no maximum limit of how many siege weapons a blacksmith may try in a week.  A castle's WGP treasury will receive half the cost of the item for all failed attempts.  For all successful attempts blacksmiths will receive XP's by the formula: 150 times the level of the object, and they will receive half the cost of the item in GP's.  For all failed attempts, they will receive 150 XP's and 150 GP's.  Blacksmiths will then send the log of all the successful and failed attempts to their GC, TheRaptor4, and Hardy Jas E for review.  TheRaptor4 will then write a letter back to the GC stating what objects they now have and what their current WGP treasury it.  TheRaptor4 will also send a letter to the GC and the blacksmith stating how many XP's and GP's the blacksmith will receive.  Blacksmiths must send the GC a certificate for the weapon, gate, or wall as well.  Blacksmiths are not responsible if a GC forgets to ask for a certificate.  Without a certificate, then the weapon can be confiscated by AotMC.

     2C. Trading and Selling Weapons:
Weapons may be sold or traded at any time.  Gates and walls may traded it and the original price paid will apply to the new wall or gate.  AotMC will buy weapons back from castles that wish to sell them at half the price they were made.  AotMC may then sell them to other castles at full price.  If a weapon is bought from AotMC then it does not have to be made again by a blacksmith.  Weapons may also be traded, sold, or bought from other castles.  The transaction in this is purely up to the GC.  They may offer or sell an item at any price, within reason.  A GC that sells another GC weapons must write a letter to TheRaptor4 and Hardy Jas E stating what was sold and at what price.  GC's must also include certificates for each weapon. Also, the GC of the buying castle must have a certificate for each weapon.  The GC of the selling castle is not responsible if the GC of the buying castle forgets to request one.
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D. Weapons List: E. Castles List: F. Gates List:
Item: Weapon Level 1 
Cost: 500 WGP's
Dice: 1d35 
Hit Points: 10 
Move Points: 1 

Item: Weapon Level 2 
Cost: 1,000 WGP's 
Dice: 1d40 
Hit Points: 10 
Move Points: 2 

Item: Weapon Level 3 
Cost: 1,500 WGP's 
Dice: 1d45 
Hit Points: 15 
Move Points: 3 

Item: Weapon Level 4 
Cost: 2,000 WGP's 
Dice: 1d55 
Hit Points: 20
Move Points: 5 

Item: Weapon Level 5 
Cost: 2,500 WGP's 
Dice: 1d60 
Hit Points: 20
Move Points: 4 

Item: Weapon Level 6 
Cost: 3,000 WGP's 
Dice: 1d65 
Hit Points: 25
Move Points: 5 

Item: Weapon Level 7 
Cost: 3,500 WGP's. 
Dice: 1d70 
Hit Points: 25
Move Points: 5 

Item: Weapon Level 8 
Cost: 4,000 WGP's
Dice: 1d75 
Hit Points: 30
Move Points: 6 

Item: Weapon Level 9 
Cost: 4,500 WGP's 
Dice: 1d80 
Hit Points: 25
Move Points: 4 

Item: Weapon Level 10 
Cost: 4,500 
Dice: 1d80 
Hit Points: 30
Move Points: 6 

Item: Weapon Level 11 
Cost: 5,000 WGP's 
Dice: 1d85 
Hit Points: 35
Move Points: 6 

Item: Weapon Level 12 
Cost: 5,500 WGP's. 
Dice: 1d90 
Hit Points: 30
Move Points: 7 

Item: Weapon Level 13 (Castles only) 
Cost: 6,500 WGP's. 
Dice: 1d90 
Hit Points: 40
Move Points: 7 

Item: Weapon Level 14 (Castles only) 
Cost: 7,000 WGP's. 
Dice: 1d95 
Hit Points: 40
Move Points: 8 

Item: Weapon Level 15 (Castles only) 
Cost: 8,000 WGP's. 
Dice: 1d100 
Hit Points: 45
Move Points: 8 
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Item: Castle Level 1 
Cost: 0 WGP's 

Item: Castle Level 2 
Cost: 2,000 WGP's 

Item: Castle Level 3 
Cost: 4,000 WGP's 

Item: Castle Level 4 
Cost: 6,000 WGP's 

Item: Castle Level 5 
Cost: 8,000 WGP's 

Item: Castle Level 6 
Cost: 10,000 WGP's 

Item: Castle Level 7 
Cost: 12,000 WGP's 

Item: Castle Level 8 
Cost: 14,000 WGP's 

Item: Castle Level 9 
Cost: 16,000 WGP's 

Item: Castle Level 10 
Cost: 18,000 WGP's 
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Item: Gate Level 1 
Cost: 0 WGP's 

Item: Gate Level 2 
Cost: 2,000 WGP's 

Item: Gate Level 3 
Cost: 4,000 WGP's 

Item: Gate Level 4 
Cost: 6,000 WGP's 

Item: Gate Level 5 
Cost: 8,000 WGP's 
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3. Alliance:
        In an Alliance, both castles agree to cooperate and help each other in times of war or need. If two castles wish to make an alliance, then both castles must send a letter to TheRaptor4, stating their intentions. Only the GC, SiC, and TiC may request an alliance. When two castles make an alliance, then each castle will receive 1,000 WGP's to add to their treasury. There is no limit on how many castles another castle can be aligned with, but if a castle is found to be going around making alliances just to gain gold, then they will lose all made alliances and will be fined 20,000 WGP's. Castles that are aligned with one other can compete in tournaments or mock wars against each other (see below). If a castle falls into dept. then an aligned castle may help to pull this castle out of dept. This castle must write a letter to TheRaptor4 and the castle in dept. telling them how many WGP's they wish to give to the castle in dept. from their own treasury.

4. Peace:
        Peace is a relationship that exists between two castles and they are neither corporate nor hostile toward each other. Two castles at peace may not fight with each other or help one another with dept. or other problems.

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5. Mock Wars and Tournaments:
        These are for the soul purpose of building experience and familiarity with the rules of war without actually conduction a war.

    A. Mock War:
Only two castles that are aligned may fight a mock war. The basic rules for the mock war will stay the same as the War. The only difference is that if a character is killed in an AA, a DM or MDM then, instead of deleting, they will become a ghost. Ghosts can no longer participate in the mock war, but they may participate in other combat fighting. They are to be considered non combat until the war is over. Both castles must send a letter to TheRaptor4 for approval. If there is a special need to slightly alter the rules (say that 10,000 XP's makes for too long of a game), then another letter must be sent to TheRaptor4, and the GC of the other castle clearly explaining the change and why the change is being requested.  If everyone agrees, then the change shall be made.  Remember, the reasons for this rule change need to be good and the rule change will apply to both guilds.  All matches and rules listed under the war rules will apply. The only thing different is that the winning castle will receive WGP's, but this gold will not come from the losing castle's treasury. Instead, it will come directly from AotMC. The loosing castle will also receive half the number of WGP's as the winning castle received. Any castle may conduct a mock war, even castles that are at or below 10,000 WGP's.

    B. Tournaments:
Tournaments are for the soul reason of gaining XP's within the castle itself. These will run for as long as the GC wishes to run them. The rules following are just a suggested way of running the tournament. At the end of the tournament, the GC (or person appointed by the GC to run it) will decide how many XP's and/or GP's everyone receives. It is suggested that all matches, except spars, be removed from the tournament and that these spars be played to 5 rounds with all characters using the same dice. It is also suggested that first, second, and third place winners receive more XP's/GP's than anyone else that played. Tournaments do not have to be limited to just spars, non combat games maybe played also (See: New and Unique Rules ). These games are not limited either. If the GC comes up with a new game, then it may be added to the tournament. Because non combat games maybe played during this, then non combat characters may participate in it as well, but they may not spar or play any other combat games.
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