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The purpose of this manual is to provide all players in the RA with a referable guide to RA's goals, structure, rules, and standards of behavior.

Some abbreviations- Part 2 - Goals

There are 4 main goals of the RA guild:
  1. To provide a fun environment for playing AM, in which it is easy to make friends with other players.
  2. To provide protection to each and every one of RA's members equally.
  3. To defend guilds that are friendly to RA from aggressive behavior.
  4. To be widely accepted as the one of the best guilds in AM, reset after reset.
Part 3 - Structure

RA's structure is not static, but this is a broad outline of how it looks. Some of the positions and responsibilities will differ from reset to reset.

  1. Guild Leader - Sets policy, handles most foreign affairs issues, makes decisions of peace/war, has the final say in all matters.
  2. Keeper of the Royal Dagger - Handles the Guild Leader's duties if the Guild Leader is away for an extended period of time. Also is Second in command.
  3. Keeper of the Dagger of Diplomacy- Helps Guild leader with foreign affairs/helps with internal issues.
  4. Keeper of the Dagger of War - In times of war, organizes the effort and figures out the most effective way to strike the enemy. Also, organizes efforts to destroy guild enemies in times of Non-war.

    Questions should first be funneled to KotDo War. He, in turn, can talk to the KotD of the appropriate type if they cannot solve the problem himself or if he need to make the KotD of the appropriate type aware of the issue.

    Finally, if the KotD of the appropriate type thinks that the problem merits a discussion with the Guild Leader, he can give the Guild Leader a jingle. By following the chain of command, we will allow everybody to do their job and prevent the people at the top of the chain from being overwhelmed.

    Part 4 - Rules

    The rules are divided into 3 segments: landgrab rules, retaliation rules and basic rules.

    Landgrabs are defined as attack attempts used by one country to get land from another country. These are RA's rules for landgrabs:

    1. You should search for your landgrab targets using any method of choice, then use "Arena Archmage" to see if they are our allies.
    2. Do not landgrab more than once on any one country, this includes scouting. This is of course, unless you are doing this to a country on our enemies list, or to a person belonging to a guild with which we are warring.

    A retaliation is defined as a attack attempt against a country that has attempted a attack against an RA country. It is important that RA retaliate when one of its countries is grabbed, as this discourages future landgrabs upon us. These are the rules for RA's retaliations:

    1. All retaliations must be done in 1 for 1 manner.
    2. All retaliations must be regular or siege attacks.
    3. All retaliations must be handled within 48 hours of the original landgrab. A strike after that is considered a separate landgrab which may be retaliated upon.
    4. If the retaliatory attack fails(hallucination), it still counts as an attempt.
    5. Retaliations must be made upon the country that attempted the original landgrab. Other members of the country's guild are not fair game for a retaliatory attack.

    Note: If you are grabbed more than once in a 24 hour period by the same country or if any country uses a spell/artifact on you, without just reason, send the battle reports of it to a KotD.

    Besides landgrabbing and retaliation rules, we've got the following basic rules, that should be obvious for everyone.

    1. You are not allowed to run more than 1 country in AM.
    2. You are allowed to be in more than one guild at the time, but should both the guild your in, and RA war, you'd best choose a side quickly, as the default for you is 'enemy'.
    3. You are not allowed to post sensitive info from our private boards on other boards.
    4. You are not allowed to grab other RA members. (shouldn't it be obvious?!?).

    Anybody that demonstrates they are unable to follow RA's rules will face punishments that can include expulsion from the guild as described in part 5.

    Part 5 - What happens if you break rules.

    Depending on the severeness of your rule breaking, RA leadership will take actions against you. We divide rule violations up in 3 parts:

    1. Breaking a rule where where there are reasonable doubt that you did not do it on purpose- This could for example be hitting a country that we are allied with. Usually you'll get a warning, but if it continues, we might have to punish you (typically by 'free' pilliages i.e. you are not allowed to counter.)
    2. Breaking a rule where you should have known better- This could be doing double retaliation on a country, or multi attacking a non-enemy. This usually results in one of our weaker countries getting 'free'(i.e. no counter) pilliages on you equal to the number of attacks you gave.
    3. Breaking a rule where you should not only have known better, but it is a very severe rule breaking- This could, for instance, be running multies. You will be kicked out without further notice. If you use your multi-country to hit our friends, we might select to kill off your countries.
    Part 6 - Standards of Behavior

    As a member of the RA, all of your words and actions reflect upon RA. While we believe in free speech, the RA will profit if you follow these simple guidelines:

    1. Do not personally attack other members of the AM community. One of our goals is to have fun, but not at the expense of others. Good-natured barbs are OK as long as you have a decent sense of humor and know where the "line" is.
    2. Do not make derogatory comments about other guilds. It really hurts our ability to create or maintain good relations with a guild if our members are badmouthing it. This especially applies to accusations of cheating. Making these accusations achieves nothing and really upsets the other guild.
    3. Do not overly-glorify RA. Yes, we are good. We know we are good. Other guilds know we are good. Since everybody already knows, there's no need to say it. It's a sign of a classy guild when praise is only showered upon it by other guilds and not by its own members.

    A good rule of thumb is to not write a comment if you are unsure if it meets our standards of behavior. Also when you have written something, READ IT AGAIN before hitting submit. Often when you reread what you wrote you will want to change some of it. Anybody that demonstrates they are unable to follow RA's standards of behavior will face punishments that can include expulsion from the guild.

    Part 7 - Other things

    Try to have at least one ally WITHIN the guild. Its not required, but it does help, as explained by the following- Having all our members be close/know one another helps in guild wars, and helps curb multi-attacking within our guild.

    If an ally of yours multi-attacks without reason, first message them about it, see if they were spelled or artifacted. If not, then message the KotD War about the situation, with battle reports.

    Battle/spell/artifact reports- They make the guild go round. Post them on our battle report board.

    Failure to do so will result in warnings, punishments, and finally, expulsion. You are expected to attack or spell or artifact an enemy of the guild 1-3 times(if possible) when you log on.

    Always recruit, if you find a mage who has no description, message them about joining the guild (Don't also attack them by the way, either message OR attack, not both!).

    Part 8 - Conclusion

    This document has been pretty dry, and someone who was not familiar with our guild might think we are nothing but rules and guidelines. This is NOT TRUE! We just want to make sure that everybody understands the underpinnings of RA and what they need to do to insure that things run smoothly. Remember Goal #1 -

    Have fun & kick ass!

    We figure that everybody in RA already knows how to do that, so it wasn't included in the manual. :)




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