How Alliances Work

Creating and joining clans, roles, buildings, vault gold, castle control, and member benefits.

Related in Alliances: How Alliances Work | Alliance Diplomacy | Castles | Captain's Sacrifice

Alliances are player-run clans that share chat, gold, buildings, and — at the highest level — castle governance. A strong alliance turns individual warriors into a force that can shape wars, sieges, and the economy of Karadiyar.

Finding or founding an alliance

Open the Alliances directory from the main menu to browse rankings, recommended clans, and local powers.

To create a new alliance you must:

  • Hold at least 6,400 XP (around level 8)
  • Carry 10,000 gold on your character
  • Stand in a city ruled by your race (or a neutral settlement)
  • Choose a unique name (3–25 characters) and a symbol

The founder becomes Overlord and the alliance is born in your current city. Game Master accounts cannot create alliances.

To join an existing alliance, send an application from its detail page or accept an invitation from a member. Officers review pending requests from the member list.

Leaving an alliance costs 200 gold, paid into the alliance vault. The Overlord cannot abandon the clan without disbanding it.

Roles

  • Overlord (founder): full control — buildings, vault withdrawals, promotions, castle sieges, and diplomacy offers.
  • Captain (appointed officer): Captain's Sacrifice protection; can view pending diplomacy.
  • Counselor (appointed officer): intelligence reports on tracking attempts; can manage diplomacy with the Overlord.
  • Member: deposit gold, join wars and sieges, and use alliance bonuses.

Only one Captain and one Counselor per alliance. The Overlord can promote, demote, or remove members.

Alliance buildings

Headquarters upgrades are paid from the vault and strengthen the whole clan:

  • Headquarters: raises attack damage against enemy races in war.
  • Mead Hall: increases maximum member capacity.
  • Stable: shortens travel time for all members.
  • Forge: grants a smithing upgrade bonus in the alliance home city.
  • Vault: raises how much gold the treasury can hold.
  • Hall of the Vigilant (Intelligence): lets the Counselor foresee murder tracking attempts against members.
  • Barracks: raises the chance of Captain's Sacrifice saving an ally from a killing blow.

Members can deposit up to 100 gold per day into the vault. The Overlord can transfer vault gold to members for rewards or war funds.

Member benefits

  • Alliance chat channel separate from global chat (see Chat).
  • Home city bonus: quest in your alliance's founding city for extra experience.
  • Forge bonus when smithing in the home city.
  • Stable travel reduction on every journey.
  • Headquarters war damage against enemy races.
  • Castle hourly rewards when your alliance governs a castle.

Castle governance

An alliance may hold one castle at a time. The Overlord can start a siege from the castle city for 2,000 vault gold. Members join the assault or defence in person.

If an alliance that already owns a castle conquers a neutral fortress, the new castle is released rather than kept — only one banner flies over the realm at once.

Wars and reputation

Large alliances with many active members can influence wars and city control. The alliance directory shows whether Free Peoples or Dark Forces alliances currently dominate population.

For peace treaties between clans, read Alliance Diplomacy.