!! YOU CAN ONLY HAVE ONE ROLE AT A TIME !!
Assassin Guidelines
To become an Assassin you must make a ticket in the discord applying to be one.
Only assassins can be hired to do hits on people. If a player does not have the assassin role they can not be hired to do a hit on someone.
You can only hire one assassin at a time.
You can not hire yourself to do your own assassin work.
An Assassin must be paid at least 10k for their work.
Items an Assassin may acquire from killing someone do not count towards their payment. This means someone can not just hire an Assassin and say their payment is whatever they find killing.
When someone hires an assassin they must sign a contract with them using the in game contact plugin
Both the assassin and the person hiring them will be equally responsible and punished if the RP reason for the job is not valid.
When an assassin closes out a contract they will have a 24 hour cooldown before they can be hired by ANYONE again.
When a player hires an assassin they will have a 24 hour cooldown before they can hire ANY assassin again. The 24 hour cooldown starts when the contract is closed.
An assassin can not be hired to kill the same person twice in a row. This means they must complete a contract to kill someone else before they can target the same person again. It doesn’t matter if someone else hired you, if the target is the same person you targeted in your last contract you can not take the job. This rule still counts even if you failed your last contract and didn’t actually kill the target.
An assassin has one attempt to kill their target.
An attempt is defined with two metrics: either the player/assassin is killed, or the player/assassin teleports away.
Unless you teleport away, an assassin can still try to kill you.
The attempt starts when the assassin lays the first hit.
Guild Rules
Guilds may act as middlemen between Assassins and players looking to hire Assassins.
Guilds must follow the same rules for hiring/employing Assassins as any other player with the following special exceptions and additions.
Guilds can connect assassins and employers and take a service fee but the
in-game plugin contract must still be created by the employer and accepted by the assassins.
When an Assassin contract is given to a guild it becomes the responsibility of the guild to make sure all already stated criteria for an Assassin are met before giving the contract to an Assassin
This includes making sure the Assassin
Doesn’t already have a contract
Has waited 24 hours since their last contract
Isn’t being hired to kill the same person again
The bandit role is a tag given to users who have completed the application process and entitles them to the following
Operating as a bandit within a continent
Bandits are only allowed to actively seek combat and take items on their assigned continent. Bandits may defend themselves if attacked on another continent but not take any items if they kill the attacker.
Bandits can only be attacked on their operating continent by people who live on it. If you are traveling on a continent with a bandit operation and are attacked by a bandit you may defend yourself. However you may not hunt bandits on continents you do not live on.
If you find a bandit outside of their operating continent you may attack them.
This bandit must either create an or join an existing operation
Bandits cannot fight in wars, participate in sieges, or join non-bandit towns/nations
Upon becoming a bandit you must give up any and all embassies you may have.
Bandits must wait 6 hours before reengaging the same target
Bandits can lose the role if any of the following happen
Inactive for 2 weeks
Lose their 3 lives (dying 3 times to any cause)
Break any Alathra rules
Upon losing the banditry role the following must happen
The location of the bandit’s operation is broadcast if they were the operation leader
All chest-locks of that bandit are removed
The bandit must leave the continent (new character is preferred)
The bandit may reapply in the future to regain the role
If a bandit loses all 3 of their lives but decides to keep the same character and move to a new continent they will lose anything they had on them or anything that was in their hideout.
The bandit may not return to their former hideout at any point to try and get loot.
Other players (including other bandits) may loot the items the bandit had but may not return the items to them.
Any player found trying to subvert this rule and return items to a bandit after their 3rd death will be punished equally with the bandit.
Bandit Operations are the headquarters of a bandit and allows bandits to work together
Upon becoming a bandit, you must choose an operation location and name or choose to join an existing operation
You are permitted to change your operation if you are not the operation leader at any time, however you must inform staff before doing this
A bandit can invite only other permitted bandits to their operation
An operation must be localized to the assigned continent
The headquarters has rules for its location
It must be within 5 blocks of the surface
Upon creation its coordinates must be given to staff
Any attempt to circumvent this role and set up a secondary headquarters will immediately be met with a complete wipe of any stats/items/money that the bandits in question have. This includes creating secret items cashes.
On leader death the operation is disbanded, any remaining bandits can stay on the continent and found a new operation or join an existing one
Bandit Guidelines
The newbie role is a role which will be given to new players, which times out after a certain time span has passed
Players with the newbie role are not allowed to be attacked by bandits
Bandits may be paid off to not attack you but can not be hired to attack other players.
You can pay a bandit to not attack you or your nation/town.
This agreement is an honorary one and will not be enforced by staff. If either side breaks the agreement it is up to the players to handle the situation.
You can not pay a bandit to attack another player or group of players.
Bandits are not allowed to do any mercenary or assassin work. If caught doing so both the bandit and person who hire the bandit will be punished equally.
Mercenary Guidelines
To become a mercenary you must make a ticket in the discord applying to be one.
Mercenaries are given an in-game tag next to their username to distinguish them as mercenaries. They also are given the mercenary role in the discord.
Mercenaries must sign a contract with whomever is hiring them using the in game contract plugin
If the in-game plugin is not used the mercenaries' involvement in the conflict will be considered invalid and any killings will be ruled as rdms.
Mercenaries can only have one contract at a time.
Mercenaries can not accept a new contract until 24 hours after the end of their last contract.
A mercenary must be paid at least 10k for their work.
Items a mercenary may acquire from killing someone do not count towards their payment. This means someone can not just hire a mercenary and say their payment is whatever they find killing.
If the town a mercenary lives in is at war that mercenary can not take any jobs or do any mercenary work in any other wars.
If a mercenary is already doing a job in a war and their town becomes part of another war the mercenary may finish the contract they already have UNLESS their town is sieged in the war it has become a part of. Then the mercenary will have to end their contract and leave the war they were contracted to fight in as a mercenary.
A mercenary can not do mercenary work in one war and fight as a normal soldier in another war at the same time.
Mercenaries can not leave their town to go do work in a war and then rejoin the town once their work is done.
If a mercenary gives up the mercenary role or has it taken from them there is a 3 month wait before they can reapply for it.
Mercenary Sieges
If a mercenary is hired into fighting in a war the opposing side of the war may siege the mercenary's town to try and remove the mercenary from the war.
If the attackers in a mercenary siege win they force any mercenaries that live in that town to leave the war.
If the mercenaries are forced out of the war with a mercenary siege they may not rejoin the war as mercenaries.
Mercenary sieges do not occupy towns or take any balance out of the town bank, they only remove mercenaries from the war if won by attackers.
Offlining is not allowed for mercenary sieges.
A formal declaration is not needed to conduct a mercenary siege.
Guild Rules
Guilds may act as middlemen between mercenaries and players looking to hire mercenaries.
Guilds must follow the same rules for hiring/employing mercenaries as any other player with the following special exceptions and additions.
Guilds can connect mercenaries and employers and take a service fee but the in-game plugin contract must still be created by the employer and accepted by the mercenary.
When a mercenary contract is given to a guild it becomes the responsibility of the guild to make sure all already stated criteria for a mercenary are met before giving the contract to a mercenary.
This includes making sure the mercenary
Doesn’t already have a contract
Has waited 24 hours since their last contract
The mercenaries town is not already at war
Towns with guilds do not count as the residents of the mercenaries and thus do not qualify to have mercenary sieges conducted on them.