Alliance (Five Factions Supplement)
From D&D Wiki
The Alliance allows the players to play with larger more diverse lands, armies or people. Their combat strategy allows for the players to join the army at quite early levels and allows them to rise in the ranks or they could join the army at a later level and still have a quite good standing. The quests you get asked to do as a member of the alliance is either for the military, the government or for a certain merchant.
[edit] Description
The largest of the factions they are co-ordinated and balanced, they have a great need for equipment and vehicles though not a big need for troops. Their troops aren't very strong individually but work together to take out the enemy. Their diversity allows for a large skill range although they don't have many good specialists.
Their military has the most ranks going from normal troops to generals. Each team has from 3 to 12 people, depending on the mission. The teams are commanded by a "captain" and they have a "lieutenant" as second in command. They have "Majors" which organize the military implementation of missions and are spread out to about one per town. Their "Colonels" organize the military of each state, approximately 10 to 20 towns, and the "Generals" co-ordinate the entire factions military operations and only receives orders from the "Consul".
The "Consul" comprises of 3 people from each city, the leader and second of the elected party and the leader of the opposition. It also has the highest ranked general in the military and two tacticians as to suggest military actions. The "Consul" controls all the actions of the military and construction.
The difference between the Alliance and the other faction is that they use most assimilated materials and items. The specialty of the Alliance is not in their use of one particular thing, it is their sheer numbers and co-operation. The Alliance's military force is a well rounded one, it has what it needs for any situation, most of its warriors can use a wide variety of weapons as they have had diverse training. The Alliance's cities are large and factor in many architectural styles, from underground cities to ones in the trees. This allows for friendship with a wide number of races and accommodates for all.
[edit] Relations
The Alliance isn't one to cause fights, they try to avoid using their resources and let the others fight among themselves. They have large stockpiles of resources and can cause a war if they need to.
[edit] Laws
The Alliance doesn't have many rules, just the basics:
- Murder is a Capital Offense
- Inner-Alliance Corruption is Treason
- Taking or receiving secretive information is a high-crime
| Five Factions Campaign Settingv | ||||||||
|---|---|---|---|---|---|---|---|---|
| Factions | Alliance, Brutes, Cavernous Creatures, Resounding Occult, Sylvan Advocates | |||||||
| The World | Races, Classes, Equipment, Character Options, Magic, Religion, Organizations, Lands, People, History, Quests | |||||||
| Other | About, Add new page, Edit/add quotes, To-Do List | |||||||
| ||||||||
Back to Main Page → Dungeons and Dragons → Campaign Settings → Five Factions
