Alliances
Our Crusade has 7 player-led alliances taking part in this year’s crusade. Six of which are openly at war with one another, while the 7th is a bit more deceptive in nature, influencing things both on and off the battlefield.
Alliances aren’t restricted by faction. You might see Imperial forces marching alongside Orks, or Chaos striking uneasy pacts with the Aeldari. Unlikely partnerships are part of the fun—bonus credit if you can weave a story to explain it!
Alliances are created by the players themselves. Rally your friends, broker deals, or throw in your lot with a stronger commander for safety.
Each alliance can claim a ‘Fortress’, providing a modest advantage while the current Act lasts. These holdings may shift hands as the campaign develops.
Alliances can only be reshaped at the end of an Act, usually every three weeks. Until then, your word is binding… at least until you decide it isn’t.

Betrayals
What is an alliance without the risk of treachery?
At certain points, players may betray their alliance by stealing resources, breaking oaths, or striking out alone.
Betrayals carry consequences both in-game and in the narrative. Those who stab their allies in the back may gain a prize, but they will also earn a mark of infamy that others can use against them later.
Not every betrayal will shatter an alliance. Sometimes it will be a small act of greed, sabotage, or self-preservation. But every act of treachery leaves its mark.
Our very own Ali has pulled together the following on these:

Spirit of the Crusade
The goal is to add some flavour, tension, and fun. This is not about bookkeeping or grudges outside the game. Whether you play the loyal commander or the conniving schemer, the Fires of Treachery will be defined not only by who wins on the tabletop but also by who dares to gamble with loyalty itself.