This Dynasty featured Warlords who joined Alliances and gained Reputation. Knightking was known as the High Lord.
[Alliances] (Knightking 10/17/2004) - Allowed for the creation of Alliances. A Warlord who wasn't in an Alliance wasn't really a Warlord at all, hence the advantage of being in one.
[Military Power] (Chronos 10/18/2004) - Created offensive and defensive forces for each Warlord, which were later used in conflicts between Alliances.
[Ask the Audience] (Kevan 10/18/2004) - Installed a method for internal Alliance affairs, such as joining or calling for an attack.
[Trust, rev. 2] (Orson 10/18/2004) - An idea that went through a few changes before finally being accepted. Allowed Warlords to trust or distrust potential friends or enemies in other Alliances.
[Causus Belli] (Patio11 10/19/2004) - He misspelled "Casus," but that didn't stop his concept of diplomatic rebuttals from going through.
[Let's Settle this like Warlords] (Orson 10/19/2004) - Introduced the framework for Dueling, with the specific example of a Leadership Duel attached. Incidentally, this also created a loophole where an Alliance could engage in a series of Duels, earning a net gain of 10 Reputation each time, but it was never fully exploited.
[Ritual Warfare] (Chronos 10/19/2004) - Allowed Warlords to settle fights, though not actually start them. That way, multiple attack rules could be created.
[Alliance Warfare] (Knightking 10/19/2004) - Now Warlords could start fights.
[What's Trust got to do with it?] (Orson 10/20/2004) - Removed Trust calculations from attack resolution, which temporarily made Trust useless.
[Assassinate!] (Simon 10/21/2004) - Created Assassins, dark spectres of the night who could cause all sorts of nasty things to befall Warlords.
[Generalized Warfare] (Chronos 10/21/2004) - Another way to attack the enemy, except it was similar enough to Alliance Warfare that it occasionally caused confusion.
[Reputation Sharing] (Orson 10/22/2004) - Allowed allies of Warlords to share in the rewards of proposal passage, giving a little Reputation to everyone instead of all of it to a single person.
[Lone Alliances] (Chronos 10/22/2004) - Since a Warlord could simply create a new Alliance every time their old one died, this proposal changed the rules so that a single-member Alliance remained indefinitely, although with fewer privileges.
[The Center cannot Hold] (Orson 10/25/2004) - Gave new meaning to Trust; if the difference between the Trust of two Warlords was too great, their Alliance fell into disorder.
[Attack: TrumanCapote] (Knightking 10/27/2004) - The beginning of the end. Activity started systematically beating the crap out of Entropy, one Warlord at a time.
[Tributes] (Chronos 10/28/2004) - Allowed Warlords to transfer Reputation in exchange for favours, pacifism, and so on.
[Victory Condition] (Chronos 11/4/2004) - Passed by the now-dominant Activity to give Chronos the win. If the combined power of an Alliance was more than twice that of the next most powerful Alliance and no vote within that Alliance pointed to a Warlord who wasn't the Leader, that Leader could declare victory.
Since Activity's total military powers were double those of Entropy, the uncontested leader Chronos declared himself the victor.
The best thing about this Dynasty was all the awesome flavour text it created. It seems there's something about being a dark-age tribal leader that brings out the best in people.
[Activity Leadership Challenge] - Orson challenges Chronos, then impales himself on his own blade. Ouch.
History compiled by Simon.