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-= Clans & Orders =-

There you are one day, walking around the streets of Camelot after a long day of slaying enemies with a group of friends. Tired and thirsty you wander over to the Grunting Boar, the local tavern, to grab yourself a mug of ale and rest after adventuring. Perhaps speaking with the old and wise QuestMaster who takes up a room in the tavern to slow down before calling it quits for the day and retiring to a nearby street corner to sleep on.

This is when everything changes. The clash of steel is heard in the distance, off in another land. A war is breaking out. Alarms sound, piercing every inch of the realms. The guards are heard yelling over all others. The clans have been awoken.

Long and hard you have trained for this moment. You toss your ale back to the table, unsheath your sword and head to your clan's hall to defend against the invaders. The undead join the living, humans join the beasts, and giants join the small, all in a blood bath that seems to never end. The skilled and hardy charge into battle without a second thought, their trainees following close behind to aid in every way they can. Everything becomes a blur from the many swords clashing together, filling the hall with blinding sparks. The walls echo with the chanting of the spellcasters.

Having some of your men fallen, you retreat back into the heart of your clan, regaining formation and healing each other's wounds. The invaders shake off the confusion and get ready for another assault. Their shadows can be seen by the torches on the walls before they make it around the corner to where your clan has set up their blockade. Who will emerge victorious?

Clans are a brotherhood of skilled PKers among those still learning. With the rivalries formed over the many years, the main goal is to try to stay alive during the war between the different clans. Fight for a clan with pure and good ideals, or one that follows the path of evil and corruption, or join the ranks of a neutral clan, caught in the middle of the other two.

Raiding is based around the idea of Capture The Flag. You must enter their clan hall defended by guards and their clan members after passing through a field with noone but your friends to aid you. Both the field and the clan halls are plagued with traps, and the clans have the ability to purchase glyphs for their hall to aid them in defense, all making the task of raiding very difficult. Should one succeed in making it through the deadly clan hall and back to their own to complete the raid, they would be complemented with a portion of the target clan's bank account and their clan's score will be increased.

If that doesn't sound appealing, there are orders created for the non-PK "peacefuls" to join. They, too, are a kind of brotherhood for people to join and meet new friends. They function under a caste system that tends to be more involved than a clan's, giving higher authority to the higher ranked. The orders are more democratically run, giving value to all their members' opinions and suggestions.

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