A clan is a collection of players, united to
follow and further a common cause. Each clan has rules and regulations that
they must follow. These rules are enforced by the leader - for the most part.
There are five main clans that exist right now. They are Justice, Seeker,
Venari, Kenshi, and Kindred. There may be more clans added if some mortal or immortal comes
up with a reasonable idea and purpose.
Joining a clan is a dangerous step for anyone.
Many players (pkillers) are born to kill and torture other clanners. When in
the pkilling system, you may kill anyone except for non-clanned characters.
However, there are many benefits that come with clanning including higher
healing and mana regeneration rooms and lower clan store prices on potions.
Also, clan leaders are level 53, and recruiters are level 52. If you want your
spells to be a little more powerful, then get involved in your clan.
IMPORTANT: You cannot join the pkill system if
you didn't decide to at creation.
Kenshi
Upon the discovery of the continent Dominia, and rumours of a new Goddess whose power rivaled that of Bosco himself, the great leaders of Terra gathered any and all mercenaries and rogue warriors they could. This makeshift army of stalwart Terrans was sent forth in Bosco's name to conquer this new land and challenge its Goddess, Selina. In the beginning, they were few. For decades, the grace of Selina gave unto another clan (Clan Venari, the followers of Selina) the power and numbers to smite down all of Terran descent; specifically Bosco's favoured race, the wyrm. From this oppression, the warriors of Terra learned to cope with the unforgiving lands of Dominia. These lone mercenaries soon learned that if they were to survive, they must learn to depend on each other for strength and support. They became brothers in this forsaken land, and banded together into what will forever be known as Clan Kenshi.
From our meager beginnings, Kenshin warriors have struggled to etch their names in the pages of history.
Through unrelenting oppression, tyranny, and bitter betrayals, the soldiers of Kenshi march onward. Though Bosco may have departed, and his guardians of Justice fallen in recent times, still Kenshi remains strong to fulfill the mighty quest they were charged with in the beginning: To become masters of Dominia, and overthrow the false Goddess, Selina. Nothing will stand in our way.
Kenshi Policy:
Policies with other Clans:
Venari: Venari scorn the name of Bosco, and his chosen race; and have taken on the false deity Selina as their Goddess, therefore they will pay the price of treason and treachery. All Venari will be hunted at all times, everywhere.
Kindred: Kindred are the evil force of Terra, and seek to engulf the world in total chaos. While Kenshi do not enforce the law, we recognize that some order is required, therefore all Kindred are game at all times, everywhere.
Seeker: Seeker being a peaceful clan and aiding those new to our realm, all Apprentices are safe from Kenshi, unless they are remorted or reclassed. This means that anyone who does not display their rank in their title will be assumed to not be an Apprentice, and will be game. All other Seeker are game to Kenshi, and all Seeker except for Masters are exempt from any type of looting (meaning no taking pills, potions, notes etc) In addition, any Seeker who needs help may request leveling from a Kenshi, although it is at the Kenshi's discretion whether to level them or not.
Policies in General:
No looting of any items except: potions, pills, scrolls, wands, staves, vanity equipment, vouchers, gems, bank notes, and cakes.
All stolen/graved/ripped/disarmed/heat metalled/attractioned eq will be returned after fighting is over (one side is safely in hall), these items are to be returned in person, unless both people agree to auction.
Maximum of 2 charmies against all players except against those who have previously used more than 2 themselves. Kenshi are allowed to use charmies in a pfight to even out the odds (only meant to create a fair fight, not to give Kenshi an advantage), if the odds are against them, therefore all other clans are allowed to do the same against us if they so choose.
Seeker
SEEKER HISTORY
The Seekers of Redemption use to be Redemption's only clan with a nonviolent
concept. By aiding others and bettering ourselves, we try to build a better
world for all. Together, we can triumph where our pride led us to fail
alone.
A Seeker shall avoid death at all costs. Fighting another player was also
forbidden unless that person has sought their death and no other alternative
remains. Seekers shall save their own lives at any cost.
Hunting or aggressive pkill was also expressly forbidden, but over time a lot was changed to ensure the survival of the clan. Seekers use to be one of the weakest clans because of there will to not fight. Under the leadership of {mGrand {MMaster{x Shaolin the law of the land was changed. He adapted the law of “Do un to others as you would have them do un to you!” Over time, this new law proved to be a success for seeker. They grew stronger in numbers and survival skills. After a few months of this other clans could not believe that the peaceful non fighting seekers were fight back. No more easy kills!!
Seeker was the last clan to change there rules in years. The first {mGrand {MMaster{x, Bhaal, use to also fight back, so we deemed it necessary to return to our roots. Since clans did not like the lamb killing the wolf, many loot wars came about. This was considered the dark era for seeker. And now we have been in a loot war with every clan at least once and are still in one as this story is being told.
A Seeker's first loyalty is to his or herself, and then to his Master.
Finally, his loyalty is to his clan. By learning his or her own self, they
can best find redemption.
A Seeker must give any aid that they can to others who do not seek to attack
or harm them or other Seekers. This requirement does not mean that the
Seeker must devote all their time to aiding others, but simply that
they attempt to do what they can and chose to do.
Each Seeker's behavior reflects upon his master, and each Master is directly
responsible for his Apprentices and Journeymen of her house.
Seekers must seek a Master and follow him until they reach their Master
level. Masters may be assigned at the Apprentice's request, and if a Master
should leave the clan or become an immortal, a new Master will be found.
Upon entering the clan, a Seeker becomes an Apprentice to a Master who
will be responsible for teaching them tips for survival, as well as
sharing personal experiences that could otherwise teach lessons. A Master
is an Apprentice's personal guide to seeking redemption, who should be
valued and respected. When the Master feels that their Apprentice is
ready, and if the Apprentice agrees, s/he will have the opportunity to
advance to the rank of Journeyperson by the means of completing a quest.
An Apprentice must be willing to learn, as this is the period where you
will learn much wisdom from your Master. This is also the time where you
can decide and best judge whether Seeker is the best clan for you. As an
Apprentice, your priorities should be focused towards leveling, learning
about the life of a Seeker and adapting to it, and learning from your
Master to prepare yourself for advancement to the rank of Journeyperson.
Journeyperson:
Apprentices that have been promoted to Journeyperson play a more
involved role in the clan. Bearing the wisdom their Master has taught
them as an Apprentice in mind, a Journeyperson may enroll into one of
the three Houses to professionalize their study in that particular
field under the instruction of the House Master. Once a Journeyperson
feels they're ready, they may apply to the Grand Master to be promoted
to Master rank by means of a challenging quest.
A Journeyperson's time should be focused on leveling, contributing and
learning about/to the functions of their House, and helping out
Apprentices and fellow Journeypeople. Journeypeople should be perfectly
in tune with the clan's rules, policies, and ideals; as well as be
contributing towards the clan's general development.
Master:
The highest rank of Seeker; Masters are directly responsible for their
Apprentices and Journeypeople, and helping them seek Redemption by
sharing their wisdom and lessons with them. Masters are involved with
the development of the clan as a whole, and are charged with clan
defense. Masters will set a policy on any questions not already covered
in the rules or outlined by the Grand Master. Their word is law.
Masters must also contribute ideas and vote on issues raised on the
Councils. Some Masters may be advanced to the rank of House Master, in
which case they will be responsible for the development and
functionality of the House, as well as teaching the Journeypeople who
are members of the House.
There will be a limit of Master positions based on the size of the
clan. Each House will have a minimum of a House Master. The number
of Masters will be evenly distributed amongst the three houses. Above
and beyond this will be the Leader, also referred to as the Grand
Master. Mastership is not only earned but it is given as well.
Beyond questing in order to prove oneself as having the qualities of
a Master, the position must be passed on by a current Master who is
ready to move on to other aspects of the clan or granted by the Grand
Master.
Quests & Ranks
There are 3 basic ranks Apprentice, Journeyperson and Master. Each
member when they join Seeker will receive the rank of Apprentice.
People who have obtained the rank of Journeyperson have shown more than
a basic understanding of the world of Redemption, shown potential, and
shown dedication to clan Seeker and the propelling of its beliefs.
Beyond that is the rank of Master achieved only by those who have
committed themselves to clan Seeker and the benefit of its membership.
Moving up in ranks in Seeker is a lifestyle choice. You must believe
in what Seeker does, you must show through example your dedication to
those beliefs. You must truly wish to seek your own Redemption.
In order to advance in rank, an Apprentice or Journeyperson must
successfully complete a quest. A quest is a personal challenge issued
by a Master to one or a small group of his/her Apprentices or
Journeypeople. If you're stuck,you can always ask a Master for a hint
or a bit of advice to get you on the right track.
After a quest is assigned, it is to be kept personal and private, and
is not to be discussed with anyone lower than Master rank. Quests have
five main components: Knowledge, Aid, Wealth, Wisdom, and Strength.
Knowledge: The knowledge component of the quest is typically
determined by the Grand Master and the Master of the person seeking
advancement. This quest is a show of knowledge of the world of
redemption. This can be a quest to retrieve an item, it can be an
expression of multiple class and race knowledge, or it can be
something else that shows personal knowledge of the members
surroundings.
Aid: The aid component of the quest is to be determined by the
Leader of the House of Light. This element of the quest typically
involves helping others. Since that Seeker has a long standing
reputation of being helpful it is integral that Seeker member can
prove they reflect this reputation adequately.
Wealth: The wealth component of the quest is simple an amount of
gold determined by the applicants Master and the Grand Master.
Wisdom: The wisdom component of the quest is to be determined by
the Leaderof the House of Wisdom. This element of the quest is a show
of deductive ability. A Seeker must demonstrate their ability to
explore new areas, find and obtain rare items, and pass along knowledge
to the younger members. Typical ways this quest manifests itself is
through mapping areas, finding craft recipes, or creating mini-helpfiles
for Seeker members to reference.
Strength: The strength component of the quest is to be determined
by the Leader of the House of Redemption. This element is a test of
strength of character. It requires the applicant to show prowess in
using their abilities. Even though Seeker does not actively participate
in pking, it is a necessary element of the world of Redemption. Every
member of Seeker attempting to rise in rank should be able to show
proper prowess of pk with their specific race/class combo. This can
take the form of duels or other tasks deemed appropriate by the House
of Redemption.
Quests are to be undertaken as an individual challenge, or a challenge
for the group, that should be respected as it stands. Anyone caught
cheating or accepting large amounts of help from someone else towards
his/her quest will be punished. And remember, if you chose to greatly
assist someone with a quest that you shouldn't even know about in the
first place, you are just as guilty as the person who cheated by
accepting your aid.
Upon attaining Journeyperson rank, a Seeker may ask to enroll into one of
three houses that each have different goals and responsibilities. After
being given a sample of each of these three houses through their
Apprenticeship to a Master, a Journeyperson can then make a good decision
about which field they would like to professionalize in under the
instruction of the House Master. The three houses are the House of Light,
the House of Wisdom, and the House of Redemption, and each is described
below.
House of Light:
Members of the House of Light are the epitome of what Seeker has become.
We aim to give aid to all throughout the land whenever we are able and
seek to enable Seekers in their own quests for personal achievement.
Members of the House of Light would be the first people to which member
of both Seeker and other clans would turn to for aid. While it is expected
that all Seekers should attempt to aid any who ask, sometimes situations
arise where aiding someone at that moment is not practical (ie. retrieving
a corpse, running from an attacker, busy in a far away area, etc.) In such
situations, you would refer the player to a different member of the House
of Light or available Seeker.
What tasks can be done? Here are a few tasks that all members of the House
of Light are expected to perform, as outlined by the House Master.
1) Aid to Seekers:
We in the House of Light will strive to make members of clan Seeker the
best equipped characters in the lands. This means we will go to great
lengths to gather equipment from the farthest corners of the land, as well
as craft rare items required by those who ask. If there is some piece of
equipment that a Seeker desires or needs he/she will be asked to submit a
personal note to the House Master, and that Master will delegate
responsibility of gathering the item(s) and/or the ingredients to others
within the house. If the item is easily obtainable by the requesting
member it is the duty of the House of Light to teach the member to
retrieve the item(s). As for Quest equipment, if any member of the House
of Light has extra quest points to use for other members proper
compensation is entitled. However, there are no requirements that members
of the House of Light must utilize quest points for such expenditures.
2) Aid to Others:
All of the above items will be available to other inhabitants of Terra and
Dominia, but the House of Light Member is allowed to charge for
their services. This charge will take the form of a donation by the
recipient to clan Seeker. The amount of the donation is at the discretion
of the House of Light Member performing the service.
Any Journeyperson may apply to enter the House of Light by contacting the
House Master, but you should be both polite and friendly, along with being
willing to help whenever a situation arises. In doing so, good relations
with other clans are promoted, and you have made the world a nicer and
kinder place for someone, which is a rewarding experience.
House of Wisdom:
Since Seeker is a clan of knowledge and enlightenment, the House of Wisdom
plays an important role in improving the clan's insight and social status.
Members of the House of Wisdom should possess good analytical and
exploration skills, have the constant desire to improve, gain further
knowledge, and be able to express themselves clearly. They should also be
concerned with the clan's development and social status, being dedicated
to improving it by means of amassing knowledge and promoting good relations
with other clans.
1) Discovery:
First and foremost members of the House of Wisdom are commissioned to
venture out into this world and discover. This discovery can take many
forms. It can take the form of maps, craft lists, etc. Discovery is how
we Seekers survive in todays world. We learn and seek out that which
can aid us in being a stronger, more cohesive unit. The passing down of
this knowledge and the grooming of others with a passion for discovery is
essential to the House of Wisdom and Seeker in general.
2) Knowledge:
The House of Wisdom has been known for it collective knowledge. Passing
down of this knowledge is another element of the growth that each Seeker
must receive. Knowledge of this sort is to find itself in many forms
such as; building advice helpfiles on equipment to wear, leveling areas,
knowledge of equipment held by creatures and how to obtain it most
effectively, etc. Knowledge is not always attained from what weve
already experienced, sometimes it is in the thinking up of new ideas.
This seeking of new ideas is an integral part of being a member of the
House of Wisdom.
House of Redemption:
The House of Redemption is designed to help Seeker's members become more
comfortable and knowledgeable in the pkilling environment, therefore
decreasing losses and discouraging other clans from attacking Seekers.
Members of the House of Redemption must be dependable and trustworthy,
willing to teach and help others, and possess good judgment and common
sense. Members must also be willing to learn, and must at the same time
be able to pass on their knowledge and guidance to others. The most
common task will be to help members deal with pkill situations, providing
them with advice should the event happen again, and giving general tips
on survival and escape. Should the need arise, members of the House of
Redemption are permitted to exercise the rules on clan defense, only if
they have permission from a Master who had summoned them to aid.
1) Clan Defense:
Members of the House of Redemption are allowed to fight enemies of clan
Seeker with the intent of defending the clan. If a member of Seeker
calls for aid against an aggressor any member of the House of Redemption
who isable to assist may take up arms against the aggressor until the
members of clan Seeker are safe. Defense against hall breaks and other
forms of attacks are also within the venue of the House of Redemption.
2) Knowledge:
Contrary to what may be inferred, the House of Redemptions overall
goal is one of education and guidance, remaining true to Seeker's stance;
not one of violence, threatening, and deceit. The house doesn't not have
free reign we are still under the same guidelines, and The House of
Redemption rules do not supercede out core beliefs. On this note, all
members of the House of Redemption are called upon to teach, and guide
members of clan Seeker in the ways of self-defense. The world of
Redemption is a scary and sometimes violent place and members of Seeker
should be adept at keeping themselves safe. The duty of teaching such
skills and tactics falls upon the talents of the House of Redemption
and those who lie within it.
All houses are responsible for two other duties equally.
Leveling Assistance:
When time allows it, members of the House of Wisdom may be called upon
to assist others in their leveling endeavors. As there may be no
requirement of House of Wisdom members to assist, doing so will help to
build camaraderie within clan Seeker and foster amicable relationships
with other clans.
Clan Wealth:
Another function of the House of Redemption is to fill the clan coffers.
There are many upgrades and changes in constant flux that will benefit
clanSeeker, but they are costly. Members of the House of Redemption are
as responsible as the other members of clan Seeker to aid in the
acquisition of clan funds.
Kindred
Kindred have been called many things since they rose from the ruins of Amazon. They are the chaotic elite of terra. Their role has always been to induce violence, blood, and mayham. For 10 years they waged war with the Justice, until its greatest leader, Khell, accended to the immortals. Kindred, under the violent hand of Lucifer, enslaved the vassell of khell, and the war was won. Terra had become Kindreds, the land was raped pillviaged and purged of all things good. There was an insurgency that followed the fall of Justice. It was overlooked as irrelevant to Kindreds goals and as such, a large umber of mercenaries and hard battled men slipped away, off to dominia to perpare for the prophiced dragon wars. Kindred continues to dominate the land.....
Kindred means one related of blood. My lack of blood rule will continue, just to re-establish, if you don't want someone in this clan, kill them or be killed by them, either way one of you are leaving.
A new rule I am implementing we will call 'Worthy to Bleed' which will work the in the other direction. I.e. If I deem someone unworthy, then you cannot attack them. I will loner you for instigating a fight with them(this rule is to encourage lowbie, instead of walking through them in 4 rounds.)
The Creed of Kindred:
Men and Women of this land are not to know peace. We are Dark in the Night. The looming fear that has eyes searching nervously in futile attempts of preservation.
Recruitment Policy:
Entering Kindreds ranking system is the most grueling challenge one can attempt. Few who aspire to become of the blood can make it further then Initiate. The Lord of Chaos and Kindreds DreadLords can assist you with repenting to Kinslayer, from their-the rest is up to you. Unless you are of the Blood, only a completed soul may inquire.
Ranking System:
Ranks in Kindred are given by the Lord of Chaos. Any Leader can appoint who he wishes to fill the posts once elected by the clan.
Kinslayer -Before your soul can make the transition to chaos, you must sever all tie and faimlies. (kill your previous
friends and clans as an outcast)
Initiate of Chaos -After the soul is purged and void, it is filled hatred and knowledge.
Nemisis of Justice -Noj is the entry rank to Kindred. No longer will you be beaten tormented and demanded upon.
Death Walker -The Death Walkers are sometimes considered elite even amoung their own. Almost impossibe to kill,
they shall continue to keep the balance tipped. (A 2:1 ratio aquired as a Noj)
Reaper -Reapers are an assest to kindred. Not often involved in other walks of life, their primary goal is to initiate
combat. (10:1 ratio)
Elder -Regardless of present or future involvement with the clan, Elders are those whose years of service
helped build not only the infrastucture but also the creed of Kindred
DreadLord -DeadLords are keepers of the Gates, Commanders in battle, and the strongest demons of Kindred.
Jin -It is said the Jin are those who actually run kindred. Although kindred does have a political front, the jin
protect the best intrests of Kindred on a grand scale, their rank is seperated from that of Kindreds sytem
as they report only to the Lord of Chaos.
Venari
Lonering policy: we have a very relaxed system, and it really involves the discretion of Halberet or Thesaro, or I. Whoever is either on at the time, or first to hear. Obviously they have to follow our rules, and it will depend on the severity if they get lonered or not.
Recruiting policy: We accept all newbies and lowbies, and most anyone else. We will ask a task of non-newbies that questions his knowledge of our beloved land dominia. Like fetch equipment, or kill a mob depending on the level.
Clan Policy
Growing tired of constantly defending dominia, while trying to uphold the law of selina,dragonslaying, Venari has been failing at both. Kenshi has grown weak, and now our main problem is the clans from terra. We also have become neither good nor evil, and only look out for ourselves. If that means grouping with a dragon to get ahead, then we use the dragon and kill him later.
Seeker: Once a peaceful clan, they now threaten to rule terra, they are infested with dragons and have decided to fight back. Seeker can be attacked at any time.
Kindred: Can group with any kindred, even dragons as long as
they keep themselves on their worthless land of terra.
Seen as neither friend nor foe, they can be attacked at any time.
Kenshi: Have lost many members since the time of their greatness. They now no longer pose as much of a threat. We don’t see them as allies or enemies. But to destroy the greater threat, we can use them. Kenshi can be attacked at any time, but are considered allies in comparison to the other clans.
General Policy
-No dragons are accepted in the clan, and you are encouraged to hunt them.
-No looting of any equipment unless otherwise stated by leadership.
-Gold, potions, pills, notes, vouchers, gems, scrolls, wands, staves and cakes are lootable.
-Max of 2 charmie limit when pfighting, if you are using your charmies for a specific cause and someone attacks you it is their fault. If you decide to chase them, you must nofollow them.
-No helping terran clanners on Dominia.
-Increase your abilities, skills and equipment anyway possible.
-Leadership are the law, Rules can change at any time that may not reflect these.
If you need any clarification question leadership.