Clans of AAW


Clans are long time groups of players who share same opinions (hopefully). Clans can rule castles (clan castles) where members recall.

The existing clans cover wide range of different groups, of whose philosophies you can view using clanread command. You may apply for the one that you find best fit your values, by approaching the corresponding clan, for example by sending a note.

Clans can further expand their castles, as each clan can name clanbuilders who can do the job with OLC: build rooms and give descriptions to them, and also set most of the room flags, place clan guards etc. Modifications to the clan castle costs certain amounts of BUILD POINTS which are charged directly to the clan account.

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Clan - Leader - Members - PK - Castles
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[AI ] - Duriel - 3 - 701 - 0
[HoV] - Teradeus - 8 - 715 - 0
[HR] - Lannen - 0 - 1000 - 0
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[DUH] - Ibra'nathar - 8 - 0 - 0
[YOR] - Delfienne - 7 - 0 - 0
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Ad Infinitum [AI]

[CHARTER TO BE PUBLISHED]


Domus Undario Heroicorum [DUH]

The Undarian Home of the Heroic is hidden in the cave of Undar. This beautiful cave exists by the grace of Unda, the Elemental Wave, whos Waterstream has shaped this cave, and after this her Wind sweeped through it, smoothening the walls and floors. Fire was added to bring light to sparkle through every room and corridor, and finally the Earth could bring fertility to grow whatever needed for the Undarians. Unda is still with the Undarians, manifesting herself in many different ways, to watch over the Undarian people and preserve the harmony between them.

The Undarians believe that there should always be balance between their people. When you would be in a place with angelic persons only, or only warriors, the balance would be broken, so the Undarians strongly believe that they need many different skilled and aligned individuals to survive as a clan.

The Undarians have proven to themselves that cooperation leads to achieving goals they could have never dreamed of, they know that six of them could together kill a dragon ten times their size, and would not hesitate long to do just this. And after combining their different skills and talents in battle, they have a safe place to go home to, have a pleasant meal with their brothers and sisters, or listen to stories of battle of the older Undarians.

The Undarian people always welcome lonesome adventurers, tired of being alone in this cruel world, to sit with them around the ever-burning fire of Unda, go to battle with them and share their belongings with, but will have a cold heart for people that want to steal, spy or otherwise get dishonorable profit from their contact with them. If you would like to join, you can contact Ibra'nathar or any other member if he is not there.


House of Vetrandus [HoV]

[CHARTER TO BE PUBLISHED]


House Rilynrae [HoV]

[CHARTER TO BE PUBLISHED]


Journeymen Of YOR [YOR]

http://yor.deltacoast.com

The purpose of YOR is to explore and map areas old and new, to document RP history as it occurs in the realm, and to aid the Unknowing (aka newbies) appropriately as needed – that is, only clues, hints, and vague directions may be given. Remember, it is against the rules to tell another player the answers to puzzles or quests!

YOR is a non-fighting clan disinterested in wars based on glory or bloodshed. A Journeyman is interested only in the pursuit of knowledge, the preservation of written history, and the protection of the Unknowing. In order to keep the clan peaceful and functioning, all members must abide by the rules set out by the Council of High Scribes.

Clan Rules/Requirements:

  1. The Council of High Scribes sets the rules and regulations necessary to keep the clan operational and fair. Please abide by their decisions.
  2. All YOR members must be available for at least seven real-time hours of play per week (thats only one hour a day).
  3. All YOR members must be interested in serious role-play
  4. PKing is not allowed. The Journeymen of Yor do not participate in wars
  5. Be courteous to other members of the clan as well as all races and classes of players. We are an unbiased clan and extend our services to everyone.
  6. Treason of any kind from within the clan will result in dismissal from the clan.
  7. All YOR members must be willing and able to come to the aid players, especially the Unknowing, +within common sense+. That is, if you are knee-deep in a very important quest, then you are not able to help a newbie find better equipment.
  8. Never give away answers to quests or directions to purposefully-hidden areas! Hints may be given if a player is truly stuck and wants to solve it on their own.
  9. Use common sense in giving directions or hints. Dont give directions for one clan hall to a member of an opposing clan.
Membership Requirements
  1. A YOR scholar must be level 20 or higher to join.
  2. A YOR scholar must have carded at least 5 different areas to join.
  3. A YOR scholar must petition a High Scribe (i.e., a sponsor) by note on the clan board to be considered. The scholar must outline their availability, and what they can bring to the clan to make it better. (That is, make your note as RP as possible - remember, this is a documenting clan, and your note will be documented!)
  4. Following the acceptance of a petition, a YOR scholar must participate in a brief interview by their sponsor High Scribe.
  5. The YOR scholar must complete a trial quest to show their basic knowledge of the mud. The scholar will be accompanied by their sponsor to show that no aid was given.
Rank Descriptions


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Edited by Seandr
August 18, 2005