Clans
Player-run fellowships with their own ranks, permissions, channel, insignia, hall, clan rank, powers and rivalries.
A clan is a fellowship run by its players. It has two colors, a ladder of member ranks, a private channel, an insignia every member wears and a hall of its own. The clan as a whole climbs ten clan ranks through what its members do, gains powers as it climbs, and competes with every other clan for renown.
help clans covers the same ground in game.
Founding a clan#
Players cannot found new clans at present. clancreate refuses everyone but
staff under the rules that now apply to every character (type hardmode to read
them). You can still be invited into an existing clan and rise within it.
When a clan is founded, the founder chooses its two colors, five member rank names beginning with the leader's, and a short name of up to ten characters that serves as its tag on the channel. The founder holds Rank 1.
A character belongs to one clan at a time. After leaving a clan you must wait a week before joining another.
Member ranks#
Inside the clan, every member holds one of ten places, Rank 1 the highest and
Rank 10 the lowest. The founder names only the places the clan uses, with
clanmanage rankname <rank> <name>, and members only ever hold named ranks.
Rank 1 must always carry a name, and a rank that still holds members cannot be
unnamed. Naming a rank none clears it.
New members join at the lowest named rank. cpromote <player> moves a member one
named rank toward Rank 1 and cdemote <player> moves them one named rank away
from it. Promotion never raises anyone to your own rank or above, and Rank 1
belongs to the founder alone. Demotion reaches only members below your own rank.
clanranks, or cranks, lists every member by rank, online or not.
The founder#
The founder owns the clan. Only the founder names ranks, grants and revokes
permissions, changes the clan's colors and short name, sets its fields
(appearance, region, disposition and type, with clanmanage set <field> <value>),
raises or moves its abode, and hands it on with clanmanage transfer <member>.
Transferring moves the old founder down to the next named rank.
A founder cannot resign while holding the clan. They either transfer the clan first or close it
for good with clanmanage disband, confirmed with clanmanage disband confirm
within a minute. Disbanding removes every membership, the insignia, the hall,
the treasury, favor, powers, pacts and challenges, with no refund, so empty the
vault and lockers first.
Permissions#
Each rank carries the permissions the founder grants with
clanmanage grant <rank> <permission> and removes with
clanmanage revoke <rank> <permission>. There are eighteen.
| Permission | What it allows |
|---|---|
hear |
Hear the clan channel |
speak |
Speak on the clan channel |
censure |
Silence members on the clan channel |
board |
Keep the clan's notice board |
insignia |
Wear the clan insignia |
initiate |
Invite new members |
exile |
Cast members out, and pardon them |
promote |
Raise members' ranks |
demote |
Lower members' ranks |
abode |
Enter the clan hall |
decorate |
Engage a merchant to build in the clan hall |
herald |
Set your own arrival and departure lines |
treasury |
Draw coin from the treasury |
payroll |
Set the clan's wages (needs treasury as well) |
challenge |
Issue and answer challenges, and swear or break pacts |
muster |
Sound the clan muster |
vault |
Take from the clan vault and trophy hall |
works |
Spend the clan's favor on its works |
Rank 1 holds every permission. Every other rank starts with hear, speak,
insignia, abode and herald, and holds nothing more until the founder grants it.
clanmanage permissions shows your own rank's permissions and
clanmanage permissions <rank> shows any rank from 1 to 10. Clan wages are
switched off at present, so the payroll permission does nothing yet.
Joining, leaving and exile#
cinvite <player> offers an invitation; clanmanage initiate <player> does the
same. Both need the initiate permission. The offer lasts thirty seconds and
lapses if either of you leaves the room first. The player answers with caccept
or cdecline. Nobody can be invited who already belongs to a clan or is still
weighing another clan's offer, and a clan that has reached its member limit (see
Clan rank) must wait until it has room.
cresign explains what leaving costs and cresign confirm (or
clanmanage resign confirm) carries it out. You give up the insignia and your
place in the ranks.
cexile <player> removes a member below your own rank. It needs the exile
permission, and the founder can never be exiled. An exile loses the insignia and
cannot be invited back until someone with the exile permission types
cpardon <player>, which works whether or not the exile is online.
Censure#
clanmanage censure <member> silences a member on the clan channel without
removing them, and clanmanage uncensure <member> lifts it. It needs the censure
permission and reaches only members below your own rank.
The insignia#
Every member is given the clan insignia on joining. It cannot be dropped or given away, it stays with you through death, and it is taken back only when you leave or are exiled. Membership is checked each time you log in, so a change made while you were offline shows in what you carry.
The channel and the clan command#
clan <message> speaks on the clan's private channel in the clan's colors. It
needs the speak permission, and a censured member stays silent until the censure
is lifted. clan alone shows which members are online, each one's reputation
and the clan's renown. Standing at your own clan's door, clan alone walks you
inside. last clan shows the most recent lines spoken on the channel.
A line that is exactly one of these words opens a screen instead of being said on the channel:
| Command | Shows |
|---|---|
clan rank |
The clan's rank, members against its limit, favor and what the next rank brings (also clanlevel) |
clan powers |
The clan's powers and how near each is to its next tier (also clanabilities) |
clan hall |
The hall, its rooms, its upkeep and anything owed |
clan works |
What the clan's favor can buy |
clan standing |
How the clans stand (also clans) |
clan challenge |
The challenge your clan has open |
clan muster |
Sounds the muster, for a clan that holds it |
clan wartable |
Rival clans, for a clan that holds the War Table |
clanmanage status shows the clan's details in one panel.
Herald announcements#
A member with the herald permission may set a line that announces them to the
clan as they arrive and leave: clanmanage herald login <message> and
clanmanage herald logout <message>. Leave the message off to clear one. Herald
lines are plain text of up to 150 characters, shown in the clan's colors.
Clan rank#
A clan climbs ten ranks. What its members do for it earns favor, and its lifetime favor decides its rank. A rank once reached is never lost. Each rank raises the number of members the clan may hold. Members already in a full clan are never put out, but nobody new can join until there is room. From Great House upward, every rise is announced across the realm.
| Rank | Name | Members | Lifetime favor |
|---|---|---|---|
| I | Band | 8 | 0 |
| II | Company | 10 | 1,000 |
| III | Fellowship | 12 | 3,000 |
| IV | Order | 15 | 7,000 |
| V | House | 18 | 14,000 |
| VI | Great House | 22 | 25,000 |
| VII | Banner | 26 | 42,000 |
| VIII | High Banner | 30 | 65,000 |
| IX | Dominion | 35 | 100,000 |
| X | Sovereign | 40 | 150,000 |
How a clan earns favor#
Hunting is the main source: the experience from members' kills becomes favor, more when clanmates fight side by side. Every other kind of deed has its own daily allowance, so a clan that does many things climbs faster than one that repeats one:
- bosses, and above all the clan's first kill of each boss in a week
- clearing a dungeon, for every member present when its last boss falls
- winning a challenge against another clan
- defending a city from raiders, their captain most of all, with a share to every clan that fought when the city holds
- commissions fulfilled and merchants' calls served
- roleplay bonuses received
- quests done for the first time
- good company, talk on the clan channel, and members being about in the world
- new members who stay, and more again for one who reaches level 20 within a month of joining
Two characters of one account, or of one household, count as one person. A new member earns at half rate for their first days, and once eight people have earned for the clan in a day, each further member adds half as much.
When fewer than two members have been active in the last seven days, the clan's powers sleep. They wake as soon as a second member earns for it. Sleeping powers never cost the clan its rank or favor.
Clan works#
Favor not yet spent can buy the clan's works. Spending it never lowers lifetime
favor, so it never costs a rank. The founder, or a rank with the works
permission, buys one with clan works buy <work>, and only one of each runs at
a time.
| Work | Cost | Effect |
|---|---|---|
| Feast | 300 favor | Every member recovers 5% faster for 24 hours |
| Banners Raised | 500 favor | Every member gains 5% more experience from kills for 24 hours |
| Hall Upkeep | 100 favor | Pays one day of the hall's upkeep |
Clan powers#
Powers are not bought. Each comes with the clan's rank, and several grow
stronger at later ranks. clan powers shows what each does for your clan now,
and help <power> explains any one of them.
| Power | From rank | What it does |
|---|---|---|
| Kinship | Company | Faster recovery while grouped with a clanmate in the same place |
| Swift Return | Company | Shorter wait between uses of abode |
| Warband | Fellowship | More experience from kills made grouped with a clanmate |
| Clan Ledger | Fellowship | Lower daily upkeep for the hall |
| Shieldwall | Order | Less damage taken while three or more grouped members fight together |
| Muster | House | Calls the clan home; needs a Bell Tower |
| Hearthbound | House | Resting in the clan's Great Hall raises maximum health for half an hour |
| War Table | Great House | clan wartable shows how rival clans stand; needs a War Room |
| Sworn Allies | Great House | One pact with another clan (clanally) |
| Tithe of the Hunt | Banner | Members' kills pay into the clan's Hunt Purse |
| Rally | Banner | abode rally answers a muster at the side of whoever sounded it |
| Guildwork | High Banner | Gear crafted at the hall's stations may come out a grade better |
| Trophy Hall | Dominion | Trophies from boss kills and won challenges lower members' shop prices |
| Legacy | Sovereign | Members carry the clan's name beside their own on who |
| Banner of the Holding | Sovereign | A won Holding flies the clan's banner over that area for a week |
Kinship and Warband grow at three ranks each, up to 15% faster recovery and 10% more kill experience. Swift Return cuts the wait from five minutes to four, then three, then two. Shieldwall rises from 3% to 8% less damage. All the extra kill experience a member can draw from clan sources together is capped at 25%.
The muster can be sounded once every thirty minutes. For five minutes afterward,
each member's next abode at the clan door opens at once, and a clan with Rally
can answer it with abode rally instead.
Renown and challenges#
Renown is the contest between clans. It rises mostly with the foes members bring
down, more so side by side, and with activity, talk on the channel and new
members who stay. It falls when members are exiled or leave, and it fades by a
tenth at each daily reckoning at 06:00 UTC, so a quiet clan slips. clans and
standings show how the clans stand and whether yours is rising or slipping.
The three clans standing first are favored: their members gain 10%, 5% or 2% more experience from kills. The bonus goes only to members who have earned for the clan in the past week. See Factions for how the three standing boards work.
cchallenge <clan> <contest> calls out another clan, whatever its renown. The
founder or a rank with the challenge permission issues and answers challenges,
and the other clan has a day to cchallenge accept or cchallenge refuse. One
left unanswered counts as refused, and refusing costs a little renown, no more
than once a week.
| Contest | Length | Won by |
|---|---|---|
| The Hunt | Three days | The clan whose members win the most renown from kills; size gives no advantage |
| The Holding | Five days | The same, counting only kills in the named area (cchallenge <clan> holding <area>) |
| The Bout | Three days | The first clan to win three bouts in the Colosseum, fought between members within ten levels of each other |
The winner takes a tenth of the loser's renown and gains lifetime favor toward its rank, the Holding most of all. The loser's rank is never touched. A clan has one challenge open at a time, the same two clans may meet once a fortnight, and clans that share a player cannot challenge each other. Every challenge and its result is announced across the realm.
Sworn allies#
A Great House may swear one pact with another clan that has also reached that
rank. clanally <clan> offers it, clanally accept or clanally decline
answers within a day, and clanally break ends it. While it holds, the ally's
members count as clanmates for Kinship and Warband, though not for Shieldwall,
the channel or the muster. Allies cannot challenge each other, and after a pact
breaks both clans wait a week before swearing another.
The clan hall#
A clan's hall begins as a one room Abode, with a clan exit from the room it is
anchored to and a notice board for clan business. If none was raised at
founding, the founder raises it with clanmanage foundabode. A hall cannot be
anchored inside a dwelling, a guild hall, a jail, an arena or a room that bars
teleporting, and a clan has only one.
abode takes a member with abode access inside, but only from the clan's door.
It does not work from anywhere else, in combat, while rooted or stunned, or
while dead. Once used, it needs five minutes before it works again, less with
Swift Return. The clan exit itself also leads in, and the hall's way out returns
you to the door.
The founder may move the door once a week with clanmanage moveabode, standing
in the new room. Only the door moves; the hall and everything in it stay as they
were.
Building the hall#
A merchant of the guild raises the hall a tier at a time as the clan rises, and
sells the clan deeds to the rooms that do the work. The clan pays from its
treasury, and the founder or a member with the treasury permission signs for it
in person. See help buildhall.
| Hall | Rooms | Clan rank needed | Merchant level | List price | Daily upkeep |
|---|---|---|---|---|---|
| Abode | 1 | Band | None | Free | None |
| Lodge | 4 | Company | 35 | 300 platinum | 2 gold |
| Hall | 8 | Order | 50 | 1,000 platinum | 6 gold |
| Keep | 15 | Great House | 65 | 3,000 platinum | 2 platinum |
| Stronghold | 25 | High Banner | 80 | 7,500 platinum | 6 platinum |
| Citadel | 40 | Sovereign | 95 | 15,000 platinum | 15 platinum |
Room deeds are sold by a merchant of level 20 or more. Prices follow the Guild
Tariff, so check tariff or buildhall for today's figures.
| Room | Hall needed | What it does |
|---|---|---|
| Great Hall | Lodge | Rest by the hearth (Hearthbound works here) |
| Kitchen | Lodge | A cooking station |
| Lockers | Lodge | Each member's own storage |
| Shrine | Lodge | Relax and gather your wits |
| Vault | Hall | The clan's shared goods, taken out with the vault permission |
| Forge | Hall | A smithing station |
| Workshop | Hall | A woodcraft station |
| Library | Hall | Relax and sharpen your mind |
| Training Yard | Hall | A practice dummy |
| Stable | Hall | Shelter for members' animals |
| Bell Tower | Hall | Where the muster is rung |
| War Room | Keep | Where the war table is kept |
| Apothecary | Keep | An alchemy station |
| Scriptorium | Keep | An inscription station |
| Trophy Hall | Keep | The clan's trophies, taken down with the vault permission |
| Bathhouse | Keep | Relax and restore your body |
| Royal Vault | Stronghold | A larger vault |
| Kennel | Stronghold | Shelter for members' hounds |
Building inside the hall is a merchant's work. A member with the decorate
permission engages one, standing in the hall, with invite renovator <merchant>.
The merchant then names, describes, links and raises rooms with renovate,
using the words of clandecorate; a deeded room goes up with
clandecorate build <room> <direction>. Members can still read the layout with
clandecorate room list and clandecorate check. Plain rooms raised with
clandecorate exit hold the clan but do no work. The entry hall and its way out
can never be removed.
Upkeep#
Every hall above an Abode costs upkeep each day, paid from the Hunt Purse first
and then the treasury. Left unpaid for two weeks, the hall falls into disrepair:
its rooms stop resting and refreshing members, the muster cannot ring and the war
table cannot be read until the debt is paid. Nothing is torn down. clan hall
shows the upkeep and anything owed.
The treasury#
clantreasury shows the clan's coffers and what you carry. Any member may pay in
with clantreasury deposit <amount>. Drawing out with
clantreasury withdraw <amount> needs the treasury permission, and nobody but the
founder may draw more than a quarter of the coffers in a day. An amount is a
plain number of copper or a count and a coin, such as 5 gold. Every deposit and
withdrawal is announced to the clan.
A clan with the Tithe of the Hunt keeps that income apart in the Hunt Purse.
clantreasury hunt <amount> draws on it, no more than a quarter of the purse a
day between everyone, the founder included.
Related systems#
- Factions for renown, guild repute, divine influence and personal reputation.
- Religion for the five faiths and their own ladders of rank.
- Groups for adventuring parties.
- Communication for the wider channel system.
- Housing for personal homes.