MINOR FACTIONS AND RULES
Posted: Thu Jan 23, 2025 1:34 am
Iron Wolves Leadership Positions:
Lupus Praetor - Guild Leader
Lupus Legionis - Sub Commander
Iron wolves (player: Mercenary)
- Any Alignment
- No renegades, they will be turned in to the tower mage hunters
- No Assassin
Thieves Guild Leadership Position:
Dominus - Guild Leader
Bookie - Guild Assistant
Thieves Guild (Player: Mercenary)
- Non-Good
- At least 10 levels of Rogue
- No Druid/Shifter
- No Pally/BG
Assassins Guild Leadership Position:
Dark Blade - Guild Leader
Shadow - Guild Assistant
Assassins Guild (Player: Assassin)
- Any Evil
- At least 20 levels of Assassin
- PvP can be engaged at any time so long as a contract was submitted through forums and approved
- Contracts once approved are to be posted in Modlog channel
- Contracts are valid for 2 weeks once approved and it has been taken by an assassin member or the contract has been pulled.
- Once a hit was attempted, pass or fail the same player cannot be targeted again for two weeks
- A player who is "assassinated" cannot be actively playing that character in RP for 3 days after the hit. They are "severaly wounded" for the duration and cannot make faction decisions.
- Screen shots of combat log kill are required
Vampire Coven Leadership Position:
Count/Countess - Guild Leader
Lord - Guild Assistant
Vampire Coven (player: Misc)
- Non-Good
- DM Approval and backstory required
- No RDD, Wiz, Sorc, Paladin, CoT
- If discovered outsided in the daylight, you are open to PvP
Druid Grove Leadership Position:
ArchDruid - Guild Leader
Head Druid - Guild Assistant
Druid Grove
- Nuetral
- No Wiz/Sorc/RDD/Pally/CoT
- Need minimum of 30 Druid levels for Arch Druid
Tower Renegades
- Non-Tower members cannot progress beyond level 20 in wizard or sorc, nor can they take Pale Master. Tower members also cannot multiclass with any class -except- for PM.
- Anyone caught casting a 5th level arcane spell or higher is subject to being reported/declared as a renegade, should they refuse to take the Test to join the Tower, or allow to have enough magical power drained to be below 5th level spells again. Bards are excluded from this restriction, however, as they cap out at 6th level spells.
- After being declared a renegade, if the Tower hunting party (and only them, no outside assistance is allowed) succeeds in slaying the renegade three times, with a 7 day gap between conflicts, the renegade is faced with three options;
1) Take the Test and join the Tower.
(Rebuilding or remaking as needed)
2) Have -all- magic removed from the character.
(Rebuilding or remaking as needed)
3) By the renegade's discretion alone, perma-killing the renegade character.
Lupus Praetor - Guild Leader
Lupus Legionis - Sub Commander
Iron wolves (player: Mercenary)
- Any Alignment
- No renegades, they will be turned in to the tower mage hunters
- No Assassin
Thieves Guild Leadership Position:
Dominus - Guild Leader
Bookie - Guild Assistant
Thieves Guild (Player: Mercenary)
- Non-Good
- At least 10 levels of Rogue
- No Druid/Shifter
- No Pally/BG
Assassins Guild Leadership Position:
Dark Blade - Guild Leader
Shadow - Guild Assistant
Assassins Guild (Player: Assassin)
- Any Evil
- At least 20 levels of Assassin
- PvP can be engaged at any time so long as a contract was submitted through forums and approved
- Contracts once approved are to be posted in Modlog channel
- Contracts are valid for 2 weeks once approved and it has been taken by an assassin member or the contract has been pulled.
- Once a hit was attempted, pass or fail the same player cannot be targeted again for two weeks
- A player who is "assassinated" cannot be actively playing that character in RP for 3 days after the hit. They are "severaly wounded" for the duration and cannot make faction decisions.
- Screen shots of combat log kill are required
Vampire Coven Leadership Position:
Count/Countess - Guild Leader
Lord - Guild Assistant
Vampire Coven (player: Misc)
- Non-Good
- DM Approval and backstory required
- No RDD, Wiz, Sorc, Paladin, CoT
- If discovered outsided in the daylight, you are open to PvP
Druid Grove Leadership Position:
ArchDruid - Guild Leader
Head Druid - Guild Assistant
Druid Grove
- Nuetral
- No Wiz/Sorc/RDD/Pally/CoT
- Need minimum of 30 Druid levels for Arch Druid
Tower Renegades
- Non-Tower members cannot progress beyond level 20 in wizard or sorc, nor can they take Pale Master. Tower members also cannot multiclass with any class -except- for PM.
- Anyone caught casting a 5th level arcane spell or higher is subject to being reported/declared as a renegade, should they refuse to take the Test to join the Tower, or allow to have enough magical power drained to be below 5th level spells again. Bards are excluded from this restriction, however, as they cap out at 6th level spells.
- After being declared a renegade, if the Tower hunting party (and only them, no outside assistance is allowed) succeeds in slaying the renegade three times, with a 7 day gap between conflicts, the renegade is faced with three options;
1) Take the Test and join the Tower.
(Rebuilding or remaking as needed)
2) Have -all- magic removed from the character.
(Rebuilding or remaking as needed)
3) By the renegade's discretion alone, perma-killing the renegade character.