The Clan System
Clans are a totally optional part of Tempora Heroica.
Clans are usually groups of players that band together under a common vision or objective. A
leader leads the clan and runs its day-to-day activities. Joining a clan offers a wide variety of
opportunity, danger, role-play, and camaraderie. Joining a clan means choosing the right group for
your hero.
Clans have many advantages such as clan
halls where members can meet, store and share vast amounts of equipment, armor, and weapons.
These halls have their own bulletin boards for their members to post messages, clan fountains to
drink from, and also clan emblems specifically for the group. Clan halls can be located almost
anywhere in the world of Tempora
Heroica.
Within the clan, there are between two and five ranks depending on how the clan is organized.
Clan members can make deposits and withdrawals from their clans treasury, enlist new members
as well as expel those fallen out of favor. Clans also have their very own channel of
communication called clan talk.
The clan system is a voluntary opt-in and is how PvP (player-versus-player) conflict is
managed.
Joining a clan comes with its own set of dangers. When you join a clan, your hero can
potentially be harmed or murdered by another players character (PC) in the clan system. You
hero is also vulnerable to theft by another PC. Such acts may lead to consequences, such as
worsening of inter-clan relations causing clan
treaties to dissolve. Relations between clans can be changed through war or diplomacy.
Pkill/Psteal
Pkill (to attack/kill another player) and psteal (to steal from another player) are options only available to
characters that are in clans. If you have joined a clan, you are vulnerable to be attacked, killed, or stolen from by
other characters in clans. There are consequences for attacking other characters:
Your blood will boil. Boiling blood will limit the characters
activities in many ways.
The involved characters respective clan state relations will be
automatically downgraded to hostile with an attack, and to war with a kill.
If a clan member is murdered, he or she will no
longer
be in the clan when he or she returns to the game. They can therefore not continue in the war
they were in, leaving their
clan one member short, since a clan at war cannot enlist new members. If the clan leader
is murdered, the second in command assumes control of the clan.
Pstealing must be caught in the act and an attack in retaliation
must be made for the action to have any adverse affect on clan relations. Pstealing in
itself does nothing to change states of clan relations; it only provides instigation.
Since the mud does not keep track of first blows, it makes no difference who strikes who
first, so retaliation toward a thief serve the same end as if the thief had started the
war.