T E M P O R A   H E R O I C A

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 clan’s 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 player’s 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:

  1. Your blood will boil. Boiling blood will limit the character’s activities in many ways.

  2. The involved characters’ respective clan state relations will be automatically downgraded to hostile with an attack, and to war with a kill.

  3. 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.