(this is a re-post from the News on the MUD)
Ok.
Fall is my favourite time of year so in the spirit of the pre-holiday season, between now and Thanksgiving you will be able to make some changes to your clan halls.
Things you may change:
Location of clan stone. 10k per Stone
Clan Maze Entry Point: 20k
Additional Maze Guard: 20k
Clan Repair Mob: 20k
Additional Maze Rooms (max of 3 for now): 15k per room
Now.
Some of you have complained about the elements of your clan spell. We are open to WELL THOUGHT OUT AND NOT OVERPOWERED suggestions for ONE (that's 1) element of your clan spell.
This is not a definite, it has to be approved before it would be changed and this is not something you can buy down the road.
The easiest way to get things done for your clan is to pick one person to handle the noting. Plan out ALL elements of what you want changed before noting us. I want notes with all the information included, not bits and pieces.
As for clan spell changes, you must include a valid reason and keeping in line with the clan ethos/RP is even better. Noting that you want such and such because
So your halls and your spells are in your hands. Think carefully.
*****************************************************
Sample:
Clan Stone A moved to
Repeat for B, C, D.
Clan Maze point moved to
One repair Mob
One Maze Guard
2 maze rooms
Total Cost: 130k to be paid
We would like the element of 'attack undead double' changed to attack CoPP double because we're evil bastards and want to kill only the good.
*****************************************************
Written that way, the clan would get attention.
Think it over.
[Msg No.] : 37
[Date ] : Sun Jun 26 23:35:44 2005
[From ] : Navarre
[To ] : all dominion
[Subject] : Clan Raidable - Dominion
[Message]
Dominion's clan stone resets and maze have been attached. They are now raidable.
Report any errors to the immortals.
[Msg No.] : 35
[Date ] : Sun Jun 19 12:49:29 2005
[From ] : Navarre
[To ] : all immortals tradewinde
[Subject] : Clan Raidable - Tradewind
[Message]
Tradewind's stones and maze entrance have been set in the realms. Feel free to raid them to your heart's content.
[Msg No.] : 33
[Date ] : Thu Jun 16 23:23:04 2005
[From ] : Navarre
[To ] : all infernal
[Subject] : Clan Raidable - Infernal Order of D'sar
[Message]
Infernal's clan stones are out in the realms AND its maze is now attached somewhere in the world. Feel free to steal their stones, corrupt their hall with your presence... in other words... RAID THEIR UNDEAD ARSES!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The following clans are now raidable and have access to their clanspells:
Adventurer's Banner (as of 6/13/05)
Chapel of Prevailing Peace (as of 6/3/05)
Crusaders of the Redeeming Inquisition (as of 5/23/05)
Keepers of the Prism (as of 6/3/05)
Ninth Circle (as of 5/20/05)
Order of the Tainted Shade (as of 6/8/05)
Stygian Temple (as of 5/23/05)
Feel free to raid them mercilessly
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Dominion clan has been emptied, currently only Fury and Choco remain in Dominion. The clan has no leader and therefore, no one to set the stones and get the clanspell activated.
Those of you who in the past have expressed interest in Dominion and its RP theme, this is a great time to join up. The clan is in need of a qualified leader who can RP and manage the clan blog.
Please note Immortals on the mud if you are interested in the life of a true Mercenary as a Dominion Sentinel.
Thank you, drive thru.
Kali
Back to business
Ok, I said I was going to do this last night and it's being done today, not bad for me. Hopefully this will answer all the questions on clan mazes and stones, if you still have questions after this, please post them as comments so other people may refer to them as well.
Clan Raiding
Once a clan requests its stones be introduced into the lands, that clan will be open for raiding. This applies to NPK halls as well, NPK halls may be raided.
Each clan is allowed 5 safe rooms, the clans may decide which rooms they wish to be safe. The altar room, jail cell and jail guard room may NOT be safe rooms. Please note Navarre with your safe room choices.
Why raid an NPK hall? Primarily to ruin their spells by taking a stone out of the altar but if you kill an NPK in their hall it's just like a normal PK. NPK halls will also have slightly stronger guard mobs as they're well, NPK.
Clan Mazes
As you know, each clan was granted 20 rooms to make their maze. The entry point of your maze is up to your clan, within reason. No, the Phoenix room and Avatar room and any hero run room are not places where you can have your entry point but there are enough rooms you can find one that's remotely located.
Maze entry points can be changed once a month through clan RP points received either through blogging or RP-board notes.
Mazes may have Guards posted at their entry point and exit into the hall point and they may have wandering aggro mobs (not overly beefy) in the actual maze.
Clan Stones
There are 4 stones for each clan. When all four stones are placed in the altar it activates the clan spell.
Clan stones are melt_drop, rot_death and pop once per reboot. Clan spells are powerful and we don't want them used too much and this way the clans actually have to defend their altar rooms as all it takes to break a clan spell is the removal of one stone from the altar.
The 4 clan stones will be reset (meaning where they will show up in the game when the mud is rebooted) wherever you say to put them. Unlike maze entry points, you MAY put stones in hero mob rooms.
The stones will show up to anyone who enters the room though, the long desc (what the player sees) can be anything, "a pile of dog feces" could actually be a clan stone. This is also up to you but remember, everyone can see them and take them so be clever.
Once a month for a hefty amount of platinum, clans may change the reset points for their stones.
Once a clan has its stones put into the game (resets added), that clan becomes able to be raided. You can die inside your own hall. This is the official word.
Questions welcome on comment.
Tradewind Convoy - completed

Slaves to no land, the Tradewind travel the continents in their housewagons, drawn by the Vinshaesaen stallions, in search of profit and adventure. The gypsy convoy rolls ever onward, unfettered by the anchor of permenance, taking its wealth wheresoever the whim finds it, the first to bring their wares to any and all markets, they are a monopoly of merchandise and goods. Grifters, gamblers, merchants, adventurers, gypsies... the Tradewind welcomes them all to the circle of wagons that is their home. Hitch your dreams of gold and power to the Tradewind.
Total rooms: 65
Total mobs: 8
Total objects: 54
Total mprogs: 7
- 20 room maze (Crossplane of the Elements)- Hall key guardian - VraxTean
- 2 portal rooms (The Rove Conduit)- Portals to Norlondar, Red Light District, Neo-Kjeldoran, Dungeon of Despair, Deepsea Citadel, Kjeldoran, Museum of Creatures, Drakyri Isle, Clan Tower, and Hell.
- 1 altar room
- 1 corral
- 1 potion shop (Tshaya)
- 1 weapon shop (Vedel)
- 1 Leader Room
- 4 Brawl Rooms (The Morrow Mists)
- 2 dummies (Badu the Grizzly Bear, Mickey O'Neil)
- 1 clan pit
- 1 Locker Room
- 1 prison cell (guard: Koloro)
- 1 Quest giver/Trainer/Practice mob - Tangina
- 1 healer - Vadoma
*mutters*
Ok, I'm going to manage to keep my sick ass out of bed long enough to post this so there can be no more confusion on the issue.
I'm seeing something that's becoming more and more frequent and it's starting to bother me. And it's bothering me a lot, it's bothering me to the point where even when I'm not on the mud because I'm dying from the psycho cold from hell I STILL hear about it and get bothered.
What I'm referring to is this BS habit you people have of saying to hell with clan RP just to PK. Horseshit. Every time one particular clan is the current clan with the most members on the Who list, this seems to give people the impression they can screw the clan ethos and clan RP JUST to have the numbers to PK the one clan.. Have I said horseshit yet? Why yes, yes I have.
None of you were forced into your current clans and there are no guns being held to your heads keeping you there. We do NOT want to see clans that have no business working together doing so just because OTS or Dominion or IOoDS is around in numbers.
I don't care if your shiny eq is threatened, there are just clans who would NOT work together and I'm tired of seeing it happen because people are too lazy to RP. We went out of our way to post all the clan info pages before we let anyone join, I remember posting a news urging people to think carefully before they pledged a clan. Just because you chose a clan that currently is low on the who list count does not mean you can re-invent the clan's RP and go out and PK with someone who should be your enemy because you're outnumbered..
This pisses me off in a big way. There are ALWAYS options. Hire Dominion, hire Den, form some sort of bond with someone. Post bounties on the heads of those with the numbers, do something RP to accomplish your cause, cut the lazy crap of fighting with the wrong people.
I don't speak for the rest of the Imms but this is definitely a pet peeve for me and I'm tired of bitching about it. I'm not going to make an issue out of it on the mud if I see it, I'm simply going to Loner your character(s) and make sure no other clan will have you. You cannot have all the luxury that comes with a clan and bend all the RP that also comes with the clan.
Enough said, I'm dizzy and going to sleep.
Chapel of Prevailing Peace - completed
Blessed be the light that shineth down upon the Chantry Emperyean, and those that dwell within its amber laden walls. Within this ancient church, steeped in religious antiquity, stained-glass windows, incense, candlewax, and celestial artifacts, the Chantry stands as a bastion of peace and tranquility for the realms. Seek the peace, dwell in tranquility forever with the Chapel of Prevailing Peace.
Total rooms: 60
Total mobs: 9
Total objects: 35 (awaiting finals from clan)
Total mprogs: 7
- 20 room maze (Di Topiaria Imbroglia)- Hall key guardian - Hadraniel
- 2 portal rooms (Within the Transverse Celestia)- Portals to Hell, Clan Tower, Drakyri Isle, Kjeldoran, Neo-Kjeldoran, Norlondar, Abandoned Dungeon, Chantry Empyrean, Red Light District, Serial Killer Forest, and Museum of Creatures.
- 1 altar room
- 1 corral
- 1 potion shop (Saint Gemma Galgani)
- 1 weapon shop (Saint Niklas)
- 1 Leader Room
- 3 Brawl Rooms
- 2 dummies (Saint Mauritius and Saint Eustochium of Padua)
- 1 clan pit
- 1 Locker Room
- 1 prison cell (guard: Saint John Nepomucene)
- 1 Quest giver/Trainer/Practice mob - Saint Bernard of Menthon
- 1 healer - Saint Brigid of Kildare
Keepers of the Prism hall - completed
Nestled in the deep rustling peace of the Silva Liberamare, bathed in the light of great Prism, the Keepers frolic in naked abandon. A world unlike our own, through the veritable looking glass. Seek the carnal pleasures of the body, loud music, good food, and good shrooms in the depths of the greenery. Welcome the bliss!
Total rooms: 59
Total mobs: 8
Total objects: 56 (shops filled)
Total mprogs: 9
- 20 room maze (The Luxiaua River)- Hall key guardian - Dwimmerblaad
- 2 portal rooms (Within the Prism Radiance)- Portals to Hell, Clan Tower, Serial Killer Forest, Drakyri Isle, Red Light District, Kjeldoran, Neo-Kjeldoran, Norlondar, Cannabis, Luxiaua Falls, and Museum of Creatures.
- 1 altar room
- 1 corral
- 1 potion shop (Mad Hatter)
- 1 weapon shop (March Hare)
- 1 Leader Room
- 4 Brawl Rooms
- 2 dummies (Tweedle Dee and Dum, White Rabbit)
- 1 clan pit
- 1 Locker Room
- 1 prison cell (jail guard - Jabberwock)
- 1 Quest giver/Trainer/Practice mob - Cheshire Cat
- 1 healer - Hookah Smoking Caterpillar
Crusaders of the Redeeming Inquisition hall - completed
Circling high above the Towers of the Rook, the ravens fly amidst the banners of the Crusaders of the Redeeming Inquisition. Within the black walls of the formidable towers are hidden the secrets of the Order, many are those that have disappeared within, never to return. Hasten to confess thy heresy and convert, lest the Questioners come.
Total rooms: 59
Total mobs: 12
Total objects: 25 (no shops filled, awaiting clan input)
Total mprogs: 10
- 20 room maze (The Eyrie Heights)- Hall key guardian Tempes Fugit
- 2 portal rooms (Fugue Nexus)- Portals to Hell, Clan Tower, Serial Killer Forest, Drakyri Isle, Red Light District, Kjeldoran, Neo-Kjeldoran, Norlondar, Towers of the Rook, and Museum of Creatures.
- 1 altar room
- 1 corral
- 1 potion shop (Pezzini)
- 1 weapon shop (Fizzlegap)
- 1 Leader Room
- 3 Brawl Rooms (Sparring Chamber)
- 2 dummies (captured heretic, emaciated vampire)
- 1 clan pit
- 1 Locker Room
- 1 prison cell (jail guard - Rautha)
- 1 Quest giver/Trainer/Practice mob - Delphic Oracle
- 1 healer - Heilen the Hospitaller
The Ninth Circle Hall - completed
The Ninth Circle draws you into the depths of Gehenna, should you be able to survive traversing the Cursed Wood to reach it. Nestled beneath the Seal of Satan within the Circle of Gehenna, the Ninth Circle practices its dark rites to the unknown god. Hear the souls scream, shudder in terror as the unfettered demons run amok.
Total rooms: 59
Total mobs: 9
Total objects: 31 (not all shops filled, awaiting clan input)
Total mprogs: 10
- 20 room maze (Cursed Wood)- Hall key guardian Ozmandius
- 2 portal rooms (Chambers of the Spiteful Eye)- Portals to Hell, Clan Tower, Serial Killer Forest, Drakyri Isle, Red Light District, Kjeldoran, Neo-Kjeldoran, Norlondar, Circle of Gehenna, and Museum of Creatures.
- 1 altar room (Altar of the Inverted Cross)
- 1 corral
- 1 potion shop (Baltazar)
- 1 weapon shop (Asmodius)
- 1 Leader Room
- 4 Brawl Rooms (Test of the Teeth)
- 2 dummies (shade of a fallen god, false believer)
- 1 clan pit (Devourer mob and pit object as mob's mouth)
- 1 Locker Room (Chamber of Preservation)
- 1 prison cell (jail guard - Besteselzibar)
- 1 Quest giver/Trainer/Practice mob - Xalapchdra the succubus
- 1 healer - Saranopala the Vestal priestess prisoner
Many will notice that some clans are getting their new clan halls. (Ninth Circle, Keepers of the Prism, Tabernacle of Forgotten Lore, Crusaders of the Redeeming Inquisition, Stygian Temple)
In order to make the job much easier/faster for your clan builders, please take the time to post to your clan blog with any of the following information:
1.) One potion shop... give at least 20 potions/pills you would like to see in your shop, with their possible new name, color strings.
2.) One eq shop... give at least 20 pieces of equipment you would like to see in your shop, with their new name, color strings.
3.) Possible mobile names, characters, etc.
4.) Rooms you would like to see made.
This is your chance to participate in the long-standing creation of a hall, something that pretty much stands the test of time on the game. Take the time to consider what you would like to see in your halls, and post it to your clan blog for reference by the immortals.
We've been talking about this but we've yet to really do anything with it so let me lay it out here for you.
RP Points will be awarded as seen fit by the Immortals and will never be more than 10 RP Points in one block. RP Points will be based on the continuity of the blog, a post every 4 months won't get many points. Spelling and grammar will not count in awarding RP Points so anyone is open to receive them. This isn't English class, we're looking for people who put effort into their characters and take the time to come here and enhance their stories a bit more.
RP Points will be awarded to both individual and Clan blogs. Please be advised that Clan blogs are intended to be a group effort, one active member doing all the posting will not get any RP Points for the clan.
I will be putting a list together of RP Points currently awarded and it will be kept in a post here and updated as new RP Points are given. However, it is also your responsibility to keep track of your own RP Points as well.
Once you have a certain number of RP Points, you can redeem them with the Immortals for any of the prizes listed below. RP Prizes are NEVER to be sold or given away or moved to an alt.
The prizes are sweet and the cost is high but since you're all there anyway and so many of you are already blogging, consider it something to strive towards.
ToD RP Point Prizes
100 RP Points (Individual)
Custom RP weapon made for your char
150 RP Points (Individual)
Changing of any one item type
250 RP Points (Individual)
250 HP or
250 Mana
500 RP Points (Individual)
1000 quest points
150 RP Points (Clan)
Custom RP clan hero item
250 RP Points (Clan)
Clan Mount shop w/ 3 mounts OR
Clan Pet shop w/ 3 pets
350 RP Points (Clan)
100 hp for full clan OR
100 mana for full clan OR
100 quest for full clan
500 RP Points (Clan)
100 hp for full clan AND
100 mana for full clan AND
100 quest for full clan
Now get blogging! Your Immortals and your prostate will thank you for it!
All Clan Leaders will be expected to maintain an official clan blog. This is not an option, if you want to wear the Leader L then you shall blog.
This does not mean you have to write long RP entries, although that would be nice since you are leading a clan with RP themes but we won't press that. You can use the clan blog for anything. A few examples might be:
Clan member roster
Clan kill roster
Current clan enemies or friends
Inspirational messages from leaders
Clan Rule changes
Clan orders for hall enhancements from Immortals
Design for each clan will be set up for you by the Immortals to fit the Clan's theme and look and feel. You do not have to know Movable Type to do this, all you have to do is care just enough to RP.
Each clan blog will be listed as the "Clan Website" on the Time of Darkness site and linked to each clan's information page in the Clans of the Land section. Currently only the Infernal Order has actually requested a clan and they are without leader.
Dominion, Den of Iniquity, Order of the Tainted Shade, Chapel of Prevailing Peace and Tradewind, I'll be expecting your requests for clan blogs sometime by the end of the month or your leadership will be revoked.
Thank you for your RPing cooperation in this overall attempt to make it about something more than who has the best eq.
There seems to be an ongoing theme with some of the lesser populated clans of late. Attempts to be declanned to escape waning membership and other such activities.
Realize, that when you choose a clan, it is to be of support and participate in that clan's role play... enmeshing your character into a group that has a greater history than your character's, alone, ever did. Becoming one with a movement, a part of a family, a soldier to a joint cause. It isn't easy to join a clan, there are usually processes involved, but usually set as a means to determine if an applicant is suited to the clan. Yet even after all those trials, and all that work, people still want to clanjump, or attempt to, when they foresee the least bit of weakness. Need you wonder why the immortals are so dead set against allowing declanning? It should be extremely PAINFUL for a character to betray something they dedicated so much time and effort to. Deletion and re-creation is a small price to pay to leave a clan.
Now... if your clan happens to take a downplay in membership for a while, or the leaders do not show, that doesn't mean you necessarily have needs to jump ship like fleeing rats. There is more to a clan than just the leader, though it is an important factor. The lack of a leader does not stop a clan's members from actively living out their clan's goals, nor from speaking with potential members (contrary to belief, we immortals don't mind guilding mortals to clans when they note us with the request), trying to better their clan through role playing/pking/clan hall improvement suggestions, etc. The leader merely steers a ship, but they are expendable. Leaders die, never return, etc. Take an ACTIVE interest in your clan, your family, and not just as a place to hover safe from pk, nor a place to get good potions, etc. Just because you are outnumbered and life becomes difficult doesn't make a plausible reason to betray the clan role you have led for years of clan character life. The benefits you reap in times of plenty balance those times when you sow pain and suffering in times of drought.
As for those loners and unaligned which are interested in clans, remember to keep in mind the less populated clans of the moment, MoM, SR, Tower, Brethren, DsP, and Merchant Guild. Just because the current players flock to the more populated clans of late, does not mean that these other clans are dead, nor that they cannot spring back with the dedicated membership of even a few. The common belief that these outnumbered clans are unplayable is false, for there are multiple ways in which these characters may interact with the other clans to be able to survive.
Clan interaction is meant to be more than mindless hack and slash. It is an intricate weave of relationships, that make for a great story and a fun game.