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Expectations | General Rules & Guidelines | Class Guides | Complete language reference | Message board & guildchat rules
Shadowclan has strict and absolute policies regarding chain of command. Lower-rank characters are expected to expected to obey all orders from any higher-rank characters, at all times, without backtalk. If you believe an order is incorrect, register your disagreement (politely. once.) and then do it anyway. If you believe an order violates Shadowclan policy, see above and also contact a guild officer to report the issue; take screenshots or a recording if possible. A senior member issuing orders to players in a different group should issue his orders to or through the group leader rather than directly to individuals within the group, unless absolutely necessary. A group leader is considered to outrank anyone else in his group of the same rank. In the event of conflicting orders, obey the higher ranking member; in the event of conflicting orders from two members of equal ranks, obey an individual in your group or your arkhakt before one who is not. Sek'alar from one arkh'akt do have the authority to command Irikhan of the other arkh'aktal but should use this authority only sparingly. The rank structure in the Shadowclan branch is as follows: Guild officers (Khal'usht, Arkh'alar, Khal'urvho ranks) -> Sek'alar -> Irikhan -> Urikhan and Jov'uus
Shadowclan operates with a communal economy. There is no private ownership of any items or coin; all property held by any Shadowclan character is is considered to be owned by the guild. Feel free to ask any senior member for help if you are short funds for purchasing or repairing mundane equipment or for unspiked training; you are expected not to spike any training, and not to use magical items unless you can afford to maintain them yourself. In your vault, you should keep one "good" set of backup equipment, one "junk" set of backup-backup equipment, a few recall scrolls, and enough gold to cover a couple of repair sessions and a level or two of training. Anything beyond that should be sold to our vendors (equipment) or given to a guild officer for distribution (runestones and gold). Do not save or hoard any items in your vault which you cannot use yet due to rank or stats; such items should be put into circulation for immediate use by other players. Players may not buy anything from or sell anything to any other city, or any non-Shadowclan player, without specific authorization from a guild officer. Buying one recall scroll to come home from another city is permitted if necessary, but should not be necessary if your vault is appropriately stocked. Do not train or repair in other cities unless you must.
Urikhan and Jov'uus are not permitted to wear any headgear and are not permitted to wear Irekei Leather. All other equipment is permitted; however, we discourage the use of any blatantly non-Irekei-looking gear such as Hunting Leather, Troubadour cloth, and the various "white" (shiny) styles of heavy armor; such armors should be used only in emergencies and replaced as soon as possible. As the arkhakt'al further develop their own identities and as other organizations (tribes and orders) form within the guild, some specific equipment pieces may be reserved as identifying uniforms. No such restricted pieces have been defined at this time.
Each group should designate a master looter (kolekt'ular). This person will pick up all runes and magic items, and all gold once everyone present has enough to cover training and repair needs and split is turned off. Magic items will be identified and announced to the group, and distributed as needed, subject to the discretion of the group leader. The looter will NOT pick up mundane items; other players in the group should pick up non-magical weapons and armor once the looter has done his thing.
Do not apply any runes to stats that you are not already capped in. If you're not yet capped, you don't need it yet, and somebody else might. If nobody else needs it first, you can get it back when you're ready for it. Do not apply any runes you're not planning to fill up. Plan out your total stats before applying any runes; if you only need to take a stat to cap+20, don't waste a +35 rune that someone else could use. This applies even if you can't find the +20 stone you need. Do not upgrade a +30 or +35 rune. These are rare top-end runes; if you've already used one it's unfair to overwrite it with a +40. If you have your heart set on a +40, let the 30s go to players who can finish their characters with them. Str, Con, Spi: Irekei have low natural caps in these areas; runes of all sizes will be needed. If your natural cap is 90, don't apply a +5 rune; save those for the 85'ers. Don't plan on applying more than 2 or 3 runes to any one of these stats for the time being... getting a +40 onto a starting 85 cap takes 8 runes in sequence, something we can't really afford until we have a much more substantial rune collection. Dex, Int: The smaller runes for these stats aren't as crucial since the caps are naturally higher; the larger runes are very highly in demand. Use smaller runes as needed, but don't apply a big one and then overwrite it. As with any items, distribution of newly-found runes is at the discretion of the group leader. If nobody in the group needs it and qualifies as per the usage guidelines above, offer it on guild chat or deliver to an officer. If more than one person in the group wants and qualifies for the rune, it goes to the highest rank; ties in rank resolved as the group leader sees fit. It is not necessary to deliver attribute runestones to officers if there is a player online who can use it under the usage guidelines.
Urikhan mages may contact a guild officer to request a Blood Prophet initiation. Urikhan unarmed-combat specialists may contact a guild officer to request a Sun Dancer initation. In all other cases, disciplines are reserved for Irikhan and above. All discipline applications are a matter of ceremony and should be roleplayed and witnessed by a guild officer.
Characters of rank 4 or lower may not participate in mainland experience hunts unless specifically instructed to do so by a guild officer or the senior character online. This is likely to happen only in two situations: Early-morning hunting when there's only one group of Irekei awake, or if the mainland group needs a particular class to remain viable and no rank-5's are available. Rank 5 characters are permitted to participate in mainland hunting at will, but may not do so to the exclusion of all other activities. Rank 5 characters are expected to devote a substantial portion of their playing time to support activities such as desert patrols or helping lower-level sekr'aktal- of the time remaining after raids and events and daily maintenance, no more than half should be spent on the mainland. Players on mainland hunts are required to have recall scrolls at all times and must be prepared to recall immediately if so ordered. All gold from mainland hunting should be collected for donation to Nkuru. Maintenance funds should be acquired in the desert.
All communication in /say, /shout, or /guild should be in-character. Newer members have some leeway on the language but are expected to make an effort to use at least basic Irekei vocabulary. /info can be used for game-mechanics questions but should be used sparingly; players may wish to turn /info off or change the color from yellow to something else if they do not with to be confronted with ooc game questions. /city is reserved for use by guild officers or raid leaders, or for issuing critical guild alerts- "50 CoS headed NW ik Khar" should be on /city whether you're an officer or not. Tells to other Shadowclan may be out of character if necessary for effective communication. All in-game communication with non-Shadowclan players must be in-character regardless of mode. You may use broken English if necessary to communicate your meaning. Harassing or demeaning tells to other players are never appropriate. Do not send mocking tells to other players after killing them. Do not respond to such tells if you receive them. Under no circumstances should you harass another guildmember for any reason. Any disagreements you cannot settle in an amicable manner should be escalated to a guild officer.
Lirek, Bhalalar Khar'uus, is unfit for the responsibility he has been entrusted with, and should be relieved of duty whenever seen at his post. Other named Irekei may be challenged, one on one and in passing, but should not be farmed repeatedly. NPC Irekei rank and file should not be attacked for any reason without specific instructions from a guild officer.
-Tyrranth Minor
On the newby islands, the paramount rule is not to ruin the fun of
others while staying in character. This means not pushing the
arrogant Irekei bit so far that other players are insulted or
offended: try to roleplay with them if you wish, but leave them
alone if they're not getting it or not enjoying it. Don't forget
that every single player in this game is a potential recruit to the
Dragon's cause.
If you arrive at a hunting location and find a party of firk'm already there, absorb them into your group if convenient; alternate pulls with them or find someplace else if not. You're not required to acknowledge the incumbents as owning an entire hunting spot but don't just take the whole camp away from them either. Good-natured insults or loudly pointing out imaginary flaws in the firks' combat techniques to your fellow Irekei are allowed as long as the firks are not contacting you with "stop harassing me" messages or otherwise obviously uncomfortable.
Do feel free to loot any grave you see. Wait until the firk has released away if applicable.
Do as much in-character speech out loud as possible. If the firk'm can't understand you, so much the better; direct them to our website via /tell if they ask.
-Tyrranth Major
Hunting parties on the mainland need to be aware of politics and
geography. Be prepared to be attacked at any time, but don't attack
neutrals without provocation. We do not collect tribute outside of
the desert unless at the direction of a guild officer. Try not to
make us new enemies, we've got plenty already, but feel free to
attack those who are already known hostiles.
-Burning Sands
Always remember that there are lots of players who may not know
who we are, what we're about, or how they need to behave on our
lands. Talk first if there's any questions in your mind about
whether any given player or group knows the rules.
The rules are, in order of priority:
- Known enemies may always be killed on sight. The list of known enemies may be found elsewhere.
- Non-enemies should always be given warning and explanation before being attacked, unless you are certain that those individuals have already been warned of the relevant policy.
- Fir'khanim may not approach Nkuru at any time. Any fir'khan who is west of the western zone line of Nkoth, and north of the northern zone line of Kharduun, is too close. Order them to leave;kill them if you fail to receive immediate compliance.
- Hunting Irekei NPCs is never allowed in any zone. Firk'm observed doing this will be instructed to stop and turn over all stolen Irekei belongings (any valuable items you can carry, not just Irekei Leather) immediately on pain of death. If they fail to stop or if they return after a previous warning they should be killed without further ado. This applies especially to the Bladeweaver runestone holder (Lirek); no firk should be allowed to walk away with this rune.
- Firk'm may not hunt in the Nkoth Waste north of Khar or in Kharduun at any time; they should be instructed to pay tribute AND leave the area immediately or be slain.
- Firk'm may hunt non-Irekei spawns in the southern waste and on the eastern half of the continent without interference from Shadowclan; feel free to roleplay encounters in a hostile but non-aggressive manner.
- Always answer /tell requests for explanation to at least some extent. Direct them to our website if you don't have time or interest for a lengthy discussion.
You do not challenge a fellow Shadowclan Irekei directly. Instead, you must bring your challenge to an Irekei who holds higher rank than both you and your opponent, who will act as judge. After hearing your challenge and your opponent's response, the judge may rule to allow the duel, to disallow it, or to postpone it if there are more pressing matters at hand. The decision of the judge is final and cannot be appealed; if he rules there is no cause for a duel you may not challenge again for the same grievance. If the judge rules the challenge and timing are appropriate, the challengee may not decline the duel, although he may decline to defend himself.
Urikhan (including jov'uus) may not be challenged to duels. Players of any rank may spar among themselves by mutual consent. Irikhan and above should remove headgear before doing so. Sparring inside Nkuru should take place inside an Ubhor'habat or atop the walls. Sparring is not considered a duel.
Higher rank members may execute or order the execution of lower-rank members as punishment if needed; clan quality control should be contacted if this authority is abused. Execution is not considered a duel.
The requirement for a higher-rank judge means that guild officers can neither challenge nor be challenged to duels. Challenges between unequal-rank opponents will in most cases be denied unless both parties are willing. Most duels will be between two Irikhan.
Formalities:
"(judge), nu syk dukh" This announcement is a request for the named player to act as judge in a duel.
"Qhe bhan'ov ov (challengee) must kham dukhaq uith khan" This ritual statement names the person you are challenging and is the formal opening of a challenge to a duel; both judge and opponent must be present.
The judge will then ask whatever questions he deems necessary to rule whether the duel is appropriate. If the challengee desires the duel as well, the duel will generally be approved. If he does not, then the judge will have to rule whether or not to order the duel based on the facts available and his own judgment. Misuse of rank in the form of repeated or blatant approval of unjust duels will result in demotion.
The judge may announce his decision in one of three ways:
"Jov khan iko qhis" The grievance is rejected and may not be brought again.
"Jov khan qhis sun" Dueling is not currently allowed but the issue may be reopened at a more appropriate time.
"(challengee), lak must ansuer uith khan" The duel is approved.
The next response is the challengee's.
"Take nu' khan" The challengee declines to defend himself; the challenger may attack immediately. The challenger may decline to attack, and may choose to stop short of death if he does attack. If the player remains facing his challenger after giving this response, then this is considered an apology, acknowledging that the grievance is justified. If the challengee turns his back on his challenger and responds, it is an insult saying that the challenger or the grievance is considered unworthy of recognition in the eyes of the challengee. Regardless, the duel is considered over and the grievance resolved once the challenger either kills their opponent or decides to not shed the blood of their Clanmate.
"Nu uill ansuer nou" The duel should proceed immediately at the current location. Or, "Nu uill ansuer at (location)." The duelers and judge will move to the named location and proceed. The pit of a Dragon Temple such as in Nkur Uuskar is a favorite site. Players may buff themselves prior to the duel,summon pets, rest to full stamina/health/mana, and otherwise prepare themselves using their own abilities, but should not have any buffs from other players. Both participants should remove all armor and jewelry. Once both participants announce they are "redi", the judge will call "salut"; the combatants should face each other and salute. The salute may take many forms and need not be the standard salute social, but should involve something more than just drawing weapons. Tribes or Arkhakt may define their own ritual salutes.
The judge will then call "jalla", and the fight begins. The only rules or restricted abilities during the duel are that no other player may heal, attack, or otherwise interfere; that no armor, jewelry, or scroll use is allowed; and that stealth and invisibilty are not permitted. The duel ends when one is dead; the victor should offer a salute to his fallen foe. Again, the grievance is considered resolved once the duel is over, regardless of who wins.
© 2003 Shadowclan.org
All characters are expected to follow the chain of command.
All Shadowclan members are expected to be mature in actions if not years. Any immature behaviour by a Shadowclan Player reflects badly on the guild as a whole, especially if done under the Shadowclan name or the character's name.