Difference between revisions of "Category:Clans"

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'''Clans''' are highly customisable organisations that are usually both created and run by [[adventurer]]s with little [[:Category:Gods|Divine]] interaction. The exception is often when a clan leader chooses to transfer ownership of the clan to an organisation, such as a [[Divine Order]]. Clans might embody almost any group of like-minded people including family members, those who follow a certain alignment, or a club for participants of a specific game, like [[chess]].
'''Clans''' are highly customisable organisations that are usually both created and run by [[adventurer]]s with little [[:Category:Gods|Divine]] interaction. An example of clans not operating in this manner is when a clan leader transfers ownership of the clan to an organisation, such as a [[Divine Order]]. Adventurer-run clans might embody almost any group of like-minded people including family members, those who follow a certain alignment, or a club for participants of a specific game, like [[chess]].


Forming a new clan requires having already decided on a clan name, half a million [[gold]], and a visit to the [[Clan Headquarters]] in [[Delos]]. Each clan comes with its own [[news]]board, help scroll system, and the ability to invest powers to previously assigned positions within the group.
Forming a new clan requires having already decided on a clan name, half a million [[gold]], and a visit to the [[Clan Headquarters]] in [[Delos]]. Each clan comes with its own [[news]]board, help scroll system, and the ability to invest powers to previously assigned positions within the group.
An exception to the above is clans which may also include denizens, such as the various [[dwarf]] clans of the [[Kongol Drak]].


[[Category:Organisations]]
[[Category:Organisations]]

Revision as of 21:56, 10 February 2016

Clans are highly customisable organisations that are usually both created and run by adventurers with little Divine interaction. An example of clans not operating in this manner is when a clan leader transfers ownership of the clan to an organisation, such as a Divine Order. Adventurer-run clans might embody almost any group of like-minded people including family members, those who follow a certain alignment, or a club for participants of a specific game, like chess.

Forming a new clan requires having already decided on a clan name, half a million gold, and a visit to the Clan Headquarters in Delos. Each clan comes with its own newsboard, help scroll system, and the ability to invest powers to previously assigned positions within the group.

An exception to the above is clans which may also include denizens, such as the various dwarf clans of the Kongol Drak.

Subcategories

This category has the following 2 subcategories, out of 2 total.

Pages in category "Clans"

The following 5 pages are in this category, out of 5 total.