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Cabals

 
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10351
Location: 0x0000

PostPosted: Sat Nov 25, 2006 7:34 am    Post subject: Cabals

Thought I'd put this here for returning players who're wondering whats new:

[quote]
'CABAL CONDUCT'

Before you go out into the world in your new cabal role, take the time to
read through everything here. These are the cardinal rules of cabal conduct
which everybody in a cabal has to follow.

1) You have made it into a cabal because you have shown your standards of
roleplaying are exceptional. As a result, you become an inspiration for new
players, to encourage them to try roleplaying better as well. So do not
drop your roleplaying standards at any time. This will result in your
immediate termination.

2) Cabals have items. These represent everything that cabal stands for.
Ensuring this item stays safely in its altar is more important than anything
else you might be doing. There are absolutely no exceptions.

- Do not ignore or encourage ANY attacks on your cabal.
- Do not ignore or encourage ANY intruders inside your cabal.
- Do not ignore your missing cabal item. Attempt to retrieve it immediately.

3) Cabal powers are for your cabal's use. Do not talk about them with
other people who are not from that cabal. Do not give away items that you
made with your cabal skills or bought at your cabal shop. This is betrayal
of your cabal and grounds for immediate termination.

A cabal's leader may terminate members at their discretion - not showing in
frequently, dissent, breaking guidelines, and so on - but it almost ALWAYS
happens because they broke one of these cardinal rules. Learning them well
and practicing them religiously is the only way to ensure it doesn't happen
to you.
[/quote]

[quote]
'CABAL WARFARE'

All cabals have the following components:

* cabal powers - special abilities used to help fulfill the cabal objectives
* a cabal item - the source of all cabal powers
* a door guard - at the perimeter, attacks intruders and holds stolen items
* an altar - inside the cabal, contains the cabal item
* an altar guard - inside the cabal, protects the altar containing the item
* a healer - inside the cabal, for emergency use during defence
* a cabal shop - outside the cabal, sells items to use in raids
* a cabal bank - at the cabal shop, used communaly as a normal bank is used
* a guard HQ - in the cabal city, used to enlist mobs for retrieve aid

A typical method for fighting another cabal member may flow as follows:

Attack
1) Attack the enemy's cabal
2) Attempt to kill the door guard before they return
3) Attempt to kill the defending cabal member
4) Attempt to kill the altar guard after they have fled for safety
5) Return their cabal item to home base's door guard, to drain their powers
and "personal" bank accounts (not their cabal bank account)
6) Summon a HENCHMAN to attack out-of-pk retrievers, but you will
have to pay for its upkeep from your own bank.

* Be warned that capturing the Balance of Justice results in WANTED.

Defend
1) Return to cabal as quickly as possible, to force flee from door guard
2) Summon a HENCHMAN to help defend the cabal with, if appropriate
2) CONFINE the intruder inside the cabal (fails if door guard is slain)
3) Attempt to kill the intruder
4) Grab the item yourself if they kill your altar guard
5) Return item to altar guard as soon as it returns

* Remember that running to cabal during a fight when someone has NOT
intruded is grounds for discipline.

Retrieve
1) TRACE the item to see where it is
2) Attack its holder to force them to drop the item (kill if necessary)
3) ENLIST troops at your hometown's guard headquarters
4) Attack the enemy cabal, kill door guardian holding item
5) Return to cabal with item, give it to your home base's altar guard

Beware while holding an item, you are unable to hide or use transport
spells, and everybody is able to harm you without reproach.

There exists rules for cabal members to supplement the provided combat
mechanisms. These rules are available in 'CABAL CONDUCT'.
[/quote]


Last edited by Davairus on Wed Mar 26, 2014 9:14 am; edited 1 time in total
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10351
Location: 0x0000

PostPosted: Tue Feb 13, 2007 4:27 am    Post subject:

Cabal hierarchy:

Cabals have 5 ranks, or 5 stages of responsibility.

Rank 1 = Footman/Underling/Officer
Rank 2 = Knight/Minion/Sergeant
Rank 3 = Champion/Overseer/Lieutenant
Rank 4 = General/Dreadlord/Captain
Rank 5 = Executor/Forsaken/Commander

* Rank 1 position is a probationary position for new inductions, with little power. Cabals promote people to rank 2 for attaining their pinnacles.
* Rank 2 is the average cabal member's rank. Most of the cabal powers are focused here, such as a Knight's stallions. No administrative power.
* Rank 3 is acquired through active service at 50. Along with skills that require some competence to be effective, this rank comes with the ability to demote the rank 2's, promote the rank 1's. This is the first taste of responsibility.
* Rank 4 is for cabal seniors. These members are able to induct and uninduct lower rank members, but not each other. They can also promote and demote the rank 3. (In other words, higher ranks of cabals always manage the ranks below them.)
* Rank 5 is the cabal leader. The leader can promote/ demote/ induct/ uninduct anyone, and also designate a new cabal leader.

Each cabal rank is able to "approve" an applicant, this adds weight to the application. The amount added is the value of their rank, and the induction is allowed once total weight is 5. For instance, two rank 3 approvals = 3 + 3 = 6, allowed induction. Or three rank 2 approvals. Or 5 rank 1 approvals, etc. They are also able to "disapprove" applicants.
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