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Cabals
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Four cabals have arisen within the realms, bringing together people
with similar philosophies to work together towards the fulfillment of
common goals, for both protection and power.
| Cabal |
Description |
Patron Immortal |
| Knight |
Knights of Valour |
Olyn the Salvation of Virtue |
| Legion |
Legion of Darkness |
Resatimm the Pestiferous Nightmare |
| Justice |
Enforcers of Law |
Vhrael the Commandant of the Seringale Watch |
| Keeper |
Sentinels of Balance |
Hrimoyan the Ghost That Walks |
Cabals might not be for everyone; there are rules and politics involved
that often lead to bloodshed with other cabals. People who wish not to
join cabals are independent and do not have to deal with cabal politics.
There is a limit of one cabal application per player.
[Click Here] to read about the mechanics of cabal gameplay.
Players that join cabals to uphold the cabal's beliefs are rewarded
with cabal powers, extra abilities that help them achieve their
cause. For example, new Justices immediately recieve special guards
that attack criminals. The details of most of these powers is a
well-kept secret, but rest assured that care has been taken to make
sure that a caballed player does not have any extraordinary advantage
over one who is not.
As a player progresses through the political rank structure of his
chosen cabal, he will gain extra abilities that are relevant to the
purpose he has chosen to live for, as well as the ability to promote,
demote, or even induct other members into his cabal.
Cabals have a sacred item that is located in the cabal hideout.
The cabal item is what gives the members of the cabal their powers. Cabals
whose item is given to another cabal's keeper will lose their powers.
The item must be returned to the cabal's own keeper to restore them.
Beware while holding an item, you are unable to hide or use transport
spells, and everybody is able to harm you without reproach.
Cabal items can be thought of as a disadvantage to make up for the
extra powers of characters in cabals.
Basically, you must roleplay well and uphold the beliefs of a cabal
to get in, and from then on to remain in it. However since cabals
are a special brew of group-oriented warfare, here are some additional
things that apply in this form of social setting.
You need to be thick-skinned
For your own good, you need to be able to learn how to deal
with criticism. People are going to be pissed if you don't
do your job properly, and they'll be blunt and honest when
telling you what you are doing wrong. Angry words can be
spoken at times, especially when deaths have happened. If you're going to
cry about that, you shouldn't be in a cabal. And you'll delete.
That or be booted for being like it, because they don't want
to deal with you.
You need to attend
Obviously there's no point keeping you in the cabal if you
never play at all. But cabals aren't looking for somebody who
is going to log 300 hours in 3 weeks and then delete either, leaving
a big hole in the cabal in the process. They want people who are going to
be steady shows - someone who's going to be around for a long time
not necessarily spending every hour logged in. They also are
going to get annoyed at people who are absent for important
events the cabal leader organises (e.g. raids on enemy cabals,
winter runs..). Its not really about the raw amount of time you
can log in, but how stable and dependable you are going to be
over a period of months.
You need the right attitude
A cabal brings together a bunch of people with a common purpose.
For Justices that is the laws, for Knights that's eradicating the
evildoers. THIS is your main calling. A cabal expects that you
will devote lots of time into your cabal duties. If you aren't,
then they will have absolutely no use for you, and might even decide
to boot you for taking up space. Once you joined a cabal, you
can't just do your own thing anymore. You do things for the cabal
instead. You joined the cabal because its cause was common with
your cause, and now you put the cabal's cause first. The cabals
purpose is "A", and your purpose is "to help the cabal do A".
Ask people to name 20 Knights and they'll probably be stumped,
but everyone has heard of the Knight cabal. You will have to give up
of your individuality when you join, unless you wish to be
remembered for the wrong reasons.
Also, you need to be obedient. It goes without saying that if you
ever disobey an order from a superior you'll be kicked out of the
cabal. The same can be applied to messing them up, especially
when deaths are caused, but mistakes tend to be tolerated a little
more than when its intentional.
You need to be skilled
Nobody can afford to coddle a rookie at this level of the game - if
you're not fit for a cabal BEFORE you join, they are going to get
upset. This is not to say that freshmen are completely useless,
because if you have a thick skin, good attendance, and the right
attitude, you'll be valuable, but for the goals of the cabal to be
met, its members need to be able to carry them out. Every cabal wants to
be the best cabal in the game, and they want their members to be
the best players in the game as well - overall of course. They don't
want to be teaching you how to play instead of getting on
with the cabal duties they signed up for. Cabals get raided and
its members get killed - if someones death is your fault, it is
going to score you a lot of negative points.
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