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.

What are Cabal Powers?

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.

What are Cabal Items?

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.

What are the requirements?

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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