Difference between revisions of "Category:Charters"

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*Nations can only form upon one Charter Type or "Faction". For example, a [[Noble House]] can only swear fealty to another [[Noble House]]
 
*Nations can only form upon one Charter Type or "Faction". For example, a [[Noble House]] can only swear fealty to another [[Noble House]]
 
*Only Nation Members can group together
 
*Only Nation Members can group together
*Beneficial Powers can only be cast on members of the same Faction. For example, a [[Humans|Human]] [[Priests|Priest]] in a [[Noble House]] cannot cast any blessings upon a [[Humans|Human]] [[Priests|Priest]] in a [[Church of the All-Father]] guild. Take note that [[Summon]] is a beneficial power
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*Beneficial Powers can only be cast on members of the same Faction. For example, a [[Human]] [[Priest]] in a [[Noble House]] cannot cast any blessings upon a [[Human]] [[Priest]] in a [[Church of the All-Father]] guild. Take note that [[Summon]] is a beneficial power
 
*Members of an [[Errant]] Guild will have responses based off of their Faction. For example, an Oblivion Guild without a Nation can still cast beneficial powers on other members of Oblivion Guilds
 
*Members of an [[Errant]] Guild will have responses based off of their Faction. For example, an Oblivion Guild without a Nation can still cast beneficial powers on other members of Oblivion Guilds
 
*Errant Guilds of the same Faction cannot group amongst each other, only with members of their own guild.
 
*Errant Guilds of the same Faction cannot group amongst each other, only with members of their own guild.

Revision as of 03:32, 13 September 2006

Loreplay Server Charters

Welcome to the Loreplay Server! Unlike normal servers, the Loreplay Server will have new restrictions upon it. While these are restrictions, we do believe that these changes will not only enhance the game play but ultimately make it more enjoyable. At the same time, we do realize that these kind of restrictions are not for everyone and that is why these changes will only be hosted on one server when this is placed on the production game servers; the Loreplay Server.

Here is a list of changes that will only be on the Loreplay Server. Please note that "Faction" refers to Guild Charter Type:

  • Guild Membership is now restricted by Charter Type and each Charter has a list of allowable Race and Class (and Gender for the Amazon Temple) prerequisites. More information on this below
  • Nations can only form upon one Charter Type or "Faction". For example, a Noble House can only swear fealty to another Noble House
  • Only Nation Members can group together
  • Beneficial Powers can only be cast on members of the same Faction. For example, a Human Priest in a Noble House cannot cast any blessings upon a Human Priest in a Church of the All-Father guild. Take note that Summon is a beneficial power
  • Members of an Errant Guild will have responses based off of their Faction. For example, an Oblivion Guild without a Nation can still cast beneficial powers on other members of Oblivion Guilds
  • Errant Guilds of the same Faction cannot group amongst each other, only with members of their own guild.
  • Truly Errant Players that have no guild or faction cannot group with anyone or cast beneficial powers upon anyone or have any cast on them

Factionholds

While the Starter Island shall remain the same, once a player moves off of it they will have to join a Factionhold or a Player Guild based on their Faction-type. There are seventeen (17) Factionholds scattered across the lands. While these may appear to be smaller versions of Safeholds, there are some differences that players must be aware of. First and foremost, they will only accept members who fit their Faction Type. This means that a Humans Confessor will not be able to join a Factionhold based on the Church of the All-Father faction (or a Player Guild for the matter). The second most important difference between a Factionhold and a Safehold is that the Guards in a Factionhold will attack any other Faction (other than their own) on sight. If you are a Shades Thief that is part of a Thieves' Den and try to walk into the Oblivion Factionhold, the guards will immediately attack you. The only Factionhold that does not have Guards is Sea Dog's Rest. There are no Safeholds off of the Beginner's Island that allows the Any Race, Any Class guild templates.

Sea Dog's Rest

Sea Dog's Rest does exist on this world but will function slightly different than it does in other servers. Sea Dog's Rest is based on a Thieves' Den charter (there is another Thieves' Den that does have guards) so only those that meet the prerequisites for a Thieves' Den can actually join it. As stated above, though, it has no guards so members of other Factions can freely trade there. Furthermore (and ironically), the Law Gate resides in Sea Dog's Rest so individuals can easily travel there even without a Traveler Rune. They just have to enter the White Portal on a Runegate that is always open.

The Factionholds

Amazon Temple Safehold
Fort Irsadeng (Amazon Temple)

Races: Aelfborn, Elf, Half-Giant, Human
Classes: Bard, Druid, Fury, Huntress, Priest, Scout, Warrior, Wizard
Gender: Female Only; this is the only Faction that has a gender restriction

Aracoix Kh'ree Safehold
The Aerie (Aracoix Kh'ree)

Races: Aracoix
Classes: Assassin, Barbarian, Huntress, Priest, Ranger, Scout, Thief, Warlock, Warrior

Barbarian Clan Safehold
Brakkolumbir (Barbarian Clan)

Races: Aelfborn, Half-Giant, Human, Minotaur
Classes: Barbarian, Bard, Fury, Priest, Scout, Thief, Warrior

Centaur Cohort Safehold
Fort Ekarros (Centaur Cohort)

Races: Centaur
Classes: Barbarian, Crusader, Druid, Huntress, Prelate, Priest, Rangers, Sentinel, Warrior

Church of the All-Father Safehold
Greensward Parish (Church of the All-Father)

Races: Aelfborn, Centaur, Elf, Half-Giant, Human
Classes: Bard, Channeler, Crusader, Nightstalker, Prelate, Priest, Scout, Sentinel

Cult of the Scourge Safehold
Morloch's Wrath (Cult of the Scourge)

Races: Aelfborn, Human, Minotaur, Nephilim
Classes: Bard, Channeler, Doomsayer, Priest, Scout, Warrior, Wizard

Dwarfhold Safehold
Korvambar (Dwarfhold)

Races: Dwarf
Classes: Crusader, Prelate, Priest, Sentinel, Warrior

High Court Safehold
Aelarnost (High Court)

Races: Elf, Minotaur
Classes: Assassin, Bard, Channeler, Druid, Necromancer, Priest, Ranger, Scout, Thief, Warrior, Wizard

Mercenary Company Safehold
Leontar Fort (Mercenary Company)

Races: Aelfborn, Aracoix, Half-Giant, Shade
Classes: Bard, Priest, Scout, Thief, Warlock, Warrior

Military Legion Safehold
Erkesh Point (Military Legion)

Races: Centaur, Half-Giant, Human
Classes: Bard, Priest, Scout, Warlock, Warrior, Wizard

Noble House Safehold
New Mellissar (Noble House)

Races: Aelfborn, Half-Giant, Human
Classes: Assassin, Bard, Channeler, Priest, Scout, Thief, Warlock, Warrior, Wizard

Ranger Brotherhood Safehold
Wood's Hollow (Ranger's Brotherhood)

Races: Aelfborn, Aracoix, Elf, Half-Giant, Human, Shade
Classes: Bard, Channeler, Druid, Priest, Ranger, Scout, Warrior

Temple of the Cleansing Flame Safehold
Gray Sands (Temple of the Cleansing Flame)

Races: Half-Giant, Human
Classes: Bard, Channeler, Confessor, Nightstalker, Priest, Scout, Templar, Warrior

Thieves' Den Safehold
Carloon Outpost (Thieves' Den)

Races: Aelfborn, Aracoix, Elf, Human, Irekei, Nephilim, Shade
Classes: Assassin, Barbarian, Bard, Priest, Scout, Thief

Unholy Legion Safehold
Duskfall Point (Unholy Legion)

Races: Human, Shade, Vampire
Classes: Assassin, Necromancer, Priest, Scout, Thief, Warlock, Warriors, Wizard

Virakt Safehold
Kaal Tharkhan (Virakt)

Races: Irekei
Classes: Assassin, Bard, Channeler, Fury, Huntress, Nightstalker, Priest, Ranger, Scout, Thief, Warrior, Wizard

Wizard's Conclave Safehold
Qibbura Outpost (Wizard's Conclave)

Races: Aelfborn, Elf, Human, Nephilim, Shade
Classes: Assassin, Bard, Channeler, Doomsayer, Fury, Necromancer, Priest, Warlock, Wizard