Joining Requirement

Come with me @ elemental cabal

What a player would be required to do in order to join the clan.

  • Must have reached Hero (level 200) at least once.
  • Must have a minimum of 5,000 Quest Points Earned.

The ability to wield the Elements (as signified by Mage or Ranger class) is not strictly required to join Cabal. However to achieve Apprentice or higher rank within Cabal, such knowledge is required.

Your application should include the following information:

 

  • History of character in Aardwolf, including being a member of any clan before
  • How long you have been playing Aardwolf for, any if you have any special mud-based specialities
  • What you can bring to the clan
  • What you want to get out of the clan
  • Any alts; if so, who they are, and whether they have been clanned (This information can be posted to the leaders ONLY if desired)

    These are just minimum guides and starting points. Be creative, illustrative. Impress and dazzle us. A good application will go a long way towards improving chances of acceptance. A poor application will likewise decrease the chances of joining our ranks. If it is later revealed that you lied on any part of your application, your application will be denied and/or you will be outcast with the ability to reapply with the correct information given to the clan.

    After a player has applied, a Leader will check their application against the clan's requirements, and if they qualify, will invite them to seek out interviews with current clan members. After a week, respones from members are all (or nearly all) positive, the player will be admitted into the clan. If any serious objections are raised by clan members, the clan will vote on their admittance.

     

     

  •  

    Shout out loud

    Earth faction

    earthEarth will be responsible for the defense of the clan; maze concepts, training and leading members in the defense of the hall, and other defense-related issues. They will also provide spellups and corpse retrievals for a reasonable fee. More>>

    Fire faction

    fireFire members will be responsible for the offensive aspects of the clan; acts of vengeance and/or retaliation, raiding, warring, and general pk. For a price, fire members will also be available for hired killings. Essentialy, Fire Elements are the hot-heads of the clan. More >>

    Air faction

    airAir will be responsible for communications/relations. This would cover applicants, recruiting, clan disputes (both internal and external), clan relations, and the general public image of the clan (contests/trivia's, clan fairs, web page, etc.). More >>

    Water faction

    waterWater will be the more knowledge-oriented faction. They will be responsible for exploration and mapping, as well as writing descriptions for the clan hall and its mobs. Water members will also be approachable, for a fee, to retrieve certain pieces of eq around the mud. More >>