Factions

This translates to Aardwolf in that each faction will draw its own kind of players once they have progressed to the point where they join a faction (see below for information regarding promotions and factions). While each faction will be its own body, at the same time, each faction will be connected through the clan itself, and through those bonds, the opportunity for each member to grow and expand their playing style becomes possible, while still maintaining their individuality.

Each Element has its own influences and functions within the planes. Ultimately each portion of every Element is an offshoot of the original Lord, Xarmaroch. However, at the time of its birthing, every Element is given a purpose. These are the purposes with which the mortal elements base their existence on:


 

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 >>