Help System
CLANHALLS
NAME
clan halls - information on purchasing and modifying clan-owned
structures
DESCRIPTION
All clans need a place to gather, and that is why most newly-formed clans
set their sights on building their own clan hall in which members can
congregate, learn, and play. A clan's hall should represent the individual
nature of the clan and the tastes of those dwelling within it.
Each clan may have only one clan hall. As this clan hall increases in
size, so is the maximum number of members of the clan allowed to increase,
which means the clan will be allowed to grow bigger as its hall grows in
size.
Clan halls may be enlarged or modified through the use of clan gemstones,
which may be collected in the Proving Grounds on Irda Isle. Clan hall
requests must be emailed to gameservices@materiamagica.com. Please see
HELP HOME GUIDELINES for information on the requested submission format.
Once a clan hall is available to a clan, clan members may use the CLAN
GOHALL command to immediately teleport themselves from wherever they
are in Alyria back to the clan hall. The effective range of this is about
750 rooms from the entrance of the clan hall. Anything else will be
considered "cross zone", including alternate planes and transportation
from the Great Alyrian Underground. See HELP CLANS for more information.
AVAILABLE CLAN HALL LOCATIONS
Empty clan halls are located randomly within the wilderness of Alyria.
Like homes, there are a limited number of locations where new clan halls
are allowed to be opened. As these spots change often, be sure to email
gameservices@ingenii.com and query about the current available locations.
There is no guarantee that their clan will be placed where they want it,
but the Game Services team will make every effort.
FLOOR PLANS
There are several different floorplans from which your clan may choose.
Most clans begin with the "A" clan hall and upgrade from there.
CLAN HALL A (Single-Level Building)
Cost: 12,000 clan gemstones
Suggested Rooms: Lobby, Meeting Hall, Two Sleeping Chambers
One Office
Total number of rooms: 5
Clan's choice free Class I room attributes: 1
Maximum members in clan: 28
CLAN HALL B (Single-Level Building)
Cost: 25,000 clan gemstones
Suggested Rooms: Lobby, Two Meeting Halls, Six Sleeping Chambers,
Two Offices
Total number of rooms: 11
Clan's choice free Class I room attributes: 2
Maximum members in clan raised to: 31
CLAN HALL C (Multi-Storied Building)
Cost: 50,000 clan gemstones
Suggested Rooms: 2-Room Lobby, Four Meeting Halls, Eight Sleeping
Chambers, Four Offices, Kitchen, Staircase, Closet, 3 Hallways,
2 Storerooms
Total number of rooms: 26
Clan's choice free Class I room attributes: 4
Maximum members in clan raised to: 34
CLAN HALL D (Tower)
Cost: 90,000 clan gemstones
Suggested Rooms: 2-Room Lobby, Four Meeting Halls, Twelve Sleeping
Chambers,
Six Offices, Kitchen, Staircase, 2 Closets, 6 Hallways,
Courtyard, Trophy Room, 4 Storerooms
Total number of rooms: 40
Clan's choice free Class I room attributes: 6
Clan's choice free Class II room attributes: 1
Maximum members in clan raised to: 37
CLAN HALL E (Small Castle)
Cost: 150,000 clan gemstones
Suggested Rooms: 2-Room Foyer, 4-Room Grand Staircase, Four Meeting
Halls, Twelve Sleeping Chambers, Trophy Room, 4 Closets, 10 Hallways,
Courtyard, 3-Room Gallery, Topiary, Observatory, 8 Leader-
specified rooms
Total number of rooms: 51
Clan's choice free Class I room attributes: 10
Clan's choice free Class II room attributes: 2
Maximum members in clan raised to: 40
CLAN HALL F (Mid-sized Castle)
Cost: 225,000 clan gemstones
Suggested Rooms: 3-Room Foyer, 5-Room Grand Staircase, Six Meeting
Halls, Fourteen Sleeping Chambers, Trophy Room, 6 Closets, 12 Hallways,
Courtyard, 4-Room Gallery, Topiary, Courtyard, Observatory, 11 Leader-
specified rooms
Total number of rooms: 65
Clan's choice free Class I room attributes: 16
Clan's choice free Class II room attributes: 4
Maximum members in clan raised to: 46
CLAN HALL G (Large Castle)
Cost: 300,000 clan gemstones
Suggested Rooms: 3-Room Foyer, 6-Room Grand Staircase, Six Meeting
Halls, Sixteen Sleeping Chambers, Trophy Room, 7 Closets, 15 Hallways,
Courtyard, 4-Room Gallery, Topiary, Courtyard, Observatory, 2 Storage
Rooms, 11 Leader-specified rooms
Total number of rooms: 75
Clan's choice free Class I room attributes: 25
Clan's choice free Class II room attributes: 10
Maximum members in clan raised to: 52
HALL SIZE UPGRADES
You may upgrade to a higher clan hall at any time you have enough clan
gemstones. The current cost of the clan hall you have will go towards
the gemstones required for the NEW clan hall at full value. You may
not remodel the existing rooms without paying an additional fee (see
below), but may build on to the existing hall, linking the new rooms
to the current ones. Clans who wish to upgrade the total available
members slots prior to requesting the hall upgrade will be subject to
a fee for modification and keys.
CHANGING CLAN TYPE
You may only change your clan type during a hall upgrade. As this is
a substantial restructure of your clan, you are encouraged to not take
this decision lightly. The fee for changing your clan type is 5,000
clan gemstones, in addition to any other fees associated with upgrading
your hall.
HALL MODIFICATIONS
Clan halls may be modified (remodeled, room descriptions changed, new
room attributes added) for a flat fee of 1,000 clan gemstones PER CLASS OF
HALL. Therefore, if you purchased a clan and decided that you wanted
to remodel the clan hall to reflect the new clan vision and the clan
hall was a Class C, you would pay 3,000 clan gemstones to remodel, plus
whatever the fees were for adding new room attributes, windows,
descriptions, or other additions.
ROOMS
Clan hall rooms are considered part of the world of Materia Magica and
therefore must follow some basic guidelines. Rooms must have from
5-15 lines of description. The description must not contain anachronistic
references and must be "in character" with the rest of the game.
Room names and descriptions cannot contain color codes.
EXTENDED ROOM KEYWORDS AND DESCRIPTIONS
Rooms may have extended keywords attached to descriptions added to them.
These extended keywords can be used to further elaborate on an item
mentioned in the room's description. For instance, if you have described
a table in the room description but do not want to put an actual table
in the room (as a piece of furniture), you may add a keyword such as
"table" attached to a description for that table. If someone were to
LOOK TABLE, they would then see the description for the table that you
provided. Extended descriptions may not have color codes in them and
must be from 3-20 lines long. A extended room keyword pair (1 keyword
and 1 description) costs 50 clan gemstones.
ROOM ATTRIBUTES, CLASS I
Rooms come with no attributes by default, save that they are INDOORS.
You are allowed some free Class I room attributes depending on the
clanhall you purchase (see above).
Additional attributes cost 75 clan gemstones apiece per attribute,
per room:
dark - people need a light to see in the room
safe - no one may attack or use offensive magics in the room
outdoors - room is set as "outdoors" meaning you can see weather
from it - useful for courtyards, etc.
private - only two characters may be in the room at one time
solitary - only one character may be in the room at one time
(useful, perhaps, for a bathroom)
high-regen - characters regenerate hp, spell points, and stamina
at twice the normal rate in this room
low-regen - characters regenerate hp, spell points, and stamina
at half the normal rate in this room
silence - characters may not speak or cast spells requiring verbal
components within this room
reinforced - room and all within it are protected from earthquake damage
icy - the floor in the room is slippery
no-mob - npcs cannot enter the room
no-mount - mounts and mounted characters cannot enter the room
no-emote - characters may not use the "emote" command, or socials,
within this room
no-chat - players cannot enter the chat rooms from this room (can
only be set on rooms already set as SAFE rooms)
no-form - characters cannot enter into a formation in this room;
existing formations may be broken up by a "strange wind".
no-trap - traps (such as snares) may not be set in this room.
no-track - while in this room, one cannot be tracked
ROOM ATTRIBUTES, CLASS II
These attributes are special, and therefore cost 450 clan gemstones
each, per room:
anti-magic - spells cannot be cast within the room
death-trap - anyone entering the room will die on the next tick.
Death traps can be placed anywhere in a hall, however
there must be a path into the hall that does not require
travelling into or through a death trap.
falling-rocks - rocks occasionally fall on people who move or speak
within this room
tangle-vine - a tangle vine will appear within the room, occasionally
snaring those who enter
fear - characters will have an unreasonable fear, that may cause
them to flee
disorient - the room is disorienting, exits may not be what they seem
icestorm - a continual icestorm roars through the room
thunderstorm - a continual thunderstorm roars through the room
momentary-
darkness - room is continually affected by a 'momentary darkness'
spell
player-kill-
lawful - sets the room as appropriate for LPK (see HELP PK)
player-kill-
neutral - sets the room as appropriate for NPK (see HELP PK)
half-pk-damage - any pk combat performed within the room will have half the
normal damage (cannot be combined with double-pk-damage)
double-pk- - any pk combat performed within the room will have double
damage the normal damage (cannot be combined with half-pk-damage)
windy - prevalent 'strange wind' blows visitors to their knees
magic-unstable - magical items don't work in this room, spells have a greater
chance of backfiring
post office - sets the room to permit the sending and receiving of mail
Clan halls may NOT have CPK rooms or individual traps, so please do
not ask. They are not to be used as places to trap players and/or to
ambush them.
EXTRA ROOMS
No additional rooms are allowed above what is allowed for the class
of the hall.
DOORS and DOOR ATTRIBUTES
Doors may be added at any room exit. One-word keywords may be added
for either side of a door - for instance, a hidden door could be called
a "panel", while the other side of the door could look like a normal
one, and be called "door". You must specify a single keyword when
buying a door. Doors cost 100 clan gemstones to add, which includes
both sides of the door, and no key.
Front doors (the entrance to your clan hall) are closed and locked by
default. They come with no special attributes and one key. Front
doors may not be made invisible through use of a "hidden", "buried",
or "illusion-disguised" flag, but interior doors can. Special attributes
cost 100 clan gemstones apiece and are:
locked - locks the door; door is openable using your clan hall key
pickproof - keeps the door from being picked open by thieves
passproof - keeps the entrance from being crossed by someone who is
affected by the PASS DOOR spell.
bashproof - keeps the door from being bashed open
magic-
resistant - keeps the door from being MAGIC LOCKed/MAGIC UNLOCKed
or KNOCKed/BAR/red
hidden - the door does not show up until it is searched for; front doors
(street entrance) may not be hidden
buried - the door does not show up until it is dug for using a spade
illusion-
disguised - the door cannot be seen unless the viewer is under the
effects of a 'detect illusion' spell
DOOR KEYS
Door keys come in sets of five for 750 clan gemstones. When the clan hall
is purchased, you will be provided with one key for every clan member
unless otherwise specified. The key must also have a door to go with it,
meaning you will have had to specify the front door be locked in order to
get the keys. When the clan hall is upgraded, additional keys will be
provided based on the new available slots in the clan.
CHANGING LOCKS
A clan may change all locks inside the hall to use a new key at the cost of
3,000 clan gemstones + (500 clan gemstones * CLAN CLASS SIZE). For example,
a Class C Clan Hall (3) would cost 3,000 + (500 * 3) = 4,500 clan gemstones.
In addition to all the locks being changed in the hall, the clan will be
provided with all new keys for each available slot in the clan, occupied or
not. Changing locks is inclusive; it does not incur additional can hall
change fees.
WINDOWS
Windows may be added instead of a door exit. They cannot be passed through,
but people can LOOK through them and see the description of the room on
the other side of the window. They must be used on adjacent rooms. An
example of where this would work nicely would be in a hall with a central
courtyard - the courtyard might have one door leading to the rest of the
hall, and three walls with windows that let people in the courtyard see
the room on the other side of the wall, and vice versa. Windows cost
150 clan gemstones to add and you cannot add them on a wall that already
has a door or other exit. Windows cannot be added facing the wilderness
or otherwise outside the clan hall.
SPECIAL DOOR ATTRIBUTES
You can choose, instead of using a key, to have a verbal command to
open a door in your clan hall (except for entrance doors). Doors can
be opened with a phrase, and closed with a different phrase. An example:
'Open sesame', you say.
There is a *click* from the north door. (Door is now unlocked)
'Close sesame', you say.
There is a *click* from the north door. (Door is now locked)
Doors must have the "locked" attribute in order to be able to add
passphrases. To add an open and close passphrase it is 500 clan
gemstones per door, which includes both opening and closing phrases.
The passphrase is bound by the public channel rules of the game
(see HELP RULES).
FOUNTAINS
Four types of fountains may be purchased for your hall. Only one fountain
may be purchased per room. Fountains can be described similarly to furniture,
and must contain keywords, a short description, long description, and a full
description of 5-20 lines. Fountain descriptions may not contain color
codes.
Normal fountain - normal water fountain: 500 clan gemstones
Blood fountain - fountain that expresses blood (for fey, drow, dracon):
650 clan gemstones
Refresh fountain - fountain that has curative properties of the "Refresh"
spell: 1,250 clan gemstones
Healing fountain - fountain that has curative properties of the "Cure light"
spell: 2,500 clan gemstones
BASIC FURNITURE
Custom-built furniture (for decoration only) may be purchased at
the cost of 500 clan gemstones each. You may have a maximum of two
pieces of furniture per room. Suggestions for furniture include: beds,
lamps, rugs, artwork. Furniture cannot be a container. Furniture
must be described by the player, and must contain keywords, a short
description, long description, and a full description of 5-20 lines.
Furniture descriptions cannot contain color codes.
SPECIAL FURNITURE
These items are not included in the limit of 2-furniture items per
room. They do not have customizable descriptions, and only one of each
may be placed in a single clan hall. You must have at least a Class C clan
hall in order to obtain any of the special furniture items.
Save-Item Containers
A special container that saves items placed in it between reboots.
This container comes with a lock that is keyed to your main clan
hall key. This container will hold 35 items not weighing more than
30 stones. Only one of these containers may be purchased per clan hall,
at a cost of 9,000 clan gemstones.
Trophy Cases
A special container that can be closed and locked, yet the contents
can still be viewed from outside by LOOKing at the container. These
trophy cases will only hold items of type TREASURE, holding 25 items
weighing no more than 20 stones total. This container will save items
between reboots, and comes with a lock that is keyed to your main
clan hall key. Only one trophy case may be purchased per clan hall, at
a cost of 6,500 clan gemstones.
Document Cases
A special container that will only contain items of type PARCHMENT,
and can be closed and locked. The document case will save items between
reboots, and will hold up to 50 parchments weighing no more than 2 stones
total. This container comes with a lock that is keyed to your main clan hall
key. Only one document case may be purchased per clan hall, at a cost of
5,000 clan gemstones.
Grandfather Clocks
A large clock that tells time and chimes the hour, this clock may
be added to your clanhall at a cost of 1,500 clan gemstones.
FRUIT AND SEED BEARING TREES
Special trees can be purchased for 2,000 clan gemstones each. These
trees will produce seeds or fruit on a regular basis. The currently
available trees are:
moon oak - produces acorns, which can be planted to grow into
other moon oak trees
orange tree - produces edible oranges
lemon tree - produces edible lemons
apple tree - produces edible apples
Trees must be placed in a room with the OUTDOORS attribute and you are
limited to one tree per room.
SPECIAL FURNITURE AND CREATURES
Special furniture may be purchased at clan shops, which accept maleficarum
roots as payment. This special furniture may do any number of things, such
as set up a postmaster, a blackjack dealer, or a barber in a clanhall, or
other things. Only owners may purchase items from the clan shops, and the
furniture can only be built in the clan's clanhall, by an owner. Custom
creatures are not available for clanhalls.
MOVING A HALL
Through the use of powerful magics discovered by the Council of Seven
in the Grimoirium Magica, clan owners now have the ability to request a
clan hall be moved to any available hall location. This service does not
come cheaply and will cost the clan owners 20% of full current value of
the clanhall. Due to the nature of this spell it contaminates the clan hall
and because of this it may not be requested again for four Alyrian years.
SEE ALSO
Clans, Proving Grounds, Home Guidelines, Clan Hideouts, Clan Merger
clan halls - information on purchasing and modifying clan-owned
structures
DESCRIPTION
All clans need a place to gather, and that is why most newly-formed clans
set their sights on building their own clan hall in which members can
congregate, learn, and play. A clan's hall should represent the individual
nature of the clan and the tastes of those dwelling within it.
Each clan may have only one clan hall. As this clan hall increases in
size, so is the maximum number of members of the clan allowed to increase,
which means the clan will be allowed to grow bigger as its hall grows in
size.
Clan halls may be enlarged or modified through the use of clan gemstones,
which may be collected in the Proving Grounds on Irda Isle. Clan hall
requests must be emailed to gameservices@materiamagica.com. Please see
HELP HOME GUIDELINES for information on the requested submission format.
Once a clan hall is available to a clan, clan members may use the CLAN
GOHALL command to immediately teleport themselves from wherever they
are in Alyria back to the clan hall. The effective range of this is about
750 rooms from the entrance of the clan hall. Anything else will be
considered "cross zone", including alternate planes and transportation
from the Great Alyrian Underground. See HELP CLANS for more information.
AVAILABLE CLAN HALL LOCATIONS
Empty clan halls are located randomly within the wilderness of Alyria.
Like homes, there are a limited number of locations where new clan halls
are allowed to be opened. As these spots change often, be sure to email
gameservices@ingenii.com and query about the current available locations.
There is no guarantee that their clan will be placed where they want it,
but the Game Services team will make every effort.
FLOOR PLANS
There are several different floorplans from which your clan may choose.
Most clans begin with the "A" clan hall and upgrade from there.
CLAN HALL A (Single-Level Building)
Cost: 12,000 clan gemstones
Suggested Rooms: Lobby, Meeting Hall, Two Sleeping Chambers
One Office
Total number of rooms: 5
Clan's choice free Class I room attributes: 1
Maximum members in clan: 28
CLAN HALL B (Single-Level Building)
Cost: 25,000 clan gemstones
Suggested Rooms: Lobby, Two Meeting Halls, Six Sleeping Chambers,
Two Offices
Total number of rooms: 11
Clan's choice free Class I room attributes: 2
Maximum members in clan raised to: 31
CLAN HALL C (Multi-Storied Building)
Cost: 50,000 clan gemstones
Suggested Rooms: 2-Room Lobby, Four Meeting Halls, Eight Sleeping
Chambers, Four Offices, Kitchen, Staircase, Closet, 3 Hallways,
2 Storerooms
Total number of rooms: 26
Clan's choice free Class I room attributes: 4
Maximum members in clan raised to: 34
CLAN HALL D (Tower)
Cost: 90,000 clan gemstones
Suggested Rooms: 2-Room Lobby, Four Meeting Halls, Twelve Sleeping
Chambers,
Six Offices, Kitchen, Staircase, 2 Closets, 6 Hallways,
Courtyard, Trophy Room, 4 Storerooms
Total number of rooms: 40
Clan's choice free Class I room attributes: 6
Clan's choice free Class II room attributes: 1
Maximum members in clan raised to: 37
CLAN HALL E (Small Castle)
Cost: 150,000 clan gemstones
Suggested Rooms: 2-Room Foyer, 4-Room Grand Staircase, Four Meeting
Halls, Twelve Sleeping Chambers, Trophy Room, 4 Closets, 10 Hallways,
Courtyard, 3-Room Gallery, Topiary, Observatory, 8 Leader-
specified rooms
Total number of rooms: 51
Clan's choice free Class I room attributes: 10
Clan's choice free Class II room attributes: 2
Maximum members in clan raised to: 40
CLAN HALL F (Mid-sized Castle)
Cost: 225,000 clan gemstones
Suggested Rooms: 3-Room Foyer, 5-Room Grand Staircase, Six Meeting
Halls, Fourteen Sleeping Chambers, Trophy Room, 6 Closets, 12 Hallways,
Courtyard, 4-Room Gallery, Topiary, Courtyard, Observatory, 11 Leader-
specified rooms
Total number of rooms: 65
Clan's choice free Class I room attributes: 16
Clan's choice free Class II room attributes: 4
Maximum members in clan raised to: 46
CLAN HALL G (Large Castle)
Cost: 300,000 clan gemstones
Suggested Rooms: 3-Room Foyer, 6-Room Grand Staircase, Six Meeting
Halls, Sixteen Sleeping Chambers, Trophy Room, 7 Closets, 15 Hallways,
Courtyard, 4-Room Gallery, Topiary, Courtyard, Observatory, 2 Storage
Rooms, 11 Leader-specified rooms
Total number of rooms: 75
Clan's choice free Class I room attributes: 25
Clan's choice free Class II room attributes: 10
Maximum members in clan raised to: 52
HALL SIZE UPGRADES
You may upgrade to a higher clan hall at any time you have enough clan
gemstones. The current cost of the clan hall you have will go towards
the gemstones required for the NEW clan hall at full value. You may
not remodel the existing rooms without paying an additional fee (see
below), but may build on to the existing hall, linking the new rooms
to the current ones. Clans who wish to upgrade the total available
members slots prior to requesting the hall upgrade will be subject to
a fee for modification and keys.
CHANGING CLAN TYPE
You may only change your clan type during a hall upgrade. As this is
a substantial restructure of your clan, you are encouraged to not take
this decision lightly. The fee for changing your clan type is 5,000
clan gemstones, in addition to any other fees associated with upgrading
your hall.
HALL MODIFICATIONS
Clan halls may be modified (remodeled, room descriptions changed, new
room attributes added) for a flat fee of 1,000 clan gemstones PER CLASS OF
HALL. Therefore, if you purchased a clan and decided that you wanted
to remodel the clan hall to reflect the new clan vision and the clan
hall was a Class C, you would pay 3,000 clan gemstones to remodel, plus
whatever the fees were for adding new room attributes, windows,
descriptions, or other additions.
ROOMS
Clan hall rooms are considered part of the world of Materia Magica and
therefore must follow some basic guidelines. Rooms must have from
5-15 lines of description. The description must not contain anachronistic
references and must be "in character" with the rest of the game.
Room names and descriptions cannot contain color codes.
EXTENDED ROOM KEYWORDS AND DESCRIPTIONS
Rooms may have extended keywords attached to descriptions added to them.
These extended keywords can be used to further elaborate on an item
mentioned in the room's description. For instance, if you have described
a table in the room description but do not want to put an actual table
in the room (as a piece of furniture), you may add a keyword such as
"table" attached to a description for that table. If someone were to
LOOK TABLE, they would then see the description for the table that you
provided. Extended descriptions may not have color codes in them and
must be from 3-20 lines long. A extended room keyword pair (1 keyword
and 1 description) costs 50 clan gemstones.
ROOM ATTRIBUTES, CLASS I
Rooms come with no attributes by default, save that they are INDOORS.
You are allowed some free Class I room attributes depending on the
clanhall you purchase (see above).
Additional attributes cost 75 clan gemstones apiece per attribute,
per room:
dark - people need a light to see in the room
safe - no one may attack or use offensive magics in the room
outdoors - room is set as "outdoors" meaning you can see weather
from it - useful for courtyards, etc.
private - only two characters may be in the room at one time
solitary - only one character may be in the room at one time
(useful, perhaps, for a bathroom)
high-regen - characters regenerate hp, spell points, and stamina
at twice the normal rate in this room
low-regen - characters regenerate hp, spell points, and stamina
at half the normal rate in this room
silence - characters may not speak or cast spells requiring verbal
components within this room
reinforced - room and all within it are protected from earthquake damage
icy - the floor in the room is slippery
no-mob - npcs cannot enter the room
no-mount - mounts and mounted characters cannot enter the room
no-emote - characters may not use the "emote" command, or socials,
within this room
no-chat - players cannot enter the chat rooms from this room (can
only be set on rooms already set as SAFE rooms)
no-form - characters cannot enter into a formation in this room;
existing formations may be broken up by a "strange wind".
no-trap - traps (such as snares) may not be set in this room.
no-track - while in this room, one cannot be tracked
ROOM ATTRIBUTES, CLASS II
These attributes are special, and therefore cost 450 clan gemstones
each, per room:
anti-magic - spells cannot be cast within the room
death-trap - anyone entering the room will die on the next tick.
Death traps can be placed anywhere in a hall, however
there must be a path into the hall that does not require
travelling into or through a death trap.
falling-rocks - rocks occasionally fall on people who move or speak
within this room
tangle-vine - a tangle vine will appear within the room, occasionally
snaring those who enter
fear - characters will have an unreasonable fear, that may cause
them to flee
disorient - the room is disorienting, exits may not be what they seem
icestorm - a continual icestorm roars through the room
thunderstorm - a continual thunderstorm roars through the room
momentary-
darkness - room is continually affected by a 'momentary darkness'
spell
player-kill-
lawful - sets the room as appropriate for LPK (see HELP PK)
player-kill-
neutral - sets the room as appropriate for NPK (see HELP PK)
half-pk-damage - any pk combat performed within the room will have half the
normal damage (cannot be combined with double-pk-damage)
double-pk- - any pk combat performed within the room will have double
damage the normal damage (cannot be combined with half-pk-damage)
windy - prevalent 'strange wind' blows visitors to their knees
magic-unstable - magical items don't work in this room, spells have a greater
chance of backfiring
post office - sets the room to permit the sending and receiving of mail
Clan halls may NOT have CPK rooms or individual traps, so please do
not ask. They are not to be used as places to trap players and/or to
ambush them.
EXTRA ROOMS
No additional rooms are allowed above what is allowed for the class
of the hall.
DOORS and DOOR ATTRIBUTES
Doors may be added at any room exit. One-word keywords may be added
for either side of a door - for instance, a hidden door could be called
a "panel", while the other side of the door could look like a normal
one, and be called "door". You must specify a single keyword when
buying a door. Doors cost 100 clan gemstones to add, which includes
both sides of the door, and no key.
Front doors (the entrance to your clan hall) are closed and locked by
default. They come with no special attributes and one key. Front
doors may not be made invisible through use of a "hidden", "buried",
or "illusion-disguised" flag, but interior doors can. Special attributes
cost 100 clan gemstones apiece and are:
locked - locks the door; door is openable using your clan hall key
pickproof - keeps the door from being picked open by thieves
passproof - keeps the entrance from being crossed by someone who is
affected by the PASS DOOR spell.
bashproof - keeps the door from being bashed open
magic-
resistant - keeps the door from being MAGIC LOCKed/MAGIC UNLOCKed
or KNOCKed/BAR/red
hidden - the door does not show up until it is searched for; front doors
(street entrance) may not be hidden
buried - the door does not show up until it is dug for using a spade
illusion-
disguised - the door cannot be seen unless the viewer is under the
effects of a 'detect illusion' spell
DOOR KEYS
Door keys come in sets of five for 750 clan gemstones. When the clan hall
is purchased, you will be provided with one key for every clan member
unless otherwise specified. The key must also have a door to go with it,
meaning you will have had to specify the front door be locked in order to
get the keys. When the clan hall is upgraded, additional keys will be
provided based on the new available slots in the clan.
CHANGING LOCKS
A clan may change all locks inside the hall to use a new key at the cost of
3,000 clan gemstones + (500 clan gemstones * CLAN CLASS SIZE). For example,
a Class C Clan Hall (3) would cost 3,000 + (500 * 3) = 4,500 clan gemstones.
In addition to all the locks being changed in the hall, the clan will be
provided with all new keys for each available slot in the clan, occupied or
not. Changing locks is inclusive; it does not incur additional can hall
change fees.
WINDOWS
Windows may be added instead of a door exit. They cannot be passed through,
but people can LOOK through them and see the description of the room on
the other side of the window. They must be used on adjacent rooms. An
example of where this would work nicely would be in a hall with a central
courtyard - the courtyard might have one door leading to the rest of the
hall, and three walls with windows that let people in the courtyard see
the room on the other side of the wall, and vice versa. Windows cost
150 clan gemstones to add and you cannot add them on a wall that already
has a door or other exit. Windows cannot be added facing the wilderness
or otherwise outside the clan hall.
SPECIAL DOOR ATTRIBUTES
You can choose, instead of using a key, to have a verbal command to
open a door in your clan hall (except for entrance doors). Doors can
be opened with a phrase, and closed with a different phrase. An example:
'Open sesame', you say.
There is a *click* from the north door. (Door is now unlocked)
'Close sesame', you say.
There is a *click* from the north door. (Door is now locked)
Doors must have the "locked" attribute in order to be able to add
passphrases. To add an open and close passphrase it is 500 clan
gemstones per door, which includes both opening and closing phrases.
The passphrase is bound by the public channel rules of the game
(see HELP RULES).
FOUNTAINS
Four types of fountains may be purchased for your hall. Only one fountain
may be purchased per room. Fountains can be described similarly to furniture,
and must contain keywords, a short description, long description, and a full
description of 5-20 lines. Fountain descriptions may not contain color
codes.
Normal fountain - normal water fountain: 500 clan gemstones
Blood fountain - fountain that expresses blood (for fey, drow, dracon):
650 clan gemstones
Refresh fountain - fountain that has curative properties of the "Refresh"
spell: 1,250 clan gemstones
Healing fountain - fountain that has curative properties of the "Cure light"
spell: 2,500 clan gemstones
BASIC FURNITURE
Custom-built furniture (for decoration only) may be purchased at
the cost of 500 clan gemstones each. You may have a maximum of two
pieces of furniture per room. Suggestions for furniture include: beds,
lamps, rugs, artwork. Furniture cannot be a container. Furniture
must be described by the player, and must contain keywords, a short
description, long description, and a full description of 5-20 lines.
Furniture descriptions cannot contain color codes.
SPECIAL FURNITURE
These items are not included in the limit of 2-furniture items per
room. They do not have customizable descriptions, and only one of each
may be placed in a single clan hall. You must have at least a Class C clan
hall in order to obtain any of the special furniture items.
Save-Item Containers
A special container that saves items placed in it between reboots.
This container comes with a lock that is keyed to your main clan
hall key. This container will hold 35 items not weighing more than
30 stones. Only one of these containers may be purchased per clan hall,
at a cost of 9,000 clan gemstones.
Trophy Cases
A special container that can be closed and locked, yet the contents
can still be viewed from outside by LOOKing at the container. These
trophy cases will only hold items of type TREASURE, holding 25 items
weighing no more than 20 stones total. This container will save items
between reboots, and comes with a lock that is keyed to your main
clan hall key. Only one trophy case may be purchased per clan hall, at
a cost of 6,500 clan gemstones.
Document Cases
A special container that will only contain items of type PARCHMENT,
and can be closed and locked. The document case will save items between
reboots, and will hold up to 50 parchments weighing no more than 2 stones
total. This container comes with a lock that is keyed to your main clan hall
key. Only one document case may be purchased per clan hall, at a cost of
5,000 clan gemstones.
Grandfather Clocks
A large clock that tells time and chimes the hour, this clock may
be added to your clanhall at a cost of 1,500 clan gemstones.
FRUIT AND SEED BEARING TREES
Special trees can be purchased for 2,000 clan gemstones each. These
trees will produce seeds or fruit on a regular basis. The currently
available trees are:
moon oak - produces acorns, which can be planted to grow into
other moon oak trees
orange tree - produces edible oranges
lemon tree - produces edible lemons
apple tree - produces edible apples
Trees must be placed in a room with the OUTDOORS attribute and you are
limited to one tree per room.
SPECIAL FURNITURE AND CREATURES
Special furniture may be purchased at clan shops, which accept maleficarum
roots as payment. This special furniture may do any number of things, such
as set up a postmaster, a blackjack dealer, or a barber in a clanhall, or
other things. Only owners may purchase items from the clan shops, and the
furniture can only be built in the clan's clanhall, by an owner. Custom
creatures are not available for clanhalls.
MOVING A HALL
Through the use of powerful magics discovered by the Council of Seven
in the Grimoirium Magica, clan owners now have the ability to request a
clan hall be moved to any available hall location. This service does not
come cheaply and will cost the clan owners 20% of full current value of
the clanhall. Due to the nature of this spell it contaminates the clan hall
and because of this it may not be requested again for four Alyrian years.
SEE ALSO
Clans, Proving Grounds, Home Guidelines, Clan Hideouts, Clan Merger
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