Jewels
All clans depend on one commodity: Jewels. Jewels pay the lease for the clan hall, the guards and every extension the clan desires. They are found in special rooms that are easy to recognize by the blue pedestal they contain. Anyone can obtain Jewels, but unless properly stored, they deteriorate very fast. Storing Jewels in a clan vault keeps them fresh.
The rooms containing Jewels are marked as arenas, so anyone can kill anyone else in there, but without loss of items or experience.
Founding a clan
To found a clan, go to Aston and talk to the Clanmaster. Tell him the name thy clan shall bear and hand him a Jewel; then thou art the leader of a new clan. There can be at most 31 clans.
To keep thy clan alive, the clan hall costs five Jewels per real week, plus the clan bonuses thou choosest. To add a Jewel to thy clan vault, simply give it to thy clan clerk.
To accept a new member, the clan leader and the new member visit the Clanmaster: the leader says accept: <name>, then the new member says join: <name of leader>. Any member can leave at any time by saying leave! to the Clanmaster.
Relations
Each clan is linked to all the other clans. The clan leader changes a relation by telling the clan clerk relation <clan nr> <relation nr>.
| Nr | Relation | Meaning |
|---|---|---|
| 1 | Alliance | Allied clans can visit each other’s clan halls. Both leaders must agree; a one-sided change to peace treaty takes 24 hours. |
| 2 | Peace treaty | Both leaders must agree; a one-sided change to neutral takes 24 hours. |
| 3 | Neutral | The starting point. Members of neutral clans cannot attack each other. Going to war takes one hour. |
| 4 | War | Members can attack each other in clan areas and raid each other through the catacombs. |
| 5 | Feud | Total war: members within a three-level range can attack each other anywhere. Both leaders must agree. |
War and feud are only available to clans that take part in raids.
Raids
Each clan hall rests upon catacombs built by the ancients. A clan leader can enable raids by telling the clan clerk raiding on; after 48 hours raiding is on. Once raids have been enabled they cannot be turned off again.
At the entrance of the catacombs waits the Master: say prices for the cost to raid each clan and attack <nr> to start a raid on a clan thou art at war with. Friends follow with enter <nr>. A green stone in the catacomb ends the raid successfully: it steals up to three Jewels from a clan that holds more than eleven.
Clans protect their catacombs with warriors, mages, Seyan’Du, traps, fake walls and locks, ordered through the clan clerk, and can supply their guards with potions.



