Above is a list of links to information about the various clans of
Armageddon.
Since most of the information is sensitive, meaning that it would damage
roleplay if those outside of the clan were to know it, those parts are
protected by a password, which clan members can get from their clan
leaders
or from an immortal. For appropriate clans, a paragraph or so describing
the clans to outsiders is available here for prospective new members and
those curious about the world.
If you are interested in a role within one of the clans, check its information
to see whether it recruits IC or OOC. If IC, you will need to join it within
the context of the game. If OOC, email the email address listed. There is no need to cc: mud@armageddon.org on your email.

Akei'ta Var
Highly territorial, ecologically minded, extremely secretive and typically arrogant, the Akei Ta Var tribal culture revolves around their relationship with the natural world. This relationship dominates the actions, conversations, art and crafts of the tribe. To the Akei Ta Var, the land is mother, father, friend and foe, providing for and taking from the tribe in an unending cycle that holds its own beautiful patterns and logic. This is a desert elf tribe.
Members-Only Documentation
Status: Open
Contact Email: akei_ta_var@armageddon.org, akeita_var@armageddon.org, or atv@armageddon.org
Current Staff: Dakurus, Sanvean and Shalooonsh

Arm of the Dragon
Enforcing the will of the Highlord Tektolnes on the population of Allanak, the templarate is feared and hated. Standards for the role of a templar are high, and only players familiar with the social structure and culture of Allanak should apply.
Members-Only Documentation
Status: Open
Contact Email: arm_of_the_dragon@armageddon.org, or aod@armageddon.org
Current Staff: Adhira, Belenos, Nessalin and Vanth

Bards of Poets' Circle
If you are interested in a character that is a performer living in Tuluk, the Bards of Poets' Circle offers a rich backdrop against which to do so. Non-humans should plan on belonging to Rusarla Circle; humans may choose from among the six available.
Members-Only Documentation
Status: Open
Contact Email: bards_of_poets_circle@armageddon.org, bards@armageddon.org, or poets_circle@armageddon.org
Current Staff: Eukelade, Qetesh, Sanvean and Vacas

Council of Allanaki Mages
The Council of Allanaki Mages is a group of gemmed magickers from Allanak. The Council provides a voice for the Elementalist Quarter, services to noble and merchant houses and aides the templarate in all manner of things. Little is known about the Council's inner workings and politics.
Status: Open
Contact Email: council_of_allanaki_mages@armageddon.org, cam@armageddon.org, or council@armageddon.org
Current Staff: Gargath, Naox and Shalooonsh

Elan Pah Alliance
The Elan Pah is a loose alliance of much varied desert tribals, primarily elven, centered out of the tablelands. Composed largely of normally warring elven nations, the alliance itself is not a thing normally even considered by these varied peoples.
Membership to the Elan Pah is aquired only through IC means.
Status: Open
Contact Email: elan_pah_alliance@armageddon.org
Current Staff: Eshm and Shalooonsh

House Borsail
One of the foremost noble houses of Allanak, the Borsail are proud, arrogant and endlessly involved in the city's politics.
Members-Only Documentation
Status: Closed
Contact Email: house_borsail@armageddon.org, or borsail@armageddon.org

House Fale
House Fale is one of the Middle Noble Houses of Allanak, known for frivolity and extravagant parties. Generally they are the foremost patrons of the arts in Allanak.
Generally, Fale family members are by invitation only, since they demand a high level of roleplay and a willingness to sit in taverns bantering endlessly.
Members-Only Documentation
Status: Open
Contact Email: house_fale@armageddon.org, or fale@armageddon.org
Current Staff: Ammit, Cavaticus and Shalooonsh

House Kadius
House Kadius is a merchant house that deals mainly in luxury items and clothing. Luxury items covers a broad range of goods, some of them including: jewelry, fine furs, gemstones, certain rare delicacies and drinks, and various forms of artwork. Kadius has several locations through the Known World, with emporiums in both Allanak and the northlands and a small outpost west of Allanak.
House Kadius is commonly known to be a wealthy merchant House due to the goods in which they deal. In return the House pays its employees quite well, therefore employment for House Kadius is sought after by the common worker or independent soldier. There are several ways to gain employment with the House. The best known is to contact a PC agent of the house.
Members-Only Documentation
Status: Open
Contact Email: house_kadius@armageddon.org, or kadius@armageddon.org
Current Staff: Qetesh, Senga and Shalooonsh

House Kurac
House Kurac is the most secretive and mysterious of the great merchant houses. Dealer in addictive spices and tenant of the arcane Luir's Outpost, its secondary market in desert gear and other wares is not so odd as might first be surmised, given the House's nomadic and spice-hunter sources of supply.
Employment with House Kurac can open the door to considerable wealth, but also to risk.
Members-Only Documentation
Status: Open
Contact Email: house_kurac@armageddon.org, or kurac@armageddon.org
Current Staff: Adhira and Cavaticus

House Nenyuk
Perhaps the most powerful of all the Merchant Houses, Nenyuk's banks can be found in almost every population center of the Known World. This house handles both financial matters and real estate, providing much of the housing in both the North and the South.
Status: Open
Contact Email: house_nenyuk@armageddon.org, or nenyuk@armageddon.org
Current Staff: Vanth

House Oash
House Oash is one of the most prominent noble houses in the city-state of Allanak. The Oash family estate sits proudly in the noble quarter of Allanak, east of the bazaar. The estate grounds are known to contain a barracks where full-time guards stay when not on duty patrolling the estate's grounds, and also a large wagon yard.
Members-Only Documentation
Status: Open
Contact Email: house_oash@armageddon.org, or oash@armageddon.org
Current Staff: Naox

House Salarr
House Salarr is the primary armor and weapons dealer throughout the Known World. If it were not for independent merchants, this merchant house would hold a worldwide monopoly on the manufacture and sale of all types of armor and weaponry. The house deals with almost every class of society daily: the templarate and nobles all the way down to the common people.
House Salarr is broad enough to allow almost any character concept within its ranks, including family member PCs.
Members-Only Documentation
Status: Open
Contact Email: house_salarr@armageddon.org, or salarr@armageddon.org
Current Staff: Myrdryn, Nyr and Onimantu

House Tenneshi
The northern noble House Tenneshi is responsible for city planning and renovation. Tenneshi shouldered the majority of the load in the restoration of Tuluk and as such has formed strong ties with House Kadius. They employ the majority of the artisans and craftsmen around the city, outside of those employed by House Kadius. Additionally, Tenneshi retains sole rights to water distribution throughout the city, having taken control after the fall of House Reynolte. This combination of authority has given Tenneshi a broad and extremely powerful influence throughout the city of Tuluk.
Members-Only Documentation
Status: Open
Contact Email: house_tenneshi@armageddon.org, or tenneshi@armageddon.org
Current Staff: Eukelade and Mekeda

House Tor
One of the noble Houses of Allanak, the Tor often boast of a proud history as military advisors, although generally in these days, their efforts are mostly confined to the Senate and the Military Academy they oversee. Applications for employees of this house should be conducted IC, and applications for family members should be made to the clan staff.
Members-Only Documentation
Status: Open
Contact Email: house_tor@armageddon.org, or tor@armageddon.org
Current Staff: Eukelade and Gargath

House Winrothol
Though much of this northern noble House's wealth was lost in the destruction of Tuluk, Winrothol still maintained a fine array of slaves. While not as noted for its breeding of muls as House Borsail of Allanak, Winrothol was able to successfully breed a handful of muls. Combined with a large number of slaves of various other humanoid races, Winrothol quickly began to focus the training regimen of these slaves towards military discipline. They have provided the Rebellion and the Lirathans with a dedicated, almost fanatical, regiment of troops ready to die for their Liege. Winrothol has since become one of the larger, more influential Houses and its once decadent reputation has been transformed, making the House esteemed and admired.
Members-Only Documentation
Status: Open
Contact Email: house_winrothol@armageddon.org, or winrothol@armageddon.org
Current Staff: Eukelade and Mekeda

Malarn Tribals
Built of the rugged stones of the Tablelands, this society of hardy dwarven people lay out of sight of the eyes of humans for hundreds of years. Recently stepping into a much more extroverted outlook, the Malarn Tribals have been forced to reach out for help after being driven from their ancestral home within the canyons. The Malarn people denote rank and accomplishment with a series of intricately inked blue tattoos that starts at the top of the forehead and stretches down the body with age, like a story told in ink and scar.
Status: Closed
Contact Email: malarn_tribals@armageddon.org
Current Staff: Shalooonsh

Plainsfolk
Dwelling on the plains north and east of the ruins of Tuluk, the Anyali, also known as the Plainsfolk, are a nomadic people, prone to wandering. Players should have a demonstrated history of good roleplay and trustiworthiness.
Members-Only Documentation
Status: Closed
Contact Email: plainsfolk@armageddon.org

PtarKen Tribe
The halflings of Ptar Ken are a civilization with a rich and colorful system of beliefs. Concerns such as personal power or money (or hygiene), vital to many other cultures of Zalanthas, have little meaning for the halflings of Ptar Ken. The concepts of ownership prevalent in other cultures are conspicuously absent here. Respect goes to those most aware of the needs of the land and its spirits. How that awareness is accomplished is only limited by imagination.
Players interested in the Ptar Ken tribe should be willing to place high emphasis on roleplaying. The halfling class/tribe can be selected in the character creation menu once you have this.
Members-Only Documentation
Status: Closed
Contact Email: ptarken_tribe@armageddon.org, ptarken@armageddon.org, or halflings@armageddon.org
Current Staff: Belenos, Naox and Sanvean

Red Fangs
The kicked dog of the elven tribes. The Red Fangs have long been persecuted by both elven folk and humanity alike for their almost friendly relations with the gith tribes. They are highly ritualistic, and denote rank with a series of gruesome, self inflicted scars.
There is no documentation on the Red Fangs.
Status: Open
Contact Email: red_fangs@armageddon.org
Current Staff: Eshm and Shalooonsh

Silt Winds
The Silt Winds desert elven tribe are no longer available for play.
Status: Closed
Contact Email: silt_winds@armageddon.org
Current Staff: Shalooonsh

Soh Lanah Kah
The Soh Lanah Kah, a tribe of desert elves living on the Tablelands, revere and venerate the anakore. Their abilities in using stealth and cunning make them successful raiders and thieves, while their cleverness at using the wastes and canyons to their advantage makes them able warriors and hunters. The tough wastelands have created a tough people. Yet there are rituals and traditions that tighten the family bonds within the tribe, helping them through the difficult times.
Members-Only Documentation
Status: Open
Contact Email: soh_lanah_kah@armageddon.org, or slk@armageddon.org
Current Staff: Dakurus, Eshm and Shalooonsh

T'zai Byn
The T'zai Byn is the Allanaki Mercenaries' Guild. It is easily the oldest and largest mercenary company in Allanak, with a reputation for toughness and brutal effectiveness on the field. The Byn is also known for its neutrality with respect to many factions, an essential quality for much of its work. Escorting, guarding, and training are the company's three main operations. In recent years, the Byn have established themselves in the Northlands as well.
The Byn is a bizarre mixture of people. Many of them are social rejects; working for a business officially sanctioned by the Templarate is the only thing that classes them as hired thugs instead of bandits. Ex-slaves and fugitives are amongst the company's ranks. A very few are true warriors, dedicated to studying the Art of War. Most, however, are just honest citizens looking to make a living as best they can.
To find out more about the Byn, talk to any PC member in the game.
Members-Only Documentation
Status: Open
Contact Email: t_zai_byn@armageddon.org, tzai_byn@armageddon.org, or byn@armageddon.org
Current Staff: Eukelade and Relleu

Tan Muark
The gypsies of Zalanthas have a long and colorful history. While there are some similaries to the Romany/Ravenloft archetypes, the Tan Muark are by no means simply a traveling band of entertainers and thieves, but hold their own lands near Luirs' Outpost, won through struggle and labor. They are best described as a tight knit family of fun-loving, hot blooded, adventurous souls, not trusting outsiders, but more than willing to take their obsidian by whatever means possible.
The primary emphasis of the Tan Muark is roleplaying, which involves not only creating a multifaceted character but also playing that character in accordance with guidelines set forth for the gypsy culture. Please keep in mind that all Tan Muark characters are raised as such, having been born into the tribe in some fashion, and that players with odd playing times may find the role isolated.
Members-Only Documentation
Status: Open
Contact Email: tan_muark@armageddon.org, or gypsies@armageddon.org
Current Staff: Nyr and Savak

The Atrium
Serving the noble and merchant houses of Allanak, the Atrium is both school and exclusive club, with members consisting of both employees and temporary students. While they may come from a wide variety of social backgrounds and status, those who attend as students are schooled often end up in the "prime" servile jobs available in the city. The Atrium is known for turning out graduates knowledgeable in etiquette, service, cooking, massage, cleaning and in some cases entertaining. Students often work for their keep and most receive noble sponsorship to pay the rather high fees charged by the exclusive school. Recruitment is generally done IC, but those applying for special permanent characters in the clan may send inquiries to the clan staff.
Members-Only Documentation
Status: Closed
Contact Email: the_atrium@armageddon.org, or atrium@armageddon.org
Current Staff: Morgenes

The Guild
The Guild is known most commonly as Allanak's "Underground." Conceptually, it's a medieval mafia in most applications of its affairs and business. The clan itself has been around for as many years as one can remember, always hiding from the plain sight of the Templar's keen eye. Even though not always seen blatantly, the Guild demands a fear from the town's merchants, commoners, and other organizations. No one seems to know much about the intricate affairs of this highly secretive group, but there is no doubt that they have eyes and ears almost everywhere in town hiding in the darkest corners and even among many other organizations. The Guild is rumored to work out of the infamous network of abandoned alleys and streets in northern Allanak known as the Labyrinth; however, their reach seem to have no limits when it concerns their sinister business.
History of this corrupt clan is quite vague at best though there has been rumors of how it was assembled, but most is chatter amongst the commoners and rogues of town. Stories of those unseen and unheard once assembled under one man known as Arendor long ago, bonded with a new honor among thieves as a group that could together strike fear into the hearts of anyone who would stand against them. Soon this group prospered and rose to power as Allanak's largest and undisputed organized crime mob.
The Guild does accept players interested in joining; however, you must have the mind-set we present and deem necessary to play in this clan. Please note: The Guild conducts all its recruiting IC.
Status: Open
Contact Email: the_guild@armageddon.org, or guild@armageddon.org
Current Staff: Adhira, Ammit, Nechomacus and Qetesh

Tuluki Nobles

Status: Open
Contact Email: tuluki_nobles@armageddon.org
Current Staff: Mekeda

Tuluki Templarate
Tuluk are divided into two orders: the Lirathan Order, comprised solely of women clothed in white; and the Jihaen Order, a martial brotherhood wearing armor embossed with the red moon, Jihae. Standards for the role of a Templar are high, and only players familiar with the culture, history, and social structure of the Northlands should apply.
Members-Only Documentation
Status: Open
Contact Email: tuluki_templarate@armageddon.org, utep_sun_clan@armageddon.org, or usc@armageddon.org
Current Staff: Adhira and Senga

Unclanned
If you would like to report about your character's progress, but do not belong to a clan, you can contact the Unclanned Characters staff.
Status: Open
Contact Email: unclanned@armageddon.org, or independents@armageddon.org
Current Staff: Nechomacus and Rahnevyn

Utep Sun Clan
Recruits and members of Utep Sun Clan.
Status: Open
Contact Email: utep_sun_clan@armageddon.org
Current Staff: Adhira and Senga
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