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Help File

  1. Introduction
  2. Expectations
    1. Qualities of a Seeker
    2. Roleplaying
  3. Rules and Policies
    1. General
    2. Attacking/Defending
    3. Dueling
  4. Recruitment
  5. Guide for New Members
  6. Organization
    1. Ranks
      1. Apprentice
      2. Journeyperson
      3. Master
    2. Houses
      1. House of Light
      2. House of Wisdom
      3. House of Redemption
    3. Councils
  7. Clan Defense
  8. Quests and Rank Advancement
  9. Reference
    1. Recruiters
    2. Leader
    3. Probation
    4. Change of Leadership

  1. Introduction

    In such a world where impulse and war flow freely, Seeker is a haven of peace and order, complemented by its neutral-alignment and non-agressive stance. Members have realized their wrongs of the past and follow their own path and their own way to seek redemption in the eyes of Bosco, so that by individual salvation, the world may be saved.

    This help file is set up to provide a record and reference of all of Seeker's rules, policies, and organization; and to provide guides and advice to prospective and new members. An abridged version containing only what prospective members need to be immediately aware of can be found by typing 'help seeker' within the game itself. This is the complete version, and all members should read and be aware of its content.

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  2. Expectations

    A common requirement of membership in any clan is to have read and understood all of the clan's policies, and to be dedicated to its cause. Seeker is no exception to this generalization, but because of its peaceful and helpful nature, members should possess some additional qualities. (see also: Recruitment)

    1. Qualities of a Seeker

      The first and foremost quality of a Seeker is a peaceful mentallity. Seeker is not a military or aggressive clan, and members should not be interested in killing, looting, or otherwise causing harm to others. Those were mistakes made in the past, and by seeking redemption we are trying to undo them. While members of other clans may have discussions about killing amongst themselves, Seekers should not show support for nor involve themselves in such matters.

      Seekers must also be polite, honest, and respectful towards others. It is unlawful to lie or cheat, as well as it is to use inappropriate language, threaten others, or openly call someone names.

      In addition to the aforementionned, Seekers must also be willing dedicate some of their time towards helping others. Although this is a redeeming task in itself, it also helps spread kindness and happiness throughout the land.

    2. Roleplaying

      There is tremendous roleplaying potential behind the life of a Seeker, and members are welcome and encouraged to take advantage of this and participate in the ever-evolving saga of seeking redemption.

      All members, however, should make an effort to remain in character at all times on all public channels. If you would like to make an out of character comment, simply either place OOC: before the remark, or talk to the person in private. In the same way, members should not openly talk about their other characters, events that happened to their other characters, etc. without first carefully considering such a comment and ensuring that it is clearly marked as being OOC.

      The above efforts are simply to ensure that the game world remains fun and interesting for those who want to explore and experience it, and to ensure that it does not simply become a chat room.

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  3. Rules and Policies

    Seeker's rules and policies can be divided into three branches: General, Attacking/Defending, and Dueling. The rules have been created to represent the clan's ideals and principles, and are enforced with utmost strictness. Should you break a rule, your case will be reviewed by the council of Masters, and an appropriate punishment will be issued, depending on the severity of the offence. (see also: Councils)

    1. General

      1. A Seeker must stand for the clan's ideals and follow the aforementionned Expectations.

      2. A Seeker's first loyalty is to his or herself, and then to his/her Master. Finally, a Seeker's loyalty is to the clan.

      3. Help any who you can. Your and the clan's welfare come first, but you should attempt to aid any who ask. You may refuse to aid those who attack or otherwise disturb Seeker's members, those who are rude or too demanding, and those that have been ungrateful in the past.

      4. A Seeker must obey those of superior rank. If there is a question, it should be directed to a member of Master rank or above. The Grand Master has final say in all matters.

      5. Seekers must seek a Master and follow him/her until they reach Master rank.

      6. When ready, and with permission from his/her Master, a Seeker should begin to work on advancing in rank by means of a quest.

      7. Seekers must display their rank in their title or as an RP title, and should wear it with pride and honour.

      8. Seekers are not permitted to place bounties (offer gold as a reward for the death of someone else) on other players.

      9. A Seeker must take interest in the clan's activities, and must read all notes posted on board 7 (Seeker clan board).

    2. Attacking/Defending

      There is 0 tolerance for the rules on attacking/defending, so be sure you understand them. All offences will either result in a very severe punishment or lonering.

      1. A Seeker shall avoid death at all costs. Attacking another player is forbidden unless that person has sought their death and no other alternative remains.

      2. If attacked, Seekers are generally encouraged to flee from the fight, but are permitted to remain in the fight and defend themselves should they choose to do so. Seekers are not permitted to persue the attacker if s/he flees. If the attacker remains in the fight and is killed, Seekers may not loot and must ensure that the corpse is safely back in the attackers hands, unless ensuring the safety of the corpse puts the Seeker in question at great risk.

        When confronted with persistent attackers, ask a Master how to deal with the situation and notify the clan about the attacker(s), especially loners. If attacked by an allied clan, immediately report it to the Masters, along with all related circumstances. The allied clans will typically discipline or loner the offending member. Do not antagonize allied clans.

      3. The only exception that can be made to rules 10 and 11 is the fact that Masters and members of the House of Redemption (who have permission from a Master) are allowed to attack others for the purpose of clan defense only, in accordance with the additional rules on defense provided in the Clan Defense section. (ie. if an unflagged person was attacking the hall, a Master would be allowed to attack the attacker in order to defend the clan).

      4. Should a Seeker be grouped and the group is attacked, Seekers are permitted to remain in the fight in order to defend the group as long as 1) the attacker hadn't warned them or asked them to leave beforehand, and 2) the attacker is not a member of an allied clan, in which case specific terms will be defined according to the alliance.

      5. If you are killed, remain calm and polite.

    3. Dueling

      1. Seekers are not permitted to duel members of other clans unless they have express permission from a Master.

      2. In such cases where permission is granted, the duel may not be to the death, and the member of the other clan must take the flag.

      3. Members of Seeker may not use injustice in duels, nor may they worship Carnas or use injustice for any purposes whatsoever.

      Above all, have fun and remember, it's just a game.

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  4. Recruitment

    Anyone may apply to enter Seeker, and to do so, simply contact a member of Master rank or above. Before noting the Leader and the Recruiters about your request, a Master will likely ask you a few questions. Once a Recruiter or the Leader has contacted you, you will be given a standradized interview. Depending on the results, you may either be approved on the spot, or the Masters will vote on your admittance.

    A vote amongst the Masters is required for the recruitment of any character over level 25, anyone who has previously been in Seeker, or anyone who has repeatedly attacked or otherwise caused harm to Seeker or its members in any way. Depending on your background, you may be asked to prove yourself worthy of recruitment before an interview will be given. A regularly updated no-admittance list will also be maintained. (see also: Councils)

    Before requesting an interview, you should have thought over your potential future in Seeker, possess the Qualities of a Seeker, and read and understood the Rules and Policies. You should also be prepared to answer questions about why you wish to join, personal goals, how you plan to contribute, and what you plan to do in Seeker. Any questions you have on clan's rules and policies should be directed to a Master before being recruited.

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  5. Guide for New Members

    Upon entering the clan, you should choose a Master as soon as possible, and notify the keeper of the Members List of your choice. Your Master will be your personal guide, giving you tips on survival, helping you with your equipment, and otherwise giving you the tools and wisdom you need to best seek redemption. The player who recruited you should post a note on the clan board welcoming you, and you are encouraged to follow-up by posting your story and how you plan to seek your salvation.

    Your first priority as a new member is to meet other members of the clan and to see whether this clan is the best choice for you. Take careful notice of how things function within the clan, and then make your decision after about a week of playing. If you find that life as a Seeker isn't really what's for you, then you shall certainly be excused and be permitted to leave.

    During the time which you are evaluating the clan, you should also focus on levelling and learning from the teachings and advice of your Master, as both of these activities are of great benefit. You should get in the habit of being courteous and polite towards other players, as well as being helpful whenever you can, effectively driving the clan's principles and ideals forward in the game world.

    Besides the teachings of your Master, there are a number of tools at your disposal to help you learn about the game world. Most of them are found here at the Seeker web site, particularily in the Resources section. There you will find maps created by members of the clan, directions to areas, as well as general playing advice. More content is being added to that section all the time, so check back often, and you are encouraged to submit any advice or resources you can come up with yourself. Talking to other members and players can also teach you many things, as people are a wealth of knowledge. You will also want to turn your attention to the Members List, which contains a record of all of Seeker's members.

  6. Organization

    Seeker is based on a guild structure, and there are three different Ranks within the clan. Each, along with a description of responsibilities and priorities for members of that Rank, is outlined below. There are also three Houses within Seeker, and members of Journeyperson rank and above may join a House to specialize in that field. Each House has a different focus, and all of the accompanying rules and policies that concern the House are described below. Finally, the Councils section states the procedures by which the Masters vote and make decisions, as well as on what issues a vote is required.

    1. Ranks

      1. Apprentice

        Upon entering the clan, a Seeker becomes an Apprentice to a Master who will be responsible for teaching them tips for survival, as well as sharing personal experiences that could otherwise teach lessons. A Master is an Apprentice's personal guide to seeking redemption, who should be valued and respected. When the Master feels that their Apprentice is ready, and if the Apprentice agrees, s/he will have the opportunity to advance to the rank of Journeyperson by the means of completing a quest. (see also: Rank Advancement, Quests)

        An Apprentice must be willing to learn, as this is the period where you will learn much wisdom from your Master. This is also the time where you can decide and best judge whether Seeker is the best clan for you. As an Apprentice, your priorities should be focused towards leveling, learning about the life of a Seeker and adapting to it, and learning from your Master to prepare yourself for advancement to the rank of Journeyperson.

      2. Journeyperson

        Apprentices that have been promoted to Journeyperson play a more involved role in the clan. Bearing the wisdom their Master has tought them as an Apprentice in mind, a Journeyperson may enroll into one of the three Houses to professionalize their study in that particular field under the instruction of the House Master. Once a Journeyperson feels they're ready, they may apply to the Grand Master to be promoted to Master rank by means of a challenging quest. (see also: Rank Advancement, Quests)

        A Journeyperson's time should be focused on leveling, contributing and learning about/to the functions of their House, and helping out Apprentices and fellow Journeypeople. Journeypeople should be perfectly in tune with the clan's rules, policies, and ideals; as well as be contributing towards the clan's general development.

      3. Master

        The highest rank of Seeker; Masters are directly responsible for their Apprentices and Journeypeople, and helping them seek Redemption by sharing their wisdom and lessons with them. Masters are involved with the development of the clan as a whole, and are charged with clan defense. Masters will set a policy on any questions not already covered in the rules or outlined by the Grand Master. Their word is law.

        Masters must also contribute ideas and vote on issues raised on the Councils. Some Masters may be advanced to the rank of House Master, in which case they will be responsible for the development and functionality of the House, as well as teaching the Journeypeople who are members of the House.

        There will be a limit of Master positions based on the size of the clan. Each House will have a minimum of a House Master. The number of Masters will be evenly distributed amongst the three houses. Above and beyond this will be the Leader, also referred to as the Grand Master. Mastership is not only earned but it is given as well. Beyond questing in order to prove oneself as having the qualities of a Master, the position must be passed on by a current Master who is ready to move on to other aspects of the clan or granted by the Grand Master.

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    2. Houses

      Upon attaining Journeyperson rank, a Seeker may enroll into one of three houses that each have different goals and responsibilities. After being given a sample of each of these three houses through their Apprenticeship to a Master, a Journeyperson can then make a good decision about which field they would like to professionalize in under the instruction of the House Master. The three houses are the House of Light, the House of Wisdom, and the House of Redemption, and each is described below.

      1. House of Light

        Members of the House of Light are the epitome of what Seeker has become. We aim to give aid to all throughout the land whenever we are able and seek to enable Seekers in their own quests for personal achievement.

        Members of the House of Light would be the first people to which members of both Seeker and other clans would turn to for aid. While it is expected that all Seekers should attempt to aid any who ask, sometimes situations arise where aiding someone at that moment is not practical (ie. retrieving a corpse, running from an attacker, busy in a far away area, etc.) In such situations, you would refer the player to a different member of the House of Light or available Seeker.

        What tasks can be done? Here are a few tasks that all members of the House of Light are expected to perform, as outlined by the House Master.

        1) Aid to Seekers:

        We in the House of Light will strive to make members of clan Seeker the best equipped characters in the lands. This means we will go to great lengths to gather equipment from the farthest corners of the land, as well as craft rare items required by those who ask. If there is some piece of equipment that a Seeker desires or needs he/she will be asked to submit a personal note to the House Master, and that Master will delegate responsibility of gathering the item(s) and/or the ingredients to others within the house. If the item is easily obtainable by the requesting member it is the duty of the House of Light to teach the member to retrieve the item(s).

        As for Quest equipment, if any member of the House of Light has extra quest points to use for other members proper compensation is entitled. However, there are no requirements that members of the House of Light must utilize quest points for such expenditures.

        2) Aid to Others

        All of the above items will be available to other inhabitants of Terra and Dominia, but the House of Light Member is allowed to charge for their services. This charge will take the form of a donation by the recipient to clan Seeker. The amount of the donation is at the discretion of the House of Light Member performing the service.

        3) Clan Wealth

        Another function of the House of Light is to fill the clan coffers. There are many upgrades and changes in constant flux that will benefit clan Seeker, but they are costly. Members of the House of Light are the gold runners that make these changes and upgrades happen. With a constant influx of funds from the House of Light clan Seeker will be the best outfitted and envy of the other clans.

        4) Leveling Assistance

        When time allows it, members of the House of Light may be called upon to assist others in their leveling endeavors. As there may be no requirement of House of Light members to assist, doing so will help to build camaraderie within clan Seeker and foster amicable relationships with other clans.

        Any Journeyperson may apply to enter the House of Light by contacting the House Master, but you should be both polite and friendly, along with being willing to help whenever a situation arises. In doing so, good relations with other clans are promoted, and you have made the world a nicer and kinder place for someone, which is a rewarding experience.

        Any Journeyperson may apply to enter the House of Light by contacting the House Master, but you should be both polite and friendly, along with being willing to help whenever a situation arises. In doing so, good relations with other clans are promoted, and you have made the world a nicer and kinder place for someone, which is a rewarding experience.

      2. House of Wisdom

        Since Seeker is a clan of knowledge and enlightenment, the House of Wisdom plays an important role in improving the clan's insight and social status.

        Members of the House of Wisdom should possess good analytical and exploration skills, have the constant desire to improve and gain further knowledge, and be able to express themselves clearly. They should also be concerned with the clan's development and social status, being dedicated to improving it by means of amassing wealth and promoting good relations with other clans.

        1) Discovery:

        First and foremost members of the House of Wisdom are commissioned to venture out into this world and discover. This discovery can take many forms. It can take the form of maps, craft lists, etc. Discovery is how we Seekers survive in today’s world. We learn and seek out that which can aid us in being a stronger, more cohesive unit. The passing down of this knowledge and the grooming of others with a passion for discovery is essential to the House of Wisdom and Seeker in general.

        2) Knowledge:

        The House of Wisdom has been known for it collective knowledge. Passing down of this knowledge is another element of the growth that each Seeker must receive. Knowledge of this sort is to find itself in many forms such as; building advice helpfiles on equipment to wear, leveling areas, knowledge of equipment held by creatures and how to obtain it most effectively, etc. Knowledge is not always attained from what we’ve already experienced, sometimes it is in the thinking up of new ideas. This seeking of new ideas is an integral part of being a member of the House of Wisdom.

        3) Clan Wealth:

        Another function of the House of Wisdom is to fill the clan coffers. There are many upgrades and changes in constant flux that will benefit clan Seeker, but they are costly. Members of the House of Wisdom are as responsible as the other members of clan Seeker to aid in the acquisition of clan funds.

        4) Leveling Assistance:

        When time allows it, members of the House of Wisdom may be called upon to assist others in their leveling endeavors. As there may be no requirement of House of Wisdom members to assist, doing so will help to build camaraderie within clan Seeker and foster amicable relationships with other clans.

      3. House of Redemption

        The House of Redemption is designed to help Seeker's members become more comfortable and knowledgeable in the pkilling environment, therefore decreasing losses and discouraging other clans from attacking Seekers.

        Members of the House of Redemption must be dependable and trustworthy, willing to teach and help others, and possess good judgement and common sense. Members must also be willing to learn, and must at the same time be able to pass on their knowledge and guidance to others. The most common task will be to help members deal with pkill situations, providing them with advice should the event happen again, and giving general tips on survival and escape. Should the need arise, members of the House of Redemption are permitted to excercise the rules on clan defense, only if they have permission from a Master who had summoned them to aid.

        1) Clan Defense:

        Members of the House of Redemption are allowed to fight enemies of clan Seeker with the intent of defending the clan. If a member of Seeker calls for aid against an aggressor any member of the House of Redemption who is able to assist may take up arms against the aggressor until the members of clan Seeker are safe. Defense against hall breaks and other forms of attacks are also within the venue of the House of Redemption.

        2) Knowledge:

        Contrary to what may be inferred, the House of Redemption’s overall goal is one of education and guidance, remaining true to Seeker's stance; not one of violence, threatening, and deceit. The house doesn't not have free reign we are still under the same guidelines, and The House of Redemption rules do not supercede out core beliefs. On this note, all members of the House of Redemption are called upon to teach, and guide members of clan Seeker in the ways of self-defense. The world of Redemption is a scary and sometimes violent place and members of Seeker should be adept at keeping themselves safe. The duty of teaching such skills and tactics falls upon the talents of the House of Redemption and those who lie within it.

        3) Leveling Assistance:

        When time allows it, members of the House of Wisdom may be called upon to assist others in their leveling endeavors. As there may be no requirement of House of Wisdom members to assist, doing so will help to build camaraderie within clan Seeker and foster amicable relationships with other clans.

        4) Clan Wealth:

        Another function of the House of Redemption is to fill the clan coffers. There are many upgrades and changes in constant flux that will benefit clan Seeker, but they are costly. Members of the House of Redemption are as responsible as the other members of clan Seeker to aid in the acquisition of clan funds.

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    3. Councils

      To ensure a variety of opinions, wiser decisions, and fewer errors, the Council of Masters was formed so that the Masters might make important decisions and address significant issues that concern the clan as a whole together.

      The first and foremost topic that is discussed in the Council is the recruitment of prospective members. Sometimes a Recruiter does not know the full story about someone who has applied to be recruited, particularily if they are from a different clan, and in this case, the Recruiter would first ask the Council for opinions on the person, and then a vote once all opinions have been voiced. In this way, the recruitment of members that might go against the rules or otherwise cause the clan trouble is avoided, as a larger audience has been consulted.

      Consultations followed by votes are required for all prospective members above level 40, those who are coming from a non-allied clan, those who have been in Seeker before and wish to be re-admitted, and loners who are above level 25. After a discussion has been hosted on the personal note board addressed to all of the Masters, a vote is simply a matter of each Master stating their final verdict on an issue, usually in yes/no format. Fifty percent of the Masters must vote in order for a vote to be valid, and a 50% majority of votes is required for a motion to be passed. Each Master is entitled to one vote per issue, but the Grand Master (Leader) may veto any issue, effectively passing it or preventing it from passing.

      For maximum efficiency and shorter turn around times, the Leader and the two Recruiters may have a quick vote to approve the recruitment of any character under level 40. This vote must be completed within 72 hours (3 days) of when the original request was made, ensuring that prospective members don't become discouraged. After a person is approved in this fashion, a probationary period immediately follows, during which the rest of the Masters may assess the member, and a general vote as to whether the member will be permitted to remain in the clan follows. (see also: Probation)

      In the same way, a vote is required for the lonering of a member, but only if the person does not pose an immediate threat to the clan or the reasons for lonering weren't very obvious. (ie. A vote would not be required if a person attacked someone outright, as this is a direct violation of one of the core rules.) In all cases, a report describing the lonering and accompanying situations and circumstances should be filed to the Council of Masters to allow for any discussions or amendments.

      Discussions and votes are also required for all policy changes, formation or dissolution of alliances, and upgrade priorities. All Masters are welcome and encouraged to bring up ideas or concerns of their own to the Council for immediate discussion.

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  7. Clan Defense

    Since Seeker is a peaceful clan and fighting others naturally goes against its main ideals, members are only allowed to engage in combat under the special circumstances contained herein. Masters are the only ones who are permitted to exercise clan defense, but they are allowed to call upon members of the House of Redemption to aid them should the need arise. Unless they have permission from a Master as previously mentionned, members of the House of Redemption are not permitted to engage in clan defense. These are the only two groups that this task is reserved for; all other members are prohibited to attack others, whether it be for the purpose of clan defense or not.

    1. If someone calls for aid over the clan channel, you must make an effort to aid them by whatever means are suitable.

    2. If the clan hall is under attack, it is your duty to both defend it as needed and usher clan members to safety.

    3. Non-violent and non-lethal methods of ridding of the attacker should be tried first, depending on the situation. (ie. spellcasters may teleport/sleep the attacker)

    4. If you are unable to use the methods outlined the above, you may attack with the sole intention of helping your clan mate escape. Most attackers will typically flee when fighting two people at the same time.

    5. If your clan mate flees, you may remain in the fight until they have safely escaped. Once they have done so, you must flee from the fight.

    6. If the attacker flees, you may NOT pursue them. Exception: If your clan mate flees, and then the attacker flees to chase after them, you may pursue the attacker to defend your clan mate.

    7. If the attacker remains in the fight and is killed by either you or your clan mate, the corpse must be returned. No looting is permitted unless to specifically reclaim stolen/lost items that once belonged to a Seeker. All instances of looting must be approved by the Grand Master.

    8. You are not permitted to defend members of other clans unless: 1) the person is in your group, or 2) the person is of an allied clan, in which case terms on resuce vary depending on the alliance.

    9. If you're unsure of the validity of an action, check with the other Masters first!

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    1. Quests and Rank Advancement

      There are 3 basic ranks Apprentice, Journeyperson and Master. Each member when they join Seeker will receive the rank of Apprentice. People who have obtained the rank of Journeyperson have shown more than a basic understanding of the world of Redemption, shown potential, and shown dedication to clan Seeker and the propelling of its beliefs. Beyond that is the rank of Master achieved only by those who have committed themselves to clan Seeker and the benefit of its membership. Moving up in ranks in Seeker is a lifestyle choice. You must believe in what Seeker does, you must show through example your dedication to those beliefs. You must truly wish to seek your own Redemption.

      In order to advance in rank, an Apprentice or Journeyperson must successfully complete a quest. A quest is a personal challenge issued by a Master to one or a small group of his/her Apprentices or Journeypeople. If you're stuck, you can always ask a Master for a hint or a bit of advice to get you on the right track.

      After a quest is assigned, it is to be kept personal and private, and is not to be discussed with anyone lower than Master rank.

      Quests have five main components: Knowledge, Aid, Wealth, Wisdom, and Strength.

        Knowledge: The knowledge component of the quest is typically determined by the Grand Master and the Master of the person seeking advancement. This quest is a show of knowledge of the world of redemption. This can be a quest to retrieve an item, it can be an expression of multiple class and race knowledge, or it can be something else that shows personal knowledge of the member’s surroundings.

        Aid: The aid component of the quest is to be determined by the Leader of the House of Light. This element of the quest typically involves helping others. Since that Seeker has a long standing reputation of being helpful it is integral that Seeker member can prove they reflect this reputation adequately.

        Wealth: The wealth component of the quest is simple an amount of gold determined by the applicants Master and the Grand Master.

        Wisdom: The wisdom component of the quest is to be determined by the Leader of the House of Wisdom. This element of the quest is a show of deductive ability. A Seeker must demonstrate their ability to explore new areas, find and obtain rare items, and pass along knowledge to the younger members. Typical ways this quest manifests itself is through mapping areas, finding craft recipes, or creating mini-helpfiles for Seeker members to reference.

        Strength: The strength component of the quest is to be determined by the Leader of the House of Redemption. This element is a test of strength of character. It requires the applicant to show prowess in using their abilities. Even though Seeker does not actively participate in pking, it is a necessary element of the world of Redemption. Every member of Seeker attempting to rise in rank should be able to show proper prowess of pk with their specific race/class combo. This can take the form of duels or other tasks deemed appropriate by the House of Redemption.

      Quests are to be undertaken as an individual challenge, or a challenge for the group, that should be respected as it stands. Anyone caught cheating or accepting large amounts of help from someone else towards his/her quest will be punished. And remember, if you chose to greatly assist someone with a quest that you shouldn't even know about in the first place, you are just as guilty as the person who cheated by accepting your aid.

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    2. Reference

      The Reference section provides a record of the topics that either don't fit in with any other category or only apply to some specific groups.

      1. Recruiters

        Recruiters are responsible for doing what their title implies: recruiting new members into the clan. They must therefore be very familiar with the clan's policies for Recruitment, possess a good sense of judgement, and play fairly often, so that prospective members have a chance to get in touch with them.

        A new Recruiter is almost always chosen from those who are of Master rank, except in extreme cases. The decision is up to the Leader and anyone else s/he wishes to consult, most often the other Recruiter and perhaps some veteran Masters who are not candidates for the position. In addition to the aforementionned responsibilities, Recruiters must carry out all of the normal duties of their rank, and must serve as a good example for fellow clan members to look up to.

      2. Leader

        The Leader, who is also referred to as the Grand Master, is responsible for guiding and leading the clan into the future. S/he is responsible for heading the Council of the Masters, developping new ideas for the clan, writing policies, maintaining order within the clan, resolving situations with other clans, and ensuring that all is running smoothly. The Leader must be the role model for all other Seekers to follow, and is expected to resign if s/he cannot fulfill all of the required duties. The Leader has final say in all matters.

      3. Probation

        Members of Seeker who are put on Probation do not hold any rank within the clan, and are therefore not considered full members. Probationary status is a form of suspension during which the Masters will review any accompanying terms and situations to decide whether the member should remain in the clan. Termination of a probationary period is at the sole discretion of the Masters.

        A member can be placed on probation as a form of punishment for breaking a rule or otherwise demonstrating inappropriate conduct. New recruits may sometimes be placed on probation during which they will be monitored to see how well they adapt and contribute to the clan's ideals. This usally occurs if the recruit is coming from a background during which they committed numerous crimes, a clan that has ideals that are very different from those of Seeker, or if they are of high level.

      4. Change of Leadership

        Change of Leadership can occur at the sole discretion of the current Leader. In doing so, the current Leader must be assured that the newly appointed Leader can fulfill all of the required duties and has the capicity and ability to lead the clan effectively in a good direction. Should the Leader have to resign or disappear without notice or on very short notice, the leadership is transfered to the Recruiter who is second in command (the Recruiter who has held his/her rank for the longest period of time). Should the Leader have to be absent for more than one month (30 days), they must notify the clan and appoint someone or a group who will take their place during that period of time, usually the two Recruiters working as a team.

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    The original Seeker help file was written by the benevolent Bhaal Z'Amon, the founder of the clan. The help file has since been revised and expanded by Leviathan.

    Any concerns regarding this help file should be directed to a Master, a Recruiter, or the Leader, who will gladly answer your questions.

    Last updated:
    April 8, 2006