A threesome of
some of the earliest newbie questors start looking for a clan
that supports questing. Finding none, they begin to design their
own. Their names: Puck, Fenoderee, and DaMan.
Starting with nothing
more than the idea of questing, current clan applications are
investigated and ideas are tossed around. The initial name: The
Knights of Faerie.
Synopsis: A clan based
on the idea of questing for glory, power, and might. These dedicated
knights are willing to sacrifice much in order to satisfy the needs
of the kingdom. They believe in honor; humility; duty to the gods,
clans, and friends, but above all - duty to kingdom. To this end,
they fight to preserve the honor and integrity of Aardwolf questing
and global questing, gaining glory for the kingdom and meting out
punishment against those who would harm it.
Background: Long ago,
before Midgaard or any of the great cities now known were built,
the great Faerie Court ruled the world. When a darkness fell upon
the land and threatened all in the world, the knights of the court
were sent out to find a power that would stop the darkness before
it was too late. The Knights quested long and far for some hope
and found it in the items of Aardwolf. These ancient artifacts,
crafted by the gods themselves, had power beyond any mortal conception.
The Knights returned to their court, only to find that it was too
late. The great Faerie Court had been crushed and scattered across
the lands, its great magics dispelled forever. The Knights were
now lost in purpose. They were blessed with items from the gods,
but the Court they had sworn to protect was gone. Circled around
the charred remnants of the Opal Throne, they swore an oath - to
quest for the land and all of its people until the Faerie Court
rose again. Thus were born the Knights of Faerie.
Questing: as much as possible.
Creating interesting quests for all mudders to run with special items or clan cash as rewards.
Coming up with suggestions for quests and global quests.
Promoting the questing system to all mudders.
Occasionally speaking in Olde English.
Creating their own quests as well.
Collecting quest items and getting trivia points.
Hunting down and collecting bounties on Raiders (but not adding to bounties - see note 1).
Note 1: The Faerie duties are not to judge, but
to carry out sentences.
Note 2: The Faeries feel that one of the reasons
behind questing is also keeping the wonder of their heritage alive
- On the Great Quest they saw many incredible things.
Note 3: The Faeries take great stock in simply
exploring the many wonders of their world just to experience them
- they do not care as much about mapping or recording them. (e.g.
As Twinlobes or Seekers do.)
Note 4: We may want to be kind of kender-like,
only without the stealing and trouble making (just the curious personality,
Problems with this
The idea of knights was far too overused (Emerald, Light, Crusaders), too many knighthoods were already on the mud - the theme and name
would have to be changed.
How would promotion be run?
Would there be a clan tax?
And biggest of all, how would recruitment be decided?
Note: Clans that were looked at closely in creating
Daoine were: Twinlobe, Bard, Crusader and Hook. All were chosen
for their original concepts and activities within the clan.
January 12, 1998:
The model for the
clan takes a huge turn when Puck (while searching for synonyms
for faerie) stumbles across some real fae mythology that is amazingly
close to the story the group has made up:
Tuatha de Danann
(pronounced "Tootha day danan") - They once ruled Ireland,
but fled underground when Ireland was conquered by the Milesians.
When they were driven underground, they became the Daoine
Sidhe. Their few remaining descendants are believed to make
up the Seelie Court.
- This is the name assumed by the Tuatha de Danann when the
Milesians drove them underground. Their King is Finvarra,
who to this day hold court in his palace beneath the faerie
hill of Knockma. They are skilled chess players, and no human
has ever beaten Finvarra in a game. Finvarra is a womanizer,
frequently kidnapping human women. The Daoine Sidhe are also
quite fond of hurling. (Hurling is an odd cross between field
hockey and lacrosse, as many of you have told me. Thanks!)
- They are a good-natured aristocracy of faeries. They are
fond of riding in long solemn processions called faerie rides.
They are believed to be the last of the Tuatha de Danann.
Their evil opposite is the Unseelie Court.
This theme is so perfect for the clan that it is quickly adopted and more research into Celtic mythology is done.
The group also discovers that clan applications will be due at the end of February, and so they step up their efforts. A draft
of the clan application is written and begins to be revised.
January 12 - February
The clan application
is edited, reedited and finalized.
During this period,
DaMan had to drop from the group for personal reasons.
Some ideas that
were dropped from the final application:
Asking for speedwalks could get you a demotion. (Too harsh.)
A tax rate of 15%. (Taxes are bad.)
To join, a player would have to donate to the clan 1/10 of all currently carried money, both on hand and in the bank,
or 1000gp per level of experience, whichever is greater; and
1/10 of all currently held quest points. (Just plain mean!)
Raiding with permission of leaders. (There are many other great ways to get revenge!)
Ability to "purchase" ranks with money. (Just a touch unfair.)
(in chronological order):
Knights of Faerie
Disciples of (BLANK)
Court of Sidhe
February 27, 1998:
The completed application is turned in.
Betting begins on clans - Daoine receives very good odds.
March 14, 1998:
Daoine is created
as a clan on Aardwolf!