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  Shadowbane Loreplay Server  
 

The Shadowbane Team is proud to announce the debut of the first iteration of the Shadowbane Loreplay Ruleset on the Vindication Server! Shadowbane, a massively multiplayer online game known for its intense player-vs.-player conflict and real-time strategy elements, is one of the few massively multiplayer online games that let players actually change the world. The Loreplay Server is the first server to regulate players' strategic options, limiting the types of characters that can join the various Faction-based Guilds, who may cast beneficial and peaceful powers on each other, and who may even group together. These may seem like harsh restrictions, but these game elements have been requested by a large segment of Shadowbane’s community for some time. For the first time, individual guilds will face limits in their power and abilities, and be forced to make strategic decisions to maximize their effectiveness on the battlefield. Shadowbane has long been acclaimed for its rich backstory and in-game history, and the Loreplay Ruleset will create a rich play environment that better mirrors the factionalized fiction. Many players will finally experience Shadowbane as they originally imagined the game would be. Combined with the Realm and kingship system introduced in Shadowbane’s last expansion, Throne of Oblivion, players can now for the first time ever wage war to see which of which of Shadowbane’s myriad factions is truly the greatest! Who will be able to forge an empire and crush their enemies: the Temple of Cleansing Flame? The High Court of the Elves? The Centaur Cohort? Or will the conquerors be one of more than a dozen other factions? Only time, and the players, can tell!

What are the Loreplay Rules?

Unlike normal servers, Loreplay Servers will have new restrictions upon it. While these are restrictions, we do believe that these changes will not only enhance the game play but ultimately make it more enjoyable. At the same time, we do realize that these kind of restrictions are not for everyone and that is why these changes will only be hosted on one server when this is placed on the production game servers; the Loreplay Server.

To help you understand and properly test these changes, here is a list of changes that will only be on the Loreplay Server. Please note that "Faction" refers to Guild Charter Type.

  • Guild Membership is now restricted by Charter Type and each Charter has a list of allowable Race and Class (and Gender for the Amazon Temple) prerequisites. More information on this below.
  • Nations can only form upon one Charter Type or "Faction". For example, a Noble House can only swear fealty to another Noble House.
  • Only Individuals of the same Faction can group together
  • Beneficial Powers can only be cast on members of the same Faction. For example, a Human Priest in a Noble House cannot cast any blessings upon a Human Priest in a Church of the All-Father guild. Take note that Summon is a beneficial power.
  • Members of an Errant Guild will have responses based off of their Faction. For example, an Oblivion Guild without a Nation can still cast beneficial powers on other members of Oblivion Guilds.
  • Errant Guilds of the same Faction cannot group amongst each other, only with members of their own guild.
  • Truly Errant Players that have no guild or faction cannot group with anyone or cast beneficial powers upon anyone or have any cast on them.

Factionholds
While the Starter Island shall remain the same, once a player moves off of it they will have to join a Factionhold or a Player Guild based on their Faction-type. There are seventeen (17) Factionholds scattered across the lands. While these may appear to be smaller versions of Safeholds, there are some differences that players must be aware of. First and foremost, they will only accept members who fit their Faction Type. This means that a Human Confessor will not be able to join a Factionhold based on the Church of the All-Father faction (or a Player Guild for the matter). The second most important difference between a Factionhold and a Safehold is that the Guards in a Factionhold will attack any other Faction (other than their own) on sight. If you are a Shade Thief that is part of a Thieves' Den and try to walk into the Oblivion Factionhold, the guards will immediately attack you. The only Factionhold that does not have Guards is Sea Dog's Rest. There are no Safeholds off of the Beginner's Island that allows the Any Race, Any Class guild templates.

Sea Dog's Rest
Sea Dog's Rest does exist on this world but will function slightly different than it does in other servers. Sea Dog's Rest is based on a Thieves' Den charter (there is another Thieves' Den that does have guards) so only those that meet the prerequisites for a Thieves' Den can actually join it. As stated above, though, it has no guards so members of other Factions can freely trade there. Furthermore (and ironically), the Law Gate resides in Sea Dog's Rest so individuals can easily travel there even without a Traveler Rune. They just have to enter the White Portal on a Runegate that is always open.

The Factionholds

   Fort Irsadeng (Amazon Temple)
Races: Aelfborn, Elf, Half-Giant, Human
Classes:   Bard, Druid, Fury, Huntress, Priest, Scout, Warrior, Wizard
Gender: Female Only; this is the only Faction that has a gender restriction
  
The Aerie (Aracoix Kh'ree)
Races: Aracoix
Classes: Assassin, Barbarian, Huntress, Priest, Ranger, Scout, Thief, Warlock, Warrior
  
Brakkolumbir (Barbarian Clan)
Races: Aelfborn, Half-Giant, Human, Minotaur
Classes: Barbarian, Bard, Fury, Priest, Scout, Thief, Warrior
  
Fort Ekarros (Centaur Cohort)
Races: Centaur
Classes: Barbarian, Crusader, Druid, Huntress, Prelate, Priest, Ranger, Sentinel, Warrior
  
Greensward Parish (Church of the All-Father)
Races: Aelfborn, Centaur, Elf, Half-Giant, Human
Classes: Bard, Channeler, Crusader, Nightstalker, Prelate, Priest, Scout, Sentinel
  
Morloch's Wrath (Cult of the Scourge)
Races: Aelfborn, Human, Minotaur, Nephilim
Classes: Bard, Channeler, Doomsayer, Priest, Scout, Warrior, Wizard
  
Korvambar (Dwarfhold)
Races: Dwarf
Classes: Crusader, Prelate, Priest, Sentinel, Warrior
  
Aelarnost (High Court)
Races: Elf, Minotaur
Classes: Assassin, Bard, Channeler, Druid, Necromancer, Priest, Ranger, Scout, Thief, Warrior, Wizard
  
Leontar Fort (Mercenary Company)
Races: Aelfborn, Aracoix, Half-Giant, Shade
Classes: Bard, Priest, Scout, Thief, Warlock, Warrior
  
Erkesh Point (Military Legion)
Races: Centaur, Half-Giant, Human
Classes: Bard, Priest, Scout, Warlock, Warrior, Wizard
  
New Mellissar (Noble House)
Races: Aelfborn, Half-Giant, Human
Classes: Assassin, Bard, Channeler, Priest, Scout, Thief, Warlock, Warrior, Wizard
  
Wood's Hollow (Ranger's Brotherhood)
Races: Aelfborn, Elf, Half-Giant, Human, Shade
Classes: Bard, Channeler, Druid, Priest, Ranger, Scout, Warrior
  
Gray Sands (Temple of the Cleansing Flame)
Races: Half-Giant, Human
Classes: Bard, Channeler, Confessor, Nightstalker, Priest, Scout, Templar
  
Carloon Outpost (Thieves' Den)
Races: Aelfborn, Aracoix, Elf, Human, Irekei, Nephilim, Shade
Classes: Assassin, Barbarian, Bard, Priest, Scout, Thief
  
Duskfall Point (Unholy Legion)
Races: Human, Shade, Vampire
Classes: Assassin, Channeler, Necromancer, Priest, Scout, Thief, Warlock, Warrior, Wizard
  
Kaal Tharkhan (Virakt)
Races: Irekei
Classes: Assassin, Bard, Channeler, Fury, Huntress, Nightstalker, Priest, Ranger, Scout, Thief, Warrior, Wizard
  
Qibbura Outpost (Wizard's Conclave)
Races: Aelfborn, Elf, Human, Nephilim, Shade
Classes: Assassin, Bard, Channeler, Doomsayer, Fury, Necromancer, Priest, Warlock, Wizard
 


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