Lucid

The hourglass drips on and on, and over time history fades.


What is truth to a king? A tyrant? A god?

And you? What do you value most?

Once upon a time, the land of Aspasia prospered under the peaceful rule of a grand council. Now it's kingdoms lay shattered, its people divided, and its most ancient civilization forgotten. After a thousand years of struggle and the recent opening of ancient portals, long considered obsolete, the world is changing, and its inhabitants struggling. Each choice, each decision, now more important than ever. And you? Which side will you choose?

Alliances


Alliance Overview

Alliances are shifting things in the world of Amarna. Alliances and territories form around leaders. The stronger the leader, the more that follow them, the more the strength of their alliance. As alliances form, villages appear. Villages become cities. Cities become kingdoms. Each kingdom built by it's leader and the people within it. However, kingdoms cannot be formed without people, and within those kingdoms cultures of their own appear.

Starting an alliance in Amarna is a little different than claiming or challenging for a pre-established alliance, village, city, or empire, and is essentially starting a empire from scratch.
In order to start an alliance you must:

  • Have a character that is at least 18 years old that has at least 15 IC posts, and has been on the site for a minimum of 30 days.
  • Have a minimum of 3 active followers from 3 different members.

Once the minimum criteria is met, you must post on The alliances board in order to create your alliance. Once your alliance is created, an new board will be made for your alliance under the open lands or a pre-established category (with the highest ranking leader's permission). Your alliance will start out as a claimable wilderness, and as you gain more members, your wilderness can expand into a village, which can then expand into a city, and eventually, an empire.


Claimable Wildernesses

Currently Unavailable

Wildernesses are just as the word means - they are the most remote and least inhabited of all the claimable lands within a kingdom. Wildernesses are more down-to-earth, and the inhabitants tend to be a little wilder than their city-dwelling neighbors. There is not as much in the way of luxury, but in a pinch a wilderness can be a beautiful place to live. If a wilderness is part of a kingdom, they are still under the emperor and empress's jurisdiction, and their laws should be followed in addition to the leader's own.

Once the claimable wilderness is established, it should remain active, and the leader should post at least 2 times IC every two weeks. At least 1 post needs to be made within the wilderness itself. The other posts may be made anywhere else on Lucid.

New land leaders will have a 1 month cooldown period in which they may not be challenged for land. After that period they will be subject to all other rules for claiming and challenging.

Perks of Living in a Claimable Wilderness

  • Leaders will be permitted to have 1 board for the wilderness. New claimable wildernesses can be named and described as the leader sees fit.
  • Leaders will be able to name and choose ranks, and designate them as they see fit - including their own title.
  • Leaders should appoint a Second-in-Command or regent to take care of their wilderness while they are away.
  • Leaders will be responsible for creating rules for their wilderness. If they are part of an empire, they must be respectful and follow all empire rules.
  • The leader is permitted to uphold their laws in whatever way they see fit (considering that it follows empire rules if they are part of one). However, they may not powerplay or kill a character without permission.
  • If part of an empire, residents will receive 1 type of bonus magic chosen by the Wilderness' leader.
  • The wilderness' leader will be responsible for creating a description and parameters for the bonus magic.
  • Residents will receive protection from force-claiming for 1 month after joining.

Villages

Currently Unavailable

Villages are smaller towns within a territory and while they themselves can become very powerful, they still pale in comparison to cities and empires. Villages are much less primitive than wildernesses, but still lack the creature comforts that cities and empires have. If a village is part of a kingdom, they are still under the emperor and empress's jurisdiction, and their laws should be followed in addition to the leader's own.

In order for a claimable wilderness to become a village:

  • The Leader must have at least 5 followers played by 5 other members
  • The claimable wilderness must be active with a minimum of 20 posts and 5 threads over a 3 month period
  • The claimable wilderness must have been established for at least 2 months before upgrading to a village.
Once that criteria is met, the member may post under The alliances board to upgrade their claimable wilderness into a village.

The village itself should remain active, and the leader should post at least 3 times IC every two weeks. At least 2 posts needs to be made within the village itself. The other posts may be made anywhere else on Lucid.

New village leaders will have a 1 month cooldown period in which they may not be challenged for land. After that period they will be subject to all other rules for claiming and challenging.

Perks of Living in a Village

  • Leaders will be permitted to have 1 board and 1 sub-board for the village. New villages can be named and described as the leader sees fit (sub-boards may be changed at any time by the leader).
  • Leaders will be able to name and choose ranks, and designate them as they see fit - including their own title.
  • If the village isn't under a pre-established empire, the village will become its own category, and will also include the sub-board with the wilderness it was established from.
  • Once upgraded to a village, the leader must designate a leader for the wilderness or else it will become claimable to anyone who meets the criteria.
  • Leaders should appoint a Second-in-Command or regent to take care of their village while they are away.
  • Leaders will be responsible for creating rules for their village. If they are part of an empire, they must be respectful and follow all empire rules.
  • The leader is permitted to uphold their laws in whatever way they see fit (considering that it follows empire rules if they are part of one). However, they may not powerplay or kill a character without permission.
  • If part of an empire, residents will receive 1 type of bonus magic chosen by the village's leader.
  • The village's leader will be responsible for creating a description and parameters for the bonus magic.
  • Residents will receive protection from force-claiming for 1 month after joining.

Cities

Currently Unavailable

Cities are the hub of civilization. This is where many build their fortunes whether for good and ill, and many of the comings and goings happen here. Cities are the lifeblood of civilization, and whether part of an empire or not, they will hold much sway and power. Cities are much more populated than villages or the wilderness, and the majority of the population lives here. If a city is part of a kingdom, they are still under the emperor and empress's jurisdiction, and their laws should be followed in addition to the leader's own.

In order for a village to become a city:

  • The Leader must have at least 10 followers played by 7 other members
  • The village must be active with a minimum of 40 posts and 15 threads over a 3 month period within the village and/or subject territories.
  • The board must have been upgraded to a village 2 months prior to upgrading to a city.
Once that criteria is met, the member may post under The alliances board to upgrade their village into a city.

The city itself should remain active, and the leader should post at least 5 times IC every two weeks. At least 3 posts needs to be made within the city itself. The other posts may be made anywhere else on Lucid.

New city leaders will have a 1 month cooldown period in which they may not be challenged for land. After that period they will be subject to all other rules for claiming and challenging.

Perks of Living in a City

  • Leaders will be permitted to have 1 board and 3 sub-boards for their city. New cities can be named and described as the leader sees fit (sub-boards may be changed at any time by the leader).
  • Leaders will be able to name and choose ranks, and designate them as they see fit - including their own title.
  • Once upgraded to a city, the leader must designate a leader for the village or else it will become claimable to anyone who meets the criteria.
  • Leaders should appoint a Second-in-Command or regent to take care of their city while they are away.
  • Leaders will be responsible for creating rules for their city. If they are part of an empire, they must be respectful and follow all empire rules.
  • The leader is permitted to uphold their laws in whatever way they see fit (considering that it follows empire rules if they are part of one). However, they may not powerplay or kill a character without permission.
  • If part of an empire, residents will receive 1 type of bonus magic chosen by the city's leader.
  • The city's leader will be responsible for creating a description and parameters for the bonus magic.
  • Residents will receive protection from force-claiming for 1 month after joining.

Empires

Currently Unavailable

Empires are the seat of power and hold many different territories under their rule, whether cities, villages, or wildernesses. There is no limit to how large or powerful an empire can become, and dictate the lives of its many citizens.

In order for a city to become an empire:

  • The Leader must rule a city with at least 15 followers played by at least 10 other members that is not already part of another empire.
  • The category with the city in question must have a minimum of 2 villages and 2 claimable wildernesses.
  • The city's entire category must be active with a minimum of 50 posts and 20 threads over a 3 month period.
  • The board must have been upgraded to a city 2 months prior to upgrading to a empire.
Once that criteria is met, the member may post under The alliances board to upgrade their city into an empire.

The city itself should remain active, and the leader should post at least 5 times IC every two weeks. At least 3 posts needs to be made within the empire's categories itself. The other posts may be made anywhere else on Lucid.

New emperors/empresses will have a 2 month cooldown period in which they may not be challenged for their empire. After that period they will be subject to all other rules for claiming and challenging.

Perks of Living in a Empire

  • Leaders will be permitted to have 1 board and 3 sub-boards for their ruling city within the empire. New Empires can be named and described as they see fit (sub-boards may be changed at any time by the leader).
  • Emperors/empresses will be permitted to have 1 unclaimable wilderness at the edge of their territory that can be named and described as they see fit.
  • Emperors/empresses will be able to name and choose ranks, and designate them as they see fit - including their own title.
  • Emperors/empresses should appoint a Second-in-Command or regent to take care of their city while they are away.
  • Emperors/empresses will be responsible for creating rules for their Empire.
  • Emperors/empresses are permitted to uphold their laws in whatever way they see fit. However, they may not powerplay or kill a character without permission.
  • Emperors/empresses may go to war to annex other empire's territories within their own (the war system will be added once there is more than one established empire)
  • Residents will receive 1 type of bonus magic chosen by the emperor/empress.
  • The emperor/empress will be responsible for creating a description and parameters for the bonus magic.
  • Residents will receive protection from force-claiming for 1 month after joining.

Unclaimable Wildernesses

Within each empire exists a patch of land that is unclaimed by any leader. This land is the wildest and farthest from the city. Only those who are desperate choose to reside here. While still under the emperor/empress jurisdiction, it's harder to enforce the law so far from the center. These lands are full of the shadier dealings, and characters who would otherwise be forbidden from the land may roam here with minimum consequence. Wildernesses cannot be claimed or changed, but they are still livable for any character that enjoys roughing it out and battling the elements.


Member Owned Sub-Boards

Member owned Sub-Boards are Boards owned by an individual character. These boards can be created and designed however the character sees fit (as long as they stay within the site-wide rules). Because the freedom to create the Sub-Board in whatever way desired, there is freedom to create different ranks, rules, hierarchies, social dynamics, etc. It is up to the member to have fun and be creative!

Perks of Member Owned Sub-Boards

  • Complete freedom in creating ranks, rules, design, etc, of the Sub-Board.
  • The owner of the Sub-Board my uphold their rules in whatever way they see fit. However, they are not permitted to power-play or kill a character without permission.
  • Each character can own up to one sub-board at a time.
  • If a member-owned sub-board is under an empire, they are subject to the empires rules (or not, as long as the emperor/empress doesn't find out)
  • Members have no limit to the number of member-owned Sub-Boards they run as long as they are able to keep them active and keep it at a maximum of one per character.
  • If a member chooses to delete a character, they may have their Sub-Board transferred to another character as long as that character doesn't already have one.

Open Lands

Perks of Open Lands

Open lands are for all characters to explore and enjoy and are not under the jurisdiction of any kingdoms or territories. Characters may wander and live here, and otherwise live in total and complete freedom (as long as site-wide rules are followed), however, it also can mean a lack of protection as there are no governing bodies to set or enforce rules.

  • Open lands are not under the jurisdiction of any kingdom, so whatever happens, happens. HOWEVER, this does not mean that the character won't be accountable for their actions from their kingdom or other kingdoms if they are caught.
  • Any and all characters my come and go in open lands freely. They may also live there for a time if they desire.
  • Characters may create unofficial tribes, communities, guilds, etc, under the open lands. However, there will be no site-wide or kingdom rules holding them together as they are unofficial.
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