- The Game
Tensions rise as the inhabitants of Malu struggle for their place in the conflict. Mercenaries float from faction to faction, lending a hand to those who can pay. Deserters lurk in corners to carry out their next hit. Some factions just want land for their families to grow, free of persecution and conflict. While others have more deviant plans, filled with a lust for power and planet-wide domination. But Malu has outsmarted them all.
The surging Energy has decided that no one race would be granted rule without a fight. Land cannot be claimed unless the inhabiting faction has laid its beacon in the Malu soil and the blood and sweat of its fellows to allow the beacon time to take root and gain strength from Malu itself. Beacons must be moved on foot by an unarmed faction member, placed in the desired area, and protected until it is strong enough first to protect itself and then its faction. Claimed land is not taken. It is earned, and it is costly. As factions come and go, Malu longs for its rightful ruler. Will you rise to the challenge and claim this planet for your own?
As a Loner, your destiny is your own. Get out there and explore the beautiful planet of Malu from its heavy woodlands to rigid mountains and everything in between. You will have nothing holding you back. No social dilemmas of anyone getting in your way. It's just you along the road you seek for yourself. Perhaps your a sought out helper who never ties himself to anyone's friends list, working hard to learn a craft or sharpen your combat skills as your speciality for everyone to benefit. There is nothing better then being able to stumble upon a shop in the middle of nowhere when you'd been walking in one direction for miles.
Just because you travel alone and rather not be bothered by others, doesn't mean you can't enjoy the epic battles on the faction fronts. Sign up as a Mercenary with any faction you choose, for a chance to fight without the obligations of that faction. If you feel the craving to join a faction, it's a great way to test each faction out to see where you think you fit in the most. As a Loner, you are not required to dedicate your vote into the society of the faction or guild you help. You can enlist yourself to the city or village as a mercenary and be the player who tips the favour in your direction. As a Loner of Malu, there are few restrictions, and endless possibilities. After all, your legend as a part of Malu is just beginning.
Another part of the Loner's life is housing choices. You can build your home in the middle of nowhere in the wilds, or you could find a quiet village and ask to settle yourself in there residence area, paying a fee for plot rental. Freedom is yours to move around as you please.
As you traverse the planet of Malu, your initial travels are sure to lead you to those with similar goals or those who just may need some help. Travelling in a group always adds to the excitement and allows you to take on tasks you may not be able to complete on your own. Create a group with those who are on the same path to complete larger goals or just to enjoy some company. While these alliances are only temporary, they can greatly increase your chances of success in completing tasks and obtaining treasures. Groups can be any number of players and can be joined or left without commitment. Do you have a group that you just can’t let go of? Perhaps it’s time to consider creating or joining a guild.
Some of the major benefits of groups is the comforts in the way they work. In larger, more affiliated entities of Malu, voting and social standards set in. With Groups, you're able to invite folks or leave as you wish while knowing most likely others will be around to share your joys in the futures. Some groups take advantage of this and claim small areas just for housing and shops. There are no voting or pools of money. Everyone keeps their earnings separate, however they live close to benefit from the company and support of others during their day to day tasks. Another benefit of a group is collaboration of crafting and combat arts. There is nothing better than having a sparring partner who teaches you a new way to hone in on a fancy technique. Crafting buddies also can put their crafters together to come up with intuitive ideas that could be the next fad of Malu.
After making a name for yourself, you have gained a dedicated band of followers who are ready to stand united in your goals and future. It’s time to start a Guild. Guilds must build and sustain resources, defences, and relationships with other guilds, all while staying afloat in shifting communal landscapes. Relationships are especially key in reaping weighty benefits down the road. Towns and cities provide benefits to the members of the guild and require little upkeep since all are pitching in. As a guild, you are not required to participate in PVP. Feel free to craft to your heart’s content. Or join the conflict as a part of the fighting force of Malu.
Guilds are where things start to get complex on a social level. Guilds will need to start to form their societies as they choose too. A guild may choose to operate where one ruler makes all the decisions for that guild. Another common option would be to allow everyone to vote and put in their say and that makes the verdict for the entire guild. The founders and society of that guild are tasked with choosing the political system of the Guild. However, as important as the society is, so is their foundation on Malu. Buildings and land care is as huge a task as Maluians form Guilds. The world is waiting for settlers but as people settle, resources are used up and environments are changed. To keep your lands healthy, you will need tools to restore the environment around you and keep the land you own healthy and happy. Otherwise, you could lose to the wilderness.
Now you have positioned your guild as a major player in realm of influence. You’re established as a power to be reckoned with and have allied with friendly guilds. But it is time to focus on the big picture: creating a faction. A faction is not just a collective of players: it is a dedicated following that directs and dictates its vision in an effort to rule the server. Hand in hand, the people work to upkeep their lands, building large cities and gaining important member benefits. Local crafters supply the faction with wares as everyone works together toward the goal of controlling Malu.
As a faction, you are automatically flagged for PVP and gain the ability to stake your claim on a piece of Malu itself. Claim your land and earn bonuses for all your members by placing Faction Markers. But don’t be fooled: placing markers must be a group effort. Support your Faction-mates as one must travel unarmed on foot to place each marker; stand with them as the marker grows to full strength, establishing your bonus and claiming your land. Gaining and maintaining control of the faction's land requires the utmost strategic planning. Markers must be placed in certain areas if they are to last long, and must be defended as they grow in strength.
Each server is a completely dynamic, player-driven experience. There is no limit to the number of factions, and the relationships between those factions will form the political and economic system of the server. Factions will need to form allies with other factions who share their ideals if they hope to have the ruling majority on Malu. Trade routes will need to be established and protected. The lands you control are always open to attack, and every decision you make can bring peace and fortune, or wrought rebellion and destruction.
Choose wisely; those who become your allies will also contribute to those who could be your enemies. As factions rise and fall, allies are formed or lost, and the political system could crumble in an instant. The players have ultimate control over the who will be the governing party on Malu. What will you do with that power?
There is one group that is unique from all the others: Deserters. Deserters are loved by no one and often shunned from groups and towns.
Deserters come in all shapes and sizes. Much like the loner they are to themselves for the most part or work in small groups. They have a lust for killing or to throw an unexpected monkey wrench into society at will. Hidden societies usually keep Deserters from guilds and factions as that is where the majority of them come from. Some see Deserters as people who have fallen from their faith in morality in need of rehabilitation and help. Other Maluians fear them, running for their lives and locking their doors at night if one is mentioned near their locations.
As a deserter you will be chased, your life will never be easy, and your word will be worth nothing. The common day-to-day task will have a heavy price that hangs over your head with every step that you take. However, for those who dare with you, there is money to replace companions. Hit contracts can be created and given to you, in hopes for assassination or dismantling of a society.