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Introduction
Black Lance was created in order to provide a fully functional, entertaining, but inexpensive alternative to other Online RPGs. In it, you are able to create your own personal identity, and then use that character to interact with others online. As you use a character it develops traits and a history.
When creating a character, players have the opportunity to set a number of different variables, including a "House". "Houses" define your lineage in the world, and play a major role in your part. There are 12 major houses in Black Lance, plus a "Vagrant" lineage, which means an unknown heritage. These 12 houses are the major political and military powers of the world. Decending from a house is both benificial and negative. You gain attributes according to that houses' specific strengths (Brashron's are known for thier physical prowess, which gives players a +5 STR bonus). However, houses political and military powers should also factor into your choice. Houses holding more influence will change how you interact with other people. Some houses have bitter rivals, and close allegences - holding true to these partitions is pivitol when dealing with other players.
Choices you make, and activity in the house will sway the political and military standings of the houses. If you participate in many attacks, raids, and other quests of violence, then your house will become stronger militarily. If you participate in political ventures, such as relic quests and terrorist situations, then your political standings will change.
Each house is run by a "Patriarch" or "Martriarch" and members of the house are inclined to listen to thier leaders. The leaders declare war, and alliances, or call for quests to be taken. Administrators play the role of Patriarch's and Matriarchs, however, dedicated and regular players may take rule under certain circumstances.
Being a Vagrant has it's own blessings and curses. No changes are made statistically, but players who are Vagrants lose all ties to any Patriarch or Matriarch and are able to roam the lands without bonds. However, choosing to be a vagrant is also a dangerous one. No protection from Houses means you are often the target of unfair pursecution and blame when no other can be found. Also, Vagrants are generally looked down upon, and because of they are not linked to a house, it is much more difficult for a Vagrant to participate in major quests and tournaments. Becoming a part of the "Tome of History" also becomes difficult. Furthermore, lack of a Patriarch or Matriarch means you have no administrator looking out for you, which may cause complications later on.
On another level, users can create thier own quests using predefined or custom maps. At the completion of a quest, players are rewarded with whatever items and experiance the level has to offer, as well as a note in thier "History Log". Great deeds of honor, such as Network Wide Tournaments and Major Events (defined by administrators) will grant you world wide fame in the Tome of History.
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