our clan is a group of ragtag pirates, assassins, bounty hunters, builders, and passionate people seeking freedom from whatever, with loose and minimal rules. we're tough, we stand our ground, and we take no shit. we formed the Enclave for the sole reason of banding together under a unified banner, and codes of honour, with the express purpose of doing what we want, when we want, how we want, where we want; all with respect to those who respect us, of course. we conduct our business with Respect and Honour, factors that make Honour's Cradle Clan an ally, albeit one we owe no obligation to, and we like it that way.
Leader's Base: Blackstone Island where The Voidspire rests
various Bases & Outposts, any one flying the Enclave's banner
Permutation of the main banner used to mark the graves of hunted former members.
why do we exist? I'll tell you. personal freedom, exploration, fighting, plunder, profit, excitement, building, all of the above. what do you value? whatever the answer, you can likely find a home within the Rogue's Enclave. one of our main goals is to accept those that dislike the bullshit and rules of most Clans, people that like keeping to themselves and those they trust, and our rules and codes of honour reflect that. another of our goals is to embody chaos, become one with it, embrace it, be true rogues of society, ones that do not fit the mold nor follow the grain, and instead forge our own path, and doing so by being a fiercely independent group that defends its own with an unrelenting ferocity and a suffocating void of mercy that chokes our enemies. but the cost of membership is steep: unwavering loyalty, immense skill, and a not insignificant amount of mutual respect.
think you have what it takes? then read our Rules and Codes Of Honour below, and should they appeal to you, read how to earn membership, and decide if the price is a worth it one.
what this means is use the principles of only giving the privileges you need to give. don't trust someone? don't let them do something that requires trust. don't want someone opening adjacent chests? don't let them in the chest room, move it yourself. is someone else a member of multiple groups? respect the rules of the one with the least strictness, not the most strict, they chose the less strict rules themselves, and so the protections from the most strict do not apply in the Rogue's Enclave's eyes. if your faction has an issue with this, we will not be signing a treaty to make an exception.
this goes hand in hand with the first rule. follow your instincts. our membership challenges require instinct, wit, and cunning, so make damn sure you use those skills. they were part of your test for a reason. instinct, wit, and cunning are some of the most prized skills in the Enclave, and will earn you respect rapidly and immensely within its ranks. these skills are part of what makes the Enclave a powerful force to be reckoned with, one that does not relent.
loyalty to the Enclave and those considered our own is important to us, this includes members and allies. if you stab another member in the back, it becomes the Enclave's business. revenge is often personal, sure, however in matters of personal conflict, discretion or rectification through the Enclave are the only options in our faction. should someone wish to join and they have acted against you in the past, they must pay reparations prior to earning a spot in the membership, and your time to object is at their initiation. if you start a war with our allies, or new factions, you will be considered disavowed until you personally rectify the conflict with said faction, and likely hunted unless rectification begins immediately. however this is not to say you will be cast out permanently, the debt shall be repaid, and you shall be offered a membership again, having learned from your mistakes, however repeating old mistakes will result in a death mark from the Enclave, as you will have stained our faction's reputation, and the only response will be to stain our banner with your blood.
this includes sounding the raid horn, called seek, prior to engaging in PVP, and if it is sounded back, it is an open acceptance of the challenge, and should be taken with caution and unrelenting hostility. however, if you sound the horn and a surrender attempt is made, respect it, leave a portion of what they have and don't take it all. reward making your life easier, however if they are your enemy, or an enemy of the Enclave, call for backup and trap their grave within obsidian until it can be claimed for the Enclave. if someone messes with you, teach them that our banner is strong, fortified by those that fly it, and do not back down from a fight unless regrouping is planned, or even baiting the attacker into their doom.
this includes pledging a ship to the fleet, a set of gear to the war room, helping explore the area around new outposts, helping build Bases and Outposts, or even just donating raw materials, or setting up farms for resources and ammunition to fuel the Enclave. while optional, it's one of the most basic signs of respect for the Rogue's Enclave.
if you're still reading, you must like the Rules and Codes Of Honour. they are short, but potent in their simplicity. to earn membership you must complete at least two of these trials found below back to back, with no gear up in between, your inventory must last through both challenges. they allow nearly any gear, or items, however you may only bring what you can carry in your inventory, and shulkers and ender chests aren't allowed for expanding this. to increase the difficulty, if you die, you must recomplete the challenges to the point of your death and regain your gear, with no assistance. alternatively, run raids and stock up on totems of undying, and hope you bring enough. the strategies are multitudinous, the paths to victory shrouded in a fog only cunning, wit, cleverness, and a sharp mind that is one with chaos can manage to pierce. every member must complete the required number of challenges, no matter what. members also earn a commendation for every challenge they complete the first time, including the two they are required to run for membership, so earning the others still provides purpose, as each commendation comes with a fitting reward, and the prestige of having completed it.
to complete the Trial Of The Sea you must prove mastery of it. this requires being ferried to the middle of a random ocean and surviving below water for one minecraft day/night cycle, sunrise to sunrise, and during that time, killing an elder guardian, and constructing a conduit frame in a place of your choosing. you may place blocks, mine, and so on, so long as you stay fully submerged in water, and potions are allowed. this challenge requires using your instincts as well as your ingenuity, and knowledge of survival, skills that will serve you well in the Enclave, should you find yourself waiting for backup, or engaging in solo operations against a superior target. rewards for this commendation are a fully customized boat made to your specifications, delivered to you with a variety of aquatic related items in the hold
for this challenge, you must navigate the deepest parts of the Nether within the time limit, and survive. you must circumnavigate lava lakes, mountains, and every biome in between. you may get there any way, however you must navigate by yourself. this requires trusting your instincts and navigating wisely, trusting you can make it through, and while map mods are strongly advised against, they are allowed, if you have the time to look at one, that is. the skills of navigation will find immense use with the explorers in the Enclave, as well as your personal adventures into the unknown. the rewards for this commendation are as such: one chest full of a mix of nether related materials and choosing the start and finish for the next prospect.
to complete the Trial Of Ominous Blood, you must face off against an entire trial chamber's host of enemies, while a full member of the Enclave is under the effects of a bad omen 5 potion, activating the spawners with that difficulty. they will enter only with full iron gear, it is your job to protect them, and keep them alive. they will listen to you and follow your instructions. this challenge is meant to be a test of teamwork, of the ability to defend your fellow members of the Rogue's Enclave should you pass two trials, and your ability to effectively communicate in the heat of battle. you may communicate with the Enclave member however you wish, however it will be your lead, so you must understand that member's strengths and weaknesses. rewards for this commendation are all trial keys, normal and ominous, that drop from the trial chamber, as well as a shield with unbreaking 3 and mending, to signify your ability to defend others, as well as the ability to place and light a candle anywhere in the Rogue's Enclave's main base, signifying your ability to be a guiding light, warding against the dangers of the dark.
The Trial Of The Wind is an elytra obstacle course, however it is one that requires such precision, that using rockets is nearly impossible, and yet, also nearly necessary. it requires flying upon the razor's edge of speed, stalling, and death, and requires you to pass through all the rings in any order. there is no time limit. this challenge requires a level of patience, immense finesse, cunning, and the ability to ride a razor's edge, an edge that will become all too familiar in the Enclave due to our embodiment of chaos. the rewards for this commendation include: a mending and unbreaking 3 book for your elytra, a chest full of firework rockets, and the ability to add one ring at a place of your choosing within the course.
to complete the Trial Of The Earth you must navigate the underground chunk error that was created by the improper updating of the world between Minecraft versions, and you must do so without placing solid blocks. placing blocks is an immediate disqualification and restart back at the start line. the goal of the challenge: collect 3 keys from 3 random droppers, all without letting them fall to the void. letting one fall will also result in a disqualification and being sent back to the start line while the keys are replaced. this challenge requires great coordination, timing, and precision, all skills that will prove very useful at sea in fleet battles, in combat when switching weapons and gear to counter a clever opponent, and in any number of wilderness situations where you are struggling to survive. the rewards for this commendation are 9 stacks of deepslate, 6 stacks of obsidian, 3 stacks of cobblestone, 9 stacks of tuff, and placing a new dropper anywhere of your choosing within the area, and placing a key inside for the next prospect.
this is considered the penultimate challenge and therefore carries the highest commendation. it requires the completion of all other commendations prior to attempting to count. to complete this challenge you must defeat Enderia, Empress Of The End, a magical, more powerful Ender Dragon, alone, without touching End Stone or any of its variants, from when she spawns until her death. you can stand on the portal frame, the obsidian pillars, or even fly the whole time, but you may not place blocks, and you may not touch End Stone or any of its permutations. touching end stone will result in an immediate failure of the run, and require a restart. this challenge accentuates carefulness, cleverness, wit, and a fierce fighting spirit that will fortify respect for you among the ranks within the Enclave, and make you a member that those not within the membership will respect, and fear. the reward for completing this challenge is the drops from the dragon, namely the dragon egg and elytra, as well as a mending and unbreaking 3 book for the dropped elytra, a shulker full of end stone, a shulker full of obsidian from the obsidian pillars for end crystals in The End, 8 end crystals and 6 wither skeleton skulls, enough to conquer the Wither and Ender Dragon twice more, and the chance to create a personal display case in the Enclave's Hall Of Fame.