Great thread!
First thing is I love the King of Clans idea, almost exactly how I think the deeds should work as well!
My idea for the deeds was that they would load in a zones, randomly killing mobs within the zone had the small chance of loading the zone deed, the deed can only be loaded maybe once a day, or we could even say, use moon cycles, every new moon deeds can once more be loaded in a zone. Once a clan claims the deed, by placing it in a container in the clanhall, or maybe giving to one central mob near recall (might be easier that way) the mob would global command something like Table Round has claimed the Camelot Zone deed.
If say Chaos get's it next load it would prompt Chaos has claimed the Camelot Zone deed from Table Round.
Perhaps even broadcast a count of how many each clans own. Chaos 3; Sicilians 2; Table Round 1... if 0 it isn't even broadcasted to save spam?
I'm not sure if batches are better than a mass amount. Perhaps even do it as batches, once first batch of 10 is successfully all obtained by one clan, they win that "round" and then there's 10 more, and the first clan to achieve all 20 wins that "round" and receives an award, eventually with more and more deeds, it'll take longer and longer each round because there's simply more deeds, and with other clans continuously "stealing" them away from each other, it becomes nearly a continuous quest, maybe even make it so if the round is won the bonus prize is permanent for that clan. However if any other clan gets that many deeds they still get the buff at the respective level. Any thoughts? Would have to come up with some distinct bonus prizes. I think along the lines of interest to treasury, clan global innate, innate buff of some kind to attack, health, mana, moves, accuracy, evasion, speed, you name it.
Along with this, we could always implement what we planned to in the past and why we made clan entrances, is open clans to anyone? With the deed buff of interest rate it can make the treasury actually worth something. And with the ability to buy clan defenses, such as a mob for defense that attacks any intruder upon entrance, it's levels etc dependent on gold spent, perhaps traps that cause poison, or instant damage to anyone who enters, that are one time usage items, but all costing gold. This will provide a continuous gold sink to a clan especially if they keep getting attacked repetitively, and give people more incentive to play to keep their clan safe. Clans could be flagged arena, so anyone can defend as well.
This of course opens up clan wars, and may even be able to help mud growth in itself. Such as if a clan is 'dead' at what point do we throw in the towel with it and have another clan take it over, like Qualinesti belonged to Dark-Jedi for quite sometime. It doesn't stop the clan from ever coming back, if an interest is shown, but if this clan contest/raid/war features implemented can cut back the clans that are pretty much nonexistent. Perhaps even the option for clans to form alliances is brought back into play. This has many paths it can go, and can start off very fundamentally, and slowly grow, it doesn't need to be fancy by any means at first. simply opening clans and one defense purchasable, whenever time is available more defenses are added, etc. There's so many things to mention and not enough time right now to go through everything or make a detailed explanation, that can come in time if this idea is liked by most... Any thoughts, concerns, questions?