1) I plan to fix this. Progress is slow but the vision is solid. 2) It's not hard. There's literally a cart in spawn leading to Aeroch'nor, which is by Destati, which is where the Clerics roam. Additionally, the Paladins roam Nordwen and Salvus. The Ascended are based in the same land as Laureh'lin. If none of these individuals are present, they can all be contacted OOC to give a heads up that you want to meet with them and RP. If making RP is what RP going stagnant is to you, I'm not sure how else to pose the matter. 3) #2 kind of goes over that, atleast when you include the prospect of getting holy or Fi/Wardmancer folks involved with protection and weapon blessing. 4) Fire is not gold. I would prefer a small legion of Fire Mages who had banded together for the sole purpose of pushing back the undead races over mobs with golden sticks, considering the more organic roleplay surrounding such a prospect. In the end, conventional fire isn't gold, and whether or not it's "carried" (flint and steel I guess) in abundance won't generate as much of a problem as gold weaponry does. Fire can scare off the spooks and build up better roleplay. Gold is used to kill the spooks in ever-repeating Julius Caesar-tier executions of these same, sinister individuals. Which is redundant for both parties involved. 5) Clerics, Paladins, Ascended, Itheral and Keepers were not made with the same purpose as Wraiths, Darkstalkers, Liches, Ghouls and Necromancers. The dark side was molded to be powerful and feared. The goodly side was made to counter that effectively. It doesn't really matter whether or not the benevolent forces can be harmed conventionally or not, because this is about the undead, and they're not undead whom have to deal with being bantered at while being stabbed with gold daggers from five people after approaching to give a little spooky roleplay to others. If we want to talk about holy magic groups, though, we should probably go back to the fact that they're displaced by abundant gold weaponry, not how tough they are in comparison to the other side they're rarely called to fight against. 6) This is already the case. Whoever spread the idea that it wasn't misunderstood the gold weakness. The point still stands-- what you propose for gold right now is what should be applied to holy and enchanted weapons instead, and with gold out of the picture so this game isn't so redundant and one-sided anymore. What actual means do we the "holy side" have to combat the "dark side" ? I mean, you got to remember that baddies have hidden bases they have disguises and lists of people who know them and they most likely are not publicly known cause they either kill their victims or just a select few knows what they are. I like this idea but I still do not think it is fair at all, we HAVE to remember that interaction is server wide and not a war between good and evil. It's not really about things being one sided, we already have the privilege of playing a special type of character. I came and thought Iron and Gold ores were being harder to find, I was wrong! Clerics don't worry about being stabbed with a pointy golden stick, and it's nigh on impossible to (magically, at least) slay an Itharel. I'm not stating that's impossible, by the way- through more mundane means it's achievable. But Wraiths and other darker entities always tend to get smacked around like a doll and people forget that they're meant to be malignant forces bent on either world domination, or purging 'goodly' groups for one reason or another. Every Cleric kill I've done has had repercussions, same with the normal folk when I have to defend myself, it is preposterous in my opinion that a malevolent creature like a Wraith can be destroyed in one stab with a measly aurum weapon. It acts, as Tentoa said, like kryptonite. So it this you feeling wronged and inferior to say "Itharels" then? In that case then that's where the issue is, not punishing the entire server of normal folks that don't want to have that ghost simply hovering around them, whispering in their ear.