"Alone, each stick is easily broken. As one, they are unbreakable."
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Features
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Multiple Guild Ranks
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The leader of each guild
may create as many guild ranks as she desires.
Each rank may have its own configuration of
guild permissions. Possible permissions include
the ability to induct new members, promote
members up to a certain rank, deposit and
withdraw from the guild coffers, deposit and
withdraw from the guild storage vault, etc..
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Guild Storage and Bank
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Guilds may store equipment
and coinage in their halls. Members may be
given permission to deposit or withdraw from
each separately. These storage areas are often
useful for equipping new members or ensuring
the guild maintains a minimal level of appearance
or readiness..
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Custom Guild Halls
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In accordance with Aengvold's
free form world, the guild halls may be modified
and expanded without any need for immortal
permission. The only constraits are guild
skill in construction and architecture, and
any monetary funds for materials. Guild halls
can be turned into manor houses, fortresses
or popular innes and pubs.
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Badges of Rank
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Guilds inherit or design
their own emblems, which identify their members
and their rank within the organization. These
badges offer protection from many NPC's who
are unwilling to risk the wrath of the organization
by killing their members. Those who wish to
remain incognito may remove the badge from
their clothing.
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NPC Eecruitment
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Guilds accumulate a pool
of available NPC manpower based upon the accomplishments
of their members. Guilds whose members are
skilled at combat will attract similar NPC
talent. Members who are well learned, or skillful
in the wilderness will attract likewise. These
NPC's can be recruited at the guild by players
of sufficient rank, and used to staff expeditions,
or provide combat manpower in times of need.
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Voting System
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Every guild member has
a secret vote of who she would prefer to be
the actual head of the organization. If anyone
achieves 50% or more of the vote, that person
automatically is installed the leader of the
guild in a popular coup. Should a leader be
absent and not log in for over a month real
time, the next player with the largest share
of the secret vote will become the next leader
of the guild. This prevents organizations
from ever being without a player leader.
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Guild Warfare
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Organizations may go
to war with each other. Leaders and highly
ranked officers may designate other guilds
as hostile, neutral, or allied. The guild
NPC's will then either attack, assist, or
ignore players and NPCs belonging to that
faction. Warfare may be civil (inter-realm
guilds are hostile), factional (cross kingdom
war between guilds), or ethnic (cross realm
war between guilds).
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