Independent Guilds Handbook

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Independent Guilds

v0.1

Greetings, player! So, it seems that you've taken an interest in becoming a guild member, or have prospects of running your own guild. That's a good thing! However, like everyone, you'll have to start somewhere. Now, it may be different at first, because a guild is not like one of the main factions. The main factions are set-in-stone with the story line. However, a guild is more centered around player-led groups and has more flexibility and fluidity to work with. The main group is for everyone to be part of, but if you desire, you may create your own SL group for your guild with your own in-character ranks. Please note, however, that even though your group may have its own set of ranks, everyone, including you, must adhere to the main rank structure of the main Thea Independent Guilds group. This is more for HUD and ability/spell ranks. Sound confusing? Don't worry, we'll get into more detail in the sections below. It's imperative that you take the time to fully read all the details contained within this notecard. We don't expect you to commit everything to memory, so when in doubt, keep a copy of this notecard to go back to if you need to reference something.


Organization and Leadership

It should be known that a guild is pretty much a player-run faction with its own set of rules. Guilds can be anything from a peace-keeping volunteer group, mercenaries, even street gangs, criminals, and black market groups. Nearly endless possibilities! Overall, there's a set organization that all guilds and guild members must follow in order to maintain a uniform organization. However, this organization is not meant to bar anyone from achieving their highest potential as players. As stated before, guilds are intended to be more player-based in terms of function and purpose. The general organization of a guild is something all guilds must adhere to in order to maintain a fair approach to guilds and guild members. However, this doesn't bar individual guilds from having their own internal ranks and organization, and are free to promote their own members within the bounds of reason and adhering to the root ranking structure, which is detailed in the next section.

Now. How does one become a guild member or start their own guild? It depends on the nature of the guild and its members, really. Depending on the nature of the guild, a guild master, or representative of, may not have any public notices out about their group. This is where OOC contact comes into play. OOCly, if you know someone who runs a guild that isn't public, contact should be made OOCly to see if there can be an invitation arranged. Some may even actively scout you while you're not aware of it, whether they're private or public. If you're going to start your own guild, it's highly RECOMMENDED, but NOT REQUIRED, that you stay in a guild until you reach at least veteran or champion status overall.


Ranks, HUDs, and Rewards

The independent guilds are managed ICly by a consortium of sorts, and are responsible for classifying guilds based on tiers. Tiered guilds get more ranks opened up to them, however it's not an instant qualification to advance your guild in tier. As of this version, there is no set requirements for advancing a guild's tier, so for the time being, all guilds made will remain at the basic level. HUDs and rewards are based on ranks, naturally, and the independent guilds has its own set of faction-specific HUDs to choose from. As for ranks, the current root organization is as follows:


Tier 3 Guilds:

  1. Guild Prospect
  2. Full Member
  3. Guild Champion
  4. Guild Veteran
  5. Guildmaster


Tier 2 Guilds:

  1. Guild Prospect
  2. Full Member
  3. Guild Champion
  4. Guild Veteran
  5. Guild Commander
  6. Guildmaster


Tier 1 Guilds:

  1. Guild Prospect
  2. Full Member
  3. Guild Champion
  4. Guild Veteran
  5. Guild Commander
  6. Guild Elder
  7. Guildmaster

Since we are still very much in the works, things may change over time as necessary to re-acclimate everyone, so be prepared for any patches!


General Rules

There are no already-defined rules regarding the independent guilds, and as such, guildmasters are responsible for utilizing their own guidelines, with the confidence bestowed upon them by the GMs that they also fall in line with the sim rules.