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The Rules:Guilds
 

Guilds

Guilds are local factions and fraternities, formed to protect mutual interests and maintain standards. They are typically formed around a common class or profession, and usually share an ethos and hierarchy. Each guild has a central base known as the Guild Hall, located in or about the city. It may be anything from a simple building to a complex, stronghold, or mansion.

Armory

Upon joining a guild, the character's missiles are added to the guild's armory, and the guild will supply him with missiles when he fights. The character can opt to change which weapon his guild supplies missiles for by sending a request to the Trading Post. Complex devices such as bows, crossbows, and slings must be purchased by the character, or awarded to the character by a guild officer.

Guild armories also contain items magical and mundane, including weapons, talismans, and scrolls. These can be borrowed by members as specs. Guilds will not provide specs for fights between two of their members. Specs to be used in these "intra-guild" fights must be owned personally.

Fees and Tithes

Guilds pay the regular 10 gp entry fee for their members, excluding group fights and some special events. They also charge a tithe of the purse for each fight won, typically 40% to 50%, to defray the costs of fees and restock the armory. If two members of the same guild fight each other, the guild won't charge a tithe, but it won't pay entry fees, either. The guild provides missiles, regardless.

Joining

All guilds are open to any character they choose to admit, regardless of class. However, some guilds may have requirements you must meet before you will be allowed to enter. They may range from attaining a minimum rank to submitting a character history, or role-playing tasks. Or, the guild might have no requirement, at all. Save yourself the trouble by e-mailing an officer BEFORE your character is created, to find out how difficult it will be to enter. (Remember to tell him or her you don't have a character yet, though.) The Mercenary Guild is open to all characters at any time and has no entrance requirements, though it provides a minimal armory. To join, e-mail the contact under Whom Do I Write?. It is not possible to join more than one guild at a time. It is possible to switch to a new guild, provided the character is first officially dismissed from his old guild by an officer. 

Those players already familiar with a guild's structure and defenses may post in the guild's folder, if it is done cautiously and role-played well. DO NOT POST OOC IN THE GUILD'S FOLDER. If it's not apparent which folder belongs to the guild you're interested in joining, check in the top margin when you list the folder contents. First, post your character's entrance into the region of the guild. It may not be possible to walk right up to a defended castle or camouflaged den. If you need help, the members or officers will respond and guide you, or talk to you about gaining membership. If nobody seems to be responding, the next most direct way to contact someone about a guild is to e-mail an officer. The officers' names can usually be found in the top margin of the guild's folder, and in the Character Listings, under Guilds. The most direct way is to meet with an officer in the chat room, during game hours. However, this is not always preferable, as they may be busy fighting or dealing with another project.

Officers

Each guild has at least one officer. They can have as many officers as ten per cent (10%) of their total guild population (except as below). The top three officers have special functions that they are able to perform for the guild. They are all allowed to admit members to the guild by using the Guild Changes folder on the boards. They are all allowed to purchase or make transfers through the Trading Post in the name of the guild, and to reward members for achievements. However, only the Guild Master, Assistant Guild Master and Third Officer may admit or remove members from the guild and only the Guild Master and Assistant Guild Master can bet from the guild's treasury.

In order to function, each guild must have a Guild Master. This individual is in charge of the guild, and is usually appointed to the position by his predecessor. He dictates the guild's tithe, activity, description, structure, and political organization. He is in charge of maintaining the guild's armory, taking care that the guild's balance doesn't fall too low, and ensuring that missiles are available for the guild's members. Since he is ultimately responsible for the actions of his members, he usually makes an effort to educate and assist them whenever possible. The Guild Master may appoint or replace any of the guild offices, including his own.

Most guilds have an Assistant Guild Master. A guild may have an Assistant Guild Master regardless of its size. This position is given to another member who can keep the guild in good repair and handle the duties of the Guild Master while he is away. One of the two should be available on a regular basis to handle guild relations during game hours. The Assistant Guild Master may elect to remove himself from office at any time, but cannot appoint or replace the other officers. If the Guild Master office is vacant, he is required to promote himself or another to the position immediately.

Some guilds also have a Third Officer. A guild may have a Third Officer regardless of its size. This position is frequently given to a member who has distinguished himself in some way, or someone who shows an interest in recruiting members. His political power is limited, although he is allowed most of the procedural tasks of the other officers.  He may elect to step down from office at any time, but cannot appoint or replace the other officers.

Additionally, guilds may name officers up to ten per cent (10%) of the guild's total population. For example, if a guild has 40 members, they are allowed 4 total officers (GM, AGM, TO, and another officer). These officers are purely for roleplaying purposes only. The Guild Master can change the name of any office, other than Guild Master or Assistant Guild Master, at any time, so long as it has not been changed in the last six months.

Policy

The policies of each guild are determined by the Guild Master, unless he chooses to appoint a councilor, or to permit a senate. The game will only recognize official guild business from an officer. If conflict exists, the Guild Master always has the final say in the matter.

Any Guild Master or Assistant Guild Master inactive (no fights, bets, or room roelplay for XP) for one month or more can be removed from office. In the case of Guild Masters, a new Guild Master will be appointed -- usually the guild's AGM, unless both characters are inactive, in which case a new Guild Master will be chosen -- from among the guild's ranks. Other Officers are not subject to activity restrictions.

Any guild entirely inactive (none of its members have fought, bet, or roleplaed in the room for XP) for two months or more risks having its charter to operate revoked by the City. If a guild is so disbanded, it will lose its guild board (old posts will be archived), and its sheet will be archived as inactive. It can be revived when one or more of the old members returns and pays a 300 XP activation fee. At such time, a new board will be created, and the sheet will be reactivated. No guild thus revived can be merged within 6 months of its revival.

Liabilities

Guilds operate for common benefit and to provide mutual protection in times of danger. Each guild must be registered in the city, whether or not it is located therein. Failure to do so earns the wrath of the local militia, who typically burn its base of operations and hang the brigands.

In exchange for license to operate, each guild is responsible to the city's defense. In times of open warfare against the city, the guilds are required to unite and garrison its walls. Guilds found intentionally harming the city are assessed a fine for treachery, and typically considered outlaws for no less than a year. Guilds are also responsible for ensuring criminals are brought before the City Council, tried, and imprisoned for a time.

Guild Transfers

Guild Masters or Assistant Guild Masters may transfer gold from the guild's treasury to reward members who win a contest, attain a new rank, or accomplish a special service for the guild. However, no more than 300 gp per character per week may be awarded. Furthermore, no transfers can be made if it would cause the guild balance to drop below 1000 gp.

Items may not be transferred this way. However, gold may be used to purchase an item from the Trading Post and transfer it to a member the same week. For example, if Member123 joins the Stronghold and realizes he could use a Bow instead of Darts, but doesn't have enough to buy one, he could try to talk an officer into buying him a Bow with guild funds.

The officer initiating the transfer must include the other officers on the transfer mail, for it to be valid. If a transfer is found to be questionable, the other officers may appeal to the Trading Post proprietor, and the officer who made the transfer might be removed. Players who make transfers only to give themselves or their friends a monetary advantage will be liable for an Unsportsmanlike Conduct call. This call will suspend the character(s) involved from guild office for an indefinite period of time.

Compensatory Transfers

Guilds can also act as shared repositories of items. If a character transfers gold or equipment to a guild, a guild officer can redeem it for him at a later date, either by transferring the original item back, a similar gold value, or a suitable replacement. The exact value of the item isn't necessary, as long as it's within a fair margin (less than a 50% difference, say; abusing this will be dealt with harshly).

Items can be transferred freely to guilds. Still, the officers are responsible for transferring returns, when they are requested. If the current officers don't wish to cooperate, there is no quick or easy way to get the items back. Contact the Trading Post management for more information on compensatory transfers, and talk to the guild if it sounds like something you want to do.

Posting

Members are encouraged to post roleplaying in the guild's folder. Even simple things, like returning to the guild after a fight, or complex things, like setting up an alliance or fighting a war, can be posted in a guild's folder. See the Roleplaying Guidelines for more information.

Guild Mergers

Any two ore more guilds can merge together. When the guilds merge, the must resubmit a new officer corps. Each guild will be required to pay associated fees to the Arena by donating 25% of each armory before the merger. The staff will inform the old leadership of what that total is, and each Guild Master will be expected to submit a list of items and gold that will cover that amount. The merger is complete and can not be undone. At no time will the Arena have less than five guilds. The Arena Staff reserves the right to approve or disapprove any attempted merger.

Creating New Guilds

Players may create a new guild by meeting the following criteria:

  1. Paying a fee of 6000gp
  2. Paying a fee of 300xp
  3. Providing the names of at least four (4) initial members, one of whom must be designated Guild Master.

The gold pieces and experience point fees are rqeuired totals; they may be paid for in whole or part by any of the initial members of the guild. For example, RavnBlade,Sabin Deus,Heirotake, and EbonMoogle decide to create their own guild. The four of them must provide 6000gp, 300xp, and name one of them as Guild Master. SabinDeus might provide 2000gp and 20xp, while EbonMoogle might contribute 1000gp and 80xp. The remaining two characters, RavnBlade and Heirotake, would need to put forward 3000gp and 200xp.

The created guild will be given its own folder for roleplay, a 2000gp treasury, and 1000 rounds of missile weapon ammunition, chosen however the Guild Master prefers. Player-created guilds are subject to the same rules and conditions as the original game-created guilds. All player created guilds must be approved by the Arena Staff before they may be founded.

Last Updated: 03/08/2004

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