Post by Sin on Nov 26, 2012 14:35:08 GMT
General
It is with every intention that Guilds are to be fully supported in the Gameworld. Players will be able to start their own or join existing ones and, like players, will be able to influence politics and effect Cormyr in their own unique way.
Sub-Boards have been made, allowing players to privately discuss the guild outside of the general forum. These are password protected and the Guild Leader will be given this, which they can distribute to members of their Guild.
Starting a Guild
It is with every intention that Guilds are to be fully supported in the Gameworld. Players will be able to start their own or join existing ones and, like players, will be able to influence politics and effect Cormyr in their own unique way.
Sub-Boards have been made, allowing players to privately discuss the guild outside of the general forum. These are password protected and the Guild Leader will be given this, which they can distribute to members of their Guild.
Starting a Guild
- You must have a legitimate Guild Name that reflects the essence and naming concepts of the Forgotten Realms.
- You have to announce a single Leader before the Guild can be established. This leader will act as a coordinator between the Guild and the DM's. A Guild Leader may delegate authority and responsibilties to other members of the guild at his/her own discretion.
- In order to establish a Guild, you must have at least 4 active players backing you up and wanting to join your Guild, so that you will start out as 5 active members in total.
- You must provide the DM's with a detailed description and background of the Guild, describing what kind of members it allows (races and classes), it's origin, what purpose it serves, and what Deity/Deities it follows, if any. As part of this, you will also need to provide:
A) Guild house/building location
B) What house/building contents are to be in it
C) Keys, Insignia and Guild Member Rings etc.
D) Guards and / or traps, if any are wanted
E) Guild Items, non-magic but custom designed - Guild status may only be gained through DM and Developer permission after a thorough review of the guilds guidelines and intent. A cost to set the Guild up will be provided, and this will be largely based on what has been asked for.
As an example, if starting a Thieves Guild in an existing run down house outside the Hullack for instance with no guards or special items , the costs will be relatively small. If however, the guild wanted a new mansion to be built or bought in Suzail, then the costs will dramatically increase. As an overview, the cost will be:Type Indicative Cost Very Low 20,000 Low 40,000 Medium 80,000 High 160,000 Very High 250,000 - On approval, this cost will be provided to you by the DMs, and if accepted by the Guild members, will be deducted from them. The development team will liaise with the new Guild Leader on the Guild house / building and it's contents.
- The Guild house / building can be upgraded i.e. new furniture added or in some cases can be moved to new premises. This however, will also have a cost. These requests are to be made to the DMs as above and the staff reserve the right to not accept these changes.