Difference between revisions of "Help:Guilds"

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Guilds in BattleMaster are a largely free-form association of characters.
+
Guilds in BattleMaster are a largely free-form association of characters. They can serve many purposes, and in fact their goals and rules are entirely determined by their members.
They can serve many purposes, and in fact their goals and rules are
 
entirely determined by their members.
 
  
<p>
+
==Membership Advantages==
<H4>Membership Advantages</H4>
+
Why join a guild? That is not an easy question to answer. It really depends on the guild. In general, however, guild membership offers these advantages:
Why join a guild? That is not an easy question to answer. It really depends  
 
on the guild. In general, however, guild membership offers these  
 
advantages:
 
<ul>
 
<li><b>Guild Treasury</b> - Members can deposit gold into the guild treasury and withdraw from it,
 
offering a kind of private bank. This function can be used in many creative
 
ways, including member-to-member loans.<br>
 
Different from realm banks, there is no automatic transfer of gold between guildhouses -
 
gold stored in one location will remain there. While individual members can deposit at one
 
guildhouse and withdraw from another one, this only works as long as the local treasuries
 
are sufficiently filled.
 
<li><b>Communication</b> - Members of the same guild can communicate with each other, even if
 
they could not otherwise. This allows global trading or assassins guilds
 
to exist.
 
<li><b>Intrigue</b> - It's not who you are, it's who you know...
 
</ul>
 
  
<br><p>
+
* '''Guild Treasury''' - Members can deposit gold into the guild treasury and withdraw from it,  offering a kind of private bank. This function can be used in many creative ways, including member-to-member loans.
<H4>Guildhouses</H4>
+
** Different from realm banks, there is no automatic transfer of gold between guildhouses - gold stored in one location will remain there. While individual members can deposit at one guildhouse and withdraw from another one, this only works as long as the local treasuries are sufficiently filled.
 +
* '''Communication''' - Members of the same guild can communicate with each other, even if they could not otherwise. This allows global trading or assassins guilds to exist.
 +
* '''Intrigue''' - It's not who you are, it's who you know...
 +
 
 +
==Guildhouses==
 
Every guild needs guildhouses to exist, because most of their functions
 
Every guild needs guildhouses to exist, because most of their functions
 
are only available at the guildhouses. Guildhouses come in different sizes,  
 
are only available at the guildhouses. Guildhouses come in different sizes,  
 
where the size determines how large the house is and how well it has been
 
where the size determines how large the house is and how well it has been
outfitted.<br>
+
outfitted.
 +
 
 
The precise functions available at each guildhouse depend on the guild it
 
The precise functions available at each guildhouse depend on the guild it
 
belongs to and its size (many advanced functions can not be realized at
 
belongs to and its size (many advanced functions can not be realized at
small guildhouses).<br>
+
small guildhouses).
<p>
+
 
 
Guildhouses can be sacked, burned or razed by the lords of the regions they
 
Guildhouses can be sacked, burned or razed by the lords of the regions they
 
are in. Sacking a guildhouse will take some of its gold. Burning it will
 
are in. Sacking a guildhouse will take some of its gold. Burning it will
 
take most of the gold, and reduze the guildhouse size by one (and can obviously
 
take most of the gold, and reduze the guildhouse size by one (and can obviously
 
only be done if the size is at least 2), while razing a guildhouse will take
 
only be done if the size is at least 2), while razing a guildhouse will take
all its gold and destroy it.<br>
+
all its gold and destroy it.
 +
 
 
A guild with no guildhouse left is in serious trouble, but any region lords
 
A guild with no guildhouse left is in serious trouble, but any region lords
who are members of the guild can build a new one.<br>
+
who are members of the guild can build a new one.
  
<br><p>
+
==Guild Types==
<H4>Guild Types</H4>
+
There are two types of guilds. '''Regular guilds''' are just that, regular and
There are two types of guilds. Regular guilds are just that, regular and
+
nothing special about them.
nothing special about them.<br>
+
 
Secret Societies are a special kind of guild that hides from the public. Their
+
'''Secret Societies''' are a special kind of guild that hides from the public. Their
 
guildhouses are invisible, which has many advantages, but also one crucial
 
guildhouses are invisible, which has many advantages, but also one crucial
 
disadvantage: It is difficult for them to find new members, because every
 
disadvantage: It is difficult for them to find new members, because every
 
new member must be shown the way to the secret gathering place by a senior
 
new member must be shown the way to the secret gathering place by a senior
member of the guild.<br>
+
member of the guild.
  
<br><p>
+
==Ranks==
<H4>Ranks</H4>
 
 
Every guild defines its own ranks and titles. However, there are always
 
Every guild defines its own ranks and titles. However, there are always
 
three "types" of ranks.
 
three "types" of ranks.
<ul>
+
 
<li><b>Senior ranks</b> - Are the powerful ranks. Members holding these ranks can promote and  
+
* '''Senior ranks''' - Are the powerful ranks. Members holding these ranks can promote and demote other members, though only those of lower rank.
demote other members, though only those of lower rank.
+
* '''Member ranks''' - Are the normal rank structure within the guild. They can have different titles, responsibilities and even membership fees.
<li><b>Member ranks</b> - Are the normal rank structure within the guild. They can have different  
+
* '''Aspirant ranks''' - Are or those who are not yet full members of the guild. The main difference to members is that they can not read the members' bulletin and their communication options within the guild are limited.
titles, responsibilities and even membership fees.
+
 
<li><b>Aspirant ranks</b> - Are or those who are not yet full members of the guild. The main  
 
difference to members is that they can not read the members' bulletin and  
 
their communication options within the guild are limited.
 
</ul>
 
 
Some guilds will only have one rank of each type, others will have many.
 
Some guilds will only have one rank of each type, others will have many.
The choice is up to the elders, who can create or remove ranks.<br>
+
The choice is up to the elders, who can create or remove ranks.
<p>
+
 
 
Joining a guild always puts one at the lowest rank of that guild, and
 
Joining a guild always puts one at the lowest rank of that guild, and
promotion is always one step at a time.<br>
+
promotion is always one step at a time.
 +
 
 
In some guilds and/or for some ranks, promotion can be bought, so that
 
In some guilds and/or for some ranks, promotion can be bought, so that
 
paying a certain amount of gold to the guild treasury is the only thing
 
paying a certain amount of gold to the guild treasury is the only thing
 
needed for promotion and promotion is then automatic. Usually, however,
 
needed for promotion and promotion is then automatic. Usually, however,
a promotion by an elder is required to rise in rank.<br>
+
a promotion by an elder is required to rise in rank.
  
<br><p>
+
===Months===
<H4>Months</H4>
+
Take note that months in the BattleMaster world are lunar months, i.e. 28 days. No nonsense with variable length months or such.
Take note that months in the BattleMaster world are lunar months, i.e. 28 days.
 
No nonsense with variable length months or such.
 
  
<br><p>
+
==Commoners in Guilds==
<H4>Commoners in Guilds</H4>
 
 
Adventurers (as the currently only career where player characters are not nobles) can join
 
Adventurers (as the currently only career where player characters are not nobles) can join
 
guilds, but there are some restrictions and limitations because nobles do not like to mingle
 
guilds, but there are some restrictions and limitations because nobles do not like to mingle
 
with commoners very much, even when it is useful:
 
with commoners very much, even when it is useful:
<ul>
+
 
<li>There is a mandatory joining fee of 5 gold, unless the joining fee for the lowest rank is higher than that,
+
* There is a mandatory joining fee of 5 gold, unless the joining fee for the lowest rank is higher than that, in which case the higher fee is used.
in which case the higher fee is used.
+
* Adventurers can never be senior members.
<li>Adventurers can never be senior members.
+
* Messaging within the guild costs 1 silver per message for commoners. No noble would be willing to finance the idle chatter of some commoners. Adventurers can not message some members of a guild, this is a purely technical limitation because otherwise we couldn't enforce the 1 silver fee.
<li>Messaging within the guild costs 1 silver per message for commoners. No noble would be willing to
+
 
finance the idle chatter of some commoners. Adventurers can not message some members of a guild, this
+
==See Also==
is a purely technical limitation because otherwise we couldn't enforce the 1 silver fee.
+
* [[Guilds]]
</ul>
+
* [[Adventurer]]
 +
* [[Time]]

Revision as of 14:30, 12 March 2009

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Guilds in BattleMaster are a largely free-form association of characters. They can serve many purposes, and in fact their goals and rules are entirely determined by their members.

Membership Advantages

Why join a guild? That is not an easy question to answer. It really depends on the guild. In general, however, guild membership offers these advantages:

  • Guild Treasury - Members can deposit gold into the guild treasury and withdraw from it, offering a kind of private bank. This function can be used in many creative ways, including member-to-member loans.
    • Different from realm banks, there is no automatic transfer of gold between guildhouses - gold stored in one location will remain there. While individual members can deposit at one guildhouse and withdraw from another one, this only works as long as the local treasuries are sufficiently filled.
  • Communication - Members of the same guild can communicate with each other, even if they could not otherwise. This allows global trading or assassins guilds to exist.
  • Intrigue - It's not who you are, it's who you know...

Guildhouses

Every guild needs guildhouses to exist, because most of their functions are only available at the guildhouses. Guildhouses come in different sizes, where the size determines how large the house is and how well it has been outfitted.

The precise functions available at each guildhouse depend on the guild it belongs to and its size (many advanced functions can not be realized at small guildhouses).

Guildhouses can be sacked, burned or razed by the lords of the regions they are in. Sacking a guildhouse will take some of its gold. Burning it will take most of the gold, and reduze the guildhouse size by one (and can obviously only be done if the size is at least 2), while razing a guildhouse will take all its gold and destroy it.

A guild with no guildhouse left is in serious trouble, but any region lords who are members of the guild can build a new one.

Guild Types

There are two types of guilds. Regular guilds are just that, regular and nothing special about them.

Secret Societies are a special kind of guild that hides from the public. Their guildhouses are invisible, which has many advantages, but also one crucial disadvantage: It is difficult for them to find new members, because every new member must be shown the way to the secret gathering place by a senior member of the guild.

Ranks

Every guild defines its own ranks and titles. However, there are always three "types" of ranks.

  • Senior ranks - Are the powerful ranks. Members holding these ranks can promote and demote other members, though only those of lower rank.
  • Member ranks - Are the normal rank structure within the guild. They can have different titles, responsibilities and even membership fees.
  • Aspirant ranks - Are or those who are not yet full members of the guild. The main difference to members is that they can not read the members' bulletin and their communication options within the guild are limited.

Some guilds will only have one rank of each type, others will have many. The choice is up to the elders, who can create or remove ranks.

Joining a guild always puts one at the lowest rank of that guild, and promotion is always one step at a time.

In some guilds and/or for some ranks, promotion can be bought, so that paying a certain amount of gold to the guild treasury is the only thing needed for promotion and promotion is then automatic. Usually, however, a promotion by an elder is required to rise in rank.

Months

Take note that months in the BattleMaster world are lunar months, i.e. 28 days. No nonsense with variable length months or such.

Commoners in Guilds

Adventurers (as the currently only career where player characters are not nobles) can join guilds, but there are some restrictions and limitations because nobles do not like to mingle with commoners very much, even when it is useful:

  • There is a mandatory joining fee of 5 gold, unless the joining fee for the lowest rank is higher than that, in which case the higher fee is used.
  • Adventurers can never be senior members.
  • Messaging within the guild costs 1 silver per message for commoners. No noble would be willing to finance the idle chatter of some commoners. Adventurers can not message some members of a guild, this is a purely technical limitation because otherwise we couldn't enforce the 1 silver fee.

See Also