Ok, I am new to this and have been meaning to ask some questions:
Hypotheticaly.
1. How do you start a guild
2. What does it take to be a guild leader
3. What are the importance of OP
4. How do you obtain them, for both ari and cho
5. How much time does it take to get a guild started, then afterwards maintaining it
6. What would it take to gain the respect of those an the Ari for a guild leader
7. Would a new guild on Ari have much impact?
8. How do you align yourself with the Kami or Karavan?
9. This is a little off original topic, but can you give me some good links to everything Kami, perferably ceremonies and RP aspects?
Those are some, and before any Dragonblades jump down my throat about asking these questions I will try to talk to you ahead of time.
Thank you!
*hides from Haldir's wrath*
Guild starting questions
Guild starting questions
Zandryok, Owner of
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Crazy Ring Fanatic
Firewine Springs
Crazy Ring Fanatic
Re: Guild starting questions
There's an NPC you have to visit...can't remember off-top-of-head which one, but I think it's next to the Sage and Intendant in any capital. Creation fee is 100,000 dappers. Cost of a guild hall (optional) is 10million.zangan wrote:1. How do you start a guild
I can't list everything it could take, or that could benefit a guild leader, but here's some ideas:2. What does it take to be a guild leader
- Sensitivity to the needs and desires of the guild's members, and sensitivity to political situations that may affect those.
- Able to support the guild with self-sufficiency and/or external connections/contacts.
An outpost is basically a housing for an automatic resource (crystals, special mats, and stat boost flowers) drill. The drill costs 3.5million I think. Beyond their mechanical value, however, OPs are perceived as a guage for the state of population, economy, and politics (to some extent). For example, if the Kamists hold less OPs than Karavaneers, they are perceived as the weaker faction. If a non-Tryker guild attempts to take an outpost in Aeden Aqueous, they're perceived as imperialist invaders. If there are guilds giving away crystals, the overall market value of crystals is decreased due to the knowledge you don't have to pay for them in limbs.3. What are the importance of OP
I don't know the OP situation on Cho, but on Arispotle you would have to take an OP from an existing guild, which will probably have an entire faction backing them in defense. There might still be unclaimed outposts on Cho, in which case you'd only be fighting NPCs (Marauders) to take one.4. How do you obtain them, for both ari and cho
Impossible to answer, I think...5. How much time does it take to get a guild started, then afterwards maintaining it
Muchly depends on the guild. If it does something or sets forth a theme/policy that has an impact of some kind, I would bet it will have an impact.7. Would a new guild on Ari have much impact?
The guild leader has to work their fame with the desired kult to 30, then visit one of the kult's temples and do a particular rite. The leader's alignment determines the guild's alignment.8. How do you align yourself with the Kami or Karavan?
Jelathnia, Kasarinia, KianShi, Maethro, ShuaLi, and OPaxie (Arispotle)
TeiJeng (Leanon)
ï = ALT+0239 | advice for mission design | Zoraï masks
long-distance communication | some foods and drinks | Zoraï pictograms
"Ryzom: We dare to be different. Do you dare to adapt?" - Acridiel
TeiJeng (Leanon)
ï = ALT+0239 | advice for mission design | Zoraï masks
long-distance communication | some foods and drinks | Zoraï pictograms
"Ryzom: We dare to be different. Do you dare to adapt?" - Acridiel
Re: Guild starting questions
Hmm, maybe I should add some information:katriell wrote: The guild leader has to work their fame with the desired kult to 30, then visit one of the kult's temples and do a particular rite. The leader's alignment determines the guild's alignment.
When you start a guild the guild inherits the fame ratings of the guild founder. If you want to state your allegiance to a faction or culture, you should make sure you have the required fame ratings, before you found the guild, otherwise you have to raise the guild fame to 30, which is a lot more difficult. ( I know, I brought guild cult fame for my guild from 14 to 30, nearly alone, while my personal guild fame was capped at 50 )
Cheers
Trini
Trini - Darkmoor Rangers