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Guild starting questions

Posted: Thu Oct 12, 2006 9:13 pm
by zangan
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*

Re: Guild starting questions

Posted: Thu Oct 12, 2006 10:28 pm
by katriell
zangan wrote:1. How do you start a guild
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.
2. What does it take to be a guild leader
I can't list everything it could take, or that could benefit a guild leader, but here's some ideas:
  • 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.
3. What are the importance of OP
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.
4. How do you obtain them, for both ari and cho
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.
5. How much time does it take to get a guild started, then afterwards maintaining it
Impossible to answer, I think...
7. Would a new guild on Ari have much impact?
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.
8. How do you align yourself with the Kami or Karavan?
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.

Re: Guild starting questions

Posted: Fri Oct 13, 2006 6:47 am
by thlau
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.
Hmm, maybe I should add some information:

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