Difference between revisions of "Guilds"
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* '''Criminal List:''' This function gives officers access to a list of all characters currently declared as criminals within the city. | * '''Criminal List:''' This function gives officers access to a list of all characters currently declared as criminals within the city. | ||
| + | |||
| + | {{DISPLAYTITLE:<span style="position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);">{{FULLPAGENAME}}</span>}} | ||
| + | [[Main Page]] | ||
| + | |||
| + | ---- | ||
| + | |||
| + | = Guild Rules and Conduct = | ||
| + | |||
| + | == Jump to Section == | ||
| + | [[#Guild Tags and Visibility|Guild Tags]] • | ||
| + | [[#Roleplay Etiquette|Roleplay Etiquette]] • | ||
| + | [[#Dispute Resolution|Disputes and Staff Arbitration]] • | ||
| + | [[#Consequences|Consequences]] | ||
| + | |||
| + | ---- | ||
| + | |||
| + | == Guild Tags and Visibility == | ||
| + | Guild tags are considered '''visible insignia or markings''' that identify your character’s allegiance. | ||
| + | How this appears in-game is up to you—crests, tabards, jewelry, tattoos, or other symbols—but **it must be visible** unless your character is actively using the `]conceal` feature. | ||
| + | |||
| + | Keep in mind: | ||
| + | * Tags do not represent literal abbreviations. For example, a character of the *Kingdom of Arandor* does not wear “KoA” on their armor, and Kingdom Of Mercadia charaacters does not have KoM stamped on their wrist. Instead, others would see a recognizable mark, color, or emblem associated with that group. | ||
| + | * This means other players can interpret or recognize the insignia in-character, though not necessarily understand its *meaning* unless their character has reason to. | ||
| + | * If your tag is visible, your affiliation is considered *known* in RP. If you wish to hide it, use `]conceal`. | ||
| + | * Some nations ban the use of concealment, as such you can optionally choose to use services in an unincorporated town | ||
| + | |||
| + | ---- | ||
| + | |||
| + | == Roleplay Etiquette == | ||
| + | Guilds are a cornerstone of community storytelling. To keep the experience immersive and fair: | ||
| + | * '''Play your insignia faithfully'''. Don’t claim it’s hidden if you aren’t concealed. | ||
| + | * '''Do not metagame.''' Seeing a guild tag over someone’s head is an OOC mechanic; it must be interpreted through RP as a symbol or mark. | ||
| + | * '''Respect faction dynamics.''' Some guilds are allies, others enemies—let that enrich the world rather than create OOC friction. | ||
| + | * '''Do not use guilds as personal armies or griefing tools.''' Guilds represent organizations, not extensions of player grudges. | ||
| + | * ''Be mindful of tone.'' The world is dangerous and political, but hostility in-character should not spill over OOC. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | == Dispute Resolution == | ||
| + | If you find yourself in a conflict—political, territorial, or personal—remember: | ||
| + | * Try to resolve it in-character first. Roleplay should be the first line of resolution. | ||
| + | * Communicate OOC before escalation. Most misunderstandings come from mismatched expectations. | ||
| + | * Involve staff only when necessary. Staff are volunteers, not referees for every disagreement. | ||
| + | |||
| + | If disputes escalate beyond amicable resolution, staff may intervene with narrative control. This may include: | ||
| + | * Dissolution of the guild in-game. | ||
| + | * Character death of those involved. | ||
| + | * Removal of leadership privileges or guild structures. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | == Consequences == | ||
| + | These rules exist because guild-related disputes tend to create unnecessary drama that harms the community and forces staff to intervene. | ||
| + | |||
| + | If you cannot find ways to amicably resolve conflicts or accept that actions have consequences, understand that staff may act decisively to protect the health of the shard. You can always approach staff with concerns, and they may even have suggestions. | ||
| + | |||
| + | Staff actions may include: | ||
| + | * Narrative Dissolution – the guild is removed from canon and deleted mechanically. | ||
| + | * Character Deaths – characters involved may be permanently killed as part of narrative cleanup. | ||
| + | * Account Sanctions – repeated or deliberate OOC disruption can result in reforging or permanent bans. | ||
| + | |||
| + | This is a volunteer project. Staff are not paid to babysit or mediate endless disputes. | ||
| + | As roleplayers, you are expected to bring a measure of maturity and the ability to suspend disbelief for the sake of shared storytelling. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ''These rules exist to ensure fair play, reduce friction, and protect the integrity of Regisfall’s world. Treat them not as restrictions, but as a framework for better, more consistent roleplay.'' | ||
Latest revision as of 17:27, 2 November 2025
Contents
Guilds
Guilds can be founded by purchasing a 'Guild Charter' from an NPC banker.
After which you are presented with a guild charter. The guild charter has to be signed by three players from unique accounts, and the guildmaster makes four. You cannot found a guild by signing the charter with your own characters. Once you have three additional signatures on your charter you will be given a guild stone deed which can then be placed in a house/building that you own.
- When you press 'Request Signature' if the targeted player accepts then they will be added to the charter.
Nation System
The Nation System uses a Nation Stone Item. These items have to be issued by a Game Master. There are established or recognized guilds that are responsible for the control of each of the respective cities at this point. Please do not page staff or submit help requests asking to be issued a nation stone. If you are supposed to receive a nation stone, the relevant player leader should inform staff by using the Ticketing System in our Discord Server.
There is a mechanical limit of four nation stones per guild stone. One for the Guild Master and each of their officers. If in game roleplay has expanded to the point where you need a hierarchical structure such that subordinate guilds to the guild that runs the nation also need nation stones, please coordinate that with a Game Master through the ticketing system.
- Add Travel Pass: This function allows officers to grant access to players who would otherwise be restricted by race-specific gates. For instance, if a gate is configured to permit only Orcs, a travel pass to Burz'kal can be issued to a non-Orc character, enabling them to open and pass through the gate.
- Pardon List: In times of conflict, nations may find themselves at war with others, restricting access to certain areas for enemy players. The Pardon List function allows officers to issue pardons to specific characters, effectively removing their hostile status in a city. For example, if Humans declare war on Elves but wish to grant safe passage to a particular Elf into Edana, they can issue a pardon. Race gates would not stop the pardoned character, and sentries would not engage them.
- Mark Criminal: This powerful tool allows officers to mark a character as a criminal within the city's jurisdiction. Once marked, the character is flagged as a target for city sentries, who will attack them on sight if they are identified.
- Criminal List: This function gives officers access to a list of all characters currently declared as criminals within the city.
Guild Rules and Conduct
Jump to Section
Guild Tags • Roleplay Etiquette • Disputes and Staff Arbitration • Consequences
Guild Tags and Visibility
Guild tags are considered visible insignia or markings that identify your character’s allegiance. How this appears in-game is up to you—crests, tabards, jewelry, tattoos, or other symbols—but **it must be visible** unless your character is actively using the `]conceal` feature.
Keep in mind:
- Tags do not represent literal abbreviations. For example, a character of the *Kingdom of Arandor* does not wear “KoA” on their armor, and Kingdom Of Mercadia charaacters does not have KoM stamped on their wrist. Instead, others would see a recognizable mark, color, or emblem associated with that group.
- This means other players can interpret or recognize the insignia in-character, though not necessarily understand its *meaning* unless their character has reason to.
- If your tag is visible, your affiliation is considered *known* in RP. If you wish to hide it, use `]conceal`.
- Some nations ban the use of concealment, as such you can optionally choose to use services in an unincorporated town
Roleplay Etiquette
Guilds are a cornerstone of community storytelling. To keep the experience immersive and fair:
- Play your insignia faithfully. Don’t claim it’s hidden if you aren’t concealed.
- Do not metagame. Seeing a guild tag over someone’s head is an OOC mechanic; it must be interpreted through RP as a symbol or mark.
- Respect faction dynamics. Some guilds are allies, others enemies—let that enrich the world rather than create OOC friction.
- Do not use guilds as personal armies or griefing tools. Guilds represent organizations, not extensions of player grudges.
- Be mindful of tone. The world is dangerous and political, but hostility in-character should not spill over OOC.
Dispute Resolution
If you find yourself in a conflict—political, territorial, or personal—remember:
- Try to resolve it in-character first. Roleplay should be the first line of resolution.
- Communicate OOC before escalation. Most misunderstandings come from mismatched expectations.
- Involve staff only when necessary. Staff are volunteers, not referees for every disagreement.
If disputes escalate beyond amicable resolution, staff may intervene with narrative control. This may include:
- Dissolution of the guild in-game.
- Character death of those involved.
- Removal of leadership privileges or guild structures.
Consequences
These rules exist because guild-related disputes tend to create unnecessary drama that harms the community and forces staff to intervene.
If you cannot find ways to amicably resolve conflicts or accept that actions have consequences, understand that staff may act decisively to protect the health of the shard. You can always approach staff with concerns, and they may even have suggestions.
Staff actions may include:
- Narrative Dissolution – the guild is removed from canon and deleted mechanically.
- Character Deaths – characters involved may be permanently killed as part of narrative cleanup.
- Account Sanctions – repeated or deliberate OOC disruption can result in reforging or permanent bans.
This is a volunteer project. Staff are not paid to babysit or mediate endless disputes. As roleplayers, you are expected to bring a measure of maturity and the ability to suspend disbelief for the sake of shared storytelling.
These rules exist to ensure fair play, reduce friction, and protect the integrity of Regisfall’s world. Treat them not as restrictions, but as a framework for better, more consistent roleplay.

