"Alone, each stick is easily broken. As one, they are unbreakable."

 
Features


Multiple Guild Ranks
The leader of each guild may create as many guild ranks as she desires. Each rank may have its own configuration of guild permissions. Possible permissions include the ability to induct new members, promote members up to a certain rank, deposit and withdraw from the guild coffers, deposit and withdraw from the guild storage vault, etc..

Guild Storage and Bank
Guilds may store equipment and coinage in their halls. Members may be given permission to deposit or withdraw from each separately. These storage areas are often useful for equipping new members or ensuring the guild maintains a minimal level of appearance or readiness..

Custom Guild Halls
In accordance with Aengvold's free form world, the guild halls may be modified and expanded without any need for immortal permission. The only constraits are guild skill in construction and architecture, and any monetary funds for materials. Guild halls can be turned into manor houses, fortresses or popular innes and pubs.

Badges of Rank
Guilds inherit or design their own emblems, which identify their members and their rank within the organization. These badges offer protection from many NPC's who are unwilling to risk the wrath of the organization by killing their members. Those who wish to remain incognito may remove the badge from their clothing.

NPC Eecruitment
Guilds accumulate a pool of available NPC manpower based upon the accomplishments of their members. Guilds whose members are skilled at combat will attract similar NPC talent. Members who are well learned, or skillful in the wilderness will attract likewise. These NPC's can be recruited at the guild by players of sufficient rank, and used to staff expeditions, or provide combat manpower in times of need.

Voting System
Every guild member has a secret vote of who she would prefer to be the actual head of the organization. If anyone achieves 50% or more of the vote, that person automatically is installed the leader of the guild in a popular coup. Should a leader be absent and not log in for over a month real time, the next player with the largest share of the secret vote will become the next leader of the guild. This prevents organizations from ever being without a player leader.

Guild Warfare
Organizations may go to war with each other. Leaders and highly ranked officers may designate other guilds as hostile, neutral, or allied. The guild NPC's will then either attack, assist, or ignore players and NPCs belonging to that faction. Warfare may be civil (inter-realm guilds are hostile), factional (cross kingdom war between guilds), or ethnic (cross realm war between guilds).