Generally, there are three different types of Guilds: Legal, Dark, and Independent. A Legal Guild is one that has been approved and registered by the Magic Council while a Dark Guild is one that has not been approved by the Magic Council and is treated as a criminal organization. An Independent Guild is one that is not approved by the Magic Council, but at the same time is not considered a criminal organization. Very little has been shown about Independent Guilds, though it appears that they can do whatever they please as long as the Magic Council doesn't disapprove of the actions.
Starting:
Guild Page:
Guilds:
Guild Wars:
Starting Guilds:
Masters' Responsibilities:
[list]
Duties:
Starting:
When creating a character, users may decide to go with a guild upon starting and adding the story of how they entered in their character applications or go Guildless and come across a guild on their journeys. The latter is a good solution when users are not sure yet about which guild to choose as each guild is different. The first option however has certain limits to it.
Guild Page:
- Requirements: Each guild has a page in which the masters list the requirements of becoming a member. These can vary from rank, magic, gender, and even character appearance. Extra notes are also listed on this page for Masters to list things they do not want in the guild, for example they could refuse Lightning Magic users as they already have a few. Do note that if a guild has a requirement of being a higher level that you can not apply for it right away as everyone starts at the lowest level.
- Master Review: The first option basically also means that besides a Master reviews your character application after a moderator reviews it to see if you have met the requirements for their guild. This could cause a scenario in which your character is perfectly fine, but you still do not meet the requirements of the Master to become a member of the guild. You could either change it to fit the Master's requirements or go Guildless and roam till you find a guild that fits IC.
Guilds:
- Responsibility: Members are free to create their own guilds whenever they have enough jewels on their hands. It is not strange in the world of Fairy Tail for members of a certain guild to split ways at some point and create their own guild as seen by Bob from Blue Pegasus who was formerly a Fairy Tail mage and Goldmine from Quatro Cerberus who was also formerly a Fairy Tail mage. Staff does not own the guilds. Masters own their guilds. Masters are also in charge of what happens to their guild. We as staff expect you to keep it alive and active. Even a small guild with a couple of people would be allowed as long as the members are active. Besides being active, staying alive also means that you have survive Guild Wars. When a guild is completely taken down, members can either decide to rebuild it again if they have the jewels or to simply break apart and disband the guild.
Guild Wars:
- Chest: Each Guild has a chest in which they keep their jewels. This chest is used to purchase upgrades for the Guild that are necessary to grow. Simple guilds are the size of a small inn, this additionally allows the Master to only accept a maximum amount of 5 members into their guild. This includes inactive members. Masters can therefore decide to remove members from their guild to make space for new members. By purchasing and upgrading the size of the guild, the Master can accept more members and of course generate more income for their Guild.
- Income: Generating income is done by taking a share of the jewels as tax. Each guild has a different tax percentage and of course and Masters are free to change the percentage at the end of each month. At the end of the month members post in their Guild's Tax Page and provide links to the requests they have done, mention the amount they have earned and calculate the tax. The Guild Moderator will take away the tax and place it in the Guild's Chest. Besides Tax members are also free to chip in extra jewels at the end of the month.
- More: Other interesting things that can be purchased are increased fortification which increases the Endurance of a building making it harder to be taken down by enemy mages, special locations such as Training Rooms with wordcount reductions and much more. The requirement for jewels to expand is also an incentive to sometimes go to war with another guild. Once a guild is defeated, the winning guild can take between 5 to 25 percent from the losing guild's chest. This is determined by rolling a dice and of course the amount of money the guild has stored in their chest.
Starting Guilds:
Requirements: Starting a guild only requires 250,000J and a filled out template. Once the template has been filed in and approved by me, you will get the group and group color along with the location and forum. From there on you will be expected to run the guild and keep it alive. The group and location will be removed once the guild is too inactive or destroyed without being rebuilt.
Masters' Responsibilities:
[list]
Duties:
- Masters must update and manage the Guild Page in which all the information is listed.
- Masters must engage with their users frequently in order to have a sense of camaraderie going on in a guild.
- Masters must post at least 25 roleplay posts per month. Even if the guild exists out of a couple of members. Solo posts count towards the total. Mission do not.
- Masters must protect their guild, even if it means protecting it with their life.
Last edited by Seishin on Wed Feb 18, 2015 10:52 am; edited 1 time in total