Guilds: Difference between revisions
| (20 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
Guilds are organizations that characters can join to access community, training, exclusive quests, special discounts, and collective benefits in pursuit of professional or social goals. After joining, characters can work together with their guildmates or take on individual tasks to help level up their Guild, unlocking and enhancing member benefits. | Guilds are organizations that characters can join to access community, training, exclusive quests, special discounts, and collective benefits in pursuit of professional or social goals. After joining, characters can work together with their guildmates or take on individual tasks to help level up their Guild, unlocking and enhancing member benefits. | ||
== | == Guilds == | ||
* | === The Assembly of Knowledge (Scholars) === | ||
* The Assembly of Knowledge is dedicated to the pursuit of knowledge and enlightenment; an enclave of inquisitive minds, this guild is a sanctuary for those who seek to uncover the hidden truths of the world. [https://kinrpg.com/guildprofile.php?id=1 Read more about the Assembly.] | |||
== | === The Circle of Vitalis (Healers) === | ||
* | * The Circle of Vitalis is a sanctuary of healing and compassion, where dedicated healers work to mend both body and spirit. Their mission is to restore balance and vitality through the healing arts, bringing relief and comfort to those in need. [https://kinrpg.com/guildprofile.php?id=2 Read more about the Circle.] | ||
== | === The Crafter's Coalition (Crafters) === | ||
* The Crafter's Coalition stands as a bastion of skilled artisans and craftsmen, dedicated to the art of creation and innovation. Their mission is to push the boundaries of craftsmanship, shaping the realm with their ingenuity and skill. [https://kinrpg.com/guildprofile.php?id=3 Read more about the Coalition.] | |||
=== The Golden Ledgers (Merchants) === | |||
* Golden Ledgers is the premier institution for commerce and trade in the realm. They are the merchants, traders, and entrepreneurs who fuel the economy and connect distant lands through profitable exchange. [https://kinrpg.com/guildprofile.php?id=6 Read more about the Ledger.] | |||
* | |||
=== | === Helping Hands (Humanitarian Aid) === | ||
* | * Founded on compassion and collaboration, Helping Hands stands as a lifeline for those struggling to survive the harsher edges of New Ognos. Members devote themselves to rebuilding what was lost, one act of kindness at a time. [https://kinrpg.com/guildprofile.php?id=7 Read more about the Hands.] | ||
=== The | === The Nocturne Society (Supernatural Specialists) === | ||
* The | * The Nocturne Society brings together liches, necromancers, spirit workers, monster hunters, curse breakers, and occult scholars. Its members investigate hauntings, protect spirits, contain supernatural threats, and study what others cannot explain. The Society operates from Veilhaven Manor in Pyronmouth. [https://kinrpg.com/guildprofile.php?id=8 Read more about the Society.] | ||
=== Order of Seekers (Adventurers) === | === Order of Seekers (Adventurers) === | ||
* The Adventurers Guild brings together explorers, wanderers, and thrill seekers, supporting their exploits while promoting courage, camaraderie, and discovery. Their mission is to forge new paths, uncover mysteries, and push the boundaries of the unknown. [https:// | * The Adventurers Guild brings together explorers, wanderers, and thrill seekers, supporting their exploits while promoting courage, camaraderie, and discovery. Their mission is to forge new paths, uncover mysteries, and push the boundaries of the unknown. [https://kinrpg.com/guildprofile.php?id=4 Read more about the Seekers.] | ||
=== Wild Wardens (Tamers) === | === Wild Wardens (Tamers) === | ||
* The Wild Wardens seek to build bonds of trust and respect between Ognoshu and beasts, working in harmony with these creatures for the benefit of all. Their mission is to promote unity, conservation, and compassion. [https:// | * The Wild Wardens seek to build bonds of trust and respect between Ognoshu and beasts, working in harmony with these creatures for the benefit of all. Their mission is to promote unity, conservation, and compassion. [https://kinrpg.com/guildprofile.php?id=5 Read more about the Wild Wardens.] | ||
=== Create Your Own / Future Guilds === | === Create Your Own / Future Guilds === | ||
| Line 49: | Line 36: | ||
** If you have any ideas or suggestions for future guilds, please let us know! | ** If you have any ideas or suggestions for future guilds, please let us know! | ||
* Characters may also found their own guilds by gathering three or more characters and filling out the form on the Guilds page. The three characters must be played by different people, however, one character can be a NPC. | * Characters may also found their own guilds by gathering three or more characters and filling out the form on the Guilds page. The three characters must be played by different people, however, one character can be a NPC. | ||
== Joining a Guild == | |||
* Each character can be a member of up to two guilds. | |||
* Characters can join a guild at any time by updating the "Primary Guild", "Primary Guild Position" ("Secondary Guild" and "Secondary Guild Position") fields on their profile. | |||
== Guild Influence == | |||
A guild grows through the work its members do together and the work they carry out on its behalf. Research, repairs, recruitment, investigations, deliveries, expeditions, and other activities that suit the guild can all give it a stronger presence in New Ognos. Guild Influence tracks that shared activity and lets members turn it into new things to play with. | |||
Influence is an out-of-character resource. It does not measure how wealthy or popular a guild is in character. A guild can have a strong reputation, a poor reputation, or almost no public reputation at all and still earn Influence when its members are active. Influence belongs to the guild rather than to the character who earned it, so members can come and go without resetting the guild's progress. | |||
=== Earning Guild Influence === | |||
An in-character post that references a character's guild or carries out a relevant guild duty can be marked with the '''Guild''' checkbox for '''+5 Guild Influence'''. Enter the applicable guild's name in the textbox so the points go to the correct guild. If a post genuinely involves more than one guild, enter each applicable name. | |||
Each guild profile lists example duties, but those lists are starting points. A member of the Assembly of Knowledge might catalog an unfamiliar organism or share a discovery with another scholar. A Wild Warden might check an animal's habitat, help someone handle a frightened creature, or investigate a threat to local wildlife. Members can come up with assignments that fit their guild's purpose without waiting for Support to issue a task. | |||
Guild bounties and site events may also award Influence when their rewards specify an amount. Support records those awards. A post does not need to succeed at its in-character goal to count; the relevant activity is what earns the points. | |||
=== Active & Lifetime Influence === | |||
Each guild has two totals: | |||
* '''Active Influence''' is the guild's current spending balance. It increases when the guild earns points and decreases with purchases from the [https://kinrpg.com/markets/guildstore.php Guild Influence Store]. | |||
* '''Lifetime Influence''' is the total the guild has earned over time; Lifetime Influence determines which store options the guild can access. | |||
For example, if a guild has earned 105 Influence and spent 35, it has '''70 Active''' and '''105 Lifetime'''. It may still choose from actions unlocked at 105 Lifetime, provided it has enough Active points to pay the action's cost. Earning another 5 points would bring it to 75 Active and 110 Lifetime. | |||
The totals belong to the guild as a whole. Any player with a character in the guild can request an available action for it; the cost comes from the shared Active balance. Because other members may have plans for those points, players are encouraged to discuss a purchase with their guildmates first. | |||
=== Lifetime Store Tiers === | |||
Lifetime Influence unlocks increasingly substantial options in the [https://kinrpg.com/markets/guildstore.php Guild Influence Store]. | |||
{| class="wikitable" | |||
! Lifetime Influence !! Store options | |||
|- | |||
| '''0+''' || Smaller prompts and opportunities that give guild members something specific to pursue. | |||
|- | |||
| '''25+''' || Visiting specialists, focused events, and other opportunities connected to the guild's work. | |||
|- | |||
| '''105+''' || Larger commissions and guild gatherings that can involve several members or bring others into the guild's orbit. | |||
|- | |||
| '''225+''' || Special expeditions and more substantial guild projects that open new places, discoveries, or ongoing threads. | |||
|} | |||
The store lists each action's description, Active cost, and Lifetime requirement. You can spend points as soon as the guild can afford an action; saving Active points does not help the guild reach a Lifetime tier faster. | |||
=== Influence Actions === | |||
Store actions create opportunities for play rather than deciding their outcome in advance. A Guild Notice could introduce a request the members can investigate. A Visiting Specialist might bring a skill, a problem, or an offer that fits the guild's purpose. A Commission Board could give members a defined job with a reward, while a Special Expedition could open an unfamiliar location for the guild to explore. | |||
The same action can look different from one guild to another. The Assembly of Knowledge might ask a visiting specialist to examine an unusual specimen. The Crafter's Coalition might invite an artisan to demonstrate a difficult technique or seek help with a troublesome commission. The Wild Wardens might arrange an expedition to locate a creature reported far outside its usual habitat. Players can suggest the subject, location, and people involved, or leave some of those details for Support to develop. | |||
An Influence purchase gives the guild the listed opportunity or event. It does not automatically make another player's character participate, guarantee that a commission succeeds, or settle an in-character dispute before anyone has a chance to respond. | |||
=== Purchasing an Action === | |||
To request an action, post in the #leadership channel on Discord with: | |||
* '''Action Name:''' The exact name of the option in the Guild Influence Store. | |||
* '''Guild:''' The guild whose Active Influence will be spent. | |||
* '''Polling:''' Putting 'Yes' here will open a poll for members to vote if they approve the purchase or not; 'No' will skip the polling step and just proceed to launching the purchase. | |||
** Polling is ''not'' required, but it is nice if you're spending a large amount! | |||
* '''Details:''' What you would like the action to involve. A short starting idea is enough; you may also name a location, NPC, guild goal, or other relevant detail. | |||
For example, a Wild Wardens player could request a '''Guild Notice''' about tracks from an unfamiliar animal near the edge of a settlement. The player could ask Support to choose what left the tracks, or propose a creature they would like the guild to encounter. Support confirms the request, records the Active point deduction, and helps establish the playable situation. | |||
Latest revision as of 13:30, 27 September 2026
Guilds are organizations that characters can join to access community, training, exclusive quests, special discounts, and collective benefits in pursuit of professional or social goals. After joining, characters can work together with their guildmates or take on individual tasks to help level up their Guild, unlocking and enhancing member benefits.
Guilds
The Assembly of Knowledge (Scholars)
- The Assembly of Knowledge is dedicated to the pursuit of knowledge and enlightenment; an enclave of inquisitive minds, this guild is a sanctuary for those who seek to uncover the hidden truths of the world. Read more about the Assembly.
The Circle of Vitalis (Healers)
- The Circle of Vitalis is a sanctuary of healing and compassion, where dedicated healers work to mend both body and spirit. Their mission is to restore balance and vitality through the healing arts, bringing relief and comfort to those in need. Read more about the Circle.
The Crafter's Coalition (Crafters)
- The Crafter's Coalition stands as a bastion of skilled artisans and craftsmen, dedicated to the art of creation and innovation. Their mission is to push the boundaries of craftsmanship, shaping the realm with their ingenuity and skill. Read more about the Coalition.
The Golden Ledgers (Merchants)
- Golden Ledgers is the premier institution for commerce and trade in the realm. They are the merchants, traders, and entrepreneurs who fuel the economy and connect distant lands through profitable exchange. Read more about the Ledger.
Helping Hands (Humanitarian Aid)
- Founded on compassion and collaboration, Helping Hands stands as a lifeline for those struggling to survive the harsher edges of New Ognos. Members devote themselves to rebuilding what was lost, one act of kindness at a time. Read more about the Hands.
The Nocturne Society (Supernatural Specialists)
- The Nocturne Society brings together liches, necromancers, spirit workers, monster hunters, curse breakers, and occult scholars. Its members investigate hauntings, protect spirits, contain supernatural threats, and study what others cannot explain. The Society operates from Veilhaven Manor in Pyronmouth. Read more about the Society.
Order of Seekers (Adventurers)
- The Adventurers Guild brings together explorers, wanderers, and thrill seekers, supporting their exploits while promoting courage, camaraderie, and discovery. Their mission is to forge new paths, uncover mysteries, and push the boundaries of the unknown. Read more about the Seekers.
Wild Wardens (Tamers)
- The Wild Wardens seek to build bonds of trust and respect between Ognoshu and beasts, working in harmony with these creatures for the benefit of all. Their mission is to promote unity, conservation, and compassion. Read more about the Wild Wardens.
Create Your Own / Future Guilds
- We plan to add additional guilds in future -- these may be discovered during Seasons, mini-games, etc. or released when we hit certain character/player milestones.
- When additional guilds are established, players will have the ability to change membership into the new guild at a discount.
- We may also allow characters to join multiple guilds in future, depending on interest.
- If you have any ideas or suggestions for future guilds, please let us know!
- Characters may also found their own guilds by gathering three or more characters and filling out the form on the Guilds page. The three characters must be played by different people, however, one character can be a NPC.
Joining a Guild
- Each character can be a member of up to two guilds.
- Characters can join a guild at any time by updating the "Primary Guild", "Primary Guild Position" ("Secondary Guild" and "Secondary Guild Position") fields on their profile.
Guild Influence
A guild grows through the work its members do together and the work they carry out on its behalf. Research, repairs, recruitment, investigations, deliveries, expeditions, and other activities that suit the guild can all give it a stronger presence in New Ognos. Guild Influence tracks that shared activity and lets members turn it into new things to play with.
Influence is an out-of-character resource. It does not measure how wealthy or popular a guild is in character. A guild can have a strong reputation, a poor reputation, or almost no public reputation at all and still earn Influence when its members are active. Influence belongs to the guild rather than to the character who earned it, so members can come and go without resetting the guild's progress.
Earning Guild Influence
An in-character post that references a character's guild or carries out a relevant guild duty can be marked with the Guild checkbox for +5 Guild Influence. Enter the applicable guild's name in the textbox so the points go to the correct guild. If a post genuinely involves more than one guild, enter each applicable name.
Each guild profile lists example duties, but those lists are starting points. A member of the Assembly of Knowledge might catalog an unfamiliar organism or share a discovery with another scholar. A Wild Warden might check an animal's habitat, help someone handle a frightened creature, or investigate a threat to local wildlife. Members can come up with assignments that fit their guild's purpose without waiting for Support to issue a task.
Guild bounties and site events may also award Influence when their rewards specify an amount. Support records those awards. A post does not need to succeed at its in-character goal to count; the relevant activity is what earns the points.
Active & Lifetime Influence
Each guild has two totals:
- Active Influence is the guild's current spending balance. It increases when the guild earns points and decreases with purchases from the Guild Influence Store.
- Lifetime Influence is the total the guild has earned over time; Lifetime Influence determines which store options the guild can access.
For example, if a guild has earned 105 Influence and spent 35, it has 70 Active and 105 Lifetime. It may still choose from actions unlocked at 105 Lifetime, provided it has enough Active points to pay the action's cost. Earning another 5 points would bring it to 75 Active and 110 Lifetime.
The totals belong to the guild as a whole. Any player with a character in the guild can request an available action for it; the cost comes from the shared Active balance. Because other members may have plans for those points, players are encouraged to discuss a purchase with their guildmates first.
Lifetime Store Tiers
Lifetime Influence unlocks increasingly substantial options in the Guild Influence Store.
| Lifetime Influence | Store options |
|---|---|
| 0+ | Smaller prompts and opportunities that give guild members something specific to pursue. |
| 25+ | Visiting specialists, focused events, and other opportunities connected to the guild's work. |
| 105+ | Larger commissions and guild gatherings that can involve several members or bring others into the guild's orbit. |
| 225+ | Special expeditions and more substantial guild projects that open new places, discoveries, or ongoing threads. |
The store lists each action's description, Active cost, and Lifetime requirement. You can spend points as soon as the guild can afford an action; saving Active points does not help the guild reach a Lifetime tier faster.
Influence Actions
Store actions create opportunities for play rather than deciding their outcome in advance. A Guild Notice could introduce a request the members can investigate. A Visiting Specialist might bring a skill, a problem, or an offer that fits the guild's purpose. A Commission Board could give members a defined job with a reward, while a Special Expedition could open an unfamiliar location for the guild to explore.
The same action can look different from one guild to another. The Assembly of Knowledge might ask a visiting specialist to examine an unusual specimen. The Crafter's Coalition might invite an artisan to demonstrate a difficult technique or seek help with a troublesome commission. The Wild Wardens might arrange an expedition to locate a creature reported far outside its usual habitat. Players can suggest the subject, location, and people involved, or leave some of those details for Support to develop.
An Influence purchase gives the guild the listed opportunity or event. It does not automatically make another player's character participate, guarantee that a commission succeeds, or settle an in-character dispute before anyone has a chance to respond.
Purchasing an Action
To request an action, post in the #leadership channel on Discord with:
- Action Name: The exact name of the option in the Guild Influence Store.
- Guild: The guild whose Active Influence will be spent.
- Polling: Putting 'Yes' here will open a poll for members to vote if they approve the purchase or not; 'No' will skip the polling step and just proceed to launching the purchase.
- Polling is not required, but it is nice if you're spending a large amount!
- Details: What you would like the action to involve. A short starting idea is enough; you may also name a location, NPC, guild goal, or other relevant detail.
For example, a Wild Wardens player could request a Guild Notice about tracks from an unfamiliar animal near the edge of a settlement. The player could ask Support to choose what left the tracks, or propose a creature they would like the guild to encounter. Support confirms the request, records the Active point deduction, and helps establish the playable situation.