Guild Regulations
Guild Alignment
- There are four different guild alignments: Legal, Independent, Neutral, and Illegal (Dark).
- The alignment of the guild must be selected upon creation, however, it may shift over time depending on the deeds committed by its members. The canon groups (Fairy Tail, Blue Pegasus, and Rune Knights) cannot shift their alignment.
Legal Guild
- Legal guilds are approved and registered by the Magic Council. Therefore, they are considered Lawful in their alignment. They can only take Good and Neutral quests. Legal guilds can be summoned by the Kingdom to aid the country against foreign and domestic threats. In return, they have the support of Rune Knights. All Legal Guild are considered allied and may defend each other should they be raided.
Independent Guild
- Independent guilds are not approved by the Magic Council, but at the same time are not considered a criminal organization. They can do anything they please as long as the Magic Council doesn't disapprove of their actions. They can do Good, Bad, and Neutral quests by using their Guild Level 1 perk. However, they must maintain a ratio of at least 75% overall fame among all their members. They must also ensure that the total bounty of their members does not exceed 5,000,000J. Independent Guilds may ally with up to two guilds in character excluding Dark Guilds and may defend each other should they be raided.
Neutral Guild
- Neutral guilds are also not approved by the Magic Council, however, they are close to being considered a criminal organization. They must live within a fine margin of society to avoid turning into a Dark Guild. They can do Good, Bad, and Neutral quests by using their Guild Level 1 perk. However, they must maintain a ratio of at least 50% overall fame among all their members. They must also ensure that the total bounty of their members does not exceed 10,000,000J. Neutral Guilds may ally with one other guild in character excluding Dark Guilds and may defend each other should they be raided.
Dark Guild
- Illegal guilds, also known as Dark Guilds, are not approved by the Magic Council and are treated as criminal organizations. They can only take Bad and Neutral quests. They may earn additional jewels by performing evil deeds through Neutral quests and gain bounties along the way. Legal guilds and Rune Knights are incentivized to hunt them down.
Alignment Restrictions
- Should an Independent or Neutral guild exceed its fame or bounty restriction, it will turn into a Neutral or Dark guild.
- Guilds have 30 days to fix this issue.
- Guilds may only make use of this fixing period once per 6 months. Should it happen twice within 6 months, they will not be allowed to fix it again.
- Once a guild has been listed as a Dark Guild, they cannot return to their Neutral status anymore.
Members
- Users must select whether they wish to go guildless or belong to a guild when they create their character in the application.
- Users may enter a guild later on via roleplay, they must post this in the review section. The GM of a custom guild may choose whether someone may enter their guild or not.
- Even if a user goes guildless they must still state the location and color of the tattoo in case they decide to enter a guild later on.
- Guilds can get temporarily locked. This could happen for various reasons. They may not accept new members until they are unlocked.
- Users may leave a guild whenever they want. It doesn't cost any jewels to do it the first time, however, after that, it will cost 250,000J per departure.
- The maximum number of members for every guild is currently capped at 15 members. This also counts Alts, Inactives and the Guildmaster. Once per month when the activity check is posted, Guild Masters will be asked to remove excess members.
Levels
- Users can level up within their guild to unlock perks.
- The guild level of a user in their guild is determined by the total number of posts they have written while being a member of that guild.
- Users lose their acquired level within a guild when they leave the guild unless they purchase Switching Banners found here. These cost half the price when joining guilds created in the last 6 months.
- Guilds created in the last 6 months also require only 25 roleplay posts when levelling up between the levels of 1 to 3.
Level | Required RP Posts | Level 0 | 0 | Level 1 | 25 | Level 2 | 50 | Level 3 | 100 | Level 4 | 150 | Level 5 | 250 |
Master
- Users can become a Master of a guild if the position is open. They must be at least S-Rank, Level 4 in the guild and have the support from the majority of the guild to take the role.
- Members may remove their Master from the position. It requires a majority of the active members in the guild to make this decision. Should the Master still be active, it requires a majority of the active members in the guild that are mains to make this decision.
- Masters are capable of excommunicating members from their guild if they break the rules of the guild.
- Masters may create a Guild Event for their Guild once every 3 months.
- Masters are capable of claiming and casting two Guild Spells.
Guild Ace
- Upon Guild creation, the Guildmaster must assign a Guild Ace who acts as a representative for the Guild itself in the Guildmasters Absence.
- Guild Aces are capable of completing activities of the Guildmaster such as publishing Guild Events, purchasing related content with the guild bank, and excommunicating and forming alliances with other guilds.
- Guild Aces are also capable of claiming and casting two Guild Spells.
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