The Guild System is a mechanism within Realms of Hyrule that allows members to band together under a number of causes. These causes can range from moral concerns regarding Hyrule, to other thematic approaches, such as merchant guilds. The type of guilds are limitless and but the best guilds are ones that can attract the most members.
The system itself encompasses the battle system as well as the role-play. The guild will exist in the role-play universe, acting on the ethos of the guild contract (more on that later). The guild also allows bonuses that can assist members in the battle system - this can range by a number of things (again more on this later).
How do I start one?
Guilds are no easy feat to create. They can potentially be very powerful elements in the role play, providing enough concentrated power to really make a difference in the story of RoH plays. Also, the benefit that the guild provides for members makes creating one a difficult process. However, it all comes down to three things:
- A strong Ethos (or Mission Statement).
- 500 Rupees to purchase the "Oath to Order".
- 5 founding members.
Members get 1 rupee per post they make within the role play, meaning that a "guildmaster" would either need 500 posts, or have all founding members donate their money (so long as they have 100 posts each). How you generate the money is entirely up to you.
An ethos is needed and will be the most important part of your guild structure. What is the reason for your guild? What is its purpose, and what does it want to do? The ethos will attract the members. The more powerful an ethos, the more members your guild will attract. This usually means your guild will become more powerful and influential. However, some guilds are highly specific in their ethos, so specific that they might only attract a very selective member base. What you want your guild to represent is your choice at the end of the day. Most importantly, the Council must approve of your ethos. If they reject it, you may have to go back to the drawing board and work on it some more.
It's important to post a recruitment statement in the guild forum before buying the "Oath to Order" from the shop. You don't want to waste your money on something that will flop. Your guild will only be official when you meet all three of the requirements, and gain the approval of the Council.
What benefits will I obtain from being in a guild?
Sometimes the hardest aspect of rping is finding someone to create a story with, or struggling to find an idea to write. Guilds are an excellent source for both. The ethos of the guild is a powerful element to drive your character, and you'll be surrounded by like-minded members who will assist you in whatever goal you have for your guild. Also, guilds provide you friends, both outside and inside the rp to assist you on personal quests and stories.
Guilds also provide you with battle system benefits. These benefits are bought from the shop and come in the form of "Guild Extensions". You have to think of your guild as a building, a base of operations. You'll start out weak, only having a guild base to work from. As you grow in power, you'll obtain more money; either through posting or through other means. You can donate your rupees to your guilds coffers, which then can be used to purchase more buildings. These buildings are only labelled as such to ease but they can come in any format within the RP, so long as they remain true to the functionality of the building. For example:
The "guildmaster" may purchase a Stable to increase your athletics stat by +1. Your guild may be in the form of a fortress, or an underground sewer or even a cave. The type of "guild house" would depend on circumstances. The stables would therefore have to be adjusted to suit the environment. The stables reflect the athletics stat. So a fortress may actually have a stable building, but a sewer may have an agility course for training, or a cave may boulder run. So long as it remains true to the actual functionality, it's fine. If you have any questions, you can consult a council member for ideas.
Guilds will only be allowed to recruit a maximum of 7 recruits at first. You guild house cannot accommodate the world, after all. Extensions to your guild base can be bought to increase your member count by +2, and can be purchased up to 4 times. This means guilds can only have a maximum of 15 members. If you have a popular guild, you have to be vigorous in who you keep and who you remove. Think of this as a caution - only admit people you can trust to stick around and be useful.
As soon as a list of other buildings are made, it'll be posted here to you can see the full extent of what benefits guilds can provide.
What if the "guildmaster" leaves, or the ethos changes?
If your "guildmaster" leaves the site without warning, then the assistant "guildmaster" will assume charge. If they do not meet the mark, then the guild has the opportunity to select its own "guildmaster". If your ethos changes, you must come to an agreement as to what that ethos is and alert the Council for approval.
If you decide to disband the guild, then a majority of your guild must come to that decision before the guild is disbanded. You'll lose any buildings you've collected as well as your battle system benefits. Also, if your member count falls below 5 members for a period of 1 month, then it'll be automatically disbanded.
There may be a chance to reclaim lost money that you have invested into the guild, but it'll be on a case by case basis.


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