Overview of the guild system.
Information[]
A minimum of 15 people are required to establish a guild. The guild name is a very important symbol for the guild. It should be a meaningful but fancy names are more extravagant than necessary and childish. Simple names clearly expresses the characteristics of a guild. Besides, not everyone cares about the name.[1] One person cannot make multiple guilds.[2]
Guild Experience and Capacity[]
Experience determines the capacity of a guild. There can only be 30 members in a level 1 guild.[3] A guild might be low in level, but guilds can steadily built up a Reputation as they progress through quests and raids.[4] Often there are additional quests to players' quests for guilds, which are a perfect opportunity to raise the guild experience.[5] But if there are fewer guild members, there is a limit to how much a guild can raise the guild level, so that guilds with few members have a low guild level.[6]
Originally, raising the level of a guild is very tough. It takes the top guilds at least a year to reach level 10, the max level. There are special cases like Overgeared, who are able to achieve level 10 in a short time by the huge reward from a special guild quest. However, a guild master will not be satisfied when seeing that a guild can only have a maximum of 250 members. So if the number of guild members exceeds the maximum of members, for example through a guild merger, another guild must be made. Someone in the guild creates a new guild and assign that guild to the old guild. In other words, it is another guild. This is how the guilds with more than 250 members operate.[7]
A Guild's Territory[]
The acquisition of a Territory is one of the ultimate goals of a guild. Guilds are eager to snatch any territory they can. If they could get land, they would lick the feet of the nobles and royalty. Many top guilds receive countless offers of territory from many nobles and nations who know about them. Some top guilds base themselves in certain kingdoms and built up their achievements, receiving territory from the kings or nobles. They are barren land, but depending on how the guild manages and develops it, the land could become a city in the future and huge taxes could be collected from it.[8] Controlling the Hunting Grounds within a territory is one privilege of the guild that owns it.[9]
Status Window[]
Guild Name: Overgeared
Level: 1 (0/100,000)
Reputation: 0
Master: Grid
Capacity: 28/30
Affiliation: The Eternal Kingdom
Alliances: North of the Eternal Kingdom.
Hostile Relationships: None
Inclination: An unconditionally favorable relationship with Winston.
Territory: None[10]
Guild Name: Tzedakah
Level: 5 (57,630,440/100.588.127)
Reputation: 612,140
Master: Jishuka
Number of Members: 18/80
Affiliation: None
Alliances: None
Hostile Relationships: Rio Kingdom/Fire Dragon Trauka/Yatan Church/Iron Style Group/Helding Clan/Couch Clan
Inclination: Neutral
Territory: None[11]
Guild Name: Overgeared
Level: 10 (MAX)
Master: Grid
Capacity: 28/250
Affiliation: The Eternal Kingdom
Alliances: Marquis Steim
Hostile Relationships: There are no forces that can be called clear enemies, but there are many who are on guard.
Inclination: An unconditionally favorable relationship with Marquis Steim.
Territory: Reidan.Status Messages[]
[To establish a guild, you need to get approval from the association.]
[You can set up the guild without an approval procedure because you are a high-ranking noble.]
[Please decide the name of the guild.]
...
['Grid’ and 27 companions have established the Overgeared Guild.][12][You have joined the Tzedakah Guild.][13]