Phoenix234
Sergeant Knight at Arms

Proposed Guild System
Persistent guilds add an additional value to the Persistent mod community, they provide familiar faces and names for players as players meet different types and styles of guilds on your journey. Im working on a system to be used that creates more realistic and persistant experiences for players on whatever server uses the system.
My hope is that this system will encourage larger persistent factions to appear, allowing for story lines that last months not hours and inter faction relations that change how the game is played
I propose 5 Guilds types as follows:
Secretive,War, Raider, Trade and Guards.
Each type has advantages, disadvantages and perks for its guilds members which will be discussed below.
Secretive
Description:
These guilds are usually closed access guilds that use a secretive name in public to avoid suspicion.
They can be anything from vast spy networks to guilds of Assassins and thieves or something in between.
Cost: These guilds can be both poor and rich depending on the roleplay of the guild, for example a Robin Hood styled guild wouldnt be rich as they give the money to the poor while a Guild such as the Masonry/Lotus Society is rich due to their roleplay of a guild of 1000s of years old thats spread all over the known world.
With this in mind these Guilds cost 350,000 Gold
Perks:
Bounty Hunting- These guilds can sell their services to customers whenever they want for whatever price they want, This includes Bounty hunting for the Town watch or working for an Evil faction killing off targets such as priests or “good” aligned players
Spy Network- Players in a guild like this may use the global channel information as rumour, for example if a player announces he is an assassin in global as an announcement. Players inside these guilds can assume that information to be a rumour and try to trick that player into admitting his services leading to the elimination of this rival or recruitment of him.
Rival Killing- If an assassin or spy admits in In character chat to his private job a guild assassin has the right to eliminate him on the grounds of eliminating the competition, although this should be done in private without witnesses.
Witnesses- Like when an outlaw taxes a peasant, a secretive guild member may if role-played correctly eliminate a witness to stop them telling say the town guard your identity, although his needs to be role-played properly with the player fully explaining this to the witness you are killing.
Anti meta gaming- Other factions cant use the member list of a Guild like this as a reason to kill them on sight or to suspect them of such activities without in game proof such as a witness.
Guild Master Contract rule- Instead of saying **Contract Provided **in global The player who hires the agent has to say it, meaning that the agents identity is kept private for the mission, after a mission is complete the agent sends an admin chat message saying who hired you to kill who, this protects a agent from randoming accusations.
Advantages:
-Good for players who don’t wish to be as public as other guilds
-Can be aligned to Good , Evil or neutral compared to other types which forces an alignment
Disadvantages:
- These Guilds are for those who can role-play properly, as your job is to kill, doing it in a way that is realistic, without witnesses and for a role played reason “ He looked at me funny” ' a professional reason for someone trained to kill to lose his temper and break his cover after all.
Additional Rules:
Players in these guilds are banned from using global to advertise their services that are related to the guild, it has to be done in character in person or through messengers otherwise it looks unprofessional.
Guilds should explain there alignment on creation, for example Good aligned guilds cant sell services to outlaws who want to murder or recruit those men and vice versa, you wouldn’t see a Holy knight inside a guild like this if they murder the priests the knight worships with.
Guild Masters must say **Contract Provided** in global before the agent can procedure if working for a faction.
If the kill is related to the roleplay of the guild such as killing evil players then the player should explain in a admin message that they are to carry out a mission on a target for this reason so that admins can see this in the log.
These guilds are usually closed access guilds that use a secretive name in public to avoid suspicion.
They can be anything from vast spy networks to guilds of Assassins and thieves or something in between.
Cost: These guilds can be both poor and rich depending on the roleplay of the guild, for example a Robin Hood styled guild wouldnt be rich as they give the money to the poor while a Guild such as the Masonry/Lotus Society is rich due to their roleplay of a guild of 1000s of years old thats spread all over the known world.
With this in mind these Guilds cost 350,000 Gold
Perks:
Bounty Hunting- These guilds can sell their services to customers whenever they want for whatever price they want, This includes Bounty hunting for the Town watch or working for an Evil faction killing off targets such as priests or “good” aligned players
Spy Network- Players in a guild like this may use the global channel information as rumour, for example if a player announces he is an assassin in global as an announcement. Players inside these guilds can assume that information to be a rumour and try to trick that player into admitting his services leading to the elimination of this rival or recruitment of him.
Rival Killing- If an assassin or spy admits in In character chat to his private job a guild assassin has the right to eliminate him on the grounds of eliminating the competition, although this should be done in private without witnesses.
Witnesses- Like when an outlaw taxes a peasant, a secretive guild member may if role-played correctly eliminate a witness to stop them telling say the town guard your identity, although his needs to be role-played properly with the player fully explaining this to the witness you are killing.
Anti meta gaming- Other factions cant use the member list of a Guild like this as a reason to kill them on sight or to suspect them of such activities without in game proof such as a witness.
Guild Master Contract rule- Instead of saying **Contract Provided **in global The player who hires the agent has to say it, meaning that the agents identity is kept private for the mission, after a mission is complete the agent sends an admin chat message saying who hired you to kill who, this protects a agent from randoming accusations.
Advantages:
-Good for players who don’t wish to be as public as other guilds
-Can be aligned to Good , Evil or neutral compared to other types which forces an alignment
Disadvantages:
- These Guilds are for those who can role-play properly, as your job is to kill, doing it in a way that is realistic, without witnesses and for a role played reason “ He looked at me funny” ' a professional reason for someone trained to kill to lose his temper and break his cover after all.
Additional Rules:
Players in these guilds are banned from using global to advertise their services that are related to the guild, it has to be done in character in person or through messengers otherwise it looks unprofessional.
Guilds should explain there alignment on creation, for example Good aligned guilds cant sell services to outlaws who want to murder or recruit those men and vice versa, you wouldn’t see a Holy knight inside a guild like this if they murder the priests the knight worships with.
Guild Masters must say **Contract Provided** in global before the agent can procedure if working for a faction.
If the kill is related to the roleplay of the guild such as killing evil players then the player should explain in a admin message that they are to carry out a mission on a target for this reason so that admins can see this in the log.
War Factions
Description:
These guilds are for factions that capture castles and fight over land. Common factions include the Templers, Sarrinds and other Knightly orders that choose to attack and defend areas of land that they “claim”.
Cost: These factions cost 500,000 as they are lead by Lords as a requirement and Knights aren't cheap men.
Perks:
Weapons Caravan: An admin run faction event. A Caravan of 3 peasants on foot must get from starting point A to the castle of the faction. If they make it safely that faction can request 3 weapons of there choice per alive peasant. If an enemy faction captures the peasants they two can make these requests. This can be done once per hour
Taxation: These factions are allowed to tax in and around there claimed land if they own the nearest fortification.
Emergency Funds: A faction Lord ( the actual leader) can summon an admin once every day to perform an emergency taxation for the amount of 2000 x Amount of players online in that faction, so 13 players = 26,000 emergency fund.
Lords, Knights and Commanders if defeated in battle can surrender without losing weapons or armour, they have to be jailed in the rival factions head quarters and diplomacy is to commence for there release, the requests have to be realistic for example they surrender an area of land to the rival faction. The cost for release shouldn’t pass ¾ of the value of the players armour, because if it goes higher there wouldn’t be a point of staying alive and waiting for the Lord.
The one man army rule- If 2 faction lords don't want to declare war and send 2 armies to their deaths they can challenge each other to a duel, with the loser pledging allegiance to the winner for a period of 30minutes before they are allowed to leave the treaty. The rules of these duels allow between 1 and 5 men from both sides,Can use any weapons ,classes, mounted or not, both sides must agree on the rules before the battle is called and noone can intervene without forfietting the match for their team.
Additionally must be watched by a neutral lord or admin for fairness.
Advantages:
-Great and useful perks for keeping a war going, or defending lands for longer periods of time.
Disadvantages:
-If they aren’t at war or don’t own land they don’t benefit from most perks and should pledge allegiance to a king or higher lord.
Additional Rules: These factions must have an publicly declared lord before any war or claims are made.
These Factions are aligned to Neutral as they will each have differing opinions on good and evil.
These factions should declare if they have any religious aims, Criteria for members and the names of each rank of player so it is easier to understand how these faction operates.
Wars are to be declared through the current system BUT also they must wait 1minute before commencing an attack after the declaration is given to prevent surprise wars and randoming.
Wars should be announced in global under this format *** the XXX declare war on the XXX for the reason of XXX *** this should be announced twice, once on the original declaration of war and then a minute later when the battles are allowed to start.
Lords and knights should treat other similarly ranked players with respect even if they are at war, as men of that social class are supposed to be above such behaviour.
These guilds are for factions that capture castles and fight over land. Common factions include the Templers, Sarrinds and other Knightly orders that choose to attack and defend areas of land that they “claim”.
Cost: These factions cost 500,000 as they are lead by Lords as a requirement and Knights aren't cheap men.
Perks:
Weapons Caravan: An admin run faction event. A Caravan of 3 peasants on foot must get from starting point A to the castle of the faction. If they make it safely that faction can request 3 weapons of there choice per alive peasant. If an enemy faction captures the peasants they two can make these requests. This can be done once per hour
Taxation: These factions are allowed to tax in and around there claimed land if they own the nearest fortification.
Emergency Funds: A faction Lord ( the actual leader) can summon an admin once every day to perform an emergency taxation for the amount of 2000 x Amount of players online in that faction, so 13 players = 26,000 emergency fund.
Lords, Knights and Commanders if defeated in battle can surrender without losing weapons or armour, they have to be jailed in the rival factions head quarters and diplomacy is to commence for there release, the requests have to be realistic for example they surrender an area of land to the rival faction. The cost for release shouldn’t pass ¾ of the value of the players armour, because if it goes higher there wouldn’t be a point of staying alive and waiting for the Lord.
The one man army rule- If 2 faction lords don't want to declare war and send 2 armies to their deaths they can challenge each other to a duel, with the loser pledging allegiance to the winner for a period of 30minutes before they are allowed to leave the treaty. The rules of these duels allow between 1 and 5 men from both sides,Can use any weapons ,classes, mounted or not, both sides must agree on the rules before the battle is called and noone can intervene without forfietting the match for their team.
Additionally must be watched by a neutral lord or admin for fairness.
Advantages:
-Great and useful perks for keeping a war going, or defending lands for longer periods of time.
Disadvantages:
-If they aren’t at war or don’t own land they don’t benefit from most perks and should pledge allegiance to a king or higher lord.
Additional Rules: These factions must have an publicly declared lord before any war or claims are made.
These Factions are aligned to Neutral as they will each have differing opinions on good and evil.
These factions should declare if they have any religious aims, Criteria for members and the names of each rank of player so it is easier to understand how these faction operates.
Wars are to be declared through the current system BUT also they must wait 1minute before commencing an attack after the declaration is given to prevent surprise wars and randoming.
Wars should be announced in global under this format *** the XXX declare war on the XXX for the reason of XXX *** this should be announced twice, once on the original declaration of war and then a minute later when the battles are allowed to start.
Lords and knights should treat other similarly ranked players with respect even if they are at war, as men of that social class are supposed to be above such behaviour.
Raiders
Description:
These guilds are for factions such as Vikings, Pirate and brigand groups.
Cost: 200,000 Gold
Perks:
Raiding – Raiders are allowed to raid a village or town 40 seconds after announcing it on global, they have the power to kill, steal from or enslave anyone they find inside the area they announced to be raiding. Raids can last at most 5minutes before they must return to there role-played camp.
Raiders are forbidden from killing players who are unarmed, surrender or commoners, instead they enslave them and bring them back to their home base where an admin pays the faction leader 3000 gold per captured player. this is an effort to stop KOS and promote role-played capturing.
To start a raid the faction leader calls an admin, who checks the raiders forces for breaking the armour rules and if they pass escorts them to near the to be raided area's outskirts, the admin then globally announces the raid using the admin announcement and a final announcement 45 seconds later when the raiders are free to attack. the admin then announces the end of the raid 4minutes later, giving the raider faction 1minute to leave the area with the slaves.
Evil- These factions kill and steal whenever they want, they are ruthless and to emphasis there threat, they may tax DOUBLE the rules allow for that server, eg if a miner can be taxed 1000 raiders can tax 2000. this puts more importances on Guardsmen and mercenaries.
Speed not defence- They are limited to using any armour below plate, as it doesn’t suit their themes, Knight armour is made custom for that warrior and Raider factions are outcast to normal society.
But in return for this weakness they can ask an admin once per hour to give each member one of the black saddle horse and a weapon under 1000 gold each.
Slave and horse selling- Raiders can summon an admin to buy slaves and forces at a fixed cost ( probably an average price as to not stop them been sold to factions) and horses at 75% of their to buy value to encourage horse stealing.
Advantages:
-Great for Evil players who want to plunder and steal to make a living
-Can be used easily on Land and sea, allowing pirates and raiders to
Disadvantages:
-May not use plate armour or above as they aren’t knights and plate is made to fit the wearer, while mail is one size fits all.
Additional Rules:
Like War factions, Raiders must announce a raid 30 seconds before they carry it out, and must end the raid 5minutes later to fit to the role-play.
They can KOS or do whatever they want to anyone inside that circle they announced to be raiding, when a player is outside of that circle they cant chase them for more than 15 seconds walking from the border.
If a player surrenders during a raid the raider can ask that player if he prefers death or enslavement, with death resulting in the victim losing money from dying or to come with them and to roleplay becoming chained to the raider they have to follow the raider till that raider releases him or is killed.
These guilds are for factions such as Vikings, Pirate and brigand groups.
Cost: 200,000 Gold
Perks:
Raiding – Raiders are allowed to raid a village or town 40 seconds after announcing it on global, they have the power to kill, steal from or enslave anyone they find inside the area they announced to be raiding. Raids can last at most 5minutes before they must return to there role-played camp.
Raiders are forbidden from killing players who are unarmed, surrender or commoners, instead they enslave them and bring them back to their home base where an admin pays the faction leader 3000 gold per captured player. this is an effort to stop KOS and promote role-played capturing.
To start a raid the faction leader calls an admin, who checks the raiders forces for breaking the armour rules and if they pass escorts them to near the to be raided area's outskirts, the admin then globally announces the raid using the admin announcement and a final announcement 45 seconds later when the raiders are free to attack. the admin then announces the end of the raid 4minutes later, giving the raider faction 1minute to leave the area with the slaves.
Evil- These factions kill and steal whenever they want, they are ruthless and to emphasis there threat, they may tax DOUBLE the rules allow for that server, eg if a miner can be taxed 1000 raiders can tax 2000. this puts more importances on Guardsmen and mercenaries.
Speed not defence- They are limited to using any armour below plate, as it doesn’t suit their themes, Knight armour is made custom for that warrior and Raider factions are outcast to normal society.
But in return for this weakness they can ask an admin once per hour to give each member one of the black saddle horse and a weapon under 1000 gold each.
Slave and horse selling- Raiders can summon an admin to buy slaves and forces at a fixed cost ( probably an average price as to not stop them been sold to factions) and horses at 75% of their to buy value to encourage horse stealing.
Advantages:
-Great for Evil players who want to plunder and steal to make a living
-Can be used easily on Land and sea, allowing pirates and raiders to
Disadvantages:
-May not use plate armour or above as they aren’t knights and plate is made to fit the wearer, while mail is one size fits all.
Additional Rules:
Like War factions, Raiders must announce a raid 30 seconds before they carry it out, and must end the raid 5minutes later to fit to the role-play.
They can KOS or do whatever they want to anyone inside that circle they announced to be raiding, when a player is outside of that circle they cant chase them for more than 15 seconds walking from the border.
If a player surrenders during a raid the raider can ask that player if he prefers death or enslavement, with death resulting in the victim losing money from dying or to come with them and to roleplay becoming chained to the raider they have to follow the raider till that raider releases him or is killed.
Traders
Description: All guilds that aim to make money using legitimate means belong here, Traders, Merchant and Shop owner guilds run the swapping of goods either for gold or for other goods.
Cost: 500,000 Gold
Perks:
Trade Shipments: Traders know where cheap stocks are coming from and when so can buy them up cheap for a discount! And sell them on to the customer for cheaper
the traders guild summons an admin who is paid 50% of the total item cost of 10 of that item eg if a sword is 500 usually 10 would cost 5000 while the traders pay the admin 2500 for 10 swords, they then sell them on to other players for a profit. This can be done once hourly.
Investing: Trade guilds are good with money, they get 5% interest rates on there bank daily,
Bank limits: Trader banks can store 25% extra gold due to experience with hiding money from tax men.
Good with money not weapons: Unfortunately a downside to this guild is they have to hire guards, as they consider their lives to be too important to waste Trade guilds are forced to hire mercenaries as they aren’t allowed to use 2 handed weaponry, Shields or anything above leather clothing.
At this point 2 types of trade guilds appear:
Evil alignment-
Underground fight club contests for low lives where they take bets and entrance fees and are allowed to use outlaws to sabotage competition shops and pay outlaws to attack opposition trade routes.
Good alignment -
+50% stock per shipment perk
May ask Lords of the town castle if they can provide soldiers to protect a shop during a shipment and to protect a trade route.
Advantages:
Great for money oriented players
Great perks for making allies
Disadvantages:
Lower Weapon, armour and defence for Traders
Additional Rules:
Special rules for armour and weaponry and limited to basic melee combat classes ( no sergeants or man at arms)
You have to name who can take money from the bank account and a daily limit for each player.
Cost: 500,000 Gold
Perks:
Trade Shipments: Traders know where cheap stocks are coming from and when so can buy them up cheap for a discount! And sell them on to the customer for cheaper
Investing: Trade guilds are good with money, they get 5% interest rates on there bank daily,
Bank limits: Trader banks can store 25% extra gold due to experience with hiding money from tax men.
Good with money not weapons: Unfortunately a downside to this guild is they have to hire guards, as they consider their lives to be too important to waste Trade guilds are forced to hire mercenaries as they aren’t allowed to use 2 handed weaponry, Shields or anything above leather clothing.
At this point 2 types of trade guilds appear:
Evil alignment-
Underground fight club contests for low lives where they take bets and entrance fees and are allowed to use outlaws to sabotage competition shops and pay outlaws to attack opposition trade routes.
Good alignment -
+50% stock per shipment perk
May ask Lords of the town castle if they can provide soldiers to protect a shop during a shipment and to protect a trade route.
Advantages:
Great for money oriented players
Great perks for making allies
Disadvantages:
Lower Weapon, armour and defence for Traders
Additional Rules:
Special rules for armour and weaponry and limited to basic melee combat classes ( no sergeants or man at arms)
You have to name who can take money from the bank account and a daily limit for each player.
Guardsmen
Description: If your faction aims to work for a larger cause, for example the town watch, or a guild of mercenaries then this is your faction.
Cost: If Town Watch Server Specific. Otherwise 200,000 gold
Perks:
If Town Watch:
Martial Law- At any time where the area you are protecting is in danger of riots or mass murder you can declare martial law, this forces all players who aren’t guardsmen or working with the Town watch to evacuate the area and stay inside. 1Minute after the declaration of this law has been announced in global Town watch can KOS anyone they deem to be a threat, ignoring arrest rules and having the option to ignore surrenders of criminals while the law is in effect. This Law is active for 10 minutes at the most. After 10minutes if there is still chaos on the streets the Town watch are forced to ask the nearest War faction to come to their aid.
Ex Footmen - due to their wide diversity most guardsmen will come from a military carear meaning they are allowed to take any class available to them excluding crossbow and Archer as these classes are aimed to kill at a distance not to be up close to arrest. This also means that Knight classes such as man at arms and lancer aren’t realistic choices either as a Knight wouldn’t retire and take up a guardsman post. That been said the higher Guardsmen can take the position of sergeant and the lower ranked guardsmen as footmen.
Salary- Town watch can be paid by admin OR much preferably by linking the town they protects resources to the chest inside their HQ to be used as payment.
Diplomatic powers- Captains of the Town watch have the right to enter a building of anyone below the rank of Lord, they can enter the house of a commoner after announcing there name, rank and intentions 5 seconds before. This also works for Castles, as Town watch have the right to send 2 man groups to outer castles to investigate claims of criminal activity, ALTHOUGH If they find criminal activity has taken place they must inform a War faction Lord and the owner of the castle they serve next too to deal with the problem as they arent a standing army, and would be outmatched against a war faction. TW can investigate outlaw crimes outside of the city but can only send raids to arrest outlaws if they have evidence and an arrest warrant issued by a Lord.
Advantages:
-Powerful powers that could result in a noble losing his titles
-Strong roleplay perks allowing power over the majority of players.
-Higher salary paid by the town or the admins ensures maximum time playing the game not resource farming.
Disadvantages:
-Ranged classes not allowed due to the job
Additional Rules:
Servers will have strict rules on a TW and how he can act.
Footmen for lower ranked guardsmen and sergeant for the top guardsmen.
If a player is a lord you need a warrant from a higher ranked noble for an arrest unless the town watch is threatened by that player. You must ask for an explanation before attacking a noble or king as you don’t have the authority.
Ex Footmen - due to their wide diversity most guardsmen will come from a military carear meaning they are allowed to take any class available to them excluding crossbow and Archer as these classes are aimed to kill at a distance not to be up close to arrest. This also means that Knight classes such as man at arms and lancer aren’t realistic choices either as a Knight wouldn’t retire and take up a guardsman post. That been said the higher Guardsmen can take the position of sergeant and the lower ranked guardsmen as footmen.
Salary- Town watch can be paid by admin OR much preferably by linking the town they protects resources to the chest inside their HQ to be used as payment.
Diplomatic powers- Captains of the Town watch have the right to enter a building of anyone below the rank of Lord, they can enter the house of a commoner after announcing there name, rank and intentions 5 seconds before. This also works for Castles, as Town watch have the right to send 2 man groups to outer castles to investigate claims of criminal activity, ALTHOUGH If they find criminal activity has taken place they must inform a War faction Lord and the owner of the castle they serve next too to deal with the problem as they arent a standing army, and would be outmatched against a war faction. TW can investigate outlaw crimes outside of the city but can only send raids to arrest outlaws if they have evidence and an arrest warrant issued by a Lord.
Advantages:
-Powerful powers that could result in a noble losing his titles
-Strong roleplay perks allowing power over the majority of players.
-Higher salary paid by the town or the admins ensures maximum time playing the game not resource farming.
Disadvantages:
-Ranged classes not allowed due to the job
Additional Rules:
Servers will have strict rules on a TW and how he can act.
Footmen for lower ranked guardsmen and sergeant for the top guardsmen.
If a player is a lord you need a warrant from a higher ranked noble for an arrest unless the town watch is threatened by that player. You must ask for an explanation before attacking a noble or king as you don’t have the authority.
If a Mercenary:
New life Rule for jobs- After a job is completed and a contract has ended players cant target you for helping a faction earlier since unless assassins you aren’t aiming attacks at one player but as a group. So if you just finished a contract to siege castle X for faction Y the faction that held X cant kill you after your contract has been finished
Mercenaries must announce contracts in global, unlike assassins they have to be public with there employer by temporary joining that factions colour
Jack of many trades- Mercenaries can be from many backgrounds from rogue to knight so no classes or weapons are forbidden. They can also be engineers and doctors.
Payment- after an payment is agreed the faction is honour bound to pay that mercenary. Fraud is a crime, and can be reported to the town watch which could lead to that lord losing his castle.
Job contracts- a mercenary cant interfere with a war unless he has been hired by one side and is wearing the correct colour, Mercenaries can be hired for any contract possible excluding assassinations which belongs to the secretive guilds.
Advantages:
-Perfect for players who don’t want to be tied to one faction
- Great way to kill and make money without breaking server rules
- Lots of background roleplay options possible due to no limits on class or weapon choice
Disadvantages:
-Cant claim land
- must have a contract before attacking a group
Additional Rules:
You cant be hired to attack the town watch unless you join a raider faction for a raid.
Mercenaries must announce contracts in global, unlike assassins they have to be public with there employer by temporary joining that factions colour
Jack of many trades- Mercenaries can be from many backgrounds from rogue to knight so no classes or weapons are forbidden. They can also be engineers and doctors.
Payment- after an payment is agreed the faction is honour bound to pay that mercenary. Fraud is a crime, and can be reported to the town watch which could lead to that lord losing his castle.
Job contracts- a mercenary cant interfere with a war unless he has been hired by one side and is wearing the correct colour, Mercenaries can be hired for any contract possible excluding assassinations which belongs to the secretive guilds.
Advantages:
-Perfect for players who don’t want to be tied to one faction
- Great way to kill and make money without breaking server rules
- Lots of background roleplay options possible due to no limits on class or weapon choice
Disadvantages:
-Cant claim land
- must have a contract before attacking a group
Additional Rules:
You cant be hired to attack the town watch unless you join a raider faction for a raid.
Ill Add the others when they are ready.
Feel free to discuss entire factions or perks that are to strong / not enough with suggestions.








