Post by Emmarie on May 24, 2011 15:52:53 GMT -5
There are smaller factions within the world of RaS that you can have your character become part of, called clans, guilds and fellowships. Clans are very easy to form within RaS, guilds and fellowships take a bit more work. A clan that grows to a certain size can choose to remain a clan, or become a full-fledged guild at any point. A guild that grows and flourishes, can become a fellowship.
Each type of organization requires a certain amount of AP (adventure points) in order to establish the group. The AP is added up between all your members.
You may have a Vault and a Bank for your organization. The Vault is where you keep magic items, weapons and things that you can lend out to members of your organization, and the Bank is where you keep your current gold.
Gold comes from doing missions and adventures. For every mission you run in your organization the organization gets equal gold that each member gains. So if you run a mission for 300gp, the Bank gets 300gp. You also get Bank Gold for completing a Bounty.
CLAN: All groups within RaS start as a clan. A clan can start with TWO people, and you do not have to be related. A clan should have a common cause of some sort, that unites you together. A love for adventuring, a common alignment, a hatred for the same enemy, or following the same deity, for instance. Every clan, when approved, is given a choice between a city compound in any city in Eldon Heath, or a rural compound anywhere on the map they wish which includes a large villa (rural) or manor (city). A clan is allowed it's own small Guard.
Total AP Needed: 50 AP
GUILD: A guild is a larger organization of individuals united under one banner, where the leadership is given the opportunity to provide most of the storylines and quests for their guild members. Each guild has their own rules and regs, though all follow the overall rules and regs of RaS. A guild is given several city blocks (if they had a city compound), or given a small village (if a rural compound). Members may move out into their own homes and farms, or live above shops. A guild is allowed it's own Militia.
Total AP Needed: 500 AP
FELLOWSHIP: A fellowship is a guild that has grown in numbers and AP until they reach the status to gain more prestige, more land, and more opportunities. A fellowship's area has grown into a large town, that includes both rural and city developments. They have farms, mills, shops, and homes of all sizes. A Fellowship is allowed to have it's own Knighthood.
Total AP Needed: 2500 AP
Other Requirements: X Bounties Completed, Own a Private Hospital, Private Library and Private Temple.
Right now we have the following clans and guilds available to join, you need to contact the LEADER to find out how to join. Some might require special missions, applications or other such ways to join the group.
NEW: You may only be part of one faction of RaS at this time. Choose wisely!
Len ab t'e F'enics [LatF]
Type: Guild
Colors: Orange, Red and Yellow
Alignment: Neutral
Leader: Coran Hemora-Rain ( seekthefallen ) & Agrylax (adarkorb)
Officers: John Rain ( tempered winds )
Note: AN merged with LatF on 7/11/11
Scar [Sc]
Type: Guild
Colors: Maroon and Black
Alignment: Chaotic
Leader: Arabelle Scar (deathofresolve)
Knights of the White Wolf [KotWW]
Type: Clan
Colors: Blue, White, Black
Alignment: Good
Leader: Latisha Moonstorm (latisham00nstorm)
Officers: none
The Shugendo Syndicate [TSS]
Type: Clan
Colors: Black, Green, Green Laurels
Land Name: Makai
Alignment: Chaotic Neutral
Leader: Akihito Takanori [ xsilverheatx ]
Invite: Prefer Weres, Demons, Yokai, Humans
Seventh Sanctum [SS]
Type: Guild
Colors: Green and Black
Alignment: Neutral
Leaders: Moira Blackwoode (BellusToxicum) - Alex (UnstableMemory)
Officers - Beetle Habuki (Gingercomplex) - Sybil - (CybilLiberty)
Purpose: Forming a band of Adventurers with ties of loyalty to one another.
Invite: Invitation Only
Company of Mysterious Inquiries [CMI]
Type: Clan
Colors: Red, Gray, Black
Alignment: Neutral
Alignment: Neutral
Leader: Kierkan Matthews Landers (magical slaying)
Officers (Guard) - Danladi D’Ambri (faytedwhispers)
Purpose: A group of private investigators.
Invite: Invitation Only
Interested?
What do smaller groups offer?
1. A smaller, and more tight-knit group of individuals to adventure, storyline and roleplay with.
2. Adventures will be run inside these groups, as well as in RaS as a whole.
3. Mentorship opportunities to learn the game. A smaller group is an ideal place to learn the ropes of RaS.
4. A larger living space for your character in your clan's villa or manor, instead of the small rooms provided in the keep. Every clan is given a choice between a city compound, or a rural compound. As your clan earns AP, you will be allowed to expand your lands as it grows from clan, to guild, to fellowship.
5. Clans may allow you opportunities within your alignments and professions; such as a clan of evil characters whose adventures would be very different from a group of good aligned characters.
6. Clan, Guild and Fellowship Leaders may decide their own inner rules to follow as far as activity and membership. In other words, a clan may decide that if you do not gain any AP in one month's time you are removed and placed as an Independent. This keeps the clans with actives.
7. Clan hostilities bring rise to various roleplaying and warring opportunities! This is definitely something that should be played up, every clan, guild or fellowship will be asked to name an enemy as an option.
8. There are boons and skills that only can be gained in an organization!
What if I don't want to join a smaller group?
That's fine, you don't have to! Independents find a home within the main keep, and can attend adventures open to all of RaS, as well as make arrangements with clans to attend their adventures for profit or trade of services.
Each type of organization requires a certain amount of AP (adventure points) in order to establish the group. The AP is added up between all your members.
You may have a Vault and a Bank for your organization. The Vault is where you keep magic items, weapons and things that you can lend out to members of your organization, and the Bank is where you keep your current gold.
Gold comes from doing missions and adventures. For every mission you run in your organization the organization gets equal gold that each member gains. So if you run a mission for 300gp, the Bank gets 300gp. You also get Bank Gold for completing a Bounty.
CLAN: All groups within RaS start as a clan. A clan can start with TWO people, and you do not have to be related. A clan should have a common cause of some sort, that unites you together. A love for adventuring, a common alignment, a hatred for the same enemy, or following the same deity, for instance. Every clan, when approved, is given a choice between a city compound in any city in Eldon Heath, or a rural compound anywhere on the map they wish which includes a large villa (rural) or manor (city). A clan is allowed it's own small Guard.
Total AP Needed: 50 AP
GUILD: A guild is a larger organization of individuals united under one banner, where the leadership is given the opportunity to provide most of the storylines and quests for their guild members. Each guild has their own rules and regs, though all follow the overall rules and regs of RaS. A guild is given several city blocks (if they had a city compound), or given a small village (if a rural compound). Members may move out into their own homes and farms, or live above shops. A guild is allowed it's own Militia.
Total AP Needed: 500 AP
FELLOWSHIP: A fellowship is a guild that has grown in numbers and AP until they reach the status to gain more prestige, more land, and more opportunities. A fellowship's area has grown into a large town, that includes both rural and city developments. They have farms, mills, shops, and homes of all sizes. A Fellowship is allowed to have it's own Knighthood.
Total AP Needed: 2500 AP
Other Requirements: X Bounties Completed, Own a Private Hospital, Private Library and Private Temple.
Right now we have the following clans and guilds available to join, you need to contact the LEADER to find out how to join. Some might require special missions, applications or other such ways to join the group.
NEW: You may only be part of one faction of RaS at this time. Choose wisely!
Len ab t'e F'enics [LatF]
Type: Guild
Colors: Orange, Red and Yellow
Alignment: Neutral
Leader: Coran Hemora-Rain ( seekthefallen ) & Agrylax (adarkorb)
Officers: John Rain ( tempered winds )
Note: AN merged with LatF on 7/11/11
Scar [Sc]
Type: Guild
Colors: Maroon and Black
Alignment: Chaotic
Leader: Arabelle Scar (deathofresolve)
Knights of the White Wolf [KotWW]
Type: Clan
Colors: Blue, White, Black
Alignment: Good
Leader: Latisha Moonstorm (latisham00nstorm)
Officers: none
The Shugendo Syndicate [TSS]
Type: Clan
Colors: Black, Green, Green Laurels
Land Name: Makai
Alignment: Chaotic Neutral
Leader: Akihito Takanori [ xsilverheatx ]
Invite: Prefer Weres, Demons, Yokai, Humans
Seventh Sanctum [SS]
Type: Guild
Colors: Green and Black
Alignment: Neutral
Leaders: Moira Blackwoode (BellusToxicum) - Alex (UnstableMemory)
Officers - Beetle Habuki (Gingercomplex) - Sybil - (CybilLiberty)
Purpose: Forming a band of Adventurers with ties of loyalty to one another.
Invite: Invitation Only
Company of Mysterious Inquiries [CMI]
Type: Clan
Colors: Red, Gray, Black
Alignment: Neutral
Alignment: Neutral
Leader: Kierkan Matthews Landers (magical slaying)
Officers (Guard) - Danladi D’Ambri (faytedwhispers)
Purpose: A group of private investigators.
Invite: Invitation Only
Interested?
What do smaller groups offer?
1. A smaller, and more tight-knit group of individuals to adventure, storyline and roleplay with.
2. Adventures will be run inside these groups, as well as in RaS as a whole.
3. Mentorship opportunities to learn the game. A smaller group is an ideal place to learn the ropes of RaS.
4. A larger living space for your character in your clan's villa or manor, instead of the small rooms provided in the keep. Every clan is given a choice between a city compound, or a rural compound. As your clan earns AP, you will be allowed to expand your lands as it grows from clan, to guild, to fellowship.
5. Clans may allow you opportunities within your alignments and professions; such as a clan of evil characters whose adventures would be very different from a group of good aligned characters.
6. Clan, Guild and Fellowship Leaders may decide their own inner rules to follow as far as activity and membership. In other words, a clan may decide that if you do not gain any AP in one month's time you are removed and placed as an Independent. This keeps the clans with actives.
7. Clan hostilities bring rise to various roleplaying and warring opportunities! This is definitely something that should be played up, every clan, guild or fellowship will be asked to name an enemy as an option.
8. There are boons and skills that only can be gained in an organization!
What if I don't want to join a smaller group?
That's fine, you don't have to! Independents find a home within the main keep, and can attend adventures open to all of RaS, as well as make arrangements with clans to attend their adventures for profit or trade of services.