The following is information, rules, and applications that 
 all   GC's   in  AotMC will need in order to properly run their guild. This 
 page   was created   to make it easier for the GC's to have the ability to
 reach   all they need.  This page also gives suggestions and ideas for
 how to  run a guild (as based on a collect of person experiences).  If 
 you have  any questions or comments, send e-mail to     TheRaptor4   .   Also, remember
    that no everything here is set in stone (except for those things which
 directly   apply to the forum).  Take it with consideration, but nothing
 greater   than that.
         
         Looking for how to join AotMC?  See here.
         
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         1. Why be a GC?
                   
    Being a GC (guild commander) is hard
     work.  You have to deal with people, enemies, problems, crises,
and    everyone demands your attention at every moment of the day.  Oh,
and    good help is very hard to find.  Being a GC is only suggested
for those   people who are competent in the ways of role playing and who
have at least   some experience in leading people.  However, everyone
starts somewhere   and it is okay for your first (or even twentieth) guild
to fail.  It   happens.
              Being a GC has it's rewards.  Friend and
 interesting     story lines being the two biggest, not to mention some of
 the perks are   nice  (depending on which forum or rules you take on).
              Outside of all of this, you have to find your
 own   reason   to establish and maintain a guild.  Without this, your
 guild   won't survive.  You need to give your members a reason to continue
 to work,   wither it be  for war, peace, or friendship. And you must be
ready  and willing   to sacrifice  time, patience, and sanity, just to see
your guild grow.  Members   will  lose interest in the guild if the
GC does not show interest him/herself.
         
         
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         2. Starting a Guild
              To start a guild you need these basic elements:
                      1.    A Name - What will you call
     yourself?  What will your group be known as?  There have been
   some  very famous guilds through the history of RhyDin, will yours be
one    of them?    For suggestions, pick names that are easy to remember,
 or  are catchy  (without being corny).  Long, or strange names tend
to get  lost and people just shrug when they are asked about your guild.
 Also,  be sure to pick an acronym that relates directly to your guild.
 Most  people simply pick the first letter of each word.  For example:
 Guardians   of the Flame's acronym would be GoF or possible GotF, based
on how the GC   wishes to set it up.  A GC might also check around a
little before starting  a guild to make sure no other major guild has the
name they want.  If  a problem does arise, however, then the name will
generally fall to the guild  which came up the name first.  Do not create
problems just because you  want a guild name.  There is no reason for
this.  Good GC's compromise.
                      2.    A Purpose - The ever
elusive purpose of why your guild exists.  You do not have to have one
off the bat, but you do need to consider why you are starting this guild.
 Ask yourself, is it a good reason to start one?  Is it a reason
which will convince others to join my guild?  Is it a reason which will
ensure the survival of your guild?  Bad reasons to start a guild (generally,
     there are exceptions) are: To destroy another guild.  To start
a  war    with another guild.  To be an alley to another guild.  To
 make   everyone follow the same rules of role playing.  To change the
 way role  playing works forever.  To restore old RhyDin.  And
pretty   much  anything on these lines.  These guilds tend to fail because
they   do not attracted experienced role players and because they are short
lived.    A guild which is out to destroy another guild will also cease
to have   a purpose once this guild is destroyed.
                      3.    A Home - You need a home,
     a chat room set in the Arts and Entertainment section where members
and    non members can socialize.  If you wish to keep nonmembers out
of your   chat room, establish a private chat.  Also, remember that
most rooms   in A&E are considered to be in RhyDin.  Why? Because
it's the biggest   realm and it's impossible to tell who goes where with
what.  If you  want to be outside of RhyDin, then you need to inform
your members of this.   You might not need to bother with nonmembers
as chances are you will  only see them once.  Either way, if you open
a public chat room, do not forget that anyone can come in.  Remain open
to new people, they very well might be your next recruit.
                      4.    A Roster and an Application
     - These two go hand in hand.  Rosters are how you keep your members 
    informed of their status in the guild and of the status of other members.
      Applications are how new people join.  There is no one way
 to   do an application or a roster.  You might go seeking examples
from   already   established GC's.  Most will be happy to give you an
application   and   some might even take the time to give you a blank roster.
 Do  not ask   for a roster with members on it.  This is considered
cheating  sense  you are looking for ideas and not trying to steal a roster.
 Basic  bet  on both items is to have a list of your offered positions
in the guild  and  then, on the roster, who belongs to each section as well
as their dice  and  XP's, if your guild chooses to be based around dice.
          
          3. Keeping
a  Guild    Running
              The hardest thing to do for a guild is to reach
  20  members  (which is why the forum requires 20 members before joining
-  see  here for more on joining AotMC).  The
  second    hardest thing to do is to keep your members motivated.  This
  is what    kills most guilds.  The GC runs out of ideas, or loses
interest,   and    so the guild just vanishes slowly.
              To keep a guild running, it is strongly suggested
   you   keep in contact with your members by sending them updates, rosters,
   information   (but not junk e-mail or fwd messages), even newsletters.
 Keep   your  members informed about what is going on in the guild,
who is running   story  lines, new openings in positions, and anything thing
else you can  think of  which is relevant to the guild.
              Ask other GC's what they do to keep people interested.
      The best source of information is from someone who has been there,
    done that.
              As for here, there is no point to going into 
all   the   details of a guild, for each is unique and there is no one way 
to do  anything.
         
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          4. Needed
Rules    for  GC's in AotMC
              Now to the rules.  These are set in stone,
  unlike    the things above.
                                  
                             -  The guild's roster (including spies) must 
 be  sent   to TheRaptor4 once   every two weeks (or more often if they like.
   However,   do not send the roster more than once a week.  If
a  guild wants to send a roster bi-weekly, TheRaptor4 must know in advance).
  If the GC is unable  to do this, then s/he should have the SiC   do it.
If  the roster  is missed  2 times in a row or 3 times in any twelve week
  period,  then that  guild  will be on the blacklist. If the roster is missed
   again  within that  time,  then the guild will be fined a heavy amount
of WGP's.   If the problem  continues,  then the forum may ask the GC to
step down or  will  issue a punishment  of  that nature. (Note: TheRaptor4
will be the only one  that knows of the  roster   OOC. That means that her
character(s) will have no clue what is on  the roster  unless a spy was to
give it to her. )
 
                         -  The roster must stay above 20 members
to  be  in  AotMC.  A guild that   drops below that number will have 4 weeks 
to make  it up, or  will risk suspension.    Meaning they will be kicked
  out and not allowed  back in until the minimum   requirement is met.
 
                                 
                                  
                             -  GC's may give experience points for good
 role   playing   and creative   story lines, but the amount must be reasonable. 
  We will be   watching the XP's.  If we see someone shot too high in a week, 
  we may question.   If an absurd amount of experience points were given for
  any particular reason,   then we will not only fine the character those 
XP's  were given to, but we   will also fine the guild WGP's. So, be careful.
 
                         -  Gold is something that GC's must also
keep   up  with.   They are in charge   of paying their members and setting
prices    on  stores   and houses for their   guild, however, no member may
receive    more  then 200   gold per week, and no  house may or store may
cost more   then 1,000  gold total.  We will also be watching  this. Remember,
all the   gold received  from rent  will go to WGP's. (More on WGP's).
 
                                 
                                  
      The following limits are placed upon ranks and classes within
      each guild:
                                  
             Blacksmiths/Potion makers have a maximum limit of one
      per every 5 members   in the castle
                       Priests, Wizards, Knights, and Assassins must
be  at  least    level 30 (d50).    All of the classes will cost WGP's 
to  promote,  see         here    for more information.
                  Wizards, Blacksmiths/Potion makers, Assassins, Knights, 
  and   Priests  have to be approved by the forum. The applications are below.
                   When a registered member is removed from a roster, 
TheRaptor4      must be   informed about it.  Removal applications are 
below.
    
    
       
      - DON'T FORGET!!! The names of ranks and classes can be changed by
 a   GC.  If a guild wishes to have Archers instead of Warriors, they
 may,   but they must designate which of the base classes the new class applies 
 to.
 
       
       
      - You need to reward your members with more than just gold.  Give
  them XP's also, but be careful not to become too generous with them.  Just
  about everything can grant XP's, from spars to story lines to providing
help  in running a tournament.  Most XP giving comes down to the GC,
unless  it is specifically set forth in the forum how XP's will be given
in a certain  area.  See here for the dice
chart. Below  is an outline of what's said under the dice section.
 
               
  
        - New members  will start with 0 experience 
 points (XP's) at level 0, with Xd20 sides dice,  unless deemed other wise 
 be the GC (though if the dice is considered too high, the reasoning may be
 questioned). 
 
        - Xd is determined by what your character 
 is.  Immortals and supernatural will have 4dX, half's will have 3dX, and
 mortals   will have 2dX. If this class cannot be deterred by the GC, then
 the character   will automatically get 2dX. 
 
        - GC's may ignore the classes and give out
 number   of dice as they see fit, but these dice may not exceed 4dX.
 
        - If character  is in more than one AotMC 
castle,  then their highest dice earned though AotMC  will count as their 
dice.
 
               
  
       
    Applications:
                 The following application are to be used for the circumstances 
   stated    upon  them. Only these applications will be accepted, and only 
  the GC of   the guild  in question may send them in.  Note that all 
 forum registered    people  (except Knights) will go on the forum    roster    .  This is so that no
cheating may be done by non AotMC   members (or  AotMC members for that matter)
and that the abilities of different   characters  may be found quickly and
easily by anyone.  The only information   that  will be given out on
this is the character's SN.  The only exception    to this is if they
at d80 (level 60).  Their name will be placed under    a title that
lists them as having d80's, d90's, or d100's, though their  exact dice sides
will not be listed. D80's, d90's, and d100's must be registered   as well,
and the registration must be updated as they reach each level of   dice.
              
             Application to register a d80, 
d90,   or  d100:        
         Guild name the member is in:
          SN of member:
          SN of the GC:
          XP's of the member:
          Dice of the member:
              Rank(s) of the member:
           (send to TheRaptor4   )
         
             Application 
    to register a guild assassin: 
         Guild name the assassin is in:
         SN of assassin:
         SN of the GC:
         XP's of the assassin:
         Dice of the assassin:
         Post log of a mock AA done by the assassin 
here:
          (send to TheRaptor4   
 )
         
             Application to register 
a  guild    priest:
         Guild name the priest is in:
         SN of priest:
         SN of GC:
         XP's of priest:
         Dice of priest:
         Post a log of the priest performing a rezz 
or   unvamp    here (may be mocked):
          (send to TheRaptor4   
 )
         
             Application
  to  register  a guild wizard:
         Guild name the wizard is in:
         SN of wizard:
         SN of GC:
         XP's of wizard:
         Dice of wizard:
         Post a log of them attempting to cast one
of   each    kind of spell; summon, defense, and attack:
          (send to TheRaptor4   
 )
         
             Application
  to  register  a guild knight:
         Guild name the knight is in:
         SN of knight:
         SN of GC:
         XP's of knight:
         Dice of knight:
         Post a log of them sparring a short spar or
  match       here:
          (send to TheRaptor4  )
         
             Application 
    to register a guild blacksmith:
         Guild name the blacksmith is in:
         SN of blacksmith:
         SN of GC:
         XP's of blacksmith:
         Dice of blacksmith:
         Post a log of them attempting to create the
 maximum      number of items as their level allows for one week   :
          (send to TheRaptor4     )
         
             Application
  to  register  a potion maker:
         Guild name the potion maker is in:
         SN of potion maker:
         SN of GC:
         XP's of potion maker:
         Dice of potion maker:
                 Post a log of them attempting 
 to  create   the maximum number of items as  their  level allows for one 
week:
          (send to TheRaptor4        )
         
             Removal Application:
         Guild name the registered member is 
in:
         SN of member:
         SN of GC:
         Rank(s) the member is to be removed from:
                XP's of member:
         Dice of member:
         (send to   TheRaptor4      )
         
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 5. War Gold 
    Pieces:   
                          Throughout the 
 forum    rules,    WGP's  will be mentioned. The term is referring to a monetary
  amount  that    the castle  has collected over its time in the forum. WGP's
  may be  collected    by a number  of ways, but every week the guild will
 get an amount  based  upon  its member  count. By sending in a roster each
 week to     TheRaptor4   the guild
will  receive 50 WGP's    for every member in the guild.  These  WGP's
will  be used  to  purchases  various items for the guild (like promotions,
 siege weapons,  et.).  
                          WGP's are a
crucial     part   of  the  guild, for they help to judge how well a guild
is doing   and  how  active  they  are.  WGP's are used like gold would
normally   be used on a simulation   game. You use it to advance your members'
characters,    fortify  your castle,   or to build siege weapons to destroy
other castles.    There are a lot of things   you can do with your WGP's
and a lot of ways   you can obtain it.  Here is a listing of all areas
(as close as possible    to the actual spot) where WGP's are mentioned.
                 Joining   - Guilds get WGP's when they first
join.
                 Taverns,     Inns, and Shops - These earn guilds
WGP's from weekly rent.
                  Alliance   - Guilds get WGP's when they
  form an alliance.
                 War    - Guilds get WGP's when they win a 
 war.  They lose WGP's when they  lose  a war.
                 Tournament - Guilds get WGP's when 
    they complete a tournament or mock war.
                 Ships    - Ships cost WGP's to create.  Expect 
 for ship guilds.  See here    for more on ship guilds.
                 Weapons,  Gates, and Walls - These cost 
   WGP's to make.
                 Character
    Advancement - It costs WGP's to advance combat characters.
                 Elemental 
  Weapons   (below) - These cost WGP's to make and only HC members can 
 create them.
                 Cheating can be punishable 
by  lose   of WGP's and XP's.
         
                 
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      6. AotMC     Program:   
                All over the forum web page, small sections of a much larger
  program     can   be found.  Well, here is the AotMC program, in full,
  and each    of its   sections. ( The download
 time shouldn't       be more  then a few seconds. If you have problems,
please   contact TheRaptor4. )   
                       
DL   for AotMC Program (Full - Version
  4.3) 
                                                             
          DL 
    for Matches Program   
                        DL   for   Dice  and Level Program   
                        DL   for   Spells  Program   
                        DL     for   AA, TA, CA, and Rezz Program
    
                  
                 Because there files were made in VB, some computers may
require     another    short DL for the programs to work.               
     
DL   for VBRUN60 File
        
              
      7. 
AotMC        Elemental Weapons:
                                       This 
is  a  very   unique rule for GC's,     SiC's, TiC's, and other members of 
the  high  council.    This will give     all HC members the ability 
to create  magical weapons for  their members  at   the expense of WGP's and
the HC's  own XP'.  The reason being for  this   is because these weapons
were  meant to be for special occasions or  special   positions and to keep
them  from being made in mass quantities.   GC's   will be limited to
making  these kinds of weapons once a month, with  SiC can  make one once
 every two  months, TiC may make one once every three  months,   and all
other  members  of the high council can make a weapon once  every four  
months.
                                                          
               To create the weapon in the
     first    place,  it will cost 2,000 WGP's and 1,000 XP's.  Then,
 following    this,    the weapon will be given dice to match with it's enhancement. 
     Unlike    all other weapons, this enhancement will be rolled separately
   from  the main   roll and will be scored based on what is rolled by the
 dice,  not  converted    to the dice chart.  So if a character has
a  1d10 weapon    and rolls a  10, then that's ten extra hit points they
have  taken from a  target in addition   to their normal attack.  The
maximum  dice any elemental   weapon may have  is 2d10.
                         For every dice side
 which    is  placed    on the weapon, the cost will go up by 2,000 WGP's
and 1,000    XP's,  which means   a  1d10 weapon will cost 22,000 WGP's and
11,000 XP's.
                         For every die that 
is  placed    will   double  the cost of the weapon after it has been calculated
  as though    it  was a 1d  weapon.  Thus, a 2d10 weapon will cost
44,000   WGP's and  22,000   XP's.
                        The powers which can be
placed    on  these    weapons tend to fall into the realm of elementals.  
These    weapons  cannot   kill a character, they cannot be used for extra 
damage   on an AA,  and characters    are limited to using one elemental weapon
to   each fight,  should they have    more than one for some reason. 
 Common   elementals  to place on a weapon    might be, fire, ice, lightening,
 shadow,   lava, mist,  steam, acid... and  the  list goes on.  No weapon
 may have  more than  one elemental cast on it.   Also, these weapons
 may not be  given an enchantment by a
wizard   or be given an enhancement
by a blacksmith.    They are to stand on their  own. However, those
who carry an elemental  weapon may have something else enchanted (such as
a ring or a wand), as long  as it is used separately from the elemental attack.
In other words, someone  maynot cast a spell (as given by an enchantment)
and attack with their elemental  weapon.  Besides, this wouldn't work
as spells are attacks all their  own and have nothing to do with a weapon
a character may hold.
                         These weapons have 
to  be  registered      and they are so powerful, that the registration will
 be placed  on the  forum    roster so no mistake may be made about who holds 
  the enchanted  weapon.        The weapon must also be placed in
  the roster next  to the owner which links   back to it's place in the forum.
   The chart  of all elemental weapons   is found here,     which is also found under the   Forum     Roster.
                 Also, those who fight with elemental
   weapons   will lose their class abilities for that fight.  Rouges
will   lose back  stab,  healers will lose healing, mages their magic, and
all classes  will  lose their  weapons as given by a blacksmith.  The
only way out of this is to use a potion, which adds (for attack potions)
or takes away (for armor potions) the dice of a character (either the drinker
or the attacker, respectively).  Also, no one will lose their armor,
as  armor works against the base dice of those carrying an elemental  weapon.
  Armor  does not effect the dice roll of the elemental weapon,  just
the dice of the  character carrying it.
                 To register a weapon, the
following          forum has to be filled out and sent to TheRaptor4.       She will then return
   a letter along with a date stamp, and a link to  it's    place on the
forum   page (which will be different for each weapon).   The    date
stamp  will forever follow the weapon and  must be included  with the   weapon
when  it is used in matches, placed in the  profile, or on the guild   roster.
                  When weapons are upgraded 
after    their original creation, this new date will be included in the description 
   of the weapon, but it will not replace the date stamp of the weapon.
                  
         
                             
    Application for making weapons:
         SN of GC: 
                  Name of guild: 
                  Total guild WGP's:
                  SN of one making weapon: 
                  Rank of one making weapon: 
                  XP's and dice of one making weapon: 
               SN of one weapon is being given to: 
               Type of weapon: 
                  Type of elemental to be placed on weapon: 
                  Dice of weapon: 
                  XP's spend on weapon: 
                  WGP's spent on weapon: 
               Description of weapon: 
               
                   Application for upgrading 
    weapon
         SN of GC: 
                   Name of guild: 
               Date stamp of weapon: 
               SN of current owner: 
                  SN of one upgrading weapon: 
                  Rank of one upgrading weapon: 
                  XP's and dice of one upgrading weapon: 
               Old dice of weapon: 
               New dice of weapon: 
                  XP's spend on weapon: 
                  WGP's spent on weapon: 
                             
    Application for changing of
          ownership
         SN of GC: 
         Name of guild: 
         SN of previous owner: 
         SN of new owner: 
         Dice of weapon: 
         Date stamp of weapon: 
         
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