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 Guild Rules and Guidelines

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ADM Equinox
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ADM Equinox


Posts : 45
Join date : 2011-11-05
Age : 47
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Guild Rules and Guidelines Empty
PostSubject: Guild Rules and Guidelines   Guild Rules and Guidelines I_icon_minitimeMon Nov 14, 2011 8:57 pm

1. Guild Items
Guild Items are created specifically for the guild in question. No Character other than guild members should be in possesion of these items, or be able to use them.

If your character is in posession of a guild item, then contact a dm and it will be removed and replaced with gold, or experience points value in return. The only exception to this rule is; in PvP, if the winner of the battle takes something of the guild from the loser as a trophy, for display purposes only, and not the use, or sale of the item.


2. Tower of High Sorcery
Characters that wish to Join the ToHS, should seek out a wizard of High Sorcery in good standing, and/or a school of magic sponsored by the Tower, by level 6. At that time, the character will be given a rudimentary entry exam to determine admission. Upon acceptance, the character will be given a mentor. Extensive role play and studying of the laws of the tower, and the varied schools and orders of High Sorcery is needed.

A character will be examined on the rules to ensure they know what they are doing.

The character must begin their test of High Sorcery before they reach level 7, or risk being branded a renegade by the conclave. (Certain exceptions can and will be made due to circumstances outside the players control)

Players that fail the test, are not automatically deemed as dead, unless agreed upon by the player and DM (permadeath). However, they may “awaken” from a bad dream, and suffer some ill effects. They may remain in the school to retest at a later time, but may not exceed the level 7 restriction, and all experience points gained during the failed test will be removed from the character. The character is allowed a maximum of 3 attempts to pass the test, before being expelled from the school. Upon expulsion, the character may choose another class to progress in, or continue on as a magic user, and accept the branding of “Renegade” by the tower.

Any mage with more than 6 levels of magical power, and not associated with the ToHS, will be automatically branded a renegade, and hunted for induction to the tower, or destroyed. Sorcerers will be automatically named Renegade.

A wizard of High Sorcery may multi class, as long as it does not directly oppose the towers regulations; however only pure wizards(non multi-class) will be considered for a seat on the conclave.

3. Knights of Solamnia
The Knights of Solamnia are rich in storied tradition. A character that wishes to be a knight, must seek out a knight to be squired to. All knights must be Lawful Good alignment, and will be expected to conduct themselves as a knight. Acting outside the ethos of a knight is grounds for losing knighthood, and being made to re-level the character to another class.

The character becomes a Knight aspirant if taken as a squire and is subject to follow all orders given by his Knight sponsor. Through extensive Roleplay, the character may be accepted into the ranks of the Knights, and shall progress according to their beliefs and conduct as a knight. Level guidelines are in effect for acceptance into Knighthood. Please see the appropriate section for the Level guidelines.

The knights of Solamnia have certain racial guidelines that they follow, and will not allow certain races to even squire for knighthood; regardless of the characters abilities or loyalty.

The Solamnic Army has no level restrictions in place, and a character may come at any time to join the Army. A character seeking to enlist, must find the headquarters for the region there are to to enlist.


4. Knights of Takhisis
The Knights of Takhisis are the predominant force of evil in the land. They have racial requirements that they follow as ordered by the Dark Queen.

If a player wishes to join the Knights of Takhisis, then he is expected to seek out the headquarters of the army he seeks to join, and role play his intention. Level guidelines are in effect for acceptance into Knighthood. Please see the appropriate section for the Level guidelines.


Takhisis controls all aspects of her forces, and characters are subject to her will. Players should realize that the Dark queen can at any time take the character, and send them on a quest to prove their worth and loyalty to her. Characters that refuse, will find themselves banished from the armies, and hunted as a traitor to the queens forces.

Dark Clerics, and evil wizards/sorcerers in service to Takhisis, shall be the represenative of their church, or magical order; however, may find themselves placed in an army for support purposes, or to lead the army in the name of the Dark Queen and called upon as she sees fit for a purpose. Refusal may result in the character being banished and hunted, or may result in the character being punished and “reprogrammed” by clerics, or the queen herself.

The Dragon Army is the main warrior force of the Dark Knights of Takhisis. They are the main combat force. There are no level restrictions in place, and a character may come to the Army at any time. The character seeking to join the Army must find the headquarters of the region they are in to enlist.


5. Thieves Guild
The thieves guild is known about through whispers behind closed doors, but secretive none the less. A character does not just walk into the guild hall, and pronounce their intent to join. They must have Experience in the shadowed arts, and shall be apprenticed to the guild after their credentials are thoroughly verified.
The thief may use all his skills he has, and may PvP any toon, as long as the PvP rules are used. However, the thief cannot attempt to PvP a specific toon more than 3 times per day(24 hours real time).

Assassins of the guild are highly trained rogues, and are not subject to the normal PvP rules as other characters of various classes. Any PvP for gain using the assassin rules must be a legitimate contract. Otherwise, the normal PvP rules apply.

(See above thread for rules concerning Hide in Plain Site)


6. Guild Characters
A player may have more than one character in a guild at this time, however, the player may only have one character with a guild leadership position, or high ranking standing in the guild. Example: a character may be a Highlord of the Dragon Army, and another character may be a Wizard of High Sorcery, however the wizard shall never be on the conclave, unless the dragon army character is removed from his position. This is a way to diversify the server, by allowing other players to occupy guild positions, and lend role play plots of individuality to the server as a whole.

7. Divine Casters
All clerics/shifters/druids are expected to belong to a church of a specific Diety. The gods are the only ones to grant the Divine spells. Magic of mystics does exist it is however extremely rare, few and far apart. No player may create a mystic without approval from the Admin.

Divine spell casters are expected to roleplay as a member of their gods church, and support, and defend the dogma and ethos of the Diety, as well as knowing, and having the correct Domains for the diety as your characters domains.

Shifters are expected to abide by the ethos of their diety, and follow the build guidelines of the diety accordingly.

If there are any questions or comments or suggestions, please direct them via a PM to a member of the DM staff.
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