Guild Subsystem
Guilds are groups of Player Characters (a.k.a PCs) that are aligned to and supported by one of the Archfactions in BTF. In exchange, said Archfaction calls upon their Guilds to advance their goals or protect their interests.
Being in a Guild is not a required part of BTF. However, there are benefits accorded to those Guild members (a.k.a. Guilders) that coordinate with each other between Events. For example, performing Guild Harvests is a good way to receive additional currency in the game. Similarly, only Guilds may perform the Guild Tracking action to perform research or pursue personal objectives.
LEADERSHIP: All Guilds have a Guild Leader, with bigger Guilds also having a Subleader. To streamline Guild matters, the Guild Leader or Subleader (a.k.a Leadership) sends emails to Game Staff regarding Guild activities. However, it is recommended that Leadership listen to their fellow Guilders regarding their group’s direction. If a group does not mesh well together, it may be worthwhile to consider leaving the Guild or splitting it into two (or more). For this reason, leaving a Guild is an easy process, as is building one up from scratch.
GUILDLESS PCs: Joining a Guild is optional, especially as it requires coordination and complexity that some folk are not interested in. PCs without a Guild may still partake in missions from their Archfactions via the local NPC-led Archfaction Guilds. The Free Tribes have the Freebooters, the Templars have the Avataral Hand, and the Illustrados have the Technocratic League (a.k.a. La Liga Tecnocratica).
Creating a Guild
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Affiliation:
Use the “Boon of Alignment” to align a Guild to an Archfaction.
This requires a Guilder of Operative Loyalty (tier 2) or higher, though they do not have to be Leadership
Membership:
3 to 10 PCs; must be pre-registered or have attended an Event.
Guilds have one Guild Leader, those with six Guilds may also have a Subleader.
Lastly, Each Guilder must be Allied (Tier 1+) to that Archfaction or Operatives to no Archfaction (Tier 1 or Tier 0 only).
Identification:
The Guild must have a name, a symbol, and each member must carry a distinct and obvious token that represents their membership.
Failure to have any of these means the suspension of Guild benefits.
A Guild banner or flag is encouraged but not required.
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Send an email by Guild Leader or Subleader
This email should identify the name of the Guild, its symbol, its tokens, and its membership.
There should also be a short description of the Guild.
As mentioned above, a Guilder must perform the Boon of Alignment.
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They will confirm the Guild’s creation and affiliation
Its symbol and its Guilder roster will appear on the website
Guilders who did not email their consent to Game Staff will be asked to confirm consent.
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Fidelity: Willfully working against your Archfaction or failing to adhere to the Archfaction’s strictures may result in the loss of support and the disbanding of a Guild.
Loyalty: Your Guild may not have any Operatives (or higher Loyalty tiers) that are aligned with a different Archfaction. Those who are only of Ally-tier Loyalty to other Archfactions are allowed to join, provided that they do not advance beyond it. To a Guild’s Archfaction, its Guilders may be of Tier 0 to Tier 5 in Loyalty.
Uniqueness: Players with multiple Characters may only have one character in a Guild at a time. Similarly, a Character may only be a member to one Guild at a time.
Roster: A Guild must have at least three Guilders. After three months, a Guild without adequate membership is disbanded. Only PCs that have pre registered or attended at least one Event may be in Guild’s roster.
Special Note: Incoming groups of Players who have yet to play the game may come in with a Guild. At least one of them needs to take the “Distinguished” Background Perk for this to happen. They need to inform Game Staff ahead of time of their intent and have a list of Guilders & Leadership. Only pre-registered PCs and those who have attended a BTF Event are eligible for membership.
Membership changes
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Once per Event, the Guild Leader or Subleader can submit a new Roster to the Game Staff with the new additions and/or subtractions (see below for leaving the Guild). To ensure consent, additions must be signed off by the new recruit within sight of a Peace Maker or Councilperson. This submission can be done as part of a Guild Delve (see below).
Optionally, Leadership may inform Game Staff of the change in roster. Once, between two Events, one of the Leadership may send a list of the current/new members and take note of any leaving/removed Guilders (see Removing a Member below). This change must be sent in Between Events but never during the Week leading up to the Event.
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Leaving a Guild or being removed from one requires that the Game Staff be sent an email or a written message (with email documentation) that is either:
From the leaving individual
Or from Guild Leadership
Restriction: Leaving a Guild during an Event prevents a person from joining any Guild during that same Event or rejoining their old Guild until the start of the next Event.
They may be invited to join any eligible Guild at the start of the next Event (or earlier if it is not their previous Guild)
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Guild Leaders may send an email to Game Staff informing them of the new Guild leader or subleader. Subleaders may send an email to Game Staff informing them of the new subleader.
Special Note: Guild Leadership cannot be voted out of their Guild. However, they cannot stop Guilders from leaving. Furthermore, Leadership that is found to be severely abusing their power dynamics Out of Game may be sanctioned for violating our Participant Safety Policies.
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Without an Archfaction, a Guild does not have the support it needs to function. A Guild may change Archfactions, although it can be a difficult process because of the Loyalty restrictions involved.
Usually, the help of an outsider of Operative Loyalty (Tier 2) or higher is used as a gateway to another Archfaction’s good graces.
Here is the main method to perform this change.
1) Between Events, have all Guilders “Denounce their Loyalty” to the current Archfaction. This is not an Interim Action and brings one’s Loyalty to Tier 0 (Neutral)
2) Have an ally from the target Archfaction join the Guild and invoke a Boon of Alignment via their Loyalty. This requires that they be of Operative Loyalty or higher.
3) By the next Event, the Guild will have changed Archfaction. This must be done with care - denouncing an Archfaction has severe limitations to returning to said organization. Under most circumstances, Archfactions will not allow former members to advance in Loyalty or will stymie their advancement. Similarly, leaving Guilds an Archfaction will not be allowed to return.
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This requires the Guild Overhaul action which is described below.
Guild Tiers and Benefits
The benefits of being in a Guild are largely Between Event activities, although those can affect an upcoming Event in various ways. Some Benefits are labeled as Ventures -- between Events, a Guild may perform only one Venture at a time.
BASIC GUILD (TIER 1)
These Guilds are newly created and untested. However, they have extensive options available to them. Those labeled with “Venture” require any Guild Leadership plus several Guilders’ Interim Actions.
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The Guild celebrates its assembly and its members. Some Guilds couch this in religious practice or arcane ritual.
As a Craft-Ritual action, Leadership may bond themselves to their fellow Guilders as per the Bond of Oaths skill with the Bond of Command skill. This is not necessary for being a Guilder, but it allows for a total of 10 bonded individuals. Some Skills have additional effects when used on Bonded allies.
Take note that the normal version of this Skill does not require a Craft-Ritual action, can be used on non-Guilders, and has additional functions.
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Guild Delves are key to a Guild’s advancement. Such excursions are often combat missions but not always - however they always feature the threat of injury (if not grave injury itself).
Once per Event, a Guild may declare an Archfaction Delve or a “Mass Delve” (20 people or more) that they are about to undergo as a Guild Delve. Declaring this is as follows:
Vocally inform the employer NPC or guide NPC of the Guild’s intention and give them a copy of the Guild Roster (with the excursion’s non-participants crossed off).
The Delve must have one of the Leadership plus two Guilders OR at least half the Guild membership (rounding up).
Take note that a Delve may be declared as a Guild Delve by multiple eligible Guilds at a time.
**A Delve is adventurer jargon for a dangerous mission or scenario.
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This has a Guild perform a series of minor tasks for their Archfaction and be rewarded for them. This can be farmwork, mining, patrolling, courier work, or any other low risk activity.
Between Events, Leadership may send an email to Game Staff, expending an Interim action for “Guild Harvest”. This causes all Guilders to receive an additional Minor Component (random) during the sign-in of the Event immediately after the Interim Action.
Greater Harvest: If a Guild has the Guild Estate and expends five Interim Actions from willing Guilders, each Guilder receives a Basic Component (random) instead. Furthermore, the Guild Estate augment may allow for additional options to choose from.
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Between Events, Leadership may send an email to Game Staff, expending an Interim action for “Guild Overhaul” and three Rare Components. This restructures the Guild, allowing for a change in one or more of the following:
Guild Symbol
Guild Name
Guild Augments
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The Guild investigates a topic, finds an elusive individual, or discovers a lost item/person. This investigation may include the Guild plying locals for reports, physically searching for clues, or asking Archfaction contacts for information.
Between Events, Leadership may send an email to Game Staff wherein they and their Guild must expend at least three Interim actions for “Guild Tracking” (one from Leadership). Depending on the query, Guild Tracking does not always lead immediately to accomplishing the objective. However, it may lead to a Guild Delve during the next Event that involves furthering the investigation or removing an obstacle to it.
Greater Tracking: Pouring more actions and/or resources into Guild Tracking improves its effects. A Guild may heighten the effects of Guild Tracking by expending additional Interim Actions. Non-Guild members may contribute their Interim Actions so long as the total does not exceed 10 Actions (representing a penalty to coordination). Optionally, a Pure Component (any) expended in this way counts as one Interim action.
Developer’s Note:
Tracking objectives are either Easy (3-7 actions), Moderate (10-15 actions), or Difficult (30+ actions). A Guild will be informed of their progress in such an action but it may take several Events’ worth of Guild Tracking before an objective is reached. Furthermore, a Guild may encounter obstacles or antagonists that they must circumvent or defeat if they wish to continue progression.
Guild Tracking that pursue the Guild’s personal missions or objectives may be subject to audit by Game Staff. Some Ventures may be impossible or beyond the scope of the game, such as becoming the ruler of an Archfaction or seeking out knowledge that has been lost for too long.
Those seeking to resolve personal plotlines or pursue information will find Guild Tracking to be the best for such activities. Thus, it is encouraged that they convince their Guild or hire a friendly Guild to do so.
EXPERT GUILD (TIER 2)
These are Guilds that have successfully completed at least 1 Guild Delve.
Benefit: Choose one Guild Augment from the list below
ELITE GUILD (TIER 3)
These are Guilds that have successfully completed at least 3 Guild Delves (total).
Benefits: Choose a second Guild Augment from the list below, giving your Guild a total of two Guild Augments.
Guild Augments
These are improvements that benefit all members of the Guild. These enhance Guild Ventures or the Guild Attunement. Similar to items, Expert Guilds (Tier 2) may have one Guild Augment. While Elite Guilds (Tier 3) may have two Guild Augments.
How to choose Guild Augments: When a Guild ascends a new tier, Leadership may choose an Augment and informs Game Staff via email.
Changing Guild Augments: A Guild leader may choose to change any or all Augments of their Guild via the Guild Overhaul venture and 3 Rare components.
Guild Estate
You have a headquarters that is maintained by your Archfaction.
This Guild Augment enhances the “Guild Harvest” action so that it grants Basic Components instead of Minor Components, provided that there were at least five Interim Actions expended.
These Headquarters may be one of the following:
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This estate represents a smithy, clockworks, weavery, or a similar place of business. If at least five Interim actions are spent, Guilders can choose to gain a Basic Weapon, Shield, Skill Kit, or Weaver item instead of components. Said item must cost 10 Minor Components or less.
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This estate represents a large farmland, with adjoining fields, pastures, and/or orchards for harvesting.If at least five Interim actions are spent, Guilders can choose to gain the Vital Lore attunement instead (see Farms Town Expansion). This improves the recipient’s HP and may have additional effects as Snakewater flourishes.
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This estate represents an organization’s library, scrivening house, or similar place of learning. If at least five Interim actions are spent, Guilders can choose to gain Basic Skill Training in one skill of their choice instead of a Component. They must pay the XP costs but not the Component costs for this Training.
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This estate represents an apothecary, a chemical lab, a brewery, or similarly chemical/pharmacological oriented structure. If at least five Interim actions are spent, Guilders can choose to gain Basic Elixir attunements in lieu of a Component.
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This may represent a small ship, an auto-wagon, or a similar means of conveyance for the Guild, as well as licenses to dock/park in various communities. If at least five Interim actions are spent, the Guild Leader or Subleader can trade five components of one Tier for one component of the next Tier (except Superior Components). A name and description of the vehicle is encouraged but not required.
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This estate represents a hunting lodge, a command center, a trophy hall, or a similar place for warriors and hunters. Guilders can choose to gain the Vorpal Lore attunement instead (see Dives Town Expansion). This improves the recipient’s damage and may have additional effects as Snakewater flourishes.
Furthermore, if the Guild succeeded in a Guild Delve last Event and at least five Interim actions are spent, the Leadership may send in a short report (1 page or less) of the Delve to their superiors — this has no extra cost. The Guilders of that Delve can choose to receive a Bounty related to the Delve instead of a Basic Component during sign-in.
GUILD SYNERGY
Through spellcraft, faith, or emotion, this Guild’s members are spiritually aligned.
Ceremonial Binding: When the Guild Leader or Subleader performs the Guild Ceremony for the month, they have temporary use of the Ceremonial Binding skill (Binder Discipline)
Assist Crafting/Rituals: This Augment grants their members a limited use of the Inspiring Assistance skill. This is usable only on fellow Guilders who are bonded to you.
Operative Guild
The Guild has deeply aligned itself to its Archfaction for good or ill.
When the Guild completes a Guild Delve, they gain +1 Subtier of Loyalty with the Guild’s affiliated Archfaction.
This has no effect on those who are at Tier 0 of that Archfaction or those Allied to a different Archfaction.
Normally, you may not gain more than 1 Subtier of Loyalty per Event. But this limit is increased by 1 for those of Operative Loyalty or lower AND for those of Paragon Loyalty - these individuals are able to gain 2 Subtiers per Event.
Venture Crew
Your Guild has many useful contacts and is skilled with coordination.
When your Guild performs a Guild Venture, it is counted as having +1, +2, or +3 Interim Actions for that Venture.
The variable bonus matches the amount of people expending actions (e.g. 2 Guilders’ actions count as 4 actions total, 5 Guilders’ actions count as 8 total). This Augment may not allow you to exceed 10 Interim Actions and it may not benefit your Guild more than once per Event.
Warband
Warband Guilds are mercenary companies or military agents of their Archfaction.
The Bond from the Guild’s Leadership (and only its Leadership) becomes a “Battlebond of Command” or “Battlebond of Oaths” (as per Ceremonial Binding).
Effect 1: Battlebonds improve Smite damage, Spell damage, and basic Ranged attack damage by 1 point, following the limits for damage (usually 5).
Effect 2: If they cannot do so already, Guilders with this attunement may expend 1 Focus to use the Smite attack for ranged and melee weapons.
Greater Harvest: This Guild may perform a Guild Harvest and receive Bounties as though they had a Warhall. Unlike having a Warhall, Guilders cannot opt for a basic component or Vorpal Lore.
NPC ARCHFACTION Guilds
There are three NPC-led Guilds in the game. They are affiliated with their Archfaction but they do not allow for Player Directed Guild Delves (NPC directed only).
Unlike other Guilds, these do not have a member limit and are intended for newer players to enter if they so choose.
THE AVATARAL HAND
Archfaction Guild
This Guild works under the direction of Skull Hierophant Autumn-Sky-Topaz. The Avataral Hand seeks out threats to humanity and snuffs out eldritch horrors in the name of the God-Empress and Her Oracle-Avatar. They are people of faith, of righteousness, and of the will necessary to do what must be done.
Those Templars without a Guild may find membership and fellow faithful within the Hand.
THE FREEBOOTERS
Archfaction Guild
A fellowship mired in cooperation, self-interest, and a little bit of controlled chaos, the Freebooters Guild is granted first glance to the mercenary and grey market contracts of the Scavvers, Cartels, and other Free Tribes. The Booters like to operate in the light and the shady spaces of local law, which grants them no small amount of scrutiny from the Peace Makers and other lawful individuals.
Those Freefolk without a Guild may find camaraderie and some profit therein.
The TECHNOCRATIC LEAGUE
Archfaction Guild
Also known as La Liga Tecnocratica, this Guild is associated with the Illustrados Union. They are technologists and explorers that seek the advancement of Illustrados interests and the uncovering of profitable resources.
Those Illustrados and without a Guild may find membership here, provided they pull their weight.