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The Guidelines for Hands of the Divine | ||||||||||||||
In Game 1: The guild "uniform" will consist of a royal purple cape and/or least one article of royal purple clothing (all uniform items will be dyed by the guild dye tub). Any other color/clothing combination is allowed beyond that. This "uniform" must be worn at all times as a symbol of guild pride and unity. 2: A guild member will never, under any circumstances, defile the name or besmirch the honor of the guild. Every member must be aware that whether they are in or out of uniform or even if they have another character or account they still represent the guild at all times. The guild membership is based on the PLAYER and not the CHARACTER or ACCOUNT... no matter how many of each you have they are all considered additional guild members and need to be added to the roster. 3: The guild will consist of ranks. These ranks will represent experience and ability as well as strong guild representation and participation. Full respect will be given to anyone of any rank, however. There are no slaves, servants, peons, or other demeaning name for new players or lower ranks. Everyone has equal opportunity to go up in rank. 4: Under NO circumstance is a member of Hands of the Divine to EVER join another guild. This includes all characters and accounts controlled by any member. Again, we are a player-based guild, not a character based one. If you are a member of HoD, you personally are a member as are all of your characters. 5: All guild members are expected to defend each other unto the bitter end against monsters, pkers, and those that would thwart our goals. To be a member of a guild is to be a part of something bigger than individuals. Our dedication to each other during adversity is the hallmark of our guild. 6: Do not cheat or exploit. Ever. 7. Respect staff members in all ways. 8. HoD thrives on teamwork. During dungeon crawls we all take turns looting and fighting and share everything evenly. If you don't help loot, you don't help spend it. 9. HoD earns everything we gain. Until you earn a better weapon, piece of armor, or magic item you will expected to make due with what is available. Though we do provide mundane items and replace them as needed, one of the greatest enjoyments is your first magic weapon or item and knowing what it took to get it. Of course after you find an item we'll be able to replace it if it gets lost. It's just the first one that is exciting. 10. Try to aid new players to the shard as much as possible. Supporting them on a crawl or helping out with some mundane items are good ways. However we do not give money nor magic. Earning your way is the HoD way. And it takes away from the discovery of the game if you start with powerful magic from the start. 11. Each ranked member will receive a special set of armor for use on official guild functions. This armor is not for every day, or combat, wear. |
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Ranks A: Guild Highlord- at least 5 GM skills and no less than two at 80% or more. This is the highest rank and is the name for our guild master. This person is responsible for recruiting new members and is often directly involved in their training. This person has played for years and can answer most questions about UO. They will set guild goals and run various intra-guild quests for training and fun. They will have final say on all guild matters and recruitments and will have access to all guild resources. This rank will be primary in deciding who has earned a higher rank. They are responsible for maintaining the guild worldview and the constant improving of the guild. B: High Sorcerer/Sorceress- at least 4 GM skills and no less than 2 at 80% or more. This is the second highest rank and is the ranking guild member whenever the Guild Highlord is not present. This person is responsible for training mages and magically inclined guild members. They will be consulted on all major guild matters and will have access to most guild resources. At any time this person can organize a spontaneous adventure or training maneuver and will be expected to assist in raising the skills of our magically inclined members. This person will be consulted on all rank increases. There is only one High Sorcerer. C: Lord/Lady- at least 4 GM skills. Lords will be created, as need dictates. They answer only to the Highlord and High Sorcerer and will be responsible for running guild daily operations when the higher ranks are unavailable. They will be consulted on matters of guild concerns in a counsel and will have a say in recruitment. They will be assisted by knights in various aspects and will be running their own guild quests and training maneuvers at will. Example: gathering knights and squires for a full on invasion of orc held territory. Organizing a massive resource gathering expedition in dangerous areas, or even being assigned to place and furnish guild holdings. They will be consulted on lord and knight rank increases. There will only ever be one lord or lady for every two knights. D: Knight- at least 3 GM skilsl and no less than one more at 80% or more. Knights will only be created as need requires. A knight of the guild is considered a leader of the guild. These tasks can be anything deemed necessary. Examples: leading a group into a dungeon after a specific item or creature; taking new players into dangerous areas for training and exploration; leading an expedition to acquire specific resources or materials needed by the guild; or simply guarding guild holdings from expected incursions or problems. They are expected to act in a leadership role at all times and will be the voice of the guild in absence of a higher rank. In extreme circumstances, a counsel of knights will advise the higher ranks on guild policy and offer opinions on changes. They will also be asked opinions on chosen candidates for knighthood. Knights will be assigned one of the HoD towers as an outpost. This is not a residence but an area from which to stage their excursions when organizing a guild mission. They will be responsible for patrolling the area around their towers. There will only ever be one knight for every two squires. E: Squire- this is the beginning rank for all guild members. There can ever only be one character of any player with a rank other than squire or tradesman no matter the skill levels. This rank is the backbone of the guild and will often be the strongpoint of defense and success of it. While not “ruled” by the guild, they will be requested to perform various tasks for the guild by higher ranks from time to time. These will never be forced upon them nor requested with anything other than the utmost respect for a fellow guild member. These members are our front line, and our future knights. This rank is only responsible for asking questions, learning the environment, advancing themselves, improving their skills, and advancing the directions of the guild. F: Initiate- This is the trial rank for all new potential members. There will be two "initiate quests" that will be given by a knight or higher. These quests will be tests of teamwork, character, loyalty, and determination. While not possible to truly "fail" such quests. They will be the last thing before the final decision of membership. Initiates that are accepted will be squires. Those that are not accepted may have other chances in the future. G: Tradesman- this is the rank of all crafters and resource gatherers. This includes, but is not limited to, blacksmiths, carpenters, hunters, miners, alchemists, bowyers, tamers, tinkers, lumberjacks and any other trade that creates items or gathers resources for said items. These characters are secondary characters and will not be going up in ranks. These are our crafters and will exist to support the guild in all ways. Without them HoD could not be self sufficient. |
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Forums and Benefits | ||||||||||||||
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