
'lo again everyone. I've been debating on this for a day or so and I've finally decided I'm going to try to pose this proposition/plea/request and see what happens. The worst would be a cold, lonely thread-- which isn't terrible at all.
So, I've mentioned elsewhere that I was more or less enlisted to help start a guild/FC/linkshell (going to call it a guild) for FFXIV: ARR. I'd played FFXIV briefly, loved everything about it, my computer simply couldn't survive and soon died and so when I was asked I was pretty excited by the prospect. I've been offered help if I have any questions from RPC members, which I greatly appreciate, however it's difficult to ask someone to help you create a guild and it's equally difficult to help someone create a guild when you're not intending to be part of it. So, basically, I'm looking for either someone who just loves to flesh out concepts for guilds or someone who would like to join a guild -and- help flesh it out.
I should give some information about what we have so far:
(I started to fill out a Linkshell Directory Template, but don't intend to finish/post it until a lot of important things are finished. Like our website...)
Concept:
The Divine Aegis is a equal part PVE/RP guild. Although we intend to keep the two sections well separated, we will encourage roleplayers to level -and- roleplay together so that they are able to maintain a plausible advancement of skill from low-level novice to end-game artisan and make sure that they are given a stable environment to grow not only as roleplayers but as general players. The intent is a combination Military/Magicka academy (to be developed into a wandering militia of sorts) with a Neutral Good alignment (Which does not mean all player characters must be Neutral Good-- any form of Good or Neutral alignment that does not hinder the purpose of aiding others and working together is acceptable). The entire theme of unity, loyalty, faith, and courage are based off twelve basic tenants which in turn are based off of the Twelve, themselves. Religious faith is not so much a necessity as it is a fuel in this case, and though we welcome those who may have lost touch with their patrons to learn and become part of our fraternity, we will use such tenants as metaphors that directly correlate into our (in character) code of conduct. All people of all specialties, even those that are not directly considered war-based (such as weavers or leather workers) have a place in this guild as well. As we intend to grow this guild into a mobile militia bent on protecting Eorzeans from danger, becoming self-sufficient as a community as well as individuals is paramount to our cause.
In short if you:
-Want structure and stability
-Aim to protect or defend others regardless of financial gain
-Want to become a diplomat and help create alliances between the guilds of Eorzea
-Wish to expand your knowledge of herb, magick, or religious lore
-Preserve skills and knowledge through the coming chaos
-Wish to learn how to better hone your chosen skills (with in-character substance and development)
-Wish to share your knowledge with others in organized groups both inside and outside the Divine Aegis
or simply
-Want a safe place to practice your faith in the Twelve
There is a place for you among us.
(It might not be very visible but I referenced a bit from the Spartans in creating this)
Endgame:
We intend to help players learn the game mechanics as well as roleplaying skills. Given that this is a PVE/RP guild, we are intent on helping roleplayers who desire to reach endgame do so, and giving them all the opportunity to experience all the available player content in the game. We intend to give roleplayers access to more hardcore PVE'ers who may have skills or knowledge regarding the more advanced aspects of the game. Those who choose not to engage in endgame content will not be forced, though it will be encouraged to try and promote unity within the guild of both roleplaying and pve'ing members.
(It'll be an RP/PVE guild-- which doesn't mean you HAVE to PVE, nor does it mean it will be watered down by PVE. What it means is that RP'ers who are leveling or want help with quests or to get gear will -have- access to help and PVE'ers who want to learn to RP will have people capable of helping them. For the most part, as the RP officer (to be) I am completely uninvolved in anything dealing with PVE/Raiding/so on and the PVE officer intends to stay very much out of RP matters. We will also be practicing a rule of 'Just because you have an officer rank does not necessarily mean you have in-character status.', which I think is self-explanatory.)
Rule Summary:
In character we'll follow twelve basic tenants:
- Do not seek arms where words may settle. (Thaliak the Scholar)
- Judge not with your eyes but with a clear heart. (Menphina the Lover)
- Always seek knowledge as it is the keenest of blades, the strongest of shields, and the fairest of scales. (Azeyma the Warden)
- Wander far from comfort, fearing neither boundaries nor prejudice. (Oschon the Wanderer)
- Aspire not to selfishly settle in the world left to us by our forebears; build wonders and preserve beauty for our successors. (Byregot the Builder)
- Take time to plan even the shortest of journeys with eyes ahead and mind on the horizon. (Llymlaen the Navigator)
- Learn well your chosen crafts with intent to thrive as one, not subsist alone. (Nald'thal the Trader)
- Leave no land or people bespoiled so long as you've the strength to till and sow. (Nophica the Matron)
- Although our destinations in life may never be clear, aspire to take the highest road, even if the path is a lonesome one. (Nymeia the Spinner)
- Prey ruthlessly upon evil, both in form and in fear, leaving none in your wake. (Rhalgr the Destroyer)
-Against the most hopeless of circumstances, fight with faith, rigorous to the end. (Halone the Fury)
- The time invested in change is time saved when change arises. (Althyk the Keeper)
So there it is. My biggest problem is that, even though I've done by best to come up with this, I am almost incapable of whittling down my point. With the concept of the guild, this is particularly difficult and I'm finding it hard to come up with a lot of things like realistic in-game goals, individual tasks, etc. I've already discussed with the leader-to-be (G'erard) that I could use some help and he agreed that we should try to find someone.
If anyone's interested in being part of a Neutral Good guild and helping us work things out, we could really use a vice officer or just a friendly person with good ideas.
P.S. I've discussed with Miss Eva right after joining about how our planning to have a Twelve-based guild wasn't intended to be stepping on her toes and I hope the concept is different enough that it still does not.
And feel free to tell me if you do or don't like the concept so far and why, please. If I end up continuing to do this the way I have so far, I could still use a little external input.
So, I've mentioned elsewhere that I was more or less enlisted to help start a guild/FC/linkshell (going to call it a guild) for FFXIV: ARR. I'd played FFXIV briefly, loved everything about it, my computer simply couldn't survive and soon died and so when I was asked I was pretty excited by the prospect. I've been offered help if I have any questions from RPC members, which I greatly appreciate, however it's difficult to ask someone to help you create a guild and it's equally difficult to help someone create a guild when you're not intending to be part of it. So, basically, I'm looking for either someone who just loves to flesh out concepts for guilds or someone who would like to join a guild -and- help flesh it out.
I should give some information about what we have so far:
(I started to fill out a Linkshell Directory Template, but don't intend to finish/post it until a lot of important things are finished. Like our website...)
Concept:
The Divine Aegis is a equal part PVE/RP guild. Although we intend to keep the two sections well separated, we will encourage roleplayers to level -and- roleplay together so that they are able to maintain a plausible advancement of skill from low-level novice to end-game artisan and make sure that they are given a stable environment to grow not only as roleplayers but as general players. The intent is a combination Military/Magicka academy (to be developed into a wandering militia of sorts) with a Neutral Good alignment (Which does not mean all player characters must be Neutral Good-- any form of Good or Neutral alignment that does not hinder the purpose of aiding others and working together is acceptable). The entire theme of unity, loyalty, faith, and courage are based off twelve basic tenants which in turn are based off of the Twelve, themselves. Religious faith is not so much a necessity as it is a fuel in this case, and though we welcome those who may have lost touch with their patrons to learn and become part of our fraternity, we will use such tenants as metaphors that directly correlate into our (in character) code of conduct. All people of all specialties, even those that are not directly considered war-based (such as weavers or leather workers) have a place in this guild as well. As we intend to grow this guild into a mobile militia bent on protecting Eorzeans from danger, becoming self-sufficient as a community as well as individuals is paramount to our cause.
In short if you:
-Want structure and stability
-Aim to protect or defend others regardless of financial gain
-Want to become a diplomat and help create alliances between the guilds of Eorzea
-Wish to expand your knowledge of herb, magick, or religious lore
-Preserve skills and knowledge through the coming chaos
-Wish to learn how to better hone your chosen skills (with in-character substance and development)
-Wish to share your knowledge with others in organized groups both inside and outside the Divine Aegis
or simply
-Want a safe place to practice your faith in the Twelve
There is a place for you among us.
(It might not be very visible but I referenced a bit from the Spartans in creating this)
Endgame:
We intend to help players learn the game mechanics as well as roleplaying skills. Given that this is a PVE/RP guild, we are intent on helping roleplayers who desire to reach endgame do so, and giving them all the opportunity to experience all the available player content in the game. We intend to give roleplayers access to more hardcore PVE'ers who may have skills or knowledge regarding the more advanced aspects of the game. Those who choose not to engage in endgame content will not be forced, though it will be encouraged to try and promote unity within the guild of both roleplaying and pve'ing members.
(It'll be an RP/PVE guild-- which doesn't mean you HAVE to PVE, nor does it mean it will be watered down by PVE. What it means is that RP'ers who are leveling or want help with quests or to get gear will -have- access to help and PVE'ers who want to learn to RP will have people capable of helping them. For the most part, as the RP officer (to be) I am completely uninvolved in anything dealing with PVE/Raiding/so on and the PVE officer intends to stay very much out of RP matters. We will also be practicing a rule of 'Just because you have an officer rank does not necessarily mean you have in-character status.', which I think is self-explanatory.)
Rule Summary:
In character we'll follow twelve basic tenants:
- Do not seek arms where words may settle. (Thaliak the Scholar)
- Judge not with your eyes but with a clear heart. (Menphina the Lover)
- Always seek knowledge as it is the keenest of blades, the strongest of shields, and the fairest of scales. (Azeyma the Warden)
- Wander far from comfort, fearing neither boundaries nor prejudice. (Oschon the Wanderer)
- Aspire not to selfishly settle in the world left to us by our forebears; build wonders and preserve beauty for our successors. (Byregot the Builder)
- Take time to plan even the shortest of journeys with eyes ahead and mind on the horizon. (Llymlaen the Navigator)
- Learn well your chosen crafts with intent to thrive as one, not subsist alone. (Nald'thal the Trader)
- Leave no land or people bespoiled so long as you've the strength to till and sow. (Nophica the Matron)
- Although our destinations in life may never be clear, aspire to take the highest road, even if the path is a lonesome one. (Nymeia the Spinner)
- Prey ruthlessly upon evil, both in form and in fear, leaving none in your wake. (Rhalgr the Destroyer)
-Against the most hopeless of circumstances, fight with faith, rigorous to the end. (Halone the Fury)
- The time invested in change is time saved when change arises. (Althyk the Keeper)
So there it is. My biggest problem is that, even though I've done by best to come up with this, I am almost incapable of whittling down my point. With the concept of the guild, this is particularly difficult and I'm finding it hard to come up with a lot of things like realistic in-game goals, individual tasks, etc. I've already discussed with the leader-to-be (G'erard) that I could use some help and he agreed that we should try to find someone.
If anyone's interested in being part of a Neutral Good guild and helping us work things out, we could really use a vice officer or just a friendly person with good ideas.
P.S. I've discussed with Miss Eva right after joining about how our planning to have a Twelve-based guild wasn't intended to be stepping on her toes and I hope the concept is different enough that it still does not.
And feel free to tell me if you do or don't like the concept so far and why, please. If I end up continuing to do this the way I have so far, I could still use a little external input.