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Pandego
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Posts: 1
(4/2/02 3:46 am)
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Late-Night player seeking guild...[vision like Hrafnwarband]
Elgin recommended posting here, and checking out Einherjar.
I am interested in learning more about your guild. Have you a websight, beyond EZ-board?

I was on vacation, this last week, and got to play during some earlier hours. Very much enjoyed grouping in Spindelhalla and Varulvhamn.

I generally play Midnight - 6am, CST. I realize that most folks have gone to bed by then. Most guilds that I've checked have only a couple of folks on at that hour.

Initially, I sought for a place with very active Guild-Chat, to liven-up solo hours. Lately, I'm grouping, almost exclusively. I'm interested in getting into RvR a bit more.

My main Percival character is:
------------------------------
Altahmah Koloso,
34 Troll-shaman (20aug, 20mend, 18cave)
463 ArmorCraft

Edited by: Pandego at: 4/7/02 2:21:13 am
KlonkDaBarsher
Registered User
Posts: 123
(4/5/02 10:57 am)
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Re: Late-Night player seeking guild.
Meez mum once told meez, "be careful wut joo ask for cuz joo mite jus get it". Joo will git lotsa gild chat to fill joo window up, I just hope joo not lookin fer intellijent werds tho :)

Pavok
Registered User
Posts: 66
(4/6/02 9:46 pm)
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Re: Late-Night player seeking guild.
A decent number of guild members like to steal pies, be warned!

Pandego
Registered User
Posts: 2
(4/7/02 2:19 am)
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Re: Late-Night player seeking guild.
Does Einherjar follow a structure and system, similar to Hrafnwarband, on Midgard/Gweneviere? Is so, then it sounds like the sort of Guild that I seek to join... As their Vision follows:
________________________________________
www.hrafnwarband.org/guild_vision.cfm

STOP! Before reading further, this is a guild made up of Casual US
players!

OK, that little warning out of the way, on to the meat…

Why go to the trouble of forming a guild and keeping it running?
First, at the most basic level, having a guild chat channel is
critical to coordinating activities of more than two people across any
distance at all. It sure is a heck of a lot easier than continually
setting up chatgroups.

That said, there is also a second purpose; to increase the level of
teamwork among these same folks. We believe it is possible to achieve
more in Midgard the longer we've had a chance to play together over
and over again. You get to develop a common set of tactics and you
become much more familiar with each other's strengths and weaknesses.
And if you ever want to do great deeds, delve deeply into dungeons
then you need to reach a higher level of coordination than just about
any pick-up group ever can. And, when it comes time to lay the smack
down on Albion and Hibernia, this becomes even more critical!

Now, one way to beat up on our foes is to play 18 hours a day, 7 days
a week, leveling up to 50 in a month and then being a jerk to everyone
on the server because of our uberness. As you might guess, this isn't
the path we've chosen : ). The other way to do this, our way, is to
assemble a guild of like minded folks who care about the same things;
casual players who are striving to have as many quality adventures as
possible in the relatively limited time they have to devote to the
game.

Of course, there are many definitions of "casual" player, but
basically we're thinking of a casual player as "A few hours most
evenings in the week, and bigger chunks of time on the weekends" kind
of player.

What kind of casual players do we hope will be interested in the
guild? First, they are willing to try things out to find a "good
enough" way of meeting certain challenges; even if that means dying a
few times along the way in the search for learning. They strive very
hard to become masters at playing their particular character so as to
be able to help their groupmates to the utmost. Concepts like
mana/power conservation are critical to them.

We want folks who would, more than anything, want to brag in this
way: "We took out that dragon with just one group, while last week it
took two guild groups to do it!" instead of "Hey, check out my new
sword! It ownz! Bet it does more damage than yours!" Mature,
experienced players who also care about trying to preserve the spirit
and feel of Midgard. Who try really hard not to bring the outside
world into our fantasy realm. No, we're not looking for "super
role-players" so much as people who just want to keep the magic alive
for a little while each night.

What kind of players do we avoid like the plague?
- Players who don't know how to play their character and who don't
have a clue about how the game works. Who, 40 levels into it still
don't understand basic group tactics.
- People who lean heavily on guilds to help them with every little
thing. If they want to go do a quest that they can solo, then they beg
guildmates to act as a crutch for them instead. If they want a the
guild to hunt somewhere, they whine and complain because no one is
leading them there rathering than organizing their own hunt. If they
want the guild to feel more "social," they whine and complain that no
one is organizing an extemporaneous poetry hour for them rather than
doing it themselves.
- People who don't care about challenging themselves as players, just
in getting the next gadget item.
- Low-lifes who have no relationships in RL, so they are in the guild
only to find online romance.
- People who are so dependent upon the guild that they log off if a
guildmate can't do something with them rather than just recruiting
some random folks and getting the job done.

This is NOT a guild whose motto is "We exist only to help each
other."

Instead, we feel the guild exists to make it easier for each of us to
help ourselves.

What does this mean in practice?
- No guild loans to help you out as a craftsman. Now, this doesn't
mean that someone in the guild might not offer to loan you a few gold,
but they will do it out of the kindness of their hearts, not out of a
sense of obligation.
- Player A won't owe you a discount on the items he's worked so hard
to craft. However, if you offer him a fair price, he might just offer
to let you have a substantial discount even though he doesn't have to.
- Player B won't owe you help on getting an item unless you work out
with him in advance what you'll owe him back.
- Player C isn't obligated to give you an item for free just because
it's too low level for him now and you don't think he "needs it"
anymore. Now, he might offer it to you for free, or even for a low
price, but let him offer; don't ask.
- If you are lower level than the folks in Group ABCD, they aren't
obligated to invite you into their group to leach experience off of
them just because you're in the guild. But, if they think that you can
pull your weight, even though you are lower level, then you just may
all get together and have a great time!

Bottom line is that if there isn't "Mutual Advantage" for both
characters then the group doesn't form, the deal doesn't get done,
etc.. This idea of "Mutual Advantage" extends to a belief that there
should be no lurkers in the guild. Lurking is, perhaps, one of the
most insidious forms of receiving a handout there can be.

If someone in the guild asks you to help, and you can't, fine. No
recrimination, no need to drop everything just because it is a
guildmate. If they wanted your help, they could have taken the trouble
to arrange something with you ahead of time.

So, what kinds of things do we do?
- Form groups and go hunting the evil and rapacious critters of
Midgard
- Chat wittily on the guild chat channel : )
- Get together for raids on the frontier
- Practice our RvR tactics

What kinds of things do what not do much of?
- Picnics on the lawn
- Sponsor Alliance-wide fashion shows
- Get together "just to talk"

No group hugs. Just smart, hard fighting.
*********************************************
Rules
*********************************************
Required Activities:
No guild member is required or expected to attend any guild
hunt/event/activity/etc.. If you are online and don't show up, it
means you want to do something else and that is just fine.

Background Logic:
This guild is a "pull" guild, not a "push" guild. I expect that if we
recruit a person correctly, they'll naturally hunger to be a part of
guild hunts /events whenever they find it convenient. If they don't
naturally hunger to attend all that many guild hunts, then I expect
that sooner or later they'll naturally drift into another guild who
does more of what they like.

I have no problems with anyone leaving the guild for any reason; I
figure you'll stay if you are happy. There are lots of guilds out
there and there is NO reason to stay in a guild you are unhappy in.

Joining the Guild:
1) We'd ask you to thoroughly read through this forum to learn more
about what our guild believes in. We've taken a very definite stance
on some things, which means the guild won't be for everyone. In fact,
it may only be for a very few. If, after doing this you are even more
excited than ever about joining, then...

2) Seek out a Thegn of the guild in-game and convince them that your
philosophy about what makes a good guild fits quite nicely with our
own. If you are convincing, they will then invite you into the guild
as a Dreng. THIS PERSON BECOMES YOUR SPONSOR.

Your SPONSOR must then do two things before inviting you:
- Post a message on the "Proposed Dreng Invitations" forum notifying
all of us of their intention
- Send the Merkismathr an email with the name, email address and
probable invitation date of the new Dreng

After inviting you in, your SPONSOR will be your guide to the guild,
including introducing you around to others in the guild and answering
any questions you may have.

3) As a Dreng you'll be able to participate in guild chat to get a
better idea of what being a part of the guild is all about. We will
also be trying to get to know you better. You must remain a Dreng for
a MINIMUM of 30 days. In addition, 90 days is the MAXIMUM time you can
remain a Dreng. After that, your time in the guild will be at an end.

During your time as a Dreng, you'll have time to meet and find 2 THAN
your SPONSOR) to sponsor you. If they agree to VOUCH for you, request
they send an email to the Merkismathr stating their willingness to
call for a Thing on your behalf.

4) Once I have received an email from two different Thegns willing to
VOUCH for you, I'll send out a Thing email (Well, that is until our
website is up and running. Then Things will be done online). All
Thegns will have 3 days to vote "YES" or "NO" on your membership in
the guild. At least 50% of the Thegns in the guild will need to vote
in your Thing for that Thing to be considered a valid Thing.

If there are no "NO" votes cast by those Thegns who vote, your
SPONSOR will be notified of the good news, and he and you can work
with the Merkismathr to find a time for you to be promoted to Thegn. A
formal elevation ceremony will be conducted at the next guild meeting.

5) If even a single "NO" vote is cast, you will not be able to join
the guild at that time. I will notify your SPONSOR of who voted "NO"
and you will be removed from the guild. However, that is not the end
of your time in the guild unless you choose it to be because you and
your SPONSOR will then have as much time as you'd like to convince
these "NO" voters to change their mind about you.other Thegns (OTHER
THAN your SPONSOR) to sponsor you. If they agree to VOUCH for you,
request they send an email to the Merkismathr stating their
willingness to call for a Thing on your behalf.

Disbandment:
Of course, all of the usual things like swearing on public chat
channels, kill-stealing, xp leaching, cheating, etc. will get you
kicked out.

Also, if you are a Dreng who gets a "NO" vote in their Thing, you'll
be disbanded until you can convince the "NO" voter to change their
mind.

Finally, if you are a Dreng who reaches their maximum 90 day limit as
a Dreng without having a Thing called for you to become a Thegn,
you'll be disbanded.

Other than that, no simple little interpersonal argument will get you
disbanded from the guild. Kicked out of a group maybe, but not
disbanded from the guild.

Recruitment Rules for Thegns:
1) All Thegns may invite NO MORE THAN 1 new Dreng into the guild per
month. Invitation privileges don't carry over from month to month, so
if you don't invite 1 new member in one month, you still may only
invite 1 new member the next month.

2) Before actually inviting the new Dreng into the guild, all Thegns
must do two things first:
- Post a message on the "Proposed Dreng Invitation" forum stating
your intention. This post acts as our record telling the guild that
you've decided to use up your 1 invitation for the month.
- Send an email to the Merkismathr with the invitees character name,
email and probable invitation date.

3) After inviting the new Dreng into the guild, you will be
responsible for being a guide to the new member. Being a guide means
doing things like:

- Introducing them around to folks in the guild, particularly to
folks near their current level
- Explaining guild conventions to them like the title "Dreng" and
"Thegn"
- Answering questions about the game if they have them
- Helping them get into guild groups, hunts, etc..
- Helping them arrange for a Thing when the time comes
**************************************************************


Merkismathr
- Knut Forkbeard -

The Merkismathr, in Old Norse, was the standard-bearer of the King.
In the Hrafn Warband, the Merkismathr serves as the guildmaster.

Thegns

Thegns, in Old Norse, were the experienced leaders and fighters in
the crew of each Viking longship. The King looked to them as exemplars
of Drengskapir, or, "warrior spirit" who were expected to stand in the
front rank of the skaljaberg, or "Shield Wall" in every battle.

In the Hrafn Warband, Thegns are full members of the guild, and all
are equal. Every Thegn can invite members into the guild and talk on
all chat channels, including Alliance Chat. No privilege of guild
membership is withheld that the game itself allows.

Because there are no guild "officers" all Thegns are expected to
organize their own hunts and / or event, recruit prospective Dreng be
alert for Dreng or Thegns who may not be acting in a manner consistent
with the Guild Vision.

All Thegns also have the privilege of voting in Guild Things, which
are periodic votes held to decide important guild matters.

Dreng

Dreng, in Old Norse, were the newer warriors in the crew of each
Viking longship; those who'd yet to prove themselves.

In the Hrafn Warband, Dreng are the prospective members of the guild.
Each Dreng has the privilege of being able to hear, and speak, on the
guild chat channel. However, Dreng have no other privileges in the
guild including having no access to the "Thegn's Only" portion of our
website. Dreng are not listed on the Guild Roster until they become
Thegns.
****************************************************************

Edited by: Pandego at: 4/7/02 2:28:44 am
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