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Old 11-17-2005, 10:53 AM   #1 (permalink)
Sablehawk
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The Crimson Wind

Greetings,

My name is Sablehawk and I am the guild leader for The Crimson Wind Society.

Crimson Wind members are mature and respectful, willing to share their wealth and assist guild members in all things. We are not only a community, but a family, concerned for each other’s well-being, and dedicated to the guild. We expect our members to be respectful and polite to all those they meet in the world of Telon. Ninja looting, kill stealing, camp whoring, whining and begging are not acceptable. Being a part of our community, knowing fellow guild members’ skill and abilities, grouping together, sharing recipes and items, and posting on the guild website are expected.

In the spirit of Vanguard, we have three distinct Corps for members to choose from which will be based on the Sphere they wish to concentrate on. Aptly named, Adventure Corps, Quartermaster Corps, and Diplomatic Corps, each will have distinct titles that reflect the nature of the Sphere.

Within each Corps, Squads will be established based on what each member prefers to spend their time doing. Examples include the Adventure Corps Protectors Squad for those that enjoy guarding Diplomats and Harvesters, and the Explorers Squad for those that enjoy exploring every nook and cranny of the world. In our Quartermaster Corps, the Scythe Squad for those that wish to harvest their own resources to be used for their crafts, and the Emporium Squad for those that wish to concentrate primarily on crafting.

For those members equally interested in all Spheres, Elite Squads will also be formed. An Elite Squad is self-sufficient in that they will be able to adventure, harvest, craft, and handle diplomatic situations. Elite Squad members will have complimentary classes across all spheres. This means they will consist of an appropriate mix of adventure classes, at least one of each type of harvester, at least one of each type of Diplomat, and a mix of crafting trades that will allow the Squad to repair their broken cart or imbue the Squad’s weapons among other things that will need to be done while adventuring. Elite Squads will be established by members, and approved by the Council, based on when and how they play. Elite Squad Leaders will have a voice on the Council.

All guild members, not only Elite Squads, are encouraged to group together as much as possible and to assist each other in all aspects of the game from completing quests and obtaining items to the final crafting assembly which will in most cases require at least one component from another trade.

We encourage members to concentrate on one character. We understand the desire to create alts, however, we are dedicated players who take pride in their main and spend the majority of our time on that character. We know little about what the guild cap will actually be, though however high it is, we will be limiting the number alts that will carry the guild name.

Please feel free to stop by our website and contribute to our forums. Additional information about ranks, structure, and ideals can be found there in the About Us, Guild Ranks, Application, Forum Rules, and In Game Rules sections.

We look forward to meeting you.

Commander Sablehawk, The Crimson Wind Society Leader
Captain Stromgard, Adventure Corps Leader
Master Kelaric, Quartermaster Corps Leader

Last edited by Sablehawk : 01-17-2006 at 09:42 PM.
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Old 11-17-2005, 11:40 AM   #2 (permalink)
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Re: The Crimson Wind

Welcome to the site!

Very nice concept you have on your guild and the game! I wish you all the luck in the world!
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Old 11-17-2005, 05:06 PM   #3 (permalink)
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Re: The Crimson Wind

Hello Sablehawk and welcome to the boards!

I have to agree with Aredhel - a very interesting concept indeed. I love to rp as much as possible and I feel that it is an important element in any game of this genre and I would agree that it should *not* be made compulsory for membership in a guild. The Crimson Wind Society sounds very promising indeed. Keep up the good work
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Old 11-17-2005, 08:09 PM   #4 (permalink)
Sablehawk
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Re: The Crimson Wind

Thanks for the good thoughts you two ... good thoughts never hurt
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Old 11-18-2005, 09:03 AM   #5 (permalink)
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Re: The Crimson Wind

As an avid roleplayer and all around good humored person, this sounds like a great guild to be in. Thanks for sharing your insight. Good luck with your guild. Sounds like a great bunch of people!
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Old 12-14-2005, 03:42 AM   #6 (permalink)
Kelaric
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Re: The Crimson Wind

Well Met! As the newly appointed officer in charge of the Quartermaster Corps for The Crimson Wind Society, I would like to take this opportunity to share with you some ideas I have for the Quartermaster Corps.

As you have read in Commander Sablehawk’s post above, The Crimson Wind Society will be developing squads in addition to having three Corps which represent the three Spheres we will find in Vanguard.

I am very interested in developing a squad or squads for those folks who wish to concentrate on the crafting sphere. First, allow me to present the mission statement of the Quartermaster Corps:

The Quartermaster Corps has the responsibility of supplying the guild and its members, to the best of their ability, all equipment, and items that can be made by crafting within the game. This will be an overall team effort with all members expected to work for the common goal of seeing that the guild and its members are properly equipped.

As Commander Sablehawk mentioned above, membership in The Crimson Wind Society does not require membership in a squad. Wind members will, however, chose one of the Corps (Adventure/Diplomacy/Quartermaster) based on their main area of interest.

Now, onto my ideas for squads within the Quartermaster Corps:

The first is an idea for a purely crafting squad. It is based on the assumption that there will be adventurers who prefer not to participate in crafting at all, however may decide to harvest during their adventures.

The Emporium Squad - This is a dedicated group of crafters that will concentrate on advancing their crafting trade and chose a specialty complimentary to the squad i.e. out of blacksmith, one armorsmith and one weaponsmith. Not knowing the full range of trade specialties at this time, the goal is for this squad to represent as many trades as possible. With five basic trades splitting into two specialties each, this squad would have at least 10 members.

Adventuring in order to harvest will not be necessary to advance crafting skill, though resources are necessary to make usable items. Though squad members may chose to harvest, the goal for this squad is to concentrate on crafting and to become a general store for the guild and for others outside the guild. Other possibilities include becoming anything from a shipwright to an armor and weapon shop complete with imbuer. Resources, recipes, and all manner of gear could be bought, sold, and traded at The Emporium.

The next idea is for those who wish to do their own harvesting, adventuring at a slower pace than those concentrating solely on their adventure sphere, leaving plenty of time for crafting.

The Scythe Squad - This harvesting adventure squad would concentrate on harvesting while adventuring, and crafting. Adventures would be primarily based on resource location and/or building sites.

This squad would adventure more slowly to allow time for harvesting and time for crafting in town. Adventure levels should remain within grouping distance of the other squad members. This will be the responsibility of the highest level and the lowest level person in the squad. Each squad member should be given equal time during harvesting/adventuring to guard the group thereby gaining adventure experience.

Harvesting excursions would be scheduled when most convenient for the entire squad, leaving other times for crafting or smaller outings with a partial squad. Special crafting sessions could be scheduled in order to trade with one another for the items needed for final assembly from other crafting trades. These sessions could be the time when this squad would be available to craft items for guild members, and generally trade, buy and sell with them. The squad could announce these times as they are set up, in the events forum on the guild website.

Members will have different harvesting abilities i.e. one Foreman, one Prospector, two Gleaners, and two Reapers. If group size is 8, add whatever harvesters are most appropriate i.e. another Foreman or Prospector, or more reapers or gleaners.

Members will have complimentary adventure classes representing a well-rounded group with at least one from each archetype (offensive fighter, defensive fighter, healer, caster) with the final members being a different specific class than any other i.e. one cleric, one shaman not two clerics; or one warrior, one paladin, etc... The idea here is to have the fullest array of abilities and spells possible.


If you are interested in these ideas, the Quartermaster Corp, and/or The Crimson Wind Society, we invite you to visit our website to read more about us, register and chat with us, and apply for guild membership.

Kelaric Vaettor
Master, Quartermaster Corps
The Crimson Wind Society
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Old 12-14-2005, 02:02 PM   #7 (permalink)
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Re: The Crimson Wind

Wow, good thoughts put into your post.

It will give me a few things to think on. Thanks.
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Old 12-15-2005, 02:58 AM   #8 (permalink)
Kelaric
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Re: The Crimson Wind

No,

Thank you Siencyn
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Old 12-15-2005, 11:35 AM   #9 (permalink)
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Re: The Crimson Wind

wow someone else that played Horizons if you do not mind me asking did you have the same guild name in there it's just i'm trying to see if I might have grouped with you before or not but your ideas are very good the only thing that might be a bit of a downside is what is the max cap on members in your guild will you have enough slots to have at least one of each classes and crafters?
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Old 12-15-2005, 11:27 PM   #10 (permalink)
Sablehawk
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Re: The Crimson Wind

Actually in Horizons we were The Mistwalkers

As far as the cap goes we're keeping an open mind at this point. If the cap gets set and it's too low we'll modify how we do things.
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