Can I join with an existing
character?
Provided the character is human with a sensible name, you
may join. The maximum points you may have in any skill is
100.00 however and any points beyond this must be deducted -
this is because we want our guardsmen to earn such
advantages from role play, not gold collected by their Tamer
or Paladin.
What Copper?
The
Guardsmen Militia has a unique way of rewarding it's
members; In exchange for running events, completing tasks
and contributing to the guild you will be awarded with
copper. This copper may then be exchanged to buy better
equipment, skill scrolls and additional stat points.
What skills are not permitted?
Magery, Chivalry, Taming, Ninjitsu, Bushido, Spell Weaving,
Necromancy, Stealing, Poisoning and Provocation are all
restricted and should not be used without commands explicit
permission.
How do I get a promotion?
By far the most frequent question of
all. Just play and stay active! Activity will have the other
guardsmen notice you. The promotion requirements are well
advertised on the forums, if you have completed them then
you must contact a Sergeant or Captain, supplying evidence
of exactly how you have completed them. In addition to the
listed criteria you must also show that you are active, well
disciplined and worthy of a step up the ranks!
How do I successfully play a guardsman?
This is a tricky question, that although not very
frequently asked, we felt should be answered. After your
initial recruitment, you are generally left on your own
device. Your first task should be to get to know at
least ten other guardsmen, and get their ICQ's (or
pigeons, as we call it). Your next step should be to
build on this network of friends, and arrange events
with them.
Get to know guards of different ranks, but especially your fellow trainees and footmen, as they might one
day make great warriors and fighters at your side.
Once you've built a network of friends and become a
little stronger, you're ready to truly serve the Militia.
Next you should use your contacts and skills to increase
the Militia's funds, renown and combat prowess.
Teamwork, skills, gold and advanced, interesting roles
make our guild unique and entertaining. Play along, and
never stop yourself from taking initiative, teaching the
new guardsmen how to play. Avoid using Guild
Chat as much as possible, we're a role-playing guild, and not a chat organization. If there
are no guardsmen at Headquarters when you arrive, have a
look around, and then start sending out pigeons for
others to meet you. Always meet and talk in game with
your friends instead of per ICQ unless there's no other
way.
The keyword here is roleplaying. Roleplaying
doesn't only mean "not to talk ooc", but to play a true,
living character! Who is your guardsman? Emote a lot,
make jokes, make passes on the opposite gender, or even
insult your superiors! It's up to you and your
imagination, really. The Militia is an excellent place
for roleplaying, as we have created it as a sealed
community, where your actions actually have an impact on
your comming life. Never stop roleplaying, for that is
the true enjoyment in the Guardsmen Militia. And if
things don't happen by themselves, then make them
happen! You don't need to organize any grand events, but
just taking a fellow trainee out for a patrol can give
you a great time, and earn you a friend for life.
When can I go OOC*?
Basically, never. It is quite easy to say most things
IC (In Character), without resorting to OOC. If you for
example need to go to the bathroom, don't say: "(I gotta
take a piss)", but say "I need to take a short nap,
sir!" instead. If you have a bad lag, then say "That orc
wounded my leg badly... It shall take time to recover"
or "The mud is bad today" instead of "(Damned lag!)". If
you can't say it IC, then don't say it at all.
The only exceptions to this rule are as follows:
- When exchanging pigeons, you need to give your
uin number
- If you're of high rank, and need to resolve a
serious inter-guild problem, or take care of a
recruit
(*The abbreviation OOC stands for Out of Character,
or more traditionally: Out of Context.)
How do I treat non-Militia characters?
Foremostly, anyone within the Militia Meadow should
be treated as an outsider. This means the guardsmen may
be polite at first, but if the outsider has no intent on
moving along, he should be ignored or chased away. If an
outsider enters the Headquarters, they are trespassing,
and should be removed by force if need arise.
Outside of the Meadow, depending on a few factors,
non-Militia characters are referred to as either outsider, taintling, warlock, witch, deserter, >race< or
citizen. Any unaligned, friendly and polite human
falls into the citizen category. As long as
they do not throw any spells in front of you. Citizens
should be protected and well taken care of, but should
not be allowed to join you unless they are recruits.
Furthermore, anyone who has resigned from the Militia is
a deserter, regardless of the reasons of their leaving.
No matter what position they held before they resigned
they do not gain respect for this ingame. Out of game
however, they should be treated well. The only way to
retire gracefully is by the rank of Retired Guard.
Can I hang around with my non-Militia
characters?
Simply put, the answer is no. The Militia is
constructed to work as a self-supporting society on it's
own (though somewhat crude). As we are serious
roleplayers we want to remove the feeling of the
"player" behind the characters and only let one player
have one character in the society (excepting those that
for long already have had more than one).
The rule should read: You may not stay around the
Militia Meadow (the area around the Headquarters) with
any of your non-Militia characters. If you play your
other character, and ever stumble upon a few guardsmen
outside of this area, you are free to interact with
them, but should not show your true identity, nor should
you engage in any combat, even if you feel that they
initiated (in which case you should retreat). The
Militia has enough of enemies already, for our own
players to fight us as well.
There is really no way for us to make sure neither stop you from entering Militia perimeters with
another character of yours. The only thing we can do is
tell you not to, and warn you that if you are ever
revealed, your guardsman could gain a penalty for
"smuggling in civilians on military property".
Can I still hang out with my old friends?
That depends on how you define it. Your guardsman
character can be considered as "taken", but you as a
player, are not. The Militia does not allow guardsmen to
patrol with outsiders, and not even being friendly to
witches, warlocks, taintlings, ex-guardsmen or most
anyone not in the Militia for that matter. Ingame, you
are NOT to treat outsiders well, other than to protect
them from harm, and if they are proven nice, show some
civility. What we of course do allow you, is to keep
playing with your friends with your non-Militia
characters, and to talk with them over ICQ.
A Guard keeps harassing/killing me! What
should I do?
The first thing to do is to find out why you were
attacked or insulted. Commonly, you have broken a rule,
misunderstood an order or offended the wrong person. It
is not against the rules to enforce the oath
amongst the guardsmen, but it should be done with care.
If you feel that you are being very badly treated,
for example repeatedly attacked without knowing why,
then firstly, try to resolve this over the icq with
the troublemaker, after you have wound down a bit
from any hot emotions. Often as not, it all pours down
to a misunderstanding. But if the problem remains you
should contact the Militia Command.