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Guilds

A guild is a player-run organization — a name, a tag over your head, a private chat, and the machinery for alliances and wars. This shard runs the modern “new guild system” (Guild.NewGuildSystem = Core.SE, and our expansion is EJ, well past SE), which is menu-driven: you don’t need to place a physical guildstone the way the old system did.

Open the Guild menu from your paperdoll (the Guild button). If you’re not in a guild it offers to create one; if you are, it opens your guild’s roster and controls.

To create a guild you pay a 25,000 gold registration fee (RegistrationFee) and choose:

  • a name — up to 40 characters (NameLimit), and
  • an abbreviation — up to 4 characters (AbbrevLimit), shown in brackets after your name, e.g. Lyra Dawnblade [DAWN].

To join an existing guild, a member with invite rights (Emissary or higher) sends you an invitation through their guild menu; accept it and you join at the lowest rank (Ronin), to be promoted once you’ve proven yourself.

Every member holds one of five ranks (RankDefinition.Ranks), each granting a set of permissions (RankFlags):

RankCan do
RoninProbationary — newly accepted, no privileges (not even voting) until promoted.
MemberVote in guild votes, access guild items, remove the lowest rank (Ronin).
EmissaryMember powers + invite players, remove players, promote/demote, set guild titles — the officer/recruiter rank.
WarlordMember powers + control war status (declare and end wars).
LeaderAll powers, including alliance control. Every guild has one Leader.

Leadership can change by a guild vote — a candidate needs a 66% majority (MajorityPercentage) to take over. Members inactive for 30 days (InactiveTime) stop counting toward votes (so a dead guild can still be reformed by its active members).

  • Name tag — your guild’s [abbreviation] is appended to your character’s name for everyone to see (PlayerMobile name suffix).
  • Guild title — an Emissary can grant each member a custom title (e.g. “Quartermaster”); you can toggle whether your title is shown.
  • Guild chat — members share a private channel (guild messages), and members of an alliance share alliance chat on top of it.

A Warlord or Leader can declare war on another guild from the guild menu; when a war is active between two guilds (IsWar), their members become enemies:

  • Enemy guild members can attack each other freely, anywhere — no criminal flag, no guard whacking for the fight itself (Notoriety.cs treats warring guilds as a harmful-allowed relationship). This is the sanctioned way for guilds to fight without going “red”.
  • A guild at war is no longer “peaceful” for notoriety purposes, which also limits beneficial acts toward non-allies.
  • War ends when the war is rescinded / peace is agreed.

Guilds can band together into an alliance (AllianceInfo), controlled by guild Leaders:

  • Allied guilds (members of the same alliance) treat each other as allies — beneficial acts (healing, buffs) are allowed between them and they can’t be warred as enemies.
  • Alliances share alliance chat, and have an alliance leader guild.
  • Wars are fought at the alliance level too — declaring war reaches the alliance leaders.

You may see the Order / Chaos / Regular guild types (GuildType) referenced in old UO guides as a built-in PvP system (Order guilds vs Chaos guilds attacking on sight). Under the new guild system this is legacy — enemy status is decided purely by declared wars (IsEnemy returns IsWar), not by guild type. To fight another guild here, declare war; to fight alongside one, ally with it.