As you may have noticed there has been a lot of hustle and bustle around factions again lately and we are full steam ahead on the project. While we don't have a set release date, we are on a very aggressive timeline. If you're interested in the project, please keep in touch with the players in your org's faction planning clan and keep an eye on this section of the forums!
To kick us off, here is an overview of our current plans for factions:
Purpose Players and administrators alike have recognized that Lusternia's population, while filled with amazing people, is not large enough to support the burgeoning number of guilds we have. While we attempted to ameliorate this problem with Guild Covenants, guilds have sometimes continued to feel empty for new and existing players. This also has led to additional problems with adding new classes as they then exacerbate the problem of population spread (Gaudi/Halli monks + the new Archetype would be 8 new guilds!). While it was a very difficult decision, we chose to reduce our number of guilds and refocus the concept around the city or commune that they are home to, rather than their class. The new orgs in development are being referred to as Factions to avoid confusion with the existing guild system.
Factions Each city and commune will have three factions to replace their existing four/five guilds. Any citizen who has graduated from their collegium will be eligible to join a faction. Factions will have no restriction on what class can join them.
Faction Leadership Faction Leader: Factions will have one leader that is elected by the faction members and will run the guild, similar to how most current Guild Administrator positions function. This leader will be responsible for appointing leadership positions, structuring of the faction, and other internal matters.
Faction Representative: This person will be responsible for representing the Faction on the City/Commune Ruling Council, similar to the current Guild Master function. This role will be appointed by the Faction Leader but subject to approval by the members of the faction through a coded election/referendum process before they can take their seat on the council. This position will have no additional authority within the Faction unless the Faction Leader sets it up in this manner. The Faction Leader can appoint themselves, but still require confirmation from the faction.
Faction Rank and Positions The Faction Leader, subject to approval by someone in the Divine Pantheon, will be able to set up custom positions and assign privileges to those positions to fill any desired role within the guild. Most appointed positions will no longer exist (Secretary, Undersecretary, Archivist, etc.) and their privs will instead be assignable to the custom roles.
Factions will continue to have ranks, just as the current guild system does, though the number of ranks is TBD. A PROMOTE priv will be available to allow direction promotion up a single rank. Guildfavours may remain in a recognition capacity as well.
Novices Novicehood will be completely transferred into the Collegium process, ending the stinted half-process of novice handling. Instead, the Ministry of Education (aka Ambassador) will fully handle the process of welcoming and training new citizens. After graduation from the Collegium, citizens will be directed to join a faction.
City Ministries The Ambassador ministry will be renamed as the Ministry of Education and will handle the process of welcoming and training new citizens within the Collegium.
A new ministry, the Ministry of Security, will take over the role of handling enemy statuses for the city and the summoning of guards and discretionary powers, similar to current Guild Security.
Envoys Envoys will be appointed on a per city basis from a pool of qualified and knowledgeable players, rather than one per faction. The number of Envoys per city/commune has not yet been determined.
Classflexing Most of the restrictions on classflexing will be removed, allowing you to classflex into any class in your city/commune without requiring permission. Classflexed skills will be taught by tutors, removing the requirement to learn from a player who already has knowledge of the skill. You will not be able to classflex into the classes of another organization.
Our Commitment We recognize that this is a large and difficult change for most, if not all, of us. Years upon years of both admin and player work and effort have gone into building guilds into the wonderful organizations that they are today. We are committed to being transparent throughout this process and to work with current player leadership to do the new faction system justice. We will be reviewing the existing things that currently belong to guilds and will make an effort to keep as much as possible in the new faction system. However, this process is inherently lossy and the end product will not be deep and engaging if we simply mash some existing guilds together in an effort to keep everything. We are committed to working with you, as I hope you are committed to working with us.
NOTE: While this proposal has been finalized, any and all things above are still subject to change at any time, for any reason.