Rank and Reputation:
Guild Reputation is how members gain Rank and Privileges within the Guild.
There are 2 types of Reputation Points: Rep Points (Rep) and Raid Points (RDP). Rep Points can be gained in a variety of ways, but Raid Points are specific to Raids and Heroic Instances, and are intended for higher level characters and content.
Rep and Rank:
Reputation earned can result in promotions within the Guild! Every clan has a Hierarchy, and each level within entails certain duties and privileges With power comes responsibility, and if you are to proceed within our ranks, you will be expected to know and perform your duties.
Nearly all ranks are based on earning reputation. The following is a list of the Ranks and their Rep Requirements:
- Peon (n/a): The lowest rank possible, generally punitive.
- Scout (0-9 Rep): New recruit rank.
- Grunt (10-49 Rep): Journeyman soldier, and the backbone of our armies.
- Reaver (50-149 Rep): Battle hardened veteran.
- Wolf Guard (150-299 Rep): Howling mounted warrior, equal to any Knight.
- Storm Guard (300-499 Rep): Master of the elements, wise and powerful.
- Champion (500+ Rep): The Greatest of our ilk, a hero to all.
- Warbringer (Appointed): Battleground Commander, Raid General.
- Farseer (Appointed): Hand of the High Chieftain; Respected and Revered.
- High Chieftain: The Supreme Leader. His word is Law.
There are in fact 2 Ranks after Champion which are appointed by the High Chieftain. They are the Warbringer and the Farseer.
Rank Description and Duties:
Peon (Punitive):
Commonly treated with contempt, the wise Horde commander knows that without the labor and resources provided by the Peon, the Horde war machine would grind to a screeching halt. Indeed, with the rise of Warchief Thrall, they are in fact treated gentler and better than in the past. Nevertheless, the label of Peon denotes the lowest station in Horde society, and for a Soldier of the Horde to be labelled as such is considered a great shame.
It is as it should be, for this is a punitive rank. Guildmembers who violate guild rules or cause such grievances as to dishonor themselves may be busted down from whatever rank they may have held. It is often the only alternative to outright banishment.
Peons have the fewest rights of any guildmember, and virtually no privileges. They do not talk in Guild Chat. They may gather resources and deposit them into the guild vault, but they have no access for themselves. Because of this, characters who have been compromised may be quarantined as Peons to reduce any damage they might do to the guild. These characters may be reinstated to their former ranks once the quarantine period is over. Generally though, our Peons are dishonored soldiers on the brink of expulsion, and while it may be possible, with time and great toil, to work their way back into the good graces of the guild, it is more common that they wander off to die somewhere alone...
Scout (0-9 Rep):
These are the initiates to our ranks. Often young and untested, Scouts provide valuable reconnaissance and information, and are known throughout the land as avid adventurers. Though tending to be solitary and individualistic in nature, Scouts must nonetheless prove their worth to the clan through dedication, devotion, and teamwork.
The Scout must learn the rules of the guild. Their time should be spent making friends, learning how to interact with the guild, and perhaps above all, learning their class and role within any given group.
The Goal of the Scout is to be accepted as full fledged members of the guild. Until they do so, they walk a precarious line, and may be busted down to Peon, or even face Expulsion at the slightest hint of laziness, rudeness, or disrespect. But if they make the cut, if they indeed prove their mettle, then they will become full fledged members.
Grunt (10 - 49 Rep):
These stalwart and hearty warriors are the Horde's first and last lines of defense. In past generations, they were characterized by their depravity and brutality. But under the visionary leadership of Thrall, they more closely resemble their savage, yet noble warrior ancestors.
Grunts must be familiar with the rules of the Guild, and must prove themselves in order to attain their rank. They must be diligent, for those who fail to maintain their status in the eyes of their superiors and peers can be demoted back to Scout for further training.
Grunts should continue to foster relationships with Guildmates. They should be partaking in instance runs, group quests, and other activities with their brethren. They should also be familiarizing themselves with the rank structure, and should help in advising the Scouts, as well as each other, of this structure.
The Goal of the Grunt is to be a solid member of clan, displaying exceptional skill, intelligence, and fighting spirit. If, and only if, they survive, then they will move on to the next level.
Reaver (50-149 Rep):
Elite, battle hardened veterans, Reavers can turn the tide of any battle. Great and terrible to behold, their mere presence strikes fear into any who oppose the Horde.
As veterans, Reavers must accept their role as mentors to the lower ranks. Scouts and Grunts look up to them, and aspire to be them. Conversely, Reavers should wield their influence to guide the younger members of the guild to greatness and heroism. Reavers should also begin taking more leadership roles and responsibilities, such as running dungeons, and leading war parties.
As veterans, Reavers must accept their role as mentors to the lower ranks. Scouts and Grunts look up to them, and aspire to be them. Conversely, Reavers should wield their influence to guide the younger members of the guild to greatness and heroism. Reavers should also begin taking more leadership roles and responsibilities, such as running dungeons, and leading war parties.
Already solid performers, the mightiest of the Reavers are groomed for an even greater role of leadership and honor within the guild; that of the mighty Wolf Guard!
Wolf Guard (150 - 299 Rep):
Named after the fearsome Wolf Riders, the Wolf Guard embodies the spirit, courage, and lethality of our most loyal and trusted companions. They are considered an easy match for any mounted knight, and legends of their battlefield prowess are echoed across the lands of Azeroth.
Wolf Guard is considered an Leader Rank, equivalent to a Sergeant. They may take part in some Officer discussions, and are the go betweens for the higher officers and the lower ranked guild members They are encouraged to participate in discussions on rules and regulations, changes that should be made, and ultimately suggestions on how to make the guild better. They also are expected to help enforce existing Guild rules, and are empowered to do so.
Wolf Guards should be flexing their leadership skills as group leaders in instance runs and group quests. They are expected to lead by example, as lower ranked members will look to them for guidance and inspiration. Higher ranks will also be watching them closely. Wolf Guards are expected to participate in, and on occasion even lead Raids and Training Runs whenever possible.
Storm Guard (300 - 499 Rep):
The Storm Guard is a superior fighting force among even the most worthy warriors. Storm Guards are highly skilled in the arts of war, as well as diplomacy and tactics, and generally serve as squad leaders. Indeed, when it seems to an enemy that the power of the world itself is against them, they know they are facing the Storm Guard!
Storm Guards are considered ranking Officers, equal to a Captain, and are expected to participate in all Officer meetings and discussions.
In addition to all lower qualifications and duties, Storm Guards must be active in setting up and participating in guild runs and training. They should also help keep the guild bank stocked, both in terms of money and items, at all times. They may be called upon to mediate disputes, offer testimony for prospective promotions, and coordinate the defense of Low Level Areas against Alliance attacks. They also may be considered for "special operations," that is, certain PvP operations including, but not limited to, the creation of Raiding Parties, Battleground Premades, and possibly even Arena Teams.
Champion (500+ Rep):
The Champion is the highest rank attainable by reputation. Through steel will and unrivalled battle prowess, these individuals have risen through the ranks to become the epitome the Warrior Tradition. They are the heroes of our clan, and to all.
The Champion is the highest rank attainable by reputation. Through steel will and unrivalled battle prowess, these individuals have risen through the ranks to become the epitome the Warrior Tradition. They are the heroes of our clan, and to all.
Champions are those who have exemplified themselves in the eyes of the elders and of the High Chieftain. Particularly, Champions have demonstrated not only a passion for combat, but clear and effective leadership skills. They regularly organize war parties and run operations and campaigns. They keep in close communication with the Warbringers as well as the Clan Elders, and have proven ability to inspire and command!
In addition to acquiring reputation, Champions will need to have demonstrated an enthusiasm for particular fields of play. This can include organized battleground groups, PvP teams and assaults, and Raiding. They can be considered Lieutenant Generals, answering to the Warbringers themselves. They can be assigned specific duties laid out by the Warbringers, such as creating teams and recruiting, training raids, and such. They are expected to aid and assist the Warbringers and Farseers as much as possible. They also operate to a degree of autonomy, and they are expected to wield it, planning and executing guild events regularly and without supervision.
The Champion's ability to inspire and promote game play and camaraderie among the membership is also of utmost importance. They should, at this point, be experts in the tracking and awarding guild rep to lower ranking members.
Warbringer (Appointed by the High Chieftain):
Battletested Generals of much renown, Warbringers are appointed for one specific purpose: War. Their knowledge of battle, from the fields of Warsong Gulch, to the bastions of Icecrown Citadel, as well as their ability to organize and execute, is essential, and is often the only difference between victory and defeat.
A Warbringer is generally qualified to establish and lead their own successful Raiding or PvP guild. Yet, they choose to stay, and bring their extraordinary knowledge and leadership skills to bear within our ranks. In addition to knowledge and experience, Warbringers must demonstrate meticulous organizational and leadership skills. They are responsible for the recruitment, training, and maintenance of guild Raid Teams and War Parties, whether they be PvE or PvP, as well as the planning and scheduling of guild events. Often, they will be contributors to the guild blog, and website and may even have their own website dedicated to battle strategy. While operating under the High Chieftain, Warbringers have a substantial amount of autonomy, and will be expected to wield it. Warbringers may have several Champions working under them, and may request of the High Chieftain the promotion of promising members as lieutenants, regardless of Rep. Together with the Farseers, they act as the chief executors of the High Chieftain, and assume the highest leadership roles in his absence.
Farseer (Appointed by the High Chieftain):
Among the most trusted Officers and Advisers to the High Chieftain, the Farseers are beings of vision, and are instrumental in determining the direction, environment, and overall spirit of the guild.
Farseers are usually Masters of their Class, Specialty, and Trade, and freely share their expertise, in both knowledge and deeds, with the guild. They are extremely well traveled, and know the various nooks and crannies of the far reaches of Azeroth and beyond. They know what awaits in the deep places of the world, and may even know their secrets, including how to beat them!
Just as the Warbringers lead our forces to glorious battle, the Farseers lead our clan to a future of nobility and honor. They are deeply involved with the recruitment and training of our members, as well as the oversight of daily operations. This includes honoring accomplishments and victories, encouraging cooperation and coordination, monitoring contributions to the Vault, and enforcing guild rules and regulations. They are in constant communication with the High Chieftain, both in and out of game.
Farseers may also have several Champions of their own, and may request the High Chieftain the promotion of wise pupils to assist them. Working closely with the Warbringers to ensure strength and wisdom within the clan, the Farseers are as powerful as they are compassionate, and provide an invaluable balance as the chief executors of the guild, and the highest authority next to the High Chieftain himself.
Farseers may also have several Champions of their own, and may request the High Chieftain the promotion of wise pupils to assist them. Working closely with the Warbringers to ensure strength and wisdom within the clan, the Farseers are as powerful as they are compassionate, and provide an invaluable balance as the chief executors of the guild, and the highest authority next to the High Chieftain himself.
High Chieftain (Appointed by the former High Chieftain):
This is the supreme leader of the Guild. Ultimately, it is his direction and his vision that will determine how the guild operates and progresses. And while he may have the Final Word in any situation, he is neither all knowing nor infallible. Thus, he keeps his ears open to the membership, and listens closely to his advisers. And while influence over the High Chieftain can never be guaranteed, every voice matters, and those who seek his audience will have it.
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