Monday, November 30, 2009

Rise up, Artisans of the Horde!

We are Horde.  We are all warriors.  But as envisioned by the great Warchief Thrall, our Horde is no savage band of marauding brutes.  Our warriors are as Cunning as they are Savage.  Noble as they are Lethal!  But most important of all, they are Warriors of Spirit.  It is the Spirit of Storm, Earth, and Fire, of Wolf and Bear, and Lion!  It is the Spirit possessed by every member of the Horde. 

As such, it would be foolish to say we are all the same.  Some of us fight with strength and steel, others with but a whispered word.  Some delve into the deep, forgotten places of the world, braving what horrors lie beneath, while others prepare them for their journey, with weapons, medicines, and powerful magicks.  

Sunday, November 29, 2009

Candidates for our New Guild Name!

Hail Comrades!

The time has come.  The Clan Akatsuki will soon be known by a new name. 

Akatsuki is a fine name.  It means "Dawn," "Red Sun," and "Red Cloud," all at once, and each of these translations are profound in their own way.  Regrettably, it is also the name of a clan of ninja from television anime.  At best, we are thought of as merely a group of Naruto fans, and at worst, a clan of ninjas, (in game terms, "ninja" is a less than favorable association.)  Aside from that, there are a hundred Akatsukis in the World of Warcraft.  Some are players, some are guilds, but all of them with the exact same name....

It is time for a change. 

Saturday, November 28, 2009

Rules and Regulations

Compiled and Revised by Ogami, 12/08/2010
Updated 01/14/2012



All members of the Shades are expected to carry themselves with dignity, honor, and respect. Those who do not may be subject to disciplinary action, up to and including expulsion from the guild. 


However, our first priority is game play, and Fun. We are not about punishment first, and if we can change a behavior without a harsh consequence, then that is preferred. But make no mistake, the leniency of the Officers and of the High Chieftain himself does have limits, so any player who finds themselves getting disciplined beyond a simple verbal warning has done so of their own accord.


Now, before we get started, I'd like to open with 3 guidelines that will protect you from any sort of disciplinary action or trouble, both within the guild and without. It's really the simplest thing in the world:


  1. Play The Game: Just play, man. No need to cheat, or hack, or steal. Just play.
  2. Be Nice: Be nice to everyone, even the jerks. Don't be part of the problem. There are plenty of players out there who will appreciate your coolness, so be cool. It will take you farther than you'd think.
  3. Have Fun!: This is the most important. It's is a game, remember? It's supposed to be fun! If you find yourself angry or annoyed, or overly competitive, or stressed, then maybe it's time for a break. When you're enjoying yourself, your far less likely to have a string of racist expletives fly out of your butt, and therefore, less likely to get in any kind of trouble.
 If you follow these basic guidelines, I promise you will never see nor hear of any report against you, and shouldn't have any problems.  


For those of you who'd like a bit more detail, then read on, you troublemakers!

Rep and Rank


Rep and Rank:

     Guild Reputation is how members gain Rank and Privileges within the Guild.  Rep Points can be gained in a variety of ways, and 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:

Rank (Rep):
Peon (n/a)
Scout:  (0-9 Rep)
Grunt:  (10-49 Rep)
Reaver:  (50-149 Rep)
Wolf Guard:  (150-299 Rep)
Storm Guard:  (300-499 Rep)
Champion:  (500+ Rep)

      There are in fact 2 Ranks after Champion which are appointed by the High Chieftain. They are: Warbringer and Farseer.
 

Gaining Rep:
There are 2 General Rules of Thumb when seeking Rep:
  • Grouping up with Guild mates is always favored.
  • Generally being positive and helpful to the guild will gain you Rep in some way.
  • You must inform an Officer or Lieutenant (Wolf Guard or higher) of dungeons and quests completed. This can be done via in game chat, in game mail, or through email to the High Chieftain himself.
     *Despite our immense powers, we are not psychic. It is imperative that you let an Officer know what you are doing so that you can be properly honored. Always include the names of all guild mates you grouped with, and what you were teaming up for.

There are several specific ways to gain Rep:


Instance Runs: 2-10+ Rep.
- Requirements for Credit:
  • All members must be of the appropriate level for the instance. 
  • An Officer or Lieutenant (Wolf Guard or higher) must be notified with names of party members and the instance(s).
- Rewards:
2 Rep each per Guild member in the group.
+3 Bonus Rep for 3 or more Guild members in the group.
+5 Bonus Rep for full Guild Groups.
+2 Bonus Rep for Heroic Instances.
+2 Bonus Rep for Full Clear (All bosses defeated)
+2 Bonus Rep for Tanking or Healing, (awarded to the Tank and/or Healer.)


All the above Rep Rewards stack.

Runthroughs: 5+ Rep.
- Requirements for Full Credit:
  • Runner must be at least 6 Levels Higher than the Highest Level Lowbie.
  • This applies to dungeons only.
- Rewards:
  • +5 rep per low level Guild member ran.
  • +10 rep per low level Guild member run through particularly long or difficult instances, such as:
    • Stratholme, Scholomance, Blackrock Dungeons, and Dire Maul.
  • +1 Rep to the low level Guild member for "training."


    Group Quests: 3-5 Rep.
    - Requirements:
    • All party members must be level appropriate for the Group Quest.
    • All party members must be present to complete the quest.
    • Daily Group Quests do count!
    - Rewards:
    +3 Rep each.
    +5 Rep for Non-Quest Assists; that is, members who help out despite not actually being on the Group Quest.

    Teamwork: 1-4 Rep.
    - Description: Members who team up to assist each other for normal, Non-Group quests. This includes All Daily and Seasonal Quests.
    - Requirements:

    • The group must include at least 2 Guild members.
    • The Party members must be within 6 levels of each other.
    • The Quest(s) must appear at least Green to at least 1 member of the group.   
    - Rewards:
    +1 Rep each per Daily completed.
    +2 Rep each per Quest completed.
    +3 Rep for Non-Quest Assists, awarded to the Assistor. (Normal rep awarded to Questors.)

    High Level Assists:  1-8 Rep.
    -Description:  This is when a low level player or group is assisted by a guild member of much higher level in order to complete a particularly hard quest.
    -Requirements:
    • The Assistor must be at least 6 levels higher than the lower level Guild member.
    • The low level guild member must be present and participate in the quest.
    -Rewards:
    +4 Rep per quest, or +8 Rep per Group Quest, to the Assistor.
    +1 Rep per quest, or +2 Rep per Group Quest to low level "trainees."

    Leveling: 5 Rep.
    - Requirements:
    • Milestone Achievements must appear on the Guild News Board.
    • Starts at Level 10.
    - Rewards:
    +5 Rep per Milestone reached.

    Craftsmanship:  5 - 10 Rep.
    -Description:  Despite our rich Warrior Tradition, not all members of the Horde may serve on the battlefield.  In the past, this was viewed with contempt, but under Thrall's leadership, we now understand that all serve the Horde, and all who serve do so with Honor.  The Farmer provides food and strength to those who would defend them.  The Artisan fashions the mighty weapons and machines of war that only strengthen our warriors.  The Scholar provides learning and understanding, without which, strategy and tactics would be impossible.  
         Yes, it is clear that we must Honor all who serve the Horde.  Within our clan, it will be no different.
    -Requirements:
    • Craftsmen and Gatherers should offer their services freely.  While some particularly powerful items or materials may be worthy of compensation, Tradespeople should never view the membership as an opportunity to Profit.
    -Rewards:
    +5 Rep per Profession Milestone reached.
    +5 Rep per High Quality Crafted Item donated, either to the Vault or to an individual.
    +5 Rep per stack of raw material (limit 1 per type)
    +10 Rep per Epic Level crafted or gathered item, given either to the Guild or to an individual.  These items must be extremely rare and/or expensive, like a level 346 crafted weapon, a mechanohog, a stack of Emberweave or Imbued Frostweave bolts, etc.

    World Defense: 5-10 Rep.
    -Description: How many times have you been in or around a low to mid level area, like the Crossroads, only to have it overrun by cowardly Alliance High Levels who proceed to wipe the place out? How about when you're in a major city that comes under attack by an Alliance Raid, bent on destroying our great leaders? Now you can group up for the sake of our low level brethren and teach those pigs that no one messes with the Horde!
    -Requirements:
    • At least 2 Guild members in the War Party.
    • Members must be of the appropriate level to challenge the attackers. That means if you are a level 15, there needs to be at least 1 Alliance attacker around that level for you to fight.
    • You must be in the battle to its end. It doesn't matter when you join the battle, but once you join, see it through, whether the Alliance is victorious or driven to the borders of their own lands!
    -Rewards:
    +5 Rep, regardless of the outcome. The Orcs have a cry: Loktar Ogar! It means Victory or Death. Both are Honored.
    +10 Rep, if you successfully route the Alliance pigs. 


    Raids:  5-15+ Rep.
    - Description: There are a few different kinds of Raid Runs. There are Normal and Heroic 10 and 25 mans, as well as classic 10, 25, and 40 man Raids. In our Guild, Burning Crusade and Vanilla Raids can be used as Training Raids for our higher level members, as well as great gearing opportunities for those who are level appropriate. The rep rewards will vary depending on the level and difficulty of the Raid Instance, but all of them should be taken advantage of whenever possible, and NONE of them, even the Vanilla ones, should be taken lightly, even by our Level 80 Elites! The Twin Emperors of Ahn'Qiraj have indeed crushed the egos of many Level 80 Raid Groups.


    - Requirements:
         Guild Raids must consist of at least:
    • 5 members per 10 man Raid
    • 12 members per 25 man Raid
    • 20 members per 40 man Raid.


      *Non Guild Raids and Training Runs share the same reward requirements as an Instance Run. See Instance Runs for details.
    -Rewards:
    +5 Rep for Training Raids.
    +10 Rep for 40 man Raids.
    +10 Rep for 10 Man Raids.
    +15 Rep for 25 Man Raids.
    +5 Rep bonus per boss defeated.
    +5 Rep bonus per wing cleared.
    +5 Rep bonus for Heroic Difficulty.
    +5 Rep bonus for the Raid Leader per Victory!


    So there you have it comrades!  The system is clear, and the war beckons!  How far will you go as a Shade of the Rising Sun?  The answer is completely up to you!


    Strength and Honor!

    ~Ogami, High Chieftain of the Shades of the Rising Sun.

    Friday, November 27, 2009

    Rank Titles and Duties:



    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.     
      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.
       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.

    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.  

    Sunday, November 1, 2009

    Banished!

    The following is a list of Blacklisted ex-Akatsuki.  They should be considered permanently removed, and neither them nor their alts are welcome back into our ranks.  They are listed along with the violation that got them Banished:
    1. Toronus - Guild Theft/Account Sharing.  By neglecting to secure his account and allowing other players than himself to play his character, he was responsible for looting several stacks of high level threads and trade materials.  
    2. Bashonyou - Guild Theft.  At Level 45 took 5 Cardinal Rubies. 
    3. Swipethethiz - Sedition.  Left the guild of his own accord, but decided to insult the guild before leaving, for no apparent reason.
    4. Mollygirl - Insubordination.  Was disciplined and educated on what constitutes Guild Theft.  While most items were returned, she proceeded to insult the enforcing Officer with obscenities.  
    5. Deathsright - Disrespect, Dishonorable Conduct.  This former Guild Member threw a temper tantrum after dying to a boss in the Halls of Stone.  The group did not wipe, but he died, and then proceeded to blast the rest of the group for incompetence, using insults and obscenities.
    6. Ogdin, (along with all alts) - Guild Theft/Account Compromise.  This high ranking but long inactive character was responsible for the theft of dozens of Epic Quality items and materials, before promptly quitting the guild and transferring realms.  While this act itself was despicable, the nature of the crime was such to convince the Hokage that this character, along with the account it was attached to, was Hacked.  As always, it is the players' responsibility to secure their account, and it is the players who are held responsible if they fail to do so.  Whether this was a case of Compromise or flat out Theft, Ogdin, and his disciples are banished forthwith, and forever!
    7. Pärkër - Bashing on the guild, Insubordination, General Douchebaggery.  After complaining in chat about his lack of gold and inability to buy 280% and 310% flying, he used several expletives.  He was addressed by the High Chieftain himself to calm down and suggested he get busy on some dailies.  He was also told that 150% flying really isn't so bad and that he should be grateful that it's not still 60%, as many of us remember.  He ragequit and sent the High Chieftain a tearful, insulting whisper.  Known to join and quit the guild rather frequently, this big fat wuss behavior will tolerated nevermore!
    8. Snowdrift - Bashing on the Guild, General Stupidity.  Upset by the slow repayment of 2000g by a guildmate, Snowdrift refused any sort of negotiation or repayment plan.  He eventually was repaid in crafting materials easily equal to the amount owed to him, but nonetheless, he quit the guild and told all members online "screw you guys."