With the renewed effort to grow our ranks, the need for a clearer hierarchy has become apparent! Originally, the idea was to use the classic Horde ranking system from the old world PvP days. However, news has reached my ears that the Makers will be reinstating that same system some time after the Shattering! Therefore, so we do not appear redundant, I present to you the revised Ranks and description of duties, as well as the requirements to attain them!
You will find that, despite being slightly modified, these new ranks embody the pride and fighting spirit of the Horde! Lok'tar Ogar!!
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:
Rep: Rank:
n/a Peon
0-10 Scout
11-50 Reaver
51-100 Wolf Guard
101-200 + 10 RDP Storm Guard
201-350 + 50 RDP Champion
There are in fact 3 Ranks after Champion which are appointed by the High Chieftain. They are: Master, Warbringer, and Farseer.
Rank and Title Descriptions:
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 (0-10 Rep):
These are the initiates to our ranks. To even be considered is a great honor, and a testament to the Scout's qualities. 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 something great and terrible; the Horde Reaver!
Reaver (11 - 50 Rep):
These stalwart and hearty warriors are the Horde's first and last lines of defense. In past generations, they were known as Grunts, and characterized by their depravity and brutality. But under the visionary leadership of Thrall, they more closely resemble their savage, yet noble warrior ancestors. But make no mistake, the Reaver is a weapon, a bringer of death and destruction that when unleashed upon our enemies are truly terrifying to behold!
Reavers 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.
Reavers 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 Reaver is to be a solid member of clan, displaying exceptional skill, intelligence, and fighting spirit. Only then will they earn their right to be considered for entry into the Wolf Guard!
Wolf Guard (51-100 Rep):
The Wolf Guard is comprised of elite, battle hardened veterans. Named after the fearsome Wolf Riders of ages past, the Wolf Guard embody the spirit, courage, and lethality of our most loyal and trusted companions!
Each individual Wolf Guard is considered the equivalent in rank to a Knight, a Sergeant, or a Captain of the Horde. As such, Wolf Guards take more of a leadership role among the Reavers and Scouts of the guild.
Already solid performers, the mightiest Wolf Guards are groomed for even greater roles of responsibility and leadership within the guild, as hallowed members of the Storm Guard!
Storm Guard (101 - 200 Rep and 10 RDP):
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 Guard is considered an Officer Rank, equivalent to a Lieutenant. They now take part in 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.
Storm 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. Storm Guards are expected to participate in, and on occasion even lead Raids and Training Runs whenever possible.
Champion (201-350 Rep and 50 RDP):
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.
Champions are considered ranking Officers, and are expected to participate in all Officer meetings and discussions.
In addition to all lower qualifications and duties, Champions 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.
Master (Appointed by the High Chieftain):
The First of the appointed Officer ranks, the Masters are those who have exemplified themselves in the eyes of the elders and of the High Chieftain. They are elders of extraordinary skill and expertise, and clan members of all ranks and levels seek them out for knowledge and training. And seek them out they must, for this knowledge is often guarded, and not given freely to just anyone. Masters are notoriously careful in choosing their students. Understandably, their words carry much weight, and even the High Chieftain is wise to listen.
In order to be considered for the rank of Master, players will need to demonstrate an uncanny expertise in their class, as well as a willingness to teach others what they know. Also known as Class Masters, they are quite literally the guild's own personal class trainers! Therefore, they must be experts of each of their talent trees, glyphs, enchantments, helpful trade skills, and role within a group. Questing, levelling, instances and raid experience are also qualifications. This is of course in addition to their exceptional interpersonal, leadership, and trade skills.
While the Masters may be technically and supremely skilled at their craft and the arts of war, their ability to inspire and promote game play and camaraderie among the membership is perhaps their strongest quality.
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 Raiding 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 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. 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.
Fully capable of founding and running their own social and levelling guild, the Farseers instead lend their wisdom, patience, and inspiration to our clan! 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 crags 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.
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.
Stay tuned for upcoming Rules and Regulations, as well as Ways to Earn Rep and Renown!
If you have any questions, as always you are encouraged to ask in game or email the High Chieftain at OgamiGoro@yahoo.com!
Go forth to Victory!!
~Ogami, High Chieftain of the Shades of the Rising Sun
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