Guilds
An overview of the guilds throughout the galaxy.
Last updated
An overview of the guilds throughout the galaxy.
Last updated
Guilds are professional organizations that have standardized their services across the galaxy. Every Guild is player-driven and governed, giving players the most freedom to interact with the Verified Galaxy however they want. Guilds are always looking for new members and welcome brave risk-taker looking to establish themselves in the universe.
Players could create their guilds with custom names, logos, and descriptions. They could also invite other players to join their guilds.
Guilds have a hierarchy of ranks and roles, such as guild leader, officer, and member. Each rank and role will have different permissions and responsibilities.
Members of specific guilds will have specific quests and missions that only they can participate in, which would reward them with exclusive items, currency, and experience.
Guilds have their own economy, with each guild having a bank where members can deposit and withdraw resources and tokens. They can also purchase guild-specific items and upgrades.
The reputation system reflects the player's actions and accomplishments in the game and within the guild.
Guilds will have a specific base in every quadrant that they can collectively build and customize, which would serve as a hub for guild activities.
When the grand space expansion began, and starships took to the night sky to explore, opportunity followed. Creatures tremendous and miniature set to the stars a new life along the cosmos, everyone pinning their hopes and dreams in the great infinite.
As shops started springing up in the early years of space expansion, there was little control over what was valuable; trades were made based on cultural notions of wealth. A bar of gold might be valuable to a human, yet a Reptilian has little use for the soft metal. Significant wars were fought over simple misconceptions and greed.
Great empires came together to impose peace. Once the great peace was established, an agreement came among the dwellers of the stars. A currency was established and spread among the citizens. Soon a vibrant wealthy class appeared, and once these did, great leaders founded The Guilds.
These came in response to the calling of up-and-coming dreamers wishing to establish themselves among the already-established competition. These guilds have survived for eons and have grown in power and influence thanks to their successful members. Some guilds have even tried to conquer entire sections of space only to be pushed back by rival guilds or armed forces of empires.
There are multiple types of guilds the players can participate in, each having a different function that serves the community.
The merchant's guild regulates trade and develops the financial landscape of the galaxy.
Across several industries, the Merchant Guild's financial influence is vast. They use it to increase trading infrastructure and endorse trading and commerce between sovereigns, factions, and private entities.
As soon as a galactic currency was established, a Guild ensured everyone paid their taxes. While at first seen as a bothersome institution, all that registered with the Merchants Guild suddenly found themselves flush with business. The Merchant Guild leader was no fool; they knew galactic empires representatives and guild members scrutinized his actions.
Every single $EXO token in his coffer was spent promoting businesses and establishing safe trade routes among the stars. The Merchant Guild soon established the Gladiator Guild to defend its members from bandits and dishonorable competitors that would choose violence and intimidation.
The Gladiator Guild grew to power quickly; elite soldiers filled ranks hailing from ancient empires and modern armies. The lethal force soon rivaled large armies and made the established civilizations nervous. The Merchant Guild leader was soon found dead after expressing his intentions to take over several planets. The Gladiator Guild was soon separated from the Merchant Guilds and would now quarrel amongst each other. Neither has recovered from the separation.
The Merchant's Guild oversees all merchant activities in the Verified Galaxy. Players must engage the merchants guild when setting up a shop to offer services or goods.
Shops: Provide many P2P services and goods that are needed in-game:
Vendors: Stores for Items, Vehicles, Skins, and other in-game assets.
Repairs: Service Shop for Items and Vehicles.
Cultural Hubs: Art Galleries, Hangout Spots, Parks, and more.
Merchant Guilds can set up Trade Routes between empires or planets to allow faster transportation of certain goods (along with a piece of the action!)
The Gladiator Guild officiates Gladiators and Arena Battles throughout the federation.
The warriors guild is seen as the enforcers of peace and justice throughout the galactic society. They reinforce local peacekeepers and bounty hunters and offer protection to those with the capital to purchase their services. The Gladiator Guild is the main body equipped with facing the Xenomorphic threat. Its ranks are made up of all species and come from all planets.
The now-deceased Merchant Guild leader founded the Gladiator Guild as a need to protect the institution. After his murder, the Gladiator Guild splintered off, and its senior members became its leader. The creature at the head was an experienced fighter, greatly respected among the ranks as a very old man still alive in a perilous line of business.
Unfortunately, great fighters don't always make the most significant businessmen. The honor-bound Gladiator Guild would start taking on all types of jobs. Now seen mainly as a lackluster mercenary band, the once-feared Gladiator Guild focused on organizing massive combat events. These events keep the Gladiator Guild operational, while its other services like protection, escorting missions, personnel retrieval, and planet exploration have seen to take a back seat.
Due to its constant bickering with the Merchants Guild and the price point on how much a Gladiators Guild member's life is worth, a papable animosity is constantly building. The tension between both has come to blows. The Merchant guild, with deep pockets, now allies itself with galactic empires to face the Gladitory Guild. Yet once the dust settles, it is not uncommon for them to work together.
The Gladiator Guild is constantly recruiting new members to its Guild. Its ranks fill as quickly as it diminishes. The life of a member is not long, but it is exhilarating.
Gladiator Guilds are swords for hire. Any player needing combat-related services must find a Gladiator's Guild and search through their available gladiators.
Mercenary boards will be posts of people asking for a hire or offering services.
Hit Jobs: Some people need putting down. Hire a specialist and get the job done.
Bounties Hunting: People missing? Does someone need tracking down?
Security: Escorting a client or simply keeping a door company and making sure no one gets in.
Pest Control: Xenomorphs destroying your planet? Get help now.
Bug Hunt: Hire a gladiator to hunt down the Monster God dwelling on your planet.
Virtual Arenas will be combat simulation spots accessible only to players that belong to a Gladiator Guild. A Virtual Arena will have challenges and the capability to simulate combat of enemies the player has already fought.
Science & Research Guild is primarily focused on advancing knowledge.
The Guild of Research's role is to pave the way for citizens toward the future. It was through the Guild's efforts at improving the already existing NanoTec that space exploration reached its golden era. Members of the Science & Research Guild are seen as heroes, and its membership is exclusive to only the most extraordinary minds available on each planet.
The Science & Research Guild's origins are kept secret. Even among the Influence Guild, the knowledge of how the Science & Research Guild came to be is kept secret for fear of the repercussions of the truth coming to light.
As space exploration became more and more competitive among explorers, extreme measures were taken to give explorers more power and chances to survive. Horrible things were done to those willing to submit themselves to these life-enhancing procedures. Some of these procedures were unnecessary. It was simply done to see if they would work.
The leader of the Science and Research Guild is only a puppet or avatar of an ancient evil mind whose intentions are unclear. Even though it knows it is empowering the lives of the ExoWorlds population still sees them as inferior lifeforms only worth the sole of its tentacled-shaped boot.
The S & R Guild recruits from all planets harvesting its most remarkable minds. The members are constantly working on improving existing technology. Once they rise through the ranks going from intern to Doctorate, they are allowed to create powerful machines that can contain the power of a star.
Every S&R Guild will have active research on one of the various fields determined by the Guild. Each subsequent research on the same field will be more difficult but will yield more excellent results. The rewards of each research are split across the Guild depending on how much they have contributed. Research progresses by various means.
The Research Guild will have a few gizmos at their disposal that unlock the more they progress their research. These gizmos will allow quick travel, portal creation, and more!
Nano-Tec Enhancement: Take your wetware and upgrade it to the next step to fulfill your true potential.
Research: Accept a graft to your body. Test this Xenomorphic appendage and get rewarded.
The Guild of Influence concerns itself with interstellar politics at all levels.
The Guild of Influence, is a cunning group whose members come from all sections of galactic society, from the lowest-born Mercreature courtesan to the most outstanding Avian political advisor. The influence guilds make sure their hand is in every pot. The Guild of Whispers is reputed to have seated more monarchs and sent more kings to their deaths than natural causes.
The Influence Guild was born out of necessity, the need to eliminate fools from power. And while who established it, it is still argued whether it was a high-born second-in-line prince or his mistress. The end goal was the same to collect information and wield it like a laser scapula. A few well-placed words could easily tilt the destiny of entire galactic empires.
While the Influence Guild initially focused on politics, it soon learned that information guiding overly ambitious explorers could also yield great rewards. The Guild is known to harbor location information of old forgotten ruins with powerful items. And knowledge of creatures on certain planets that offer power at a high cost. Yet mainly, the Influence Guilds rely on doing favors and blocking others.
The Influence Guilds' leadership identity is unknown. They identify themselves with secret handshakes and leave hidden messages for their members. Recruitment usually happens when an already seated member identifies a potential candidate and blackmails them into service.
Influence Guilds will need to make contracts with other guilds. A guild's Favor is determined by the $EXO the Guild has spread over the player's wallets. Each month Favour is generated and can be given to Influence Guilds, and Influence Guilds, in exchange, can perform other actions.
Influence Guilds can spend their Favour to either block specific actions or pass certain laws that change some conditions.
Influence Guilds will focus on the politics of the living MMORPG. For members with enough Favor Points, there will be votes, called Murmurs, on special proposals concerning important matters that affect the galaxy. For an Influence Guild Member to gain Favour, they will need to complete "contracts" of various types with other Guilds.
Freefolk Guilds emphasize Questing & Exploring (& sometimes piracy).
The Freefolks describe themselves as treasure seekers and explorers. Yet a significant number of them engage in piracy and smuggling. Others stick to their freedom and exploration creed by employing themselves as scouts and explorers for planet owners who wish to know what resources can be found on their planet.
The Freefolk do not actually see themselves as a guild. Mainly a loose association of like-minded individuals that see themselves as free of the yolk of working for someone else. Members of the Freefolk are always proud of their memberships and will tell anyone that will listen how they are free spirits and that everyone else is a fool.
Freefolk is usually made up of family and refers to other members and Clans or Tribes. When two tribes or clans join, it is usually because of marriage. Here fortunes are brought together, and entire dynasties are forged. Freefolk also accepts members freely; individuals only need to say they are members of Freefolk and speak the oath. If they do not know the oath, it is eagerly taught by the elderly Freefolk guild member who is dying to tell someone they are part of the Guild.
Freefolk is also the most likely to find themselves face-to-face with machine gods. These ancient relics of a previous universe, survivors of untold ages, still active, still terraforming, still engineering nightmares. Those who survive the encounter inform the planer holder of the infestation so the Gladiator Guild can eliminate the pest.
Freefolk Guilds will develop local relationships with the planet or place they're questing at. At certain marks, more intricate story-related quests will become available, and at the same time, more rewards will be given.
Freefolk Guilds also have access to hidden routes available on every planet. These routes will enable quick traveling on the planet and become available as the Guild progresses the reputation with the given planet.
Backroom dealings, weapon sales, and dangerous transportation are all in a day's work for the Breakers Guild. The Breakers Guild work in the shadows; the members of this Guild use intimidation, blackmail, strong-arm tactics, and anything that works outside the law to further their intentions to obtain power. The group is very selective and recruits through invitation only, its membership is small, but all its members are powerful, influential, and greatly feared.
Breakers appeared only a few centuries after the Merchant Guild was established. Outlaws frequently harassed honest business owners, and the law would often take too long or sometimes come too late. The Breakers guild would come in and, for a fee, protect the clients from aggressors. Unfortunately for the clients, the aggressors would frequently be the Breakers themselves.
Breakers have a complicated history and are usually seen as cruel figures that thrive on the desperate. Yet, when there is a disaster or one of their own need aid, they are quick to act mercilessly towards anyone who dares cross them.
Breakers provide protection and will hunt down anyone that hurts their clients. Players that engage the breakers must make a weekly payment or lose their store's inventory. Breakers can help expand specific business opportunities such as Casinos or Smuggling. Players must join the Breakers to enjoy these perks.
Protection: Members are expected to visit certain businesses not more than once a week to collect payment for protection services. If there is no payment, then the member is encouraged to... motivate the business owner.
Transportation: tasked with moving sensitive materials or even other people. This noble profession is highly sought after by desperate, needy individuals. Those who undertake these tasks are encouraged to help and offer a payment plan with adjustable interests to the potential client.
Limited Business Black Market: In an effort to help a local business, member of the breakers tend to help local merchants establish themselves for a nominal fee or a percentage of ownership. These places tend to offer off-menu experiences such as black market implants, over-clocking processors, and even the occasional illegal weapon installation.