Difference between revisions of "The Wolver Club (Guild)"

From SpiralKnights

Jump to: navigation, search
m
Line 21: Line 21:
 
}}
 
}}
 
==Guild Rules==
 
==Guild Rules==
Rule 1: stick to these guidelines (ANK!); 3 GMs. Each GM chooses their replacement before they leave. This person will be picked from their officers. Only 4 Officers per GM (ANK again!). First ten joiners will be veterans, along with skilled non-Officer (or GMs) people. All Wolvers who are not any of those ranks will be Member. Non-Wolvers will be recruit automatically and will have the 2* Wolver coat and/or helm sent from Prophecy.
+
'''Rule 1'''
'''RULE 2'''
+
Stick to these guidelines (ANK!); 3 GMs. Each GM chooses their replacement before they leave. This person will be picked from their officers. Only 4 Officers per GM (ANK again!). First ten joiners will be veterans, along with skilled non-Officer (or GMs) people. All Wolvers who are not any of those ranks will be Member. Non-Wolvers will be recruit automatically and will have the 2* Wolver coat and/or helm sent from Prophecy.
 +
'''Rule 2'''

Revision as of 18:01, 30 November 2012

The Wolver Club
GuildLogo-The Wolver Club.jpg

"ARF!"

Guild Founder: Ankatsuke
Approx. Population: 15
Guild Master(s):

Kingmars, The Prophecy Knight, Ankatsuke



The Wolver Club: Story

Guild Rules

Rule 1 Stick to these guidelines (ANK!); 3 GMs. Each GM chooses their replacement before they leave. This person will be picked from their officers. Only 4 Officers per GM (ANK again!). First ten joiners will be veterans, along with skilled non-Officer (or GMs) people. All Wolvers who are not any of those ranks will be Member. Non-Wolvers will be recruit automatically and will have the 2* Wolver coat and/or helm sent from Prophecy. Rule 2

Personal tools