Stein's Guild (Guild)

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Stein's Guild
GuildLogo-Stein's Guild.png

El Psy Congroo

Guild Founder: Pezzhippo
Approx. Population: 3-5


Guild Officer(s):
  • Megking - Co-GM
  • Swift - Co-GM

Guild Summary

Our Guild is a haven for the quirky, and our goals are quite simply to do good, have fun doing it, and eventually make our name known throughout the Clockworks, as a dependable, (somewhat) disciplined force that can be counted on when needed. As a whole, Stein's Guild is highly community-oriented, and every effort is made to establish contact with other guilds for mutual friendship and benefit!

Guild History

Stein's Guild was originally formed by Pezzhippo early in Spiral Knight's coming to Steam, naming it on a whim with homage to a particular anime he happens to enjoy greatly. Initially, he was joined by a number of close friends from other metaverses, and for a time, the guild thrived. This joy was not to last, however, as one by one, members disappeared, and the guild was left with the three members here today; Pezzhippo himself, Megking, master of ranged combat and Swift, a most deadly Swordmaster.

With the fate of the Guild resting perilously on the maw of destruction, Pezz steeled his resolve and is now making attempts to rebuild the once mighty and very close-knit group, and propel the Guild into a successful future.

Activities

Stein's Guild currently operates many styles of play, currently ranging from T2 Boss Farming, primarily the Roarmulus Twins, all the way to Marathon runs through all 3 tiers of a particular dungeon. We also encourage T1 runs with fresh, random faces, and helping new players get a good footing in the world of SK. This, we feel will encourage amicable interactions with the community at large, and has the potential to increase influx of adept individuals into the Guild.

Code of Conduct

While Stein's Guild is indeed a group of oddballs, and an attempt to create a positive and amicable atmosphere is in effect, there are some stricter rules that need to be placed, not to oppress, but to ensure cohesion as a group both in the disciplinary sense, and, more technically for communication reasons.

  • Members are expected to-
  • Be cordial and polite at all times to individuals outside the guild. You carry the Guild Title, if One makes a bad impression, it makes the entire Guild look bad.
  • Treat those within the guild with respect, and offer assistance to them when you can. We insist on remaining close-knit, the other members are your family in SK. Every individual is valuable to us, and holding value in each other is key to success as a team.
  • As is plainly obvious, misbehaviour will not be tolerated in the slightest. Examples include, but are not limited to: Harassment, Racially-charged abuse, Verbal abuse, scamming, intolerance of any form, severe annoyance of guild members or the public, and generally anything that is morally questionable. !!Violators of this particular rule will face a single warning AND a demotion if they hold rank of any kind. Second offense will result in permanent exile from the guild!!
  • If you have an issue with another member, report the incident to a superior, and steps will be made to remedy the situation. Infighting is a common danger within any organisation, so we'd very much like to root out problems quickly and calmly, instead of letting things fester and become worse.
  • Be as active as you can be. We don't expect you to drop everything to turn up, but getting a few folks together regularly is what we aim for.
  • We are primarily an English-speaking guild and we ask that members speak in English as best they can. No need to be fluent, so long as we can understand you and vice versa :)
  • As somewhat of an addition to the previous rule, we also strongly discourage 'txt speak' and would rather members use grammatical correctness unless shorthand is required, ie. in combat.
  • And to wrap up, just use your head if you encounter a situation of moral implications not covered here. Our breed of Knights not only need Valiance, we also expect Gallantry and Chivalry. If you're ever unsure of what to do in such a situation, consult your nearest Superior for advice.


Guild Structure

The Guild is divided into three Schools, each school headed by a Lieutenant (Officer). Once initiates are inducted fully, they will be placed into a school of their choosing. The three schools are;

  • Dragoons

A school for those adept in the role of gunslinger, fire support and alchemical combatant. Their role is to support their team through ranged intervention, applying pressure to the crowd at hand, giving melee squadmates more breathing space and allowing them to inflict more damage in a shorter space of time.

Current Lieutenant: Megking

Primary Armaments: Autogun Series, Blaster Series, Antigua Series, Pulsar Series, Alchemiser Series

Ideal Armour: Gunslinger Series


  • Lancers

The bread and butter of the Guild, this school focuses on Melee Combatants using a range of different bladed weapons. Their role is that of both Tank and Spiker. Inflicting damage quickly is key for any Lancer, it is their job to ensure the enemies' defeat, and to protect their ranged comrades from danger.

Current Lieutenant: Swift

Primary Armaments: Calibur Series, Brandish Series, Flourish Series, Sealed Sword Series.

Ideal Armour: Wolver Series, Cobalt Series.


  • Bombardiers

As you may guess from the name, this is a school for you pyromaniacs out there. Bombers are a vital component to any party, and with the right setup, can truly turn the tide in many situations that would otherwise be dire. Bombardiers are charged with strategic objectives, using their payloads to the benefit of the whole party, be it with status effects or by blasting enemies away from vulnerable party members.

Current Lieutenant: Vacant (Seeking)

Primary Armaments: (Bombs currently being researched), Pulsar Series deemed ideal as Sidearm.

Ideal Armour: Demo Suit Series, Jelly Series, Cobalt Series


While we like to organise people into these three groups, members that are willing, and have the necessary equipment, are more than free to switch roles if the situation demands it. The structure is largely in place to ensure efficient communication within the guild and to promote a sense of both comeradie and friendly rivalry between the three schools. We feel this will create a diverse and bustling atmosphere once numbers have improved :)

Rankings and COC

We offer promotions to those who have distinguished themselves both in battle, and in the community. Those desiring to climb the ladder of command must contemplate and act on but a few simple ethos; Valiance, Gallantry, and Chivalry. The latter comes with a quote from the middle ages: "Protect the weak, defenseless, helpless, and fight for the general welfare of all." Good attitude, charisma and leading spirit are required for promotion. Those under you will look to you as their example, thus ranks within the guild are very much valuable positions and promotions can have great impact on the guild, be it for good or ill.

With promotions comes the chain of command, or COC for short. While we aren't strictly structured hierarchically, it assists in running the guild efficiently, especially if luck shines on us and we achieve a larger member base. It is the duty of those in higher positions at accept questions, suggestions and complaints from their subordinates and either deal with the matter at hand, or pass the message onto their superior should they be able to deal with it more effectively and so on. This way, messages go where they need to be, and the guild as a whole may project its collective voice more efficiently.

Current rank naming scheme with brief role descriptions are listed as such:

  • Squire (Recruit) - Provisional members undergoing a short trial with the Guild
  • Guild Knight (Member) - Fully admitted members of the Guild, tasked with looking after the Squires and assisting in making the final induction decision based upon a Squire progress report.
  • Knight-Sergeant (Veteran) - Tasked with organising Guild Knights into productive exercises and organising in-situ runs when the opportunity arises. Sergeants also serve as a prime liaison between the general member-base and the main command staff.
  • Knight-Captain (Veteran+ and non commissioned officers)- These folk have the job of keeping everything in order. Typically, they act as supplemental command staff, taking delegations from their school's Lieutenant and relaying messages to the other Knights to organise more substantial events. Senior Captains of Officer grade are also the Guild's front line in discipline and are expected to adhere to the Guild Rules at all times, as an example to fellow Knights.
  • Lieutenant (Officer) - Lieutenants are the GuildMaster's heralds. There may only be three active at any one time, with each heading a different School. Lieutenants are also the primary liaison between the rest of the Guild and Pezzhippo, the GuildMaster. In terms of guild management, Lieutenants monitor their particular school and coordinate Knight-Captains to maintain school integrity, and barring Guildmaster intervention, they have the final say in terms of disciplinary matters.
  • GuildMaster - Pezzhippo, the GuildMaster, oversees the general direction the Guild takes, and ensures that all members are accommodated for, to the best of the Guild's ability. The GM has the absolute final say in all matters disciplinary, but is otherwise tasked with ensuring that the Guild's semi-democracy is kept intact and uncorrupted. (Semi because Pezz likes to think he's a benevolent overlord (And apparently talk in the 3rd-person a lot~) ;3)

Recruitment

Before applying, we have another few guidelines we have when considering applicants, if you would be kind enough to read them. Unlike the previous rules, some of these may be wavered in the event that we get an exceptional applicant.

  • We generally ask that applicants be over 18. Our initial guild was built on a number of mature individuals, and we'd like to keep it that way. As stated above, this rule may be ignored for a younger applicant that displays impressive maturity for their age.
  • Ideally, we'd like applicants who have successfully cleared the first tier of a dungeon and have access to the second. While we will try and help with equipment where possible, gaining your 2* gear is an expensive endeavor, thus we can only really accept those who have earned their way to that stage already. This may be subject to change if a source of donations for new players can be secured, and/or Pezz starts bringing in more cash ;)
  • We expect applicants to have at least a basic understanding of the English Language, be it Queen's English, or American English. This is to ensure, even if we have a multinational guild, that everyone can communicate effectively. Your English doesn't have to be perfect, but as mentioned earlier, all we need is to be able to chat with no problem ;D

If (after all that garble :3)you'd like to apply, just send an in-game mail to Pezzhippo, and he'll reply as soon as possible.


Your application should contain the following information:

  • Your in-game name
  • Your Timezone (GMT+/-)
  • Rough estimate on account age (not your real age ;P)
  • How active you are
  • What style of combat you prefer in SK
  • How experienced you are in said area^ (In your opinion)
  • Why our Guild may interest you
  • What sort of traits could you bring to the guild?


Upon acceptance into the Guild, new members will go through a short trial period. This is less a gauge of ability on runs, and more of an observation on how the new member(s) in question mesh with the group. A forum will be held to discuss the new member(s) in complete transparency and the utmost respect for the member in question, and if majority opinion is in favour of the new person, he or she shall be fully inducted as a member and given the title of Guild Knight.

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