The Dark Knights

of Nairen Guild

Guild Economy
Summary:
WoW has a detailed economy. No single player can directly provide for their own needs for resources, potions, enchantments, etc. as efficiently as a co-operative group can do.

Because of this factor, the guild's economic model is based on the principle: "From each according to her/his ability, to each according to her/his need". Because the horde societies are hierarchical in nature, when two character's needs are in conflict, the one with the highest guild rank wins... unless their Clan Leader (for intra-clan conflicts) or the Guild Master (for intra or extra-clan conflicts) makes an exception for whatever reason they believe warrants it.

Self Interest First:

Three of the four horde societies are not inherenlty altruistic. Although loyal to their societies and leaders, all orcs, trolls, and undead are expected to be concerned with their own needs first - as long as their actions are not explicitly a betrayal of their societies or a direct disobedience to the orders of their leaders. Aglutis shares this philosophy himself, and the policies of the guild reflect it.

Tauren society is more altruistic, but also recognizes that the herd is strongest when each member succeeds or fails mostly through her/his own efforts.

On a practical note for the players, it would be unreasonable to expect anyone to give up the rewards of their individual efforts to someone else, as well as difficult to monitor or enforce. Such a policy would be sure to drive away most players from this guild. It's a happy coincidence that good role playing of horde characters allows... even encourages... players to look out for their own interests first.

When a guild member is playing solo (i.e. not as part of a party group), all items found, gathered, purchased, or otherwise obtained which they can use directly, including weapons, armor, magical buffs, items used to enhance their professional skills, etc. are the sole possession of that player and may be used as he/she sees fit. The guild neither desires nor expects them to give those items to anyone else within the guild.

Players who do choose to funnel such items to another member who can use them will earn faster advancement in guild rank, but in turn they give up faster advancement in their own character development. It's up to you to decide what to do in such situations, but the guild's policy in this matter is that you... and therefore the guild to which you belong... are made strongest by serving yourself first in these matters.

This policy includes items which the character cannot use currently, but which the character will be able to use directly at a higher class or profession level. If you want to take space in your inventory storing a piece of armor, a weapon, or some other item that you will be able to use at a higher class level, or a resource that you will be able to use in your profession after you raise your profesional level or learn a new recipe, you are encouraged to do exactly that.

NO Fees:
Any exchange of goods and services which occurs between guild members must be provided at no charge of any kind. Each member is expected to look actively for ways to help other members in any way possible. Members are not to begrudge each item or service that they provide or keep a record of who 'owes' them something. It is probable that some members will contribute more than other members because of the nature of their chosen professions. As long as everyone does what they are able to do within the limits of their character, this should even out over time.

In general, higher ranking members will be in a position to provide more items and services to lower ranking members than the lower ranking members can provide in return to them. In turn, the lower ranking members are expected to be equally supportive of new members that are below them in rank.

Many items are rare and only obtained through drops. Funneling them to someone else who can use them will be worth more to all members of the guild than the cash you will get for selling them. Before selling that armor, weapon, recipe, etc., make a sincere effort to ensure that another member can't make direct use of it.

Since we have no way to know if you have violated this principle, we won't even try to enforce it.
We depend on all members to adhere to all guild policies in good faith.

Before You Sell:
Guild members of rank Participant or above are prohibited from selling any item that they do not need for their own use which could be directly used by any other guild member. The Guild tab in the Social window provides information about each character's class level, guild rank, needs, and skills. If you have an item that you are considering selling, use this information to determine if a fellow guild member may have a direct use for the item before you sell it to a vendor.

Enchanters need to disenchant existing magic items to provide the raw materials for their subsequent enchantments. In general, no magic item should be sold unless all of the guild's enchanters indicate that they have a full stock of the materials that a disenchantment of that item would yield.

Since we have no way to know if you have violated this principle, we won't even try to enforce it.
We depend on all members to adhere to this policy in good faith.

Selecting Professions: 1. All guild members must select a combination of two primary professions by the time they reach level 8, or immediately upon joining the guild if they are recruited at a higher level. Members are responsible to work dilligently to attain the highest level possible in each of these skills for their current class level.

2. Players are encouraged to make their own selection of professions without regard to what is most useful to the guild (in keeping with the FPGS), but they must do so with the understanding that some selections will bring them greater or lesser opportunities for guild advancement. Players may desire to explore some specific aspect of the game with their character, may have some specific role playing reason for selecting a specific combination of professions, or may wish to optimize their character for solo play.

3. All guild officers are expressly forbidden to attempt to impose a set of professions on new members or to make acceptance in the guild contingent on a specific selection. If the player asks for guidance in making their selection, guild officers are permitted to inform the player of holes or deficiencies in the guild's current coverage of the professions, including making specific suggestions for professions that are most needed at the time, but no pressure should be applied to force the player to select professions other than what the player will enjoy. Some selections carry benefits that other selections do not provide. It is up to each player to weigh those options for themself.

4. Solo players will usually select primary professions that allow them to meet the needs of their character class. Magic users frequently select tailoring and enchanting to provide themselves with cloth armor, warriors often select mining and blacksmithing for similar strategic reasons. But as a member of a guild co-operative, you do not have the same concerns as a solo player because you do not need to practice a profession yourself to have the full range of its services available to you. This leaves you with the option to select professions that are best suited to

  • your character's class - exactly as would a solo player
  • your character's role playing persona
  • the overall needs of the guild economy

Players who choose to select professions that satisfy the overall needs of the guild will be promoted faster than players whose selection of professions does not consider what is most efficient for the guild. This is neither a punishment nor a subtle bit of pressure to make a specific selection, but simply a refection of the fact that any organization is most likely to reward the members who make decisions based on the good of the organization instead of their own needs.

Members are to use the Officers Note feature of the guild window to publicize their current level in all professions.

Combinations:

1. The primary professional skills are divided into two categories: gathering skills (herbalism, mining, and skinning) and production skills (alchemy, blacksmithing, leather working, tailoring, enchanting, and engineering). In normal play, it is generally the case that characters with production skills spend time waiting to accrue the resources they need to perform the associated production activities.

2. We use the following phrases to describe the four possible combinations of primary skills:

  • Natural Combination (herbalism and alchemy, mining and blacksmithing, mining and engineering, or skinning and leatherworking). This is the type of combination most often selected by solo players because it allows them to be relatively self-sufficient and gather their own components for the lower level recipes of the associated production skill. Players who select this combination type will be more self-sufficient than players who select any other combination type. This is the best option for players who think they may choose to leave the guild at some time in the life of their character. Selecting this combination type brings no special privileges from the guild.
  • Unnatural Combination (herbalism and any production skill except alchemy, mining and any production skill except blacksmithing/engineering, or skinning and any production skill except leatherworking). This type of combination would seldom be selected by solo players because there is very little overlap betweeen the resources that the character can gather and what they will need to perform their production skill. Selecting this combination type will force the player to be more involved in the exchange of resources with other guild members than selecting a natural combination. As such, it will provide the player with more role playing interactions and a modest increase in opportunities to earn advancement in guild rank.
  • Dual Gatherer (any combination of two gathering skills). This is the least glamorous of the combinations, but it also best serves the overall needs of the guild members. A player who chooses a natural combination generally cannot gather sufficient materials to keep her/his production skill level equal to her/his gathering skill level without a very focused effort to do so. All producers benefit by having another character dedicated to gathering additional materials needed to feed their production line, so the guild economy runs most efficiently if gathering skills outweigh production skills by at least 2:1. Higher ratios provide even more efficiency. Selecting this combination type brings the character the right to first priority for a complete set of the largest bags that can be produced by the guild to permit them the space needed to store the items they gather while adventuring, as well as the best opportunities to earn advancement in guild rank (especially at the lower levels). Any character who joins the guild above level 10 and who voluntarily chooses to change to a dual gatherer will be given special consideration for their advancement up to the rank of Contributor in recognition of their willingness to adapt their character's professions to the good of the guild.
  • Dual Producer (any combination of two production skills). This is the most glamorous of the combinations, but is also the most demanding of support from other guild members. The guild needs but one practitioner of each production skill, though having a backup is also a very good idea. The guild has already met its minimum needs in this area, so anyone who chooses a dual producer combination is not providing the guild with any benefit at all and wiill mostly serve as a drain on the guild economy. Players who wish to make this selection are free to do so, and will still be supported by the guild's gatherers, but will fall at the botttom of the priority list for allocation of the resources they need to practice their production skills regardless of the guild's normal policies for distribtion. A natural side effect of this policy is that these characters will also have the least opportunities to earn advancement in guild rank.

NOTE: Yerluc is grandfathered against this requirement because he already had a dual producer combination before joining and we had not yet established this criteria.

Any character who has attained 40 levels of class advancement while a member of the guild and who is at a guild rank of Patron or above is excepted from the above restrictions regarding dual producers if they obtain explicit permission from the Guild Master to make the transition. Having contributed unselfishly to the guild economy for that many levels earns that character the right to switch to a dual producer combination of their choosing and receive the resources needed to advance within those professions according to the standard guild policies for distribution of resources. Permission to make this switch will generally be granted upon request, with the understanding that the guild cannot afford to have all of its higher level gatherers choose to drop their gathering skills, because then there would be no one to provide the higher level resources that are needed to support the higher level production skills.

This policy is also a role playing consideration, in that it is natural for a higher ranking player to practice the more glamorous professions than to be seen digging in the dirt for herbs or ore. But the guild believes that all professions have equal dignity and that for its economy to run smoothly it needs more gatherers than producers, so i will try to find a way to allow special honors to accrue to those who continue to practice their gathering skills when they could have chosen to switch to a more glamorous profession.

Resource Distribution:

1. All players will accrue items and resources from drops and as quest rewards. Gatherers will acquire additional resources as they practice their gathering skill(s). As per the "Self Interest First" rule described above, no member is expected to donate any of these items/resources to anyone else if they are able to utilize them directly or use them to raise one of their production skills. However, many items will be of no immediate or future use to the characters, and all producers will reach a point in their professional advancement where use of resources of some specific type no longer give them a chance for professional advancement. After a member attains a rank of Participant, these items and resources must be donated to the next appropriate member as identified in item 3 below.

2. Production recipes use color to indicate the chance for a character to learn from crafting an item of that recipe. Items listed in red will always give an increase in the associated skill, while items listed in yellow or green give increasingly less chance to increase the assocaited skill. Recipes listed in grey give no chance to raise the associated skill. Members are encouraged to use resources that they obtain to craft any items listed in red or yellow to raise their professional levels. Members may opt to use resources they obtain to craft items listed in green, though this is not the most efficient use of that resource if another guild member has that same recipe listed in yellow or green. Members are required to donate resources that they can use only to craft recipes listed in grey to any lower professional level members who could advance their professional skills using those resources.

3. If multiple members of the guild desire an item that will be donated, the item will be awarded to the member with the highest guild rank. If two members of the same rank desire it, it goes to the one with the highest class level. If both members are at the same class level it goes to the one with the highest number of levels attained while in the guild. However, to ensure that we aren't sending our resources to a black hole, no resources of any type are to be sent to a person who has not played the game within the last 4 days regardless of their rank, level, etc.

4. Players are to use the Public Notes area of the guild chat window to indicate the items/ resources that they need the most. This area provides very little space, so write small :-). Until i have recorded the assiciated information on this site, the Public Note area is also intended to indicate the level as which the character joined the guild.

Producers:

1. Producers are expected to give the items that they produce to guild members, also in priority order. Each producer is expected to publicize any new items they learn to produce and to make them for guild member as appropriate for their guidl rank.

2. Producers must spend money purchasing additional components from the Trade Vendors for the items they produce. In fairness to them, this overhead expense should be shared among the guild members either directly or indirectly.

3. Once the producers have satisfied the specific needs of all guild members, he/she may opt to sell additional items they produce to cover the cost of their raw materials, but this should be done sparingly as it will consume resources that may be needed later. The WoW economy is bizarre in that vendors will often pay less money for a finished product than they will pay for the raw materials required to produce it. Keep this in mind when deciding what to sell to generate cash for the production components.

4. Alternately, any producer may ask for donations from other guild members or from the guild fund to cover their component expenses. Gatherers do not incur these types of expenses themselves, so they are explicitly encouraged to step up to any such requests and donate. In general, those who benefit most from any specific production skill are expected to donate to the associated producer, i.e. chain wearers should help subsidze the blacksmiths and leather wearers should subsidize the leatherworkers. Everyone will benefit from alchemy, tailoring (bags and stylish clothes), engineering, and enchanting, so all members should do what they can to donate to those producers upon request.

Secondary Professions:

1. All members are encouraged to take all three secondary skills, but some players may opt to skip one or all of them as a role playing decision. Players are free to make that choice, but it will carry a minor penalty in advancement in guild rank.

2. Fishing is considered a gathering skill, while cooking and first aid are production skills, but these secondary skills are not considered as gathering or production skills for the rules outlined above.

Declaring Professions: 1. Members are required to declare their professions and current level in each of them in the Guild Officer Note area of the guild window. This window has limited space, so the following conventions will be used to abbreviate the primary profession names:
  • Al = Alchemy
  • Bs = Blacksmithing
  • Ec = Enchanting
  • Eg = Engineering
  • He = Herbalism
  • Lw = Leatherworking
  • Mi = Mining
  • Sk = Skinning
  • Ta = Tailoring

2. List your professions in the same order they are displayed in the Skills tab of your Character window, separated by semicolons. Here is an example, but any unambiguous use of punctuation is equally valid:

  • Ec 120; He 175; 255; 127; 32

3. No abbreviations are needed to define the secondary professions, simply list your skill for each of them in order. If you do not take one or more of the secondary skills, enter a value of zero for that skill.

4. Failing to keep this information current will not bring a specific penalty, but the data displayed here will be used to determine guild advancement and distribution priority. If you don't keep it current, you may miss a distribution or promotion that should rightfully come to you.

Distribution Priority - General: 1. If multiple members of the guild desire a donated, found, or crafted, or craftable item and the item is not used for a production skill, it goes to the member with the highest guild rank.

2. If a tie occurs in the above criteria it goes to the member with the highest class level.

3. If a tie occurs in the above criteria it goes to the member with the highest number of class levels attained while a member of the guild.

4. If a tie occurs in the above criteria and the donator is in the same clan as one of the possible recipients, it goes to the member who is in the same clan as the donor.

5. If a tie occurs in the above criteria it goes to the member who is the same race as the donor.

6. If a tie occurs in the above criteria it goes to the member who is the same class as the donor.

7. If the above criteria has not determined a unique recipient the members who are still tied may choose to duel to determine the recipient. If one member is willing to duel and the other is not, the one willing to duel is to receive the item.

8. To ensure that we aren't sending our resources to a black hole, no resources of any type are to be sent to a person who has not played the game within the last 4 days - regardless of their rank, level, etc.

Distribution Priority - Production Resources: 1. If multiple members of the guild desire a donated, found, gathered, craftable, or crafted item and the item is to be used for a production skill, the item will be awarded to the member with the highest level in a production skill who can use that resource to further increase their level in that production skill.

2. If a tie occurs in the above criteria and the members share the same production skill, the associated craftmaster will determine who is to be the recipient of the item.

3. If a tie occurs in criteria #1 and the members are of different production skills but are members of the same clan, the associated clanmaster will determine who is to be the recipient of the item.

4. If a tie occurs in criteria #1 and the members are of different production skills and not members of the same clan, the Master will determine who is to be the recipient of the item.

5. Members are not expected to know the specifics of which resources will still provide a producing skill increase for every member who practices each production skill. If the donor is not sure how to determine who can still benefit from the resource, he/she may contact the craftmaster, if available, or any practitioner of any craft which can utilize that resource for more specific guidance.

6. At times the above priority system may result in a resource going to a member who can no longer benefit from it. If this occurs, the member is expected to route that resource to the person within their profession who can still benefit from using it in production. When the guild is more organized and i have time to make another pass at this site, i will post and maintain a page that tells exactly who gets each type of resource and update it at miniumu of once per week.

7. To ensure that we aren't sending our resources to a black hole, no resources of any type are to be sent to a person who has not played the game within the last 4 days - regardless of their rank, level, etc.

Distribution Priority - Cloth: 1. Cloth is a special case. It is difficult to obtain and can be used for multiple purposes. The priority for the distribution of cloth within the guild is as follows, except for the standard rule that all players have first use for any items they have obtained personally in a drop when engaged in solo play.

2. Every character should get their own first aid skill maxed out as high as possible for their current level before any other use if made of cloth, but cloth which cannot be used at the time shoudl not be stockplied for future use in this regard.

3. Then every player should funnel all cloth to the designated tailor to ensure that all cloth armor wearers get the armor that is appropriate to their guild rank

4. Then every player should funnel all cloth to the designated tailor to ensure that all members have a full suply of bags as appropriate to their guild rank and profession before any other use is made of cloth.

5. Then every player should funnel all cloth to the designated leatherworker to ensure that all leather armor wearers get the armor that is appropriate to their guild rank

6. Then every player should funnel all cloth to the designated blacksmith to ensure that all leather armor wearers get the armor that is appropriate to their guild rank.

7. Then every player should funnel all cloth to the designated tailors, blacksmiths, and leatherworkers who will need cloth as a secondary component for other items that they produce to ensure that they have a reserve of components as defined by their craftmaster.

8. Then every player should funnel all cloth to the appropriate member, based on the general priority order, to allow all members to complete the game quests that ask us to donate cloth to each horde capital's cloth quartermaster.

9. And finally every player should funnel all cloth to the designated tailor to ensure that all players get the latest guild 'style' clothing made for them.

Delivering Items: 1. The most efficient way to distribute resources is to trade directly with the person who will use them, or with a guild quartermaster. However, not all members will be playing simultaneously so that is not always possible.

2. The guild will use the mail system as the primary conduit for funneling items & resources that cannot be delivered in a direct trade. This facility allows you to send a single item, or a single stack of items, to any other player at a cost of 30CP.

3. If the item that you wish to send via mail is one that stacks, you should wait until you have a full stack to send it to keep postage expenses as low as possible. Sending partial stacks is considered wasteful of postage money that could be better spent elsewhere and is expressly against guild policy. Store partial stacks in your inventory slots or the bank until you have a full stack.

4. Direct trades are the only approved way to funnel partial stacks of resources. Some drops will give you resources, such as herbs or minerals, that you don't normally gather. In these cases you will be unlikely to have a way to complete a stack of that resource in any reasonable time frame. If you find yourself with this type of uncompletable stack taking up scarce storage space in your bank area and no quartermaster is available to facilitate delivery to an appropriate member, feel free to sell the partial resource to free up the space, unless you decide that sending it to someone who can use it is worth the expense. It's probably not worth mailing three pieces of copper ore to a blacksmith, but it would be worth mailing even one piece of a rare and difficult to obtain herb to an alchemist. Use your discretion in these matters if you are willing to accept a reprimand for sending a partial stack if the resipient decides that it wasn't worth the expense, or ask for approval from a guild leader before sending it.

Guild Fund: 1. The Guild will maintain a guild fund, to which any member may voluntarily contribute. The amount in the guild fund, expressed in gold pieces and fractional part, will be publicized openly as the first part of the Public Note for any member who is holding a part of the fund (see Aglutis for an example).

2. As the guild and its fund grows, Aglutis will become nervous about carrying so much gold on his person. At that point he will start distributing the responsibility for carrying parts of the fund to the members of the guild council. Each member of the council will be expected to carry the parts of the fund that will be allocated for use within their clan or profession. They will have full authority for the dispersal of those funds to their subordinates for the busines related to their area of authority, but only if they are staying within the guidelines established here.

3. Drawing on the fund to pay for class or profession training will be open to any member of Participant rank or higher. The horde values self-sufficiency so you are encouraged to meet your needs for training directly, but where you don't have the funds to pay for training as soon as it is available to you, you are explicitly encouraged to ask for assistance from other guild members or the guild fund. Being a scholar himself, Aglutis believes that all members should be trained in all possible skills as soon as they are permitted to receive the training. This policy reflects that bias.

4. Upon approval from the Master, the fund may be used to pay for any type of expenses for the guild, the guild producers, or the needs of any individual member. significantly large expenditures will be discussed with the guild council prior to a decision being rendered, but the final decision in all guild related matters will fall to the Master. Once a general policy has been established that a specific type of expenditure is approved, the holders of the fund may release monies for that purpose without seeking explicit approval from the Master.

5. No attempt will be made to make an equal distribution of the guild fund to all guild council members, though the allocations made to each subfund will change over times as the needs of the guild evolve. The allocation distributed to each council member will be based on the legitimate needs for use of the guild fund by each sub-organization. For example, if the needs of the craftmaster of blacksmithing to purchase trade goods in support of the guild's need for production from the members of her/his craft are generally higher than those of the craftmaster of tailoring, Aglutis will distribute the guild funds accordingly.

7. All funds, regardless of their source or who is holding them, are still under the final control of the Master. At his discretion he may order the holder of any subfund to send all or part of the funds they are holding to him, or to another authorized fund holder, to meet a larger guild need.

8. Members may donate to the guild fund by trading with any authorized holder of the fund, or by mailing their donation to the appropriate recipient. Donations will be an important part of earning advancement within the guild.