As we move forward with our large faction update I am looking for ways to improve the ecosystem of guilds on the server. Specifically order/chaos, faction membership, NPC alliances. Wars, Alliances, etc. One way to accomplish this would be to merge various aspects of the old guild system, with the new guild system implemented late in the UOR era. The goals of this change would be roughly the following Remove the faction membership system based on the guild leaders faction affiliation. The guild master will now select a faction to align his guild with. Faction guilds can have non faction members that are governed by normal guild flagging logic. Faction guilds will be able to declare order/chaos. However faction notoriety will supersede this. This will allow for a hybrid setup of guilds allowing order/chaos/faction/non combat roles under the same guild umbrella. Allow access to guild functions from the paperdoll or access to the guild stone via a double click. Preserve guildstones and allow them to be placed in a classic manner Allow guildstones to be the same color as the allied faction. Allow for alliances between guilds that share a common faction/order chaos allegiances. Allow for alliance chat. Allow more players than the guildmaster to recruit/dismiss players from the guild. To read up on the new guild system you can check the stratics article here Stratics - New Guild System I have already added some rough edits to show how guilds will be able to set their faction, and order/chaos alliance from the main page. Urk Guild Page Urk Roster Diplomacy The various additional roles and permissions available under the new guild system. So please read up on the new system and discuss pro's and con's of it and its potential application on Renaissance to improve faction/order chaos/guild combat while allowing more guild centralization rather than having to create multiple guilds.