Who you know, precisely
The social vocabulary is fixed
Seven words, one meaning each, written down once and used that way everywhere — in the
design documents, in the codebase, in the reports and on this site.
This matters more than it sounds. Most games use "guild" for four different concepts
at once: a player-created social group, an in-fiction institution that trains you, a
building you walk into, and a shared bank. When one word covers four things, the rules
for each of them leak into the others, and a player cannot reason about any of them
without first working out which sense is meant. Every design conversation then has to
begin by disambiguating its own vocabulary.
- Party
- A temporary social and encounter relationship among characters. It does not merge their queues, actions, locations or ownership.
- Clan
- A persistent player-created organisation with membership, permissions, projects, property, storage, treasury, contracts, shops, social identity and possible Alliances.
- Alliance
- A formal relationship or coalition among two or more player Clans. It does not merge assets, permissions, leadership or action opportunities unless a named rule expressly shares something.
- Guild
- A Shard-controlled institution that may recruit characters, provide ranks, train Classes, certify Jobs, publish quests and commissions, and operate services. A Guild is not a player-created organisation.
- Guild Hall
- A physical or virtual location operated by an NPC Guild. It may contain recruiters, work boards, trainers, certification, workshops, ritual rooms, recovery, storage or other services.
- Clan Hall
- A player-owned or player-rented property administered by a Clan. It is distinct from an NPC Guild Hall.
- Faction
- A Shard-controlled political, cultural, corporate, religious, military, criminal or other organisation with goals, relationships, territory, services and content.
The consequence of writing it down
Once "Clan" means exactly one thing, the rules about Clans can be exact too. An
Alliance merges no treasuries, no property, no storage, no leadership and no action
opportunities — a sentence that would be meaningless if Alliance sometimes meant a
friendship and sometimes meant a merger. A Party does not merge queues, which is the
only sensible reading once a Party is defined as temporary and social rather than as
a shared unit.
The same discipline runs through the rest of the social model. Reputation is
recorded against one Guild, one Faction, one jurisdiction or one community — never
as a single number describing whether you are a good person. Your standing with a
Clan you joined is not your own reputation, and neither one silently becomes the
other.
Designed, not built. Parties, Clans, Alliances, Guilds and Factions
are specified in detail and none of them is implemented. What exists in code today is
account and actor identity, permanent Character IDs and the shorter public character
codes that a Give order or a market listing would refer to.