8.6 GUILD NEXUS POWER
The guild is responsible for the internal security of the city or nature
commune it is tied to. Its primary function is the calling of certain
entities to safeguard the city or commune. These entities are specific to
each guild and are called from the nexus of power. There is an upkeep in
power that is drained from the nexus every Lusternian month.
Nexus entities require both an initial cost in gold and power. The funds
come out of the budget of the Ministry of Power, so it is important that
it stay funded. Also, the Ministry of Power allocates how much power the
nexus will allow for the upkeep of the guild entities. Guilds that go
over this limit will find their entities disappearing. If at any time the
nexus' power falls below 0 and upkeep cannot be maintained, all entities
throughout the city or commune will be destroyed (a rather catostrophic
event for any city).
Security commands may be executed by the Guildmaster, Guild Champion, or
members of Security in the guild. Commands must be done at the nexus of
power on the prime material plane. Alternatively, guards may be summoned at
obelisks of villages under its sphere of influence in order to protect those
villages.
NEXUS TYPES
- Will show what kind of entities can be summoned and initial cost in
gold and power. The monthly power upkeep is the same as the initial
cost in power.
NEXUS SUMMON <type #>
- Will summon an entity of that type at the nexus (or if a bard song, where
it is summoned).
- Entities will auto-attack city enemies, and will announce on your city
or commune channel when they are first attacked, and when they are
dying.
- The maximum number of entities at any one time is set by the Ministry
of Power.
NEXUS STATUS
- List what entities have been summoned and the monthly power upkeep.
- A (P) in front of their name indicates that they are (P)atrolling.
- A (G) in front of their name indicates that they are permanently
standing (G)uard.
- If there is neither a (P) or (G) it means the guard is standing guard, but
will respond to calls for help, and will chase those it attacks.
- An (I) means it is a special entity summoned by mage, druid or bard guilds
that has been infused into the location.
ORDER <entity> STANDGUARD [PERMANENT]
- Orders one of your guards to stand guard at a particular spot. If called
away by CALL FOR HELP, the guard will eventually try to return to that
spot.
- The PERMANENT is optional. Setting this on a guard will cause the guard
not to leave his post to track down calls for help, or to track down any
enemies it might attack.
- Mage and druid guilds CANNOT order their entities to standguard.
ORDER <entity> PATROL
- Orders a guard to randomly wander around, patrolling your city for
criminals.
- Mage and druid guilds CANNOT order their entities to patrol.
ORDER <entity> INFUSE
- Druid, mage and bard guilds may order their entities to infuse into a
location.
- An infused entity will disappear into the location and never move. It
will attack enemies of the city who enter that location but cannot
themselves be harmed in any manner.
- It is extremely important to infuse one of these entities as soon as
possible as they are vulnerable until after they are infused.
DISMISS <entity>
- This will permanently dismiss a guard from service.