GUILD NEXUS POWER - Lusternia Online Help
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.