Usage: guilds <menu letter>   - to skip the guilds menu
       guilds                 - to select from the guilds menu

Guilds are clubs (or gangs, if you prefer) formed of SoC players. Each guild 
has a private room set aside for them that only guild members may enter. They 
may store items and/or cash in these areas. These rooms can be found on 
"Guild Way", to the east of the mall.

Using the "guilds" command, you can:

- List all of the guilds. 

  This display includes the number of rooms they control, the war/peace/ally 
  states between your guild and other guilds (your status with another guild 
  is listed first (W, P, or A) followed by their status with your guild), and 
  finally the fee you would be charged for tresspassing on their turf.

  For example:

  1. PP Da Mob                       : 12 rooms, Fee= 0
  2. PP available                    :  0 rooms, Fee= 0.
  3. WP Theatre of Pain              : 50 rooms, Fee= 5.
  4. AA Thieves' Cove                : 10 rooms, Fee= 1.
  5. WW New Phantasia                : 80 rooms, Fee= 8.

  In this example, if I belong to guild #1 (Da Mob), I am at peace with guild
  #2, at war with guild #3, allied with guild #4 and at war with guild #5.
  Guild #2 and #3 are at peace with me, guild #4 is allied with me and guild
  #5 is at war with me.

  The guild name "available" means no one currently controls that guild and
  that it is available to be taken over.

- List all of the current guild masters and which guild they control. 

- List all of the members of a specified guild, their userid and their guild 
  balance.

- Start your own guild. 

  There are nine slots in the game for different guilds. Once filled, no more
  guilds can be started until one of the existing guilds folds up. If there 
  is an available guild (1-9) and you don't already belong to a guild, use
  this option to become guild master of a new guild. Normally, as long as 
  there is an available guild, you can grab it and claim it for your own. 
  However, it is possible that your sysop has configured the game such that 
  guilds can only be granted manually. If that is the case, contact your 
  sysop or gameop about starting a guild. There is no cost to start a guild.

- Edit guild settings. 

  For guildmasters, this options allows you to edit information relating to 
  your guild (the name of the guild, member titles, status with other guilds, 
  dues, etc)

  Note: if you select a dues amount, then each new day when a player signs on
  they are charged the specified dues. The gold is transferred to the guild 
  treasury.

- Accept a new member

  This option allows a guildmaster to accept a new member into their guild.
  A player cannot be accepted into a guild if they have the option "Don't
  want to be accepted into guilds" turned *on*, or if they already belong to
  some other guild.

- Blackball a member

  This option takes away a player's guild membership.

- Appoint new guildmaster

  Use this option to transfer guild mastership to another player. The 
  specified player must already belong to your guild.

- Resign from your guild

  If you are are a guild member, use this option to cancel your membership in 
  a guild. If you are a guild master, this option allows you to close your 
  guild and make it available to others. However, you cannot resign until
  there are no other members in the guild. If you wish the guild to continue, 
  appoint a new guild master, or blackball all other guild members and then 
  resign.

- Reset a guild member's treasury balance

  Each guild has a treasury, and each guild member has a guild balance. Your
  guild balance is the amount you have deposited (or withdrawn) from the 
  guild treasury. 

  Guildmasters use this option to arbitrarily change a player's guild balance 
  (the balance that shows up under the 'members' display). This is not an
  actual transfer of funds, but rather merely an alteration of the books.

- Mark turf

  Use this option to mark your turf. You can enter a line of text which will 
  be displayed to anyone entering the room. You must belong to a guild and 
  control your current room to "mark" it. These messages are only visible to 
  players who belong to guilds and have their "display turf status" option 
  turned on. To erase a previous marking, just hit <enter> at the prompt. 
  
  This can be useful for posting dire threats, i.e. "This room belongs to 
  Da Mob, get lost!"

- Post a message to a guild's private forum

  Each guild has it's own private forum wherein guild members can discuss
  whatever guild business they deem relevent. Non-members can also post
  messages to a guild's forum (although they cannot read a guild's forum
  unless they belong to that guild)

- Read messages in your guild's private forum.

Turf
----

The most important facet of guilds is the concept of 'turf'. Guilds may 
control portions of the Realm via combat. If you are not in a guild, none of 
this applies to you. However, if you are in a guild you should be aware of 
the affects of turf and turf-wars.

The basis of turf are the "kill counters". Each room has a kill counter for
each guild, which represents the level of terror (i.e. control) that that 
guild wields over that particular room and the denizens therein. Kill 
counters change under a variety of different circumstances:

1. Whenever a guild member kills a monster, his guild's kill counter for that
   room is incremented (unless his guild is allied with the guild that
   currently controls the room in question). The amount that is added to the
   kill counter depends on the level of the monster killed (level 1-9
   adds 1, 10-19 adds 2, etc.)

2. Whenever a player who does not belong to a guild makes a kill in a room
   all guild kill counters for that room are decremented.

3. Whenever a member of one guild murders a member of the guild that controls
   a given room, the kill counter in that room for the killer's guild is set 
   to one more than the kill counter of the victim's guild (i.e. the killer's
   guild assumes control of the room).

4. Whenever a guild member is slain by a monster the kill counter for his
   guild in that room is set to 0 (i.e. they no longer have any influence
   in that room).

A guild member must make a kill in a room at least once every so often to 
maintain the kill counters. Otherwise, the resident monsters in that room 
forget how terrified they are of players and all kill counters are reset
to 0.

If you are guild member there are various things that can happen depending
on whose turf you tread upon:

1. If you enter a room that is controlled by your guild (your guild has the
   highest kill counter) you fight as +3.

2. If you enter a room that is controlled by a guild who has declared your
   guild an ally you fight as -1 and must pay a turf toll based on the
   strength of the guild which controls the room.

3. If you enter a room that is controlled by a guild who has declared peace
   with your guild, you fight as -3 and must pay a turf toll.

4. If you enter a room that is controlled by a guild who has declared war
   on your guild, you fight as -6 and must pay a turf toll. Also, all
   monsters in the room in question will attack you (whether they are 
   normally evil or not).

Turf fees vary depending on several of factors; Whether you are at peace,
at war or allied with the other guild, the number of rooms controlled by
the other guild, and your thief level. Thieves pay less in guild fees (their 
thief bonus is subtracted from the amount they must pay).

When fighting on turf controlled by a guild whom your guild has declared an
ally, your kill counter does not increase. I.E. they are your ally, so you
don't wish to take turf away from them.

Turf tolls are extracted from your bank account and deposited into the guild
treasury of the controlling guild. If you do not have enough money in your
bank account to cover the toll, then the money is extracted from your guild
treasury (decrementing your guild balance) and deposited in the enemy guild's
treasury. If neither your bank account or your guild treasury can cover the
toll then your bank account becomes negative.

Guild Stores
------------
Guilds can open stores outside their guild halls similar to the mercantile 
for the purpose of selling items. Guild members can use the guild shop menu 
while in front of their guild to put items up for sale. The price of the item 
is set by the guild member when he/she sells it. Once sold to the guild 
store, the items are available for purchase by all players. Buying works 
exactly the same as buying from the mercantile except that the money goes to 
the guild's treasury. Guild members may buy any items at no charge.
