Each guild may, if it wishes, declare (via powers available to the Leader of the Guild only) itself adherent to various ideals. Its reputation (see HELP REPUTATION) is then founded on the successes or failures of its members to live up to these various ideals. It can also state whether it views as important certain aspects of the land (such as the Long Night, or the Libraries of Alessandria) and find its reputation duly enhanced by the achievement of those great quests.
Members of a guild may type IDEALS to view the spread of importance granted to the various ideals, and review a list of important quests/events and whether the guild believes them important or irrelevant. The Guildmaster may type IDEAL followed by an ideal or quest/event to allocate the relative attention the guildmembers should bestow on fulfilling its criteria. See HELP GUILDMASTER (if you have access) for syntax options for setting up the guild's spread of ideals. Recruitment allocations are also shown by this command; see HELP RECRUIT for detailed information about them.
A word to the wise: ideals and recruitment spread can only be declared once per Avalon year. Once stated it remains set in stone until the passing of the next month of Agamnion. So think wisely, and debate broadly, for the guild will be much affected by its choices in this key area: its reputation is defined here, at least insofar as the actions of its members and events in the land twine to create and develop it, while the extent of its growth - cityfolk and villages choosing to join its ranks - reputation and recruitment spread are the singlemost important factors in attracting youngsters in your direction.
Ideals are:
"exploration" states as important members discovering new regions, performing new quests, achieving rare goals and seldom completed puzzles in addition to receiving bonuses for time exploring hostile territory.
"slaughter" declares that combat is of primary important. Members victory in battle, particularly against higher level opponents is key to success, while deaths are damaging.
"rescue" states a preference for peaceful existence and is mainly concerned with the continued state of non-violence about the land. Bathing the dead or rescuiing those in danger are duly rewarded.
"financial" concerns itself with the acquisition of gold coins and commodity resources, the creation and hording of such in the guildhouse or on the person of members, in addition to such signs of afluence as fine outfitting, formidable forifications and conspicious consumption.
"citizenship" declares that the guild and its members view their relationship with cities (generally their home city) to be of paramount importance. Such facets as divine globe power, attainment of high office, military prowess and seeing stone influence affects the good citizenship ideal.
"popularity" asserts that achievements such as new apprentices, large numbers of guildmembers in the land, guild rank achieved and electoral performance are of great moment to the reputation of the guild.
"dominance" refers to the ideals of superiority, most notably in areas of competition with others: spheres of influence, seeing stone powerbases, military and battlefield victories, control of high positions, etc.
"independence" is the most elusive of ideals. It refers to self-sufficiency of the guild and its members, separation from relience on external aid, forging a solitary (or at least individualist) path of excellence through the days, months and years of co-existence in the bustling, interconnected continent.
Quests/Events are either declared important or irrelevant:
"longnight" is the quest of the Long Night, centered around Pangyron and his mission to install the Black Sun in the heavens of Avalon.
"alessandria" refers to the opening of the hidden pathways into the library of Alessandria and the return of its legendary tutors.
"tournament" declares that the guild will participate in the periodic, but regularly contested, guild tournament in which all those involved compete with one another on the field of battle over a protracted period to discover the mightiest combatant guild in the land.
"flagquest" states that the guild is interested in the irregular but often thrilling events known as Flag Quests in which individuals band together in teams in pitch battles about the land.
Related help files: RECRUIT, ALESSANDRIA, FLAGQUEST, GUILDTOURN and REPUTATION.