Your first step is to get a lodge.
Once you have a lodge you will need to find a councillor of the Vaar’tul council to register your organization with, and pay a 10,000 startup fee with them for it. (If there are no current council members, or you are unable to meet with one in game due to time issues, please put in a ticket to speak to staff.)
Upon registering an organization with the councillor, you will need to open a ticket to staff on discord, so we can set you up with a coded clan that you can hire/promote/demote people in and out of, as well as setting up 3 ranks within the clan. You will also gain an organization bank account.
Upon the completion of registering an organization, tax will be added to your rent which is to pay your dues for operating officially out of Shetno.
The rent on lodges for registered organizations are 3000 per term (2 Real life weeks) 2500 for the rental, and 500 for tax. Please note that if your lodge runs out of rent, or the owner dies/stores without any corespondance regarding someone taking it over from either yourself or another player within the clan, your organization will be dissolved/be put to auction.
Upon founding your organization you must choose a focus for your clan. This can include things such as hunting, mercenary work, scouting, caravan escorting, bounty work, raiding, exploration, retrieval contracts, or protection work. This focus will determine the types of contracts and accomplishments your organization is known for.
Room expansions will cost a one off of 25,000 per room, your rent will also go up 1000 for each room you have added, you can only add 1 room per IG year. Rooms must serve a purpose toward the running of the organization, such as armories, trophy halls, training rooms, map rooms, storage rooms, kitchens, etc. These should not be used as private apartments or personal housing.
Once you have completed 20 documented contracts (1 per IRL week, mini or large RPTS), in the form of hunts, escorts, bounties, expeditions, patrols, or other clan accomplishments, alongside having at least 3 additional rooms built within your lodge. Organizations should keep records of contracts and accomplishments either through board posts, reports, screenshots, clan records, or roleplay logs if requested by staff. These should show consistant activity and contribution toward the chosen focus of the organization.
Once you have reached 3 extra rooms in your lodge (making 4 total), and have a representative operating publicly within the Shetno, you can apply for a compound. This will require a payment of 100,000 to the council of Vaar’tuls, and you will be required to provide the following materials toward the construction of your compound:
200 logs (baobab or agafari it does not matter which),
300 branches (agafari or baobab)
200 earthy clay bricks,
200 bone lengths (any will be accepted as long as they are not small fragments/shards etc, need to be short or long, short mekillot bones will count as 2, long mekillot bones will count as 5)
400 blocks of marble (any color), or you can choose basalt or granite, but only one variety can be picked to collect.
300 wads of daub
250 lengths of wattle.
In addition to these materials, your organization must also provide proof of 30 completed contracts, hunts, escorts, patrols, bounties, expeditions, or equivalent accomplishments related toward the focus of the clan.
Compounds will come equipped with their own corral (not a ticket stables like the city one, just a place to rest mounts in save room), bunk room, storage room, kitchen, courtyard, office/war room, and armory, complete with water supply, along with one NPC guard for the gate (which will cost an additional 20,000 upon completion of your compound being built, as well as an additional 5000 for their attire, unless you wish to provide it yourself). The rent on a compound will be 15,000 per IG month (2 IRL WEEKS). This is 13,000 for the rent, and 2000 for the taxation on your organization. There is the option to pay this yearly (6 IRL WEEKS) if desired. This will come straight out of your account. If you default in payment, the organization will be dissolved/be put up for auction.
Upon gaining your compound, you will then need to kit it out with 6 NPC’s which will all be 20,000 each, (you can provide their clothing/armor if you wish to or they can be dressed for you for an extra 2000 for clothing, and 5000 for armor), you can apply for one of these once per IRL month. These NPC’s should reflect the purpose of your organization, examples including cooks, stablemasters, scouts, guards, trackers, beast handlers, quartermasters, cleaners, hunters, mercenaries, or record keepers. One NPC should be a family member if your character has siblings or virtual family mentioned within their background or bio at least three times. Children HAVE to be 10 years old or above.
In order to gain full and permanent status, you need to have filled out your compound with NPCS and furniture, as well as having 50 documented accomplishments/contracts in your organizations history, and the support of one of the High Vaar’tuls, or two of the Minors.
Upon reaching permanancy, you will no longer pay rent on your compound as you are an official and permanent organization. Yearly taxes will also come out of the accounts virtually. You will also be able to have official clan uniforms, insignias, banners, or markings made via staff, for up to 5 pieces.
At this junction you can appeal to the Vaar’tal council, to be considered for the rank of Minor Vaar’tul. The vote of approval has to come from either two 2 High Vaar’tul’s, or 1 High Vaar’tul and 2 Minor Vaar’tuls, within a council vote. Which will mean that you need to gain the favor of those within the families.
Unlike crafting organizations, non-crafting organizations gain influence and standing through service to Shetno, usefulness, successful contracts, territorial protection, trade route security, dangerous hunts, exploration efforts, bounty work, political loyalty, and public reputation.
Upon raising to Minor Vaar’tul, you will have signet rings created for the family. Children born to the new family members will also be considered Family, however after the raise, only children born with marriage contracts will be considered ‘family’.
Marriage contracts serve for both ‘bloodlines’ as well as political and organizational ties to strengthen relations between Vaar’tuls. Contracts are only for set periods of time, between 5-10 years. This can be renewed if desired by both parties. You are only able to marry another person from either a High or Minor Vaar’tul, and the contract must be written up and approved by the council.
Once gaining Minor Vaar’tul rank you are able to do the following: (this is also needed if you ever wished to apply for High Vaar’tul position)
- A family building to be built within your grounds, this will cost 250,000 to start construction on, this will also come with a building supply requirement, that will depend upon what material you wish it to be built from. The building will come with a lounge area, kitchen, 2 bedrooms (with keys) and a washroom. There will be a 20,000 fee for the lifetime of your character on rent on one of the rooms in the dwelling, as once built, it will be a permanent structure for any that come after you in your clan. Additional keys are 2500 each.
- Expanded barracks within your compound, which will cost 100,000 and require additional materials depending upon the type of structure being requested.
- A wagon yard to be built within your compound, this will cost 150,000 and will also require you to supply 500 blocky pieces of granite, and 250 logs toward its construction.
- Once the wagon yard has been built, you can then speak to a representative of High Vaar’tul Shaw, who will build you a 3 room wagon. This will cost 500,000, and will require 500 logs, and 1000 branches toward its construction, as well as a team of 6 war beetles to be given over upon purchase to be trained to pull the wagon. (The rooms within these wagons will not be living quarters, they will come with a cargo hold, a pilots perch, and a communal bunk room)
- Up to 5 additional rooms built in your compound, (additional barracks, armory, training grounds, map room, trophy hall, storage room etc), at one per IG year, which will cost 50,000 per room, with additional materials required, based on the room you are wishing to have.
- A contracts hall or guild office building within the city. This will cost 150,000, and an additional 20,000 for an NPC guard, as well as a list of materials that will be given upon request. The prior representative in the market will move in to this.
- One additional room within the above building, which will cost 50,000 to build, as well as an additional 20,000 for another NPC representative.
- Reconstruction on the corral to be a proper stables or beast yard in its own right, (still without tickets, but more it will give more space).
- 6 more NPC’s, that can be purchased at any time during the above constructions. These should mainly be through your family building, barracks, or organization structures.