The Uldarum Covenant
The Uldarum Covenant is a heavy Sith Academy RP guild that seeks to bring back authentic Sith and Imperial RP. We offer a decorated flagship and Yavin IV stronghold for the use of our community, a discord to join, and we focus on offering compelling stories for those that take part in our adventures with us.
Who are we?
The Uldarum Covenant is a growing Academy based RP guild that focuses on bringing authentic, lore friendly Sith and Imperial RP back to the Star Forge server. We are a guild that emphasizes on IC conflict, compelling stories, and creating a long lasting community for RPers to immerse themselves in.
A little history, first. Our guild has been around for several years now, in several different names and renditions. We've always focused on bringing our members a place where RP is their escape, or hobby, and the community they find themselves in is welcoming and friendly. We offer all the usual things, ranging from guild XP buffs for subscriber activity, a flagship with 13/15 unlocks, a Yavin IV SH, and a discord.
Our story
The Uldarum Covenant is the a sequel to our previous guild, Wrath of Skarath, and we intend to continue the awesome story we left off on, which focuses on the more mystical and fantasy aspect of Star Wars Lore; the realm of Chaos.
After a long, secretive war against a powerful entity known as 'The False Sith'ari', a god like foe that sought to unleash hellish creatures upon the galaxy, the Order of Skarath was disbanded once the False Sith'ari was destroyed. However, after investigations across the Imperial Territories, the Sphere of Ancient Knowledge summons new and old heroes alike to take part in uncovering the truth behind mysterious disappearances, a frigid plague, and the sightings of an ethereal being from the corner of the galaxy.
To prepare for such a quest, the Sphere's, headed by the Empress of the Sith Empire, has opted to bestow a private institute of learning to the Order, allowing them to train Sith and Soldiers alike in combating this eldritch horror.
Guild Rules
OOC Rules
o Be kind, courteous, and respectful towards your fellow RPers. This is a place for people to have fun, not get caught up in drama.
o Absolutely no hatespeech of any kind is permitted in guild chat or discord chat. This includes sexism, homophobia, racism, hate towards disabilities, etc. etc. If you think it might be offensive, avoid doing it.
o Avoid Godmodding, Metagaming, Mary Sue/Gary Sue at all costs. If an officer messages you about your writing, take it as constructive criticism. We're here to make sure that things stay steady and fun.
o If you don't intend to log on for an extended period of time, please notify an officer as soon as possible. If you fail to log on within a twenty five day grace period, you'll be removed from the guild. If you are removed for inactivity, you are more than welcome to come back the next time you're back!
o If you have an issue with a member of the guild, you can notify a member of your concerns. If an officer concerns you, please notify the GM, or contact a different officer. If you spot something inappropriate or concern worthy, TAKE SCREENSHOTS.
o When acolytes are assigned a Master, we take OOC preference into consideration. If you feel like you don't click with who you are assigned to, or would like to request a specific Master, contact the GM.
IC Rules
o Acolytes and Apprentices are restricted from using lightsabers until they construct their own lightsaber with their Master.
o Apprentices are given five trials to complete before they are considered a 'graduated Sith' of the Academy. These trials are: "Trial of History", "Trial of Dexterity", "Trial of Passion", "Trial of Power", and "The Final Trial". Once you have completed all five trials, you will be considered a graduated Sith, and can start working towards your Lordship title. There is a Sixth Trial that is optional, which is the "Trial of Sacrifice".
o Hierarchy is important; Kneel before Darths, Bow to Lords, etc.
o IC Actions have IC Consequences.
o Acolytes and Apprentices are forbidden from leaving the Academy grounds unless given permission from a superior Sith. Trips to The Desolation are excluded from this rule.
o Lightsaber Crystals may not be 'found' or stolen from corpses. If you use a Jedi's Lightsaber and do not remove the color crystal to fit a blade worthy of a Sith, there will be consequences.
o Acceptable Lightsaber colors are: Red, Orange, and Purple(Some Variants allowed. Speak with an officer about it)
Roll System
In the previous system, ranks determined how many attribute points you had, how much HP you had, how high your dice roll was, and how powerful your Force Aptitude was. This was a lot to juggle for a lot of members, and for us officers, so we elected to change the system completely and offer a fresh, simple means of combat, and rank progression. Now, you will simply use /roll 20, and add up any bonuses, or subtract any debuffs, you may have from that total. You will roll for initiative at the start of a IC duel with another player, and whoever wins will attack, and the loser will defend. Once the attacker has had their turn, it is now the loser’s turn to attempt their attack. This will continue until someone hits 0 HP. In events, combat is wave based, and targets are chosen based off of IC position, randomly, or based off of what abilities have been activated. For example, the DM will call for a criteria to be made at the start of each wave, like so:
Blah, blah, blah, twenty womp rats come trompin’ on up. Roll 5 or above to avoid being hit. Roll 8 or above to kill one womp rat. Roll 15 or above to kill two womp rats. Roll 20 to kill three womp rats.
In some scenarios, random players will be selected for special criteria based on what they are doing ICly, or what their enemy is doing ICly. Here is an example:
Blah, blah, blah, twenty womp rats come trompin’ on up. One womp rat looks at Xela and it’s mouth makes weird rat noises as it lunges to bite her. Roll 5 or above to avoid being hit. Roll 8 or above to kill one womp rat. Roll 15 or above to kill two womp rats. Roll 20 to kill three womp rats. Xela, I need you to roll 8 or above to avoid being bit by the womprat and taking 1 HP damage.
The pre-requisites for advancing as a Sith remain the same, but we have now introduced a progression system for non-force sensitives, now that we’ve started to amass a bundle of our point’n’shooty lads. In this, the ranks mirror that of their Sith counterparts, the benefits representing their experience and their arsenal. Here is an example of how the ranks look:
Conscript / Acolyte
Private / Apprentice
Sergeant / Advanced Apprentice
Lieutenant / Sith
Major / Lord
Captain / Darth
HP has now been redefined, and modifiers have been adjusted with the introduction of Divisions and the classes within those divisions. Here is a chart:
Conscript / Acolyte - 3 HP, No Attack or Defense Buffs
Private / Apprentice - 4 HP, No Attack or Defense Buffs
Sergeant / Advanced Apprentice - 5 HP, +1 Attack
Lieutenant / Sith – 5 HP, + 1 Attack, + 1 Defense
Major / Lord 6 HP, +2 Attack, +2 Defense
Captain / Darth 7 HP, +2 Attack, +2 Defense
Council – 8 HP, +2 Attack, +2 Defense
Frequently Asked Questions
Q: I RP [Insert Niche Character Type here], is this acceptable?
A: It all depends on what kind of character it is! We generally accept most characters, but do keep in mind that we follow Imperial laws and Sith etiquette. If your character is the secret grandson of Darth Marr who became a Jedi and then went back to Sith, we won't accept you because that breaks lore and is generally illegal.
Q: I really dislike roll combat, are there any alternatives?
A: Our standard form of IC combat to settle disputes between two characters is rolls, but if both parties consent, we allow RP-PvP as well as freeform RP. However, if your opponent says 'No' when asked to do something other than rolls, accept it. Some people aren't comfortable with freeform or RP-PvP.
Q: My Sith uses a blue lightsaber that got as a trophy for killing a Jedi, and I don't wanna change the color. Can I still join?
A: You can still join, but expect a LOT of IC trouble for it. One way or another, that lightsaber's gonna change. If you OOCly don't like the rule on lightsabers, you aren't forced to stay! :)
Q: I have a lot of ideas for events. Can I run events?
A: Of course! Run your ideas by an officer, and once it's approved, you're more than welcome to run as many events as you like.
Q: The guild focuses on Chaos, the underworld realm based on Corellian lore... Why?
A: We wanted to try a new spin on a campaign, and there is -some- lore on Chaos. We adapted to it and we 'added' to that lore through interpretation. You can do your research about Chaos, but it is generally described as a 'cold Void'. Others describe it as a 'great inferno', so we combined them!
Q: I don't like my Master, can I switch?
A: Definitely. Just DM an Officer about it, and we'll go from there.
Q: I play a non-force sensitive character. Can I still join?
A: Hell yeah, you can! We accept contracted workers, Imperial Soldiers, mercenaries, bounty hunters, all sorts of characters.
Hierachy
Dark Lord
This rank is dedicated for the GM. ICly, they oversee the Academy as a whole and command the forces of The Uldarum Covenant.
Councilor
The Dark Lord has a small council that assists them in administrating the Order as a whole, and ensure that everything runs smoothly. Like Darth's, they also assist in training, teaching, and offering knowledge to the students of the Academy.
Harbinger
The Harbinger's of the Uldarum Covenant are ancient warriors bound by a sacred oath that permanently scars their bodies. The trials of the Harbinger require the initiate to face harrowing challenges that will leave them changed, but embedded with the power of the Force.. and more. Harbingers draw their powers from the realm of Chaos, taking on it's corruption to temporarily wield Chaos' power.
To become a Harbinger, a member must reach the following pre-requisites:
o Attend at least four combat events
o Must be a Lord or higher
o Must be Force Sensitive
o Must be active OOCly and ICly
o Must be in the guild for at least 32 days or more.
o Must accept potential character death during the Trials of the Harbinger
o Must ICly show interest in the Harbingers.
This is not a normal promotion. It is special for those who are the most active, most charismatic ICly, and Xela must come to you before you can become a Harbinger.
Darth
Darth's serve as experienced Masters of the Academy and help teach lectures, lessons, and train acolytes or apprentices in various subjects. To become a Darth, one must have trained an apprentice who has become a Lord, must have attended at least five combat events in their time as a member of the Order, and must petition themselves for promotion to the Council.
Lord
This rank is reserved for Sith who have completed all five of their trials, have attended at least three combat events, and have constructed their lightsaber. The title of Lord is bestowed based on IC experience. If the officer team feels a character needs more IC experiences, their Lord title can be delayed. Once a Sith becomes a Lord, they will begin to be assigned apprentices.
Apprentice
Once an acolyte has been assigned a Master, they become an Apprentice. It is self explanatory. In their apprenticeship, Masters will offer their apprentices a series of Trials to test their worth and their skills they have learned throughout said apprenticeship. For more information, scroll down below.
Acolyte
This rank symbolizes the youthfulness of a member of the Order; they have yet to be assigned a Master, and they are considered the lowest tier on the totem pole.
Militant Roles
The Order does accept non-force sensitives into their ranks. If they are not enlisted within the Imperial army, they are, by default, considered a contracted mercenary. Special roles may be assigned to contracted mercenaries, such as 'Head of Security', or 'Head of the Academy Medbay', etc, etc.
Head of Security
The Head of Security has one primary duty; ensure that the Academy grounds and The Desolation are secure. Infiltrations, outbreaks, and disruptions are to be secured and handled swiftly. While they may have this rank, this does NOT make them an exception to the general Sith hierarchy.
Head of the Medbay
Generally, this rank is used to help distribute the work load of the medical facilities on The Desolation and the Academy grounds. They oversee how patients are tended to.
Spymaster
The Spymaster is the Covenant's link to Sith Intelligence. The Spymaster must assign and monitor both Watchers and Field personnel , interpret and relay intelligence, monitor outside threats, and conduct threat assessment.
Fleet Admiral
The Fleet Admiral is similar to the Field Commander in that they oversee and maintain the Covenant's space forces. Additionally, they serve as Captain of the Covenant's Flagship, the Desolation. It is up to the fleet Commander to organize and deploy the Covenant's space as they see fit.
Chief Engineer
The Chief Engineer is assigned to maintaining a repair crew to service all of the Covenant's technical needs. This includes repair work, creating new devices on an as needed basis, field demolitions, and advising the other Covenant leaders on strange and unknown technologies.
Artifacts
When faced with the Trial of Power, students are required to delve into a place of great danger to retrieve a strong artifact or relic as a sign of their own power and determination. These artifacts symbolize the apprentice's growth, and the apprentice may keep such an artifact. These powerful relics offer benefits in roll combat, and the Master may decide what benefit the artifact does for their apprentice.
Benefits
1) Add +1 HP to total HP count.
2) Add +1 to either Attack or Defense roll
3) Automatically win the initiative roll when initiating a duel.
4) Adds the opportunity to roll for a double turn. Apprentices must roll 10 or above to activate that second turn. Can only be used once per combat.
5) Adds the opportunity to do double damage. Apprentices must roll 10 or above to activate that double damage. Can only be used once per combat.
Apprenticeships
When an apprentice is assigned to a Master, it is up to the Master to ensure that their student is successful. The apprentice represents the Master's capability to teach and to discipline. These relationships are long term studies that will ultimately offer apprentices a unique story and journey to partake in. How a Master trains their apprentice is ultimately up to them ICly. Master's are allowed to issue out ONE Trial per week, per apprentice, and each Trial must be approved of by an officer before it can be issued. Trials can be unique and custom to each apprentice, as long as they meet the requirements.
Trials
Trial of History- This Trial is to test the apprentice's knowledge of the Sith, and that they comprehend what it means to be a Sith.
Trial of Passion- This Trial tests the apprentice's ability to command their emotions as a tool in dire situations.
Trial of Power- This Trial sends apprentices out to retrieve a powerful relic for them to use.
Trial of Dexterity- The Trial of Dexterity tests an apprentice's skills to succeed in an impossible situation. Should they come out victorious, then they are worthy to proceed. Should they fail, then they are not capable of ascending as a Sith.
Trial of Sacrifice(Optional)- The Trial of Sacrifice resembles the breaking of chains. The apprentice must sacrifice something they hold dear and rise anew once their chains have been broken. This trial is not required to become a Sith Lord, but it is recommended.
The Final Trial- To conclude the apprentice's trials, they must successfully showcase every skill they've learned thus far by constructing a lightsaber and leading their comrades in battle. Should they return victorious, they will be given the right to wield that blade as their own.
Divisions
Divisions add a new, unique means of individualizing your character and making them more bonded with other characters. This also details the idea of classes and your role actually having a meaning. Additionally, this impacts IC interactions and how your character is defined. There are four major divisions.
Occasionally, events will be held as a ceremony for new members to choose their division, or to be assigned to their division. This is a moment where divisions present themselves to the new members, and each new member can make their choice. During said ceremonies, each division will detail what their role within the Covenant is, why a new member should join, and what they will receive in training within that division.
While each division has a banner, and themed colors, it is not required to wear those colors unless they are at these special ceremonies and the Division Representative orders it.
The Death Guard
The Death Guard are tactical warriors that rely on their bladesmanship, mind, and raw strength to bring victory on the battlefield, and to unleash pain on their foes. They are the heavy hitting, armored Sith that are unified as brothers and sisters under one blade. Their division banner is a black and red fist.
Classes
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Sith War Leader (Tank) – Built for war and radiating with charisma(or intimidation), the Sith War Leader is seen on the front lines, leading their allies into battle and drawing forth the attention of the enemy onto them, rather than their allies.
Base benefits: +2 Defense
+1 Attack
Ability: Taunt- Choose a foe and gather their attention. Can be used every three rounds.
Ability: Advanced Calculations – Study the form of an enemy and identify their next move to another party member, granting that party member +1 Defense for one round. Alternatively, use it on yourself for an additional +3 for one round. Can be used once per fight/per event.
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Sith Ravager (DPS) – Relying on their rage and their undying oath to bring carnage to the battlefield, the Sith Ravager is a deadly and fear-inducing sight to the enemy. The Sith Ravager wields their blade to distribute as much possible damage to the foe while they can.
Base benefits: +1 Defense
+2 Attack
Ability: Deadly Blow- On your next successful strike, you can do /roll d3 to determine how much damage is done.
Ability: With the Wind- Like a violent tornado, you move across the battlefield, evading strikes easier. The attack roll of the next incoming strike is reduced by half. Can be used once per fight/per event.
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Sith Assassin (DPS) – Shrouded by the Dark Side, Sith Assassins fade past the eye of the fool and slip past enemy lines. Just as swiftly as they enter the enemy lines, they reveal themselves, deal heavy damage, and leave.
Base benefits: +3 Attack
Ability: Fade Away- Shroud your physical form with the Force and disappear into ‘stealth mode’. This takes up one turn, allowing the enemy to try and find you and strike. Attacking while in stealth will do double damage. Can be used every three rounds.
Ability: Crashing Blow- Use your turn to strike the enemy’s weakpoint, stunning them for one round. Can be used one per fight / per event.
The Keepers
The Keepers are the Sith of whom dedicate their training to channeling their capabilities through the conduit of the Force, and devastating their foes with the spell-like strikes that they command from within themselves. They are the protectors of knowledge, and the masters of the arcane arts. Their sigil is that of a purple Kissai rune.
Classes
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Sith Mender (Healer) – Unlike that of their brothers and sisters, the Dark Healer’s focus lies in ensuring their allies do not fall, and that they themselves survive the conflict. While delivering sinister magic onto the foes, the Dark Healer channels the powers of the Dark Side to temporarily heal their allies.
Base benefits: +1 Defense
+1 Attack
Ability: Dark Heal- Choose an ally, or yourself, and heal them. You will use /roll d3 to determine how much health is restored. Can be used every five rounds. ICly, wounds are temporarily restored. Once combat has ended, or the event has ended, those wounds must be mended on a more permanent level.
Ability: Draining Tendril – Reach out with the Force and steal the vitality of the enemy, taking 2 HP from a foe, and restoring 1 HP to an ally, or yourself. Can be used once every fight / per event.
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Sith Sorcerer (DPS) – The Force is infinite, as is the power of the Sorcerer. Calling upon vast forms of power, like lightning, the Sith Sorcerer devastates and ruins their foes via the might of the Force. While delivering damage onto themselves, the Sorcerer channels that pain into energy, and eradicates their enemy.
Base benefits: +1 Defense
+2 Attack
Ability: Taxing Victories – Wound yourself and transform that pain into power, allowing your next successful attack to deal double damage. Can be used every three rounds. Takes 1 HP away from yourself.
Ability: Unlimited Power – Command the Force as your weapon and unleash a deadly strike on your foe, dealing double damage on your next successful attack. Can be used once per fight / per event.
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Sith Illusionist (DPS) – The Illusionist reaches out and twists the reality of the weak minded to their benefit, allowing them an ease of access in attacking. This is a taxing process, leaving them more vulnerable to attacks.
Base benefits: -1 Defense
+3 Attack
Ability: Tormented Existence- Probe the mind of the enemy and conjure up their feared nightmares into reality, temporarily distorting their concentration and willpower. Reduce a foe’s defense roll by -2 for one round. Can be used every three rounds.
Ability: Their Pain, Your Gain – Conjure forth a nightmarish image that shadows the vision of your enemy, allowing you to strike. Stun a foe for one round. Can be used once per fight / per event.
The 701st Battalion
Trained by the best, the 701st Battalion is the Covenant’s elite strike squadron for the non-force sensitives. Rallied under duty and valor, the soldiers of the Covenant strike with precision, accuracy, and act as the covert operatives of the Order. Their insignia is the Sith Empire’s Logo, as customary under Imperial patriotism.
Classes
Commando (Tank) – Charged with a holo-shield and a will to live, the Commando is a heavy armored, artillery wielding war machine whose battle cry brings fear to the heart of the enemy, and draws focus onto them.
Base benefits: +2 Defense
+1 Attack
Ability: Taunt- Choose a foe and gather their attention. Can be used every three rounds.
Ability: Honed Adrenaline – The heat of battle is a familiar sensation, allowing the Commando to assess the situation and deploy a temporary energy field around themselves or an ally. Shield yourself or your ally from 1 HP. Can be used once per fight / per event
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Operative (DPS) – The operative is a offensive soldier who takes the battle to the enemy head on, the thrill of war and the feeling of adrenaline giving them a quick shot and a precise aim.
Base benefits: +1 Defense
+2 Attack
Ability: Maximum Charge – Fire a volley of blaster bolts at the foe, dealing one damage and reducing their next attack roll by half. Can be used every three rounds.
Ability: Throw Artillery – Launch a grenade at the enemy, dealing double damage on impact. Can be used once per fight / per event.
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Scout (DPS) – Armed with a stealth generator on their belt and a rifle on their back, the Scout is both a covert assassin and a long range sniper. Their pinpoint accuracy drops their target before they can alert their allies.
Base benefits: +3 Attack
Ability: Deploy Smokes- Mask your presence with a cloud of smoke and activate your stealth generator to enter ‘stealth mode’. This takes up one turn, allowing the enemy to try and find you and strike. Attacking while in stealth will do double damage. Can be used every three rounds.
Ability: True Shot- Focus and line up your shot, sending forth a powered blaster bolt that incapacitate or even kills your foe. Your next successful ranged attack deals three HP damage, but stuns you for one round. If you are struck in this stunned state, you take double damage.
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Medic (Healer) – Not all soldiers are on the front lines; some are behind their brave comrades ensuring their survival by utilizing advanced kolto technology to mend wounds on the field.
Base benefits: +1 Defense
+1 Attack
Ability: Kolto Shot -- Choose an ally, or yourself, and heal them. You will use /roll d3 to determine how much health is restored. Can be used every five rounds. ICly, wounds are temporarily restored. Once combat has ended, or the event has ended, those wounds must be mended on a more permanent level.
Ability: Deploy Drone – Call forth a small probe droid that protects you from the enemy’s attack. Allows you to save an ally or yourself from the next incoming damage, no matter how much, by using a probe droid as a distraction/bait. Can be used once per fight / per event.
The Harbingers
Hero Division
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The Harbingers are the deadliest, most elite Sith of the Uldarum Covenant. They are ancient warriors empowered by the dark magics of Chaos by undertaking deadly, taxing trials by fire, and bond themselves to one another. This allows them to work as a single unit on the battlefield. They are powerful monsters that have on goal; protect the Covenant and the secrets of Chaos. To become a Harbinger, one must be strong in the force, and must endure a great series of trials. Only esteemed and proven Lords or above may become a Harbinger, and they must have completed all of their initial trials, including the Trial of Sacrifice.
Classes
Dreadlord (Tank) – Destined for immortality, the Sith Juggernaut stands defiantly on the battlefield, their mere presence inspiring surrender and defeat in the minds of their foes. Protected by the Force and by heavy plating, the Juggernaut’s one purpose on the field is simple; cause fear.
Base benefits: +3 Defense
+2 Attack
Ability: Peace is a Lie- Divert the attention of three foes onto yourself, stun them for 1 round, and reduce their next attack roll by -1 for one round. Can be used every three rounds.
Ability: Through Passion, I gain Strength – Harness your rage and ravage the enemy, dealing double damage and reducing their next defense roll by -1 for the next round. Can be used once per combat/per event
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Foebreaker (DPS) – Power courses through the veins of the Foebreaker. Their blade carves through the enemy like butter, and their crushing fist leaves the enemy battered and broken.
Base benefits: +2 Defense
+3 Attack
Ability: Empowered Strength – Having mastered the art of the chaos, the Foebreaker reaches out and crushes the throat of the enemy, dealing double damage and stunning the enemy for one round. Can be used once every four rounds.
Ability: Through Power, I gain Victory – The Victory is upon you, finish your foe. When your foe is at three HP or below, your next attack allows you the chance to perform a roll to determine how much HP your attack does. Do /roll d3 to determine damage.
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Reaper (Healer) – The power of Chaos flows through the veins of the Foebreaker, allowing them to drain away the life force of another and restore that of another.
Base benefits: +2 Defense
+2 Attack
Ability: Draining Victory – Extract life from your foe and extend it onto another, or yourself. Deals 1 HP damage and allows you to heal yourself for up to four HP. Do /roll d4 to determine how much HP is restored. Can be used once per fight / per event.
Ability: Broken Chains- Pain is but a temporary issue for the Reaper, having resorted to such frequent mending techniques. The Reaper can negate any damage done to them for two rounds. Can be used once per fight / per event.
The Renown System
The Point System, otherwise known as ‘The Renown System’, is a means of calculating membership activity, and see what RP areas are most used, as well as what RP is mostly done, that way we can supply the community with more instances like that. The Renown system coincides with our general promotion system, but adds a new boundary that gives members a reason to RP with other members, interact with the guild, and invest themselves into the guild. Here is the list in how you can earn points.
• RP with a member for an hour = One Point
• Attend an event = Two Points
• Host an Event = Three Points
• Host an Event with five or more players = Four Points
• Recruit a new member = One point
• Complete a survey or application = One point
• Complete a Trial(Sith) = Two Points
• Complete a Feat of Valor(Non-Force Sensitive) = Two Points
However, there are criteria for some of these methods.
• RP must be done ingame to be eligible for rewards. Discord RP is not a viable method of earning points.
• When recruiting, the member must stay for a week or more, and the recruitment must be authorized by an officer. We are looking for quality, not quantity.
• At a later date, a weekly cap will be introduced for how many points can be acquired, as so points are not farmed for ‘insta win’.
There are also methods of spending points on things other than promotions.
• Purchase a reroll in combat = 5 Points ( Can be used ONCE per turn )
• Purchase a second Artifact of Power / Special Artillery = 20 Points
• Purchase a double-turn = 15 Points
• Change Class = 20 Points (Can be purchased only twice.)
• Purchase +1 HP = 50 Points ( Max is 10 HP)
Now, for promotions, you need to have -at least- the specific Renown criteria, alongside any other criteria for that rank. When you are promoted, you lose however many points was required for that rank. For example, say I have 70 points, and to go from Lord to Darth is 60 points. After the promotion, I will then have 10 points remaining.
Sith Promotions
Acolyte to Apprentice = Free
Apprentice to Advanced Apprentice = 15 Points
Advanced Apprentice to Sith = 25 Points
Sith to Sith Lord = 30 Points
Sith Lord to Darth = 40 Points
Darth to Harbinger = 20 Points
Non Force Sensitive Promotions
Conscript to Private = Free
Private to Sergeant = 15 Points
Sergeant to Lieutenant = 25 Points
Lieutenant to Major = 30 Points
Major to Captain = 40 Points
Contact
Ingame, you can whisper Xelá (Alt code for the á is Alt + 0225) ingame, or you can send me a message on discord at Solorium#4461. Each applicant will be asked several questions before an invitation to the guild discord or the guild itself is given.
Feel free to ask me any questions that you may have!