Guild Alliance Council

A neutral server where several guilds meet: one channel per member guild, a council floor and a diplomacy record.

  • 5 categories
  • 24 channels
  • 8 roles
  • Medium
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Choose a server, review what will be created or reused, then confirm. Merge keeps what you have; replace rebuilds the server. Vetox takes a safety backup first either way.

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Server structure

Channels

LOBBY

  • alliance-lobby

    Neutral ground. Say which guild you are with.

  • alliance-charter

    What the alliance is, who is in it, and how decisions are made.

  • pick-your-guild

    Self-Roles panel. Tag your guild to reach its hall.

  • alliance-announcements

    Decisions, operations and membership changes.

COUNCIL

  • council-floor

    Open discussion between representatives. Members may read.

  • motions

    A proposal in writing, before it is argued about.

  • votes

    One vote per guild, cast by its Guild Leader.

  • standing-agreements

    What has actually been decided. The alliance's memory.

  • Council Chamber

GUILD HALLS

  • guild-one-hall

    First member guild. Its members post, everyone reads.

  • guild-two-hall

    Second member guild. Its members post, everyone reads.

  • guild-three-hall

    Third member guild. Its members post, everyone reads.

  • guild-four-hall

    Fourth member guild. Rename or remove as the alliance changes.

SHARED OPERATIONS

  • joint-events

    What the alliance is running together, and when.

  • signups

    Who is coming, from which guild.

  • logistics

    Who is bringing what. Roles, supplies, scheduling.

  • operation-debriefs

    What worked, what did not, what changes next time.

  • Alliance Hall
  • Operation One
  • Operation Two
  • AFK

DIPLOMACY

  • external-relations

    Guilds outside the alliance. Envoys can see this channel only.

  • disputes

    Friction between member guilds, handled before it reaches the floor.

  • diplomatic-log

    The written history. Alliances that forget theirs repeat it.

Roles

  • Alliance AdminAdministrator
  • Guild LeaderModerator
  • RepresentativeModerator
  • OfficerModerator
  • Guild Member
  • Envoy
  • Muted

Overview

An alliance server has a problem no single guild has: nobody owns it. This layout is built for that. The Council floor is where representatives meet — #council-floor for open discussion, #motions where a proposal is written down before it is argued about, #votes where each guild casts one vote regardless of size, and #standing-agreements, a read-only record of what has actually been decided. Guild Halls gives each member guild a channel its own people can post in and the rest of the alliance can read, so a guild can coordinate in public without needing a private server for it. Shared Operations is the reason the alliance exists: #joint-events for the things run together, #signups, #logistics for who is bringing what, and #operation-debriefs. Diplomacy is deliberately separate and hidden from ordinary members: #external-relations covers guilds outside the alliance, #disputes handles friction between members before it reaches the council floor, and #diplomatic-log is the written history, because alliances that lose their history repeat the same argument every six months. Representative is the working role, one or two per guild; Guild Leader is the seat that votes; Envoy is for outside guests given temporary access to #external-relations only. Voice has a Council Chamber capped to the number of seats, an open Alliance Hall and two operation rooms.

When to use it

Alliances usually start in someone's guild server, which means the host guild's members hear everything and the other guilds feel like visitors. Within a month the coordination has moved to a group DM nobody can search. This layout is neutral ground: each guild gets a hall, decisions get written down where they can be cited later, and diplomacy has a hidden room so a disagreement between two guilds does not play out in front of everyone's members.

What makes it different

  • Each member guild gets a hall its own members post in and everyone else can read.
  • Motions are written before they are voted on, so the decision has a fixed text.
  • Standing agreements are read-only, which is what stops the same argument recurring.
  • Diplomacy and disputes are hidden, so friction is resolved before it reaches members.

Recommended Vetox setup

  • Suggestions

    Run Suggestions on #motions so a proposal arrives with a vote attached and a permanent record of the count.

  • Self-Roles

    Post a Self-Roles panel in #pick-your-guild so arriving members tag their own guild and land in the right hall.

  • Reminders

    Set Reminders in #joint-events so every guild's representatives get the same notice ahead of a shared operation.

  • Logs

    Enable Logs into the council area so role and channel changes on neutral ground are visible to every guild.

Questions

Why one vote per guild instead of one per member?

Because an alliance of unequal guilds is not a democracy of individuals. If votes scale with membership, a guild twice the size of the others decides everything and the smaller guilds correctly conclude they have no say. One seat per guild keeps the alliance worth joining. If your alliance genuinely wants weighted votes, write the weights into #standing-agreements rather than leaving it implicit.

Should guild leaders also be admins here?

No. Give Guild Leader the vote and a seat, not administrative control of a neutral server. The alliance needs one or two neutral administrators, usually rotating, otherwise whoever holds the permissions is the alliance's real government. Keep the role list here separate from any single guild's hierarchy.

What goes in #disputes rather than #council-floor?

Anything that names a specific guild or member as the problem. The council floor is for policy; disputes are for friction. Handling them separately means a disagreement between two guilds is worked out by representatives rather than performed in front of both memberships, which is what turns a solvable problem into a split.

Common mistakes

  • Hosting the alliance inside one guild's server, which makes every other guild a guest in a room they are supposed to co-own.
  • Voting by headcount instead of by guild, so the largest guild decides everything and the alliance quietly dissolves.
  • Never writing agreements down, so the same dispute is relitigated every few months from memory.

Consider instead

  • MMO Social Guild There is really only one guild and the alliance is a handful of friendly outsiders.
  • Competitive Clan Divisions The groups are teams inside one organisation rather than independent guilds with their own leadership.

Do you have any doubts?

Our team is there for you

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