Guild protecting (Guild Help)
Guilds and clans often designate themselves as protectors of one or
several non-player characters (NPCs). This is normally done to give
themselves an identity and fulfill their thematic reasons for existence.
While this kind of behaviour is allowed by Valinor as a part (but not the
sole part) of overall guild theme, some restrictions do apply.
If these NPCs reside in West Arda (west of the High Pass and west of
the Gap of Rohan), they must be of a certain level. NPCs that can be
soloed by a level 9 player will most likely fall in this category. If in
doubt, GMs and CMs can contact the Guilds Liaison to ascertain the legality
of protecting a certain NPC.
This rule exists to prevent self-appointed theme or RP from interfering
with playability for other players. In other words, Valinor does not allow
a bunch of clans protecting newbie and low-level areas and thereby
preventing the younger players from getting ahead. Whether or not these
other players are in a guild or clan themselves is irrelevant. Guilds
and/or clans that propose to defend an NPC of a lower level will be denied.
Exceptions could be granted if a proposal is submitted via mudmail to the
Guilds Liaison and approved by the administration.