Hex & Hollow is meant to feel inhabited, and that requires more than placing many characters in the same scene. Our social work has focused on relationships that persist, groups that understand where their members are playing, and guilds with enough structure to grow into real communities.
Friends and same-server parties
Friendships begin with a request and approval rather than an automatic one-sided follow. The friends list is backed by persistent account and character data, and the player interaction menu provides a direct path to sending a request, inviting someone to a party, or beginning another supported social action.
Parties are intentionally server-bound. There are no invisible cross-server groups: a character visits or transfers to the same server before joining friends there. When a party visits an estate, the party leader’s instance becomes the shared destination, subject to that estate’s multiplayer access rules.
Guilds that develop over time
Guilds support invitations and acceptance, an editable rank structure, stable role identities, and permissions that can expand without tying the guild to ownership of a player’s estate. Up to ten ranks can be maintained, including one vice leader. If leadership must pass automatically, succession goes to that vice leader; manual transfer remains available.
The current guild level cap is four. Levels require 2,500, 7,500, and 15,000 total experience, and the member cap grows from 15 to 20, 25, and 30. Individual contribution totals continue increasing after the present experience cap, preserving a lasting record of what each member has put into the guild.
Guild systems also connect to group restoration, the guild bank, chat, and the wider town. These connections are event-driven so later activities and community tools can listen for the same social events without forcing every feature into one oversized system.