Guilds

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Guilds are formal organizations of players bound by ideology and cause.

Membership

On creation of your character, you are invited to select a guild. From there, you are ranked as a Novice and will have to pass through a series of (relatively easy) tests to be allowed full membership into the guild. Most guilds have a second tier of novicehood and testing before formal induction into the guild - some mark this with a ritual, others with artisanal works and others with a hunt.

After your induction, you will be a full member of your chosen group.

Membership in a guild allows you access to

  • the professions your guild sponsors, which you can then learn
  • the advice and wisdom of your guild members
  • a guildhall

Structure & Ranks

Each guild generally has a leader and a supporting council. These are (generally) selected via an election process.

Apart from the ruling council, there are twenty ranks within each guild, each rank with its own title. Ranks are earned by obtaining favours from higher ranking guildmembers. How this is achieved is left to the leaders of the guild. The higher your rank, the more privileges you will be accorded. Remember too, as favours can be given, so too can disfavours for poorly behaviour or criminal activity. GHELP LAWS or CODE or your guild equivalent should give you a guideline.

Privileges

Guild Hall

The Guilds of Aetherius

Circle City / Council Guild Professions Description
Anti-Magick Antioch the Avengers Monk, Predator - Untainted by magick, untouched by demon, perfect harmony of body and mind
the Crusaders Priest, Templar - Where magick is found, the Crusaders will bring their Truth
the Dunestriders Outriders - Survivalists of the great Shaahri desert
the Wardancers Ranger, Wardancer - War is a dance, and a Wardancer dictates its tempo
Ithaqua (forestal) the Idras Predator - The wolves of Ithaqua
the Sentinels Amazon, Outrider - Ever vigilant guardians of the Northern Forest
the Wardens Ranger - The Vagabond Kings, wardens of Aetherius
Magick Celidon (forestal) the Hunters Hunter - The open road beckons
the Silvari Druid -
the Stormweavers Bard, Mage - Wielding earthsong and the elemental tempest, they invoke the raw power of the raging storm
Kinsarmar the Animists Druid -
the Bards Bard - Weaving song and artistry, their very voices can turn mortal to stone
the Spectres Renegade - The Secret Hand of the fortress-city Kinsarmar
the Vindicators Hunter, Mage, Runeguard - By blade or magick, they defend the soul of freedom
Demonic Khandava (forestal) the Saboteurs Assassin - Deadly assassins of the Empire
the Tzolkin Defiler, Wytch, Deathknight - Practitioners of the mysterious shamanic arts
Stavenn the Noctusari Summoner, Wytch, Assassin - Masters of dark magicks and enslavers of demons
the Revenants Deathknight, Diabolist - The military might of Stavenn, powerful necromancers in their own right

Guild Privileges

See Also