Guilds
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 call the fury of the wilds | ||
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 | - Practitioners of the mysterious shamanic arts | ||
Stavenn | the Noctusari | Summoner, Wytch | - Masters of dark magicks and enslavers of demons | |
the Revenants | Deathknight, Diabolist | - The military might of Stavenn, powerful necromancers in their own right |