Guilds

Revision as of 02:23, 16 May 2013 by Iniar (talk | contribs)

Alongside the circle you join, the guild will be the other big decision you make when you join Aetherius. The guild members shall serve as instructors and mentors to your fledgling path and impart the ideology of the guild to you. They will serve as your family, and in turn expect fierce loyalty and dedication to their cause.

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 -
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


Guild Privileges