Talk:Guilds

Revision as of 15:49, 9 January 2017 by Sylio (talk | contribs)

This is my new favourite page of the wiki. Displays a whole lot of key information in the game very succinctly (and beautifully), and links to lots of really important pages. Very well done! - Roven 02:04, 16 May 2013 (UTC)

  • Ta, we need people to write stuff for each guild - Iniar 02:47, 16 May 2013 (UTC)
  • Also we should get people to write the short desc for their own guild, gives them a chance to sell it - Iniar 02:49, 16 May 2013 (UTC)

Saving for posterity (no worries, Iniar, your work will be rolled into the Category page): 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 Description
Anti-Magick Antioch the Crusaders - Where magick is found, the Crusaders will bring their Truth
the Wardancers - War is a dance, and a Wardancer dictates its tempo
the Inquisition - Blah
Ithaqua the Idras - The wolves of Ithaqua
the Sentinels - Ever vigilant guardians of the Northern Forest
the Wardens - The Vagabond Kings, wardens of Aetherius
Demonic Khandava the Tzolkin - Practitioners of the mysterious shamanic arts
Stavenn the Noctusari - Masters of dark magicks and enslavers of demons
the Diavlous - Blah
Magick Celidon the Hunters - The open road beckons
the Silvari - Blah
the Stormweavers - Wielding earthsong and the elemental tempest, they invoke the raw power of the raging storm
Kinsarmar the Animists -
the Bards - Weaving song and artistry, their very voices can turn mortal to stone
the Spectres - The Secret Hand of the fortress-city Kinsarmar
the Vindicators - By blade or magick, they defend the soul of freedom

See Also

Return to "Guilds" page.