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ELITE GUILDS

 ¤ Assassins' Guild
 ¤ Bladesingers
 ¤ Brotherhood
 ¤ Children of Faeterna
 ¤ Church of Telgard
 ¤ Cult of the Wyrm
 ¤ Dark Enclave
 ¤ Paladins of Dargotten
 ¤ Phrenion Guild
 ¤ Ranger's Guild
 ¤ Red Order
 ¤ Syrithians
 ¤ Thieves' Guild

ORDINARY GUILDS

 

THE CHURCH OF TELGARD:

The Church of Telgard is a dual organization; it is both an 'ordinary' guild and an Elite guild. Being the most powerful organization in Telgard means that it has several layers, some of which are utterly common and others of which are not. Details on the Heirarchy of the Church may be found on the Religions page. The Church, along with the Paladins and the Rangers, are the only Elite Guild that enjoy complete acceptance legally and publically.

The Elite branch of the Church has three divisions; Those who Serve, Those who Judge, and Those who Defend. In this respect the Church may be considered three seperate Elite Guilds, though this is not exactly the case and the Church considers these seperations Callings. Advancing as One who Serves does not count as advancing as One who Judges, for Judgement is a seperate calling. One may change Callings as often as desired, but cannot be One who Judges at the same time as being One who Defends, and if one changes callings, one sacrifices all rank in the previous calling.

Should the Church have need, each Calling may be called to perform the duties of a different calling; One who Serves may be called to judge a criminal for instance, if there is none who Judge available, or take up a weapon and defend his flock if there be none who Defend. Such is a sacrifice all members of the Church must be willing to make, and each swears oath to this.

One who Serves is commonly called a Brantar and is the most common; one who Judges is commonly called a Judicar and is the most rare; one who Defends is commonly called a Questor. One's calling does not prevent a character from choosing a particular monastic order or sect to be a member of.

Tested Skills:

The Church of Telgard tests in all magic skills, all scholarly skills, all combat skills, herbalism, and medicine.

Entrance into the Guild:

The Church gains its members in numerous ways. Sometimes criminals are led to the church and 'persuaded' to take up a life of service. Third sons of wealthy lords are often given to the Church to serve. An individual may feel a Call. None are turned away, for the Church can make use of anyone.

The Guild Trial for entrance is a simple quiz testing the knowledge of the Pantheon of Dargotten and the Church (and it need not be done on the Guild Trial boards). Applicants can take as much time to learn about the Church and the Pantheon as they wish before writing the quiz.

Advancement within the Guild:

Those PCs who pass the Entrance trial are known as Acolytes. If they have a Calling, they are known as an Acolyte of their calling, for instance, a Brantar Acolyte. They serve as their mentor bids them, healing, fetching, scribing, practising combat, whatever. An Acolyte receives training in all the specialties of all Callings, even if he has already specialized.

To take the second Guild trial, the PC must choose a Calling if he has not done so already, be proficient in four tested skills, and have the support of his mentor, who evaluates his moral and mental readiness to take the Trial. The Trial depends on the Calling the character chooses, and seeks to test the character's dedication to that calling using magical visions and physical hardship. Success means the PC becomes a priest of the Calling; that is, a Brantar, a Judicar, or a Questor. The PC now must take on certain duties of his calling.

To make the final advancement, the PC must be Advanced in three skills, or Expert in one, have the support of a superior, and have demonstrated a committment to the Church and to Telgard. The Trial now tests the character's committment to callings other than his own, again using magical visions and physical hardship. Success means the PC becomes an Elder; for instance, a Brantar Elder, Judicar Elder, or Elder Questor. The PC must now take on heavy responsibilities, such as training newer Acolytes, questing for Evil, serving as a diplomat, or becoming a representative of the Church to various lords or other races.

Note: Traphars are selected from Elders; once a Traphar, they no longer follow their calling (though the Calling is not forgotten) and instead serve the Church, so that others in the Church have a strong base with which to administer the needy. A PC could theoretically become a Traphar but this is dependant on good roleplay and good luck.

 

 

 

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