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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 DARK ENCLAVE:

The Dark Enclave is led by Maithar Dronwn, once a human fisherman off the coast of Hasst. He is proof positive in his own eyes that the meek shall inherit the earth, and should he succeed, everyone else will know it as well.

Unlike the Cult of the Wyrm, the Dark Enclave is not evil for religious reasons; most of its members could care less who follows what god, or even if there are any gods. The Dark Enclave's goal is solely to gain as much power as it can, as strongly and as quickly as it can. Using the power of the Dark Enemy or the Wyrm is the easiest way to power, and most of the ambitious members find they have a liking for the more sinister things that are required of them in exchange for that power.

The Dark Enclave and the Cult of the Wyrm share an uneasy power balance; they both are evil, and the ambitions of one are often reflected in the ambitions of another, but they are also competitors; the Dark Enclave knows that the Cult will be favoured if the Wyrm ever gets free, and indeed would rather he didn't come back so long as they were alive. Should the Cult succeed, the easiest path to power would be cut short. And so the Cult and the Dark Enclave circle each other warily, sharing a common purpose occasionally but more often sitting back and seeing what happens.

Also unlik the Cult, the Enclave is not entirely unified. Most of its members would gladly topple their 'brothers' did the opportunity arise. They are united in that they have promised a part of themselves to the Dark in return for power, and they must therefore obey the Dark. Except when expressly forbidden, they freely backstab and kill each other as rivals for power; only the strong are left alone, and only so long as they remain strong. Maithar rules because he is the most powerful, but he plays a game of politics; unless he is passing along orders from the Dark, getting the others to do something requires a combination of threat, manipulation, and strength.

Tested Skills:

The Dark Enclave tests in all magic skills and in scholar.

Entrance into the Guild:

Entrance into the guild requires that a member pledge his soul to darkness for power. If he does so, the Dark Enclave will eventually find him and force him to join. The Guild Trial involves proving one's darkness. If the PC does not join, he will be killed; in return, however, he is promised more power.

Advancement within the Guild:

The PC runs whatever errands his master (the person who forced his membership) desires, and will continue to do so for as long as he remains the weaker. Advancing requires that he supplant, kill, or overthrow his master. Failure to do so usually results in mental enslavement; thus, a certain amount of skill is required.

The PC, having passed this second guild trial, must now maintain his own power against all comers. He is somewhat independant, but he will recieve orders from shadowy superiors to do things for the Dark. He may take on his own apprentices, but only the foolish would allow the apprentices to gain too much power. He is rewarded by ruling his apprentices and by occasionally being placed in positions of power in order to fulfill the goals of the Dark.

The last Trial the PC must endure occurs if the Dark singles him out for some reason or other. He must survive an attack against all his apprentices, and possibly rivals and their apprentices as well. The Dark will instigate the PC's 'brothers' to attack him, and if the PC survives, he will have become a powerful tool in the Dark's arsenal. It is now that the PC will gain access to such secrets and energies as the Dark Enclave has gathered, and the lure of power can usually be slated with what the Dark now gifts the PC.

 

 

 

 

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