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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 PHRENIONS:

The Phrenions are led by Haldr, an imposing goblin who was raised by a dwarven father in Krull. The mixture of the goblin and dwarven cultures has certainly left a mark on the man, but those he leads care little for his background and instead stand in awe at his skills at healing.

The Phrenions are best-known for being healers, but that is not the only purpose they serve, just the most common. Virtually every Phrenion knows at least a little about healing. A Phrenion's true role, however, is somewhat similar to a tribal shaman or village Elder; they are the teachers, the leaders, and the healers. They counsel where needed, teach if asked, heal when necessary. Travelling Phrenions tend to stick to one role; stationary Phrenions tend to adopt them all, though neither case is anything more than a tendancy.

The Phrenions started in Tegn after the Rose Plague, and a group of mages wondered if the Plague could not have been prevented. They banded together and named themselves after their leader, learning everything they could that would allow the races to improve themselves.

They quickly gained a significant presence in every Kingdom; the Phrenions researched sanitation, architecture, and above all, healing, and became welcome in every community. Very few know that the Phrenions are actually very adept at using magic; most Phrenions admit that their magic is simply a tool to help them with their other skills, though magic is one of the requirements to become a full Phrenion. Most commonfolk know of the travelling sages and healers, and know they keep in touch with each other, but do not know their magical nature nor the extent of their organization; they are content knowing that there are people out there hoping to improve their lives.

Tested Skills:

The Phrenions test in all magic skills, all scholar skills, craftmanship, medicine, and herbalism. In addition, provided an NPC with the appropriate Race Skill is available, the Phrenions will test in Race Skills, though they will not teach a Race Skill to one who is not of that Race. Phrenions will test Lifesong, Stone Meld, and The Gift.

Entrance into the Guild:

Entrance into the Guild requires that the character find a Phrenion and demonstrate his or her interest in sharing the same path as the NPC. A guild Trial is administered, which simply tests the extent of the character's interest and what skills the character can bring to the Guild. Failure means the PC is directed to a common healer, guildsman, or scholar; success means the character is allowed into the Phrenions.

Advancement within the Guild:

The initiate begins as an apprentice, learning to heal as well as such other skills his mentor has and can teach. The initiate gradually helps more and more, until the mentor deems the PC ready to go on his own. At this point, the PC undergoes another Guild Trial, designed to stretch all his skills to their limit under a great deal of stress. Failure is often devastating to the PC, even though the lives at stake are virtual. Those who fail often leave the guild and work on their own as a common healer or scholar.

Success at the second Trial means one is now a full member of the Phrenions, and is accorded enough skill to work independantly wherever the PC feels he is needed. He may continue to learn, though this is often as he passes other Phrenions during his travels. His role is the care of the common folk, and though he accepts payment for his work it is usually just enough to travel comfortably. His profession is such that he can usually find an inn or home that will allow him to stay for free.

The third Trial is for those who feel the burning need to discover the advances that help improve the lives of others. As much a scientist as a healer, this level of Phrenion researches new ways to heal, to grow crops, to build buildings, and often has lordly patronage to support his investigations. The third Trial is simple...invent something that betters the lives of the races of Telgard. The invention will go through many trials and tests by the Phrenion's superiors, and if they do not accept it, it will be destroyed and the PC will have to try again in a year.

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