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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 RED ORDER

The Red Order is often looked down upon by all the other Elite Guild; they are considered mercenaries, sellouts, using their talents for monetary instead of moral (or immoral) reasons. The leadership of the Red Enclave is composed of a council of five mages, each of whom control a considerable amount of wealth each and direct the resources of the Enclave. Underneath them are a large bureaucracy which nonetheless actually manages to accomplish its work with reasonable time and accuracy. Secretaries and bureaucrats of all flavours direct the orders of the Council to the ones who will execute them.

The duties of a Red Enclave member are to surrender 5% of all earnings to the guild, or the equivalent in labour or products that the guild can sell. A member must guard the monopolies of the Enclave and may never reveal any secrets learned herein. They also generally have to follow orders of the Council of Five, though this is not so powerfully enforced as with the Paladins, Bladesingers, or the Dark Enclave. Failure to follow these rules results in a hefty fine, which increases with each successive failure and eventually results in banishment from the Enclave.

The Reds are the Order most similar to a normal guild, in that their dues are paid much like a normal guild, in money or work, and that their heirarchy is also similar. They are politically organized insofar as the need to stay active. The Reds have the largest number of mages who sell their skills for money; as mercenaries, as entertainers or as diviners. Usually, a portion of the money a member makes must be given to the Order.

Thus, it is the richest order, though it is also the order that is most looked down upon, aside from the Dark Order. Other mages consider it lowly to sell one's magical abilities for profit, but the Reds do it anyways. Its rules are simple; 'obey the Reds, pay your dues, and don't do anything to get us into major trouble.'

Tested Skills:

The Reds test in all magic skills and scholar.

Entrance into the Guild:

Entrance into the Guild requires that the potential sell something ordinary and worthless, and make an obscene profit off of it. Objects include manure, a glass of water, or other similar things.

Advancement within the Guild:

Each successive Guild Trial is a test to prove how much profit the PC can make for the Guild. Each success means that the PC is given more reponsibility, more power, and more access to the Guild's funds --for the purposes of making more money, of course. A PC is allowed unlimited retrials; the Guild is always willing to allow someone the chance to make more money for them.

 

 

 

 

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