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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

 

In Telgard, there are two types of 'guilds'. Both of them are groups of people with similar interests and/or occupations. Both strive to create 'standards' and rules that their members must follow, and at the same time protect their members from unfair, outside influences whenever possible.

The difference between the two types is that regular guilds just go that far. Elite Guilds, on the other hand, are to regular guilds as a purebred racing stallion is to a common mule; they are better-skilled, better-taught and for the most part, more powerful as well.

Any player may claim to be a member of a common guild; such are for roleplaying purposes and there are no tests or admittance fees that need to be roleplayed (if a guild does have such a fee or test, it's assumed OOC that the player passed or paid it). Continued membership is easy; one need only adhere to the ideology of the guild, pay such fees as are required, etc. Failure to do so may result in banning from the guild, if the moderator deems it necessary.

Elite Guilds, however, often do require tests. Some won't accept applicants but only people they have been watching and deem worthy. All of them have certain rules which must be followed. Becoming part of an Elite Guild is no easy task, and successful entry is worthy of entrance into the Hall of Heroes.

Like a regular guild, Elite Guild members must pay attention to the rules and pay such fees as are required. The advantage of being an Elite Guild member over a regular guild member is that Elite Guilds are better teachers in their specializations, and members thus enjoy an advantage over regular guild members. Elite Guilds have more power and resources to devote to protecting their members, whereas regular guild members, even if they wish to, often cannot fully protect their members. Finally, Elite Guilds hold the secret to safely teaching Magic. While hedge witches and wild mages may also teach magic, they do not know this secret and so magic becomes a very dangerous practice; not only because magic is often feared by the common folk, but because the magic itself may Scar the mage without the protections a Guild can offer.

Elite Guilds hold many advantages, but one must work for them; entry into and advancement within a guild requires a Guild Trial, which is held on the Guild's forum. Some guilds allow retesting in case of failure; others trials are lethal. When one must have a Guild Trial, one is removed from their IC thread and moved to the Guild Forum. If they pass (or maybe even if they fail) they are moved back to their IC thread on the main forums.

The Guild Forums also serve as gathering-places for members of each Guild. These forums are password-protected and so only a member of a particular guild may surf these boards. However, these are considered 'semi-in-character' and players may interact with fellow guild members here even if they have a main IC thread--unless they are in a Guild Trial.

Each Guild also tests certain skills, listed in the description. This testing is done in the main IC thread and so the character need not move to the Guild Forums for this testing. A PC who has been successfully tested in a skill is considered to have an advantage over a PC who has NOT been tested in the skill, even if they have the same skill level. This testing is done when a PC is ready to advance in skill level; failure means failure to advance, but these skills can be retested many times.

In the descriptions of each Elite Guild, you will find;

1. The title of the Guild

2. The Head of the Guild and his/her/their role

3. A short description

4. Such skills are are commonly tested

5. The rankings that can be achieved by a PC and the requirements to advance within the ranks.

A note on Paladins and Holy Knights. The only Paladins in the game are the Paladins of Dargotten, and it is a name reserved solely for members of this group. However, they are not the only holy knights; each religious group may have its own version of a 'holy knight.' For instance, the Church of Telgard has the Questor.

PCs who are members of 'alternative religions' may choose to become a 'holy knight.' Their title is 'holy knight' and never Paladin, however; only the Paladins of Dargotten are entitled to the word 'Paladin' and transgressions are punished harshly. These PCs must succeed at any Elite Guild trials required by their Guild before they have truly earned the title 'holy knight.'

 

 

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