Difference between revisions of "Guild Recruitment"
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− | + | The following is a list of guilds, whether they are open to the public to join, invite-only or permanently closed. | |
− | + | ==Open Guilds== | |
+ | All you have to do is find a recruiter NPC and maybe perform a basic task or two, or pay a fee. | ||
− | + | ===[[Artisans]]=== | |
− | + | Elite [[Western Coalition|Coalition]] craftsmen who sometimes value money just as much as they value good materials. | |
+ | ===[[Dwaedn Wyr]]=== | ||
+ | Druidic warriors who seek to improve themselves through challenge and honoring animal spirits. | ||
+ | ===[[Elemancers]]=== | ||
+ | Scholarly practitioners of the four primary elements. Highly trained ones are rumored to be able to throw lightning. | ||
+ | ===[[Mercenaries]]=== | ||
+ | Guards, warriors and in general people for hire who work for the [[Western Coalition]] and often alongside the Artisans. | ||
+ | ===[[Mummers]]=== | ||
+ | Bards, scholars, storytellers, lore mongers, psychics. They're a very, very diverse bunch and loosely collected. | ||
+ | ===[[Udemi]]=== | ||
+ | Part of the [[Tse Gaiyan]], they are the ranger branch that is generally tasked with protecting the wilderness from the [[Resen]]. | ||
+ | ===[[Utasa]]=== | ||
+ | The agent branch of the [[Tse Gaiyan]], they work in the cities, gathering information and keeping the Resen away as best they can. | ||
+ | ===[[Harbingers of Aranas]]=== | ||
+ | Terrifying "knights" who worship a [[Aranas|patron of revenge]]. | ||
− | + | ==Invite-Only Guilds== | |
− | + | You must be invited by either a player or an NPC through roleplay sessions. | |
− | + | ===[[Claw of Shar]]=== | |
− | + | Grim and very dark assassins. | |
− | + | ===[[Guild of Thieves]]=== | |
− | + | Rogues, rebels, bandits, lawbreakers, muggers and so forth. | |
− | + | ===[[Rook Parlour]]=== | |
− | + | They are said to be a private club researching [[Nether]]. | |
− | + | ===[[Knights Templar]]=== | |
− | + | Nethrim-fighting warriors from the Church of [[Serafina]]. | |
− | + | ===[[Lorekeepers of Atros and Madrim]]=== | |
− | + | Druids of the more common variety, little is known about them. | |
− | + | ===[[Monastic Order]]=== | |
− | + | Healers, part of the [[Church of Light]] just as the Templars are, strictly nonviolent unless self defense is required. | |
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− | + | ==Closed Guilds== | |
− | + | You will never join for possibly many reasons depending on the guild. Please do not waste your time. | |
− | + | ===[[Dunwyr]]=== | |
− | + | Crazy natives that desire the destruction of civilized settlements. | |
− | + | [[category:Guilds]] | |
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Revision as of 08:45, 31 October 2017
The following is a list of guilds, whether they are open to the public to join, invite-only or permanently closed.
Open Guilds
All you have to do is find a recruiter NPC and maybe perform a basic task or two, or pay a fee.
Artisans
Elite Coalition craftsmen who sometimes value money just as much as they value good materials.
Dwaedn Wyr
Druidic warriors who seek to improve themselves through challenge and honoring animal spirits.
Elemancers
Scholarly practitioners of the four primary elements. Highly trained ones are rumored to be able to throw lightning.
Mercenaries
Guards, warriors and in general people for hire who work for the Western Coalition and often alongside the Artisans.
Mummers
Bards, scholars, storytellers, lore mongers, psychics. They're a very, very diverse bunch and loosely collected.
Udemi
Part of the Tse Gaiyan, they are the ranger branch that is generally tasked with protecting the wilderness from the Resen.
Utasa
The agent branch of the Tse Gaiyan, they work in the cities, gathering information and keeping the Resen away as best they can.
Harbingers of Aranas
Terrifying "knights" who worship a patron of revenge.
Invite-Only Guilds
You must be invited by either a player or an NPC through roleplay sessions.
Claw of Shar
Grim and very dark assassins.
Guild of Thieves
Rogues, rebels, bandits, lawbreakers, muggers and so forth.
Rook Parlour
They are said to be a private club researching Nether.
Knights Templar
Nethrim-fighting warriors from the Church of Serafina.
Lorekeepers of Atros and Madrim
Druids of the more common variety, little is known about them.
Monastic Order
Healers, part of the Church of Light just as the Templars are, strictly nonviolent unless self defense is required.
Closed Guilds
You will never join for possibly many reasons depending on the guild. Please do not waste your time.
Dunwyr
Crazy natives that desire the destruction of civilized settlements.