Difference between revisions of "Guild Recruitment"
m (Claw of Shar are open, just... not good to ask about in public. At all. Seriously.) |
m (Found a summary I didn't really like. Elemancers now have an edited summary line. Also changed some wording and grammar in some spots. Added a warning/hint of sorts, too, at the top.) |
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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. | The following is a list of guilds, whether they are open to the public to join, invite-only or permanently closed. | ||
+ | Maybe you should ask around [[Roleplay|in character]] about the guild you want to join if you're looking for a specific one, | ||
+ | even if they're open for anyone. Unless you're looking to join something... less than wholesome. In such case, exercise | ||
+ | caution when asking about it. You never know who might be listening. | ||
==Open Guilds== | ==Open Guilds== | ||
− | All you have to do is find a recruiter NPC and maybe perform a | + | All you have to do is find a recruiter NPC and maybe perform a task or pay a fee. |
===[[Artisans]]=== | ===[[Artisans]]=== | ||
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Grim and very dark assassins. | Grim and very dark assassins. | ||
===[[Dwaedn Wyr]]=== | ===[[Dwaedn Wyr]]=== | ||
− | Druidic warriors who seek to improve themselves through | + | Druidic warriors who seek to improve themselves through battle and honoring animal spirits. |
===[[Elemancers]]=== | ===[[Elemancers]]=== | ||
− | Scholarly practitioners of the four primary elements | + | Scholarly practitioners of magic utilizing the four primary elements. |
===[[Mercenaries]]=== | ===[[Mercenaries]]=== | ||
Guards, warriors and in general people for hire who work for the [[Western Coalition]] and often alongside the Artisans. | Guards, warriors and in general people for hire who work for the [[Western Coalition]] and often alongside the Artisans. | ||
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Part of the [[Tse Gaiyan]], they are the ranger branch that is generally tasked with protecting the wilderness from the [[Resen]]. | Part of the [[Tse Gaiyan]], they are the ranger branch that is generally tasked with protecting the wilderness from the [[Resen]]. | ||
===[[Utasa]]=== | ===[[Utasa]]=== | ||
− | The agent branch of the [[Tse Gaiyan]], they work in the | + | The agent branch of the [[Tse Gaiyan]], they work in the more civilized areas, gathering information and keeping the Resen at bay. |
===[[Harbingers of Aranas]]=== | ===[[Harbingers of Aranas]]=== | ||
− | Terrifying "knights" who worship a [[Aranas|patron of revenge]]. | + | Terrifying "knights" who worship an [[Immortals|immortal]] said to be a [[Aranas|patron of revenge]]. |
==Invite-Only Guilds== | ==Invite-Only Guilds== | ||
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===[[Rook Parlour]]=== | ===[[Rook Parlour]]=== | ||
− | They are said to be a private club researching [[ | + | They are said to be a private club researching [[nether]]. |
===[[Knights Templar]]=== | ===[[Knights Templar]]=== | ||
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===[[Monastic Order]]=== | ===[[Monastic Order]]=== | ||
− | Healers, part of the [[Church of Light]] just as the Templars are | + | Healers, part of the [[Church of Light]] just as the Templars are. Strictly nonviolent unless self defense is required. |
==Closed Guilds== | ==Closed Guilds== |
Revision as of 02:09, 6 November 2017
The following is a list of guilds, whether they are open to the public to join, invite-only or permanently closed.
Maybe you should ask around in character about the guild you want to join if you're looking for a specific one, even if they're open for anyone. Unless you're looking to join something... less than wholesome. In such case, exercise caution when asking about it. You never know who might be listening.
Open Guilds
All you have to do is find a recruiter NPC and maybe perform a task or pay a fee.
Artisans
Elite Coalition craftsmen who sometimes value money just as much as they value good materials.
Claw of Shar
Grim and very dark assassins.
Dwaedn Wyr
Druidic warriors who seek to improve themselves through battle and honoring animal spirits.
Elemancers
Scholarly practitioners of magic utilizing the four primary elements.
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 more civilized areas, gathering information and keeping the Resen at bay.
Harbingers of Aranas
Terrifying "knights" who worship an immortal said to be a patron of revenge.
Invite-Only Guilds
You must be invited by either a player or an NPC through roleplay sessions.
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.