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. | |
+ | 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== | |
+ | All you have to do is find a recruiter NPC and maybe perform a task or pay a fee. | ||
− | + | ===[[Artisans]]=== | |
− | + | Elite [[Western Coalition|Coalition]] craftsmen who sometimes value money just as much as they value good materials. | |
+ | ===[[Brotherhood of the Fist]]=== | ||
+ | Rugged unarmed combat specialists. | ||
+ | ===[[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. | ||
+ | ===[[Harbingers of Aranas]]=== | ||
+ | Terrifying "knights" who worship an [[Immortals|immortal]] said to be a [[Aranas|patron of revenge]]. | ||
+ | ===[[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. | ||
+ | ===[[Snowpine Lodge]]=== | ||
+ | Survivalists and huntsmen, the outdoorsy types that often enjoy conquering the wilds as a sport. | ||
+ | ===[[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. | ||
+ | ===[[Wyrvardn]]=== | ||
+ | A knighthood revolving around protecting the people of the [[Lost Lands]]. | ||
− | + | ==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. | |
− | |||
− | + | ===[[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. | |
− | + | ===[[Rook Parlour]]=== | |
− | + | They are said to be a private club researching [[nether]]. | |
− | + | ==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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Latest revision as of 22:51, 16 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.
Brotherhood of the Fist
Rugged unarmed combat specialists.
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.
Harbingers of Aranas
Terrifying "knights" who worship an immortal said to be a patron of revenge.
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.
Snowpine Lodge
Survivalists and huntsmen, the outdoorsy types that often enjoy conquering the wilds as a sport.
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.
Wyrvardn
A knighthood revolving around protecting the people of the Lost Lands.
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.
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.
Rook Parlour
They are said to be a private club researching nether.
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.