Difference between revisions of "Guild Recruitment"

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Recruiters are the means to join a guild.  They are located in a variety of places, and some are in-game secrets (and therefore won't appear on this wiki)Information about the most commonly known recruiters and guilds can be found using the guild command if a character has not already joined a guild. Once you find a recruiter, you can ask about initiation. Both the [[Monastic Order]] and the [[Knights Templar]] require an in-game interview before allowing applicants to join.
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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.
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  Maybe you should ask around [[Roleplay|in character]] about the guild you want to join if you're looking for a specific one,
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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.
  
The following is a list of guild recruiters.
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==Open Guilds==
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All you have to do is find a recruiter NPC and maybe perform a task or pay a fee.
  
* [[Claw of Shar]]
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===[[Artisans]]===
: ▪ What is this you speak of? I've heard of no beast such as that. If I did, I certainly would be hush hush about inquiring further.
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Elite [[Western Coalition|Coalition]] craftsmen who sometimes value money just as much as they value good materials.
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===[[Brotherhood of the Fist]]===
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Rugged unarmed combat specialists.
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===[[Claw of Shar]]===
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Grim and very dark assassins.
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===[[Dwaedn Wyr]]===
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Druidic warriors who seek to improve themselves through battle and honoring animal spirits.
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===[[Elemancers]]===
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Scholarly practitioners of magic utilizing the four primary elements.
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===[[Harbingers of Aranas]]===
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Terrifying "knights" who worship an [[Immortals|immortal]] said to be a [[Aranas|patron of revenge]].
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===[[Mercenaries]]===
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Guards, warriors and in general people for hire who work for the [[Western Coalition]] and often alongside the Artisans.
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===[[Mummers]]===
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Bards, scholars, storytellers, lore mongers, psychics. They're a very, very diverse bunch and loosely collected.
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===[[Snowpine Lodge]]===
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Survivalists and huntsmen, the outdoorsy types that often enjoy conquering the wilds as a sport.
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===[[Udemi]]===
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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]].
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===[[Utasa]]===
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The agent branch of the [[Tse Gaiyan]], they work in the more civilized areas, gathering information and keeping the Resen at bay.
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===[[Wyrvardn]]===
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A knighthood revolving around protecting the people of the [[Lost Lands]].
  
* [[Dwaedn Wyr]]
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==Invite-Only Guilds==
: ▪ [[Rig-Jarl Bjorn]], located in [[Dwaedn Vil]], northwest of [[Shadgard]].
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You must be invited by either a player or an NPC through roleplay sessions.
  
* [[Elemancers]]  
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===[[Guild of Thieves]]===
: ▪ [[Aeromancer Olivia]], located up the path at West Row in Shadgard. ('''Unknown if you can join through the branch trainers anymore. Contact Marauder/update this if you can/can't join.''')
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Rogues, rebels, bandits, lawbreakers, muggers and so forth.
: ▪ The official Elemancer recruiter, located at the [[University of Elemancy|University]].
 
  
* [[Guild of Thieves]]
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===[[Knights Templar]]===
: ▪ There are currently no recruiters for such nonsense and if there were, they'd be very hard to catch.
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Nethrim-fighting warriors from the Church of [[Serafina]].
  
* [[Rook Parlour]]
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===[[Lorekeepers of Atros and Madrim]]===
: ▪ Only accessible via invite. Ask around IC.
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Druids of the more common variety, little is known about them.
  
* [[Knights Templar]]
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===[[Monastic Order]]===
: ▪ There are currently no recruiters for this guild, you must RP your way in.
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Healers, part of the [[Church of Light]] just as the Templars are. Strictly nonviolent unless self defense is required.
  
* [[Mercenaries]]
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===[[Rook Parlour]]===
: ▪ [[Mercenary Recruiter Warrington]], located in the [[Shadgard]] barracks
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They are said to be a private club researching [[nether]].
: ▪ More appropriately, you can join by visiting their official barracks located in [[Haiban]].
 
  
* [[Monastic Order]]
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==Closed Guilds==
: ▪ There are currently no recruiters for this guild, you must RP your way in.
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You will never join for possibly many reasons depending on the guild. Please do not waste your time.
 
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===[[Dunwyr]]===
* [[Mummers]]
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Crazy natives that desire the destruction of civilized settlements.
: ▪ [[Mummer Mayhew|Mayhew]] can initiate you at the Mummer wagon camp.
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[[category:Guilds]]
 
 
* [[Artisans]]
 
: ▪ [[Trader Jashon]], located in the Shadgard Town Hall.
 
: ▪ More appropriately, you can join by visiting the Artisans' guildhall in [[Haiban]].
 
 
 
* [[Udemi]]
 
: ▪ [[Forester Devan]], located in the [[Tse Gaiyan]] [[Chapterhouse]].
 
 
 
* [[Utasa]]
 
: ▪ [[Agent Lucas]], located in the [[Tse Gaiyan]] [[Chapterhouse]].
 
 
 
[[category:NPCs]][[category:Recruiter]]
 

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.