Difference between revisions of "Guild Recruitment"

From CLOKwiki
Jump to navigation Jump to search
m (Added note on Lorekeepers.)
(Revamped the page, to be moved to a new title.)
Line 1: Line 1:
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.
+
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 guild recruiters.
+
==Open Guilds==
 +
All you have to do is find a recruiter NPC and maybe perform a basic task or two, or pay a fee.
  
* [[Claw of Shar]]
+
===[[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.
+
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]].
  
* [[Dwaedn Wyr]]
+
==Invite-Only Guilds==
: ▪ [[Rig-Jarl Bjorn]], located in [[Dwaedn Vil]], northwest of [[Shadgard]].
+
You must be invited by either a player or an NPC through roleplay sessions.
  
* [[Elemancers]]  
+
===[[Claw of Shar]]===
: ▪ The official Elemancer recruiter, located at the [[University of Elemancy|University]].
+
Grim and very dark assassins.
  
* [[Guild of Thieves]]
+
===[[Guild of Thieves]]===
: ▪ There are currently no recruiters for such nonsense and if there were, they'd be very hard to catch.
+
Rogues, rebels, bandits, lawbreakers, muggers and so forth.
  
* [[Rook Parlour]]
+
===[[Rook Parlour]]===
: ▪ Only accessible via invite. Ask around IC.
+
They are said to be a private club researching [[Nether]].
  
* [[Knights Templar]]
+
===[[Knights Templar]]===
: ▪ There are currently no recruiters for this guild, you must RP your way in.
+
Nethrim-fighting warriors from the Church of [[Serafina]].
  
* [[Lorekeepers of Atros and Madrim]]
+
===[[Lorekeepers of Atros and Madrim]]===
: ▪ You'd be best off talking to a true druid about such matters.
+
Druids of the more common variety, little is known about them.
  
* [[Mercenaries]]
+
===[[Monastic Order]]===
: ▪ [[Mercenary Recruiter Warrington]], located in the [[Shadgard]] barracks
+
Healers, part of the [[Church of Light]] just as the Templars are, strictly nonviolent unless self defense is required.
: ▪ More appropriately, you can join by visiting their official barracks located in [[Haiban]].
 
  
* [[Monastic Order]]
+
==Closed Guilds==
: ▪ There are currently no recruiters for this guild, you must RP your way in.
+
You will never join for possibly many reasons depending on the guild. Please do not waste your time.
 
+
===[[Dunwyr]]===
* [[Mummers]]
+
Crazy natives that desire the destruction of civilized settlements.
: ▪ [[Mummer Mayhew|Mayhew]] can initiate you at the Mummer wagon camp.
+
[[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]]
 

Revision as of 09:45, 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.