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ELITE GUILDS

 ¤ Assassins' Guild
 ¤ Bladesingers
 ¤ Brotherhood
 ¤ Children of Faeterna
 ¤ Church of Telgard
 ¤ Cult of the Wyrm
 ¤ Dark Enclave
 ¤ Paladins of Dargotten
 ¤ Phrenion Guild
 ¤ Ranger's Guild
 ¤ Red Order
 ¤ Syrithians
 ¤ Thieves' Guild

ORDINARY GUILDS

 

THE PALADINS OF DARGOTTEN:

The Paladins are led by three Lords-Paladin. First is Lord-Marshall Aytis, a formidable human woman whose skills in battle, tactics, and leadership are unparallelled. In case of a battle, she assumes command; she is intelligent enough to know how to use magic and knowledge to her advantage in the battle. She is in charge of ensuring that the Paladins are always ready for battle, under any circumstance, at any time.

The second is Lord-Adept Chyrell, a slim elven man whose skills at magic are the envy of mages all over Telgard. He is in charge of those who teach magic to other Paladins and ensures that his charges keep their skills sharp. Though his teachings are devoted to tactical uses of magic, his hobby is the use of magic as an art form, and his displays at private ceremonies have never been equalled.

The third is Lord-Chronicler Drek, a stout dwarven male who has lived more than 300 years and seems still within the prime of his life. His province is knowledge and history, for both are crucial to knowing when to fight, when to retreat, and how to survive for the coming battles. Young squires might scoff at his unglorious job, but any true Paladin accords this man more respect than any other, for his information as often as not makes the difference in keeping someone alive. It is rumoured that Drek was once a Syrithian, and it is known that he maintains ties with that group to this day.

All Paladins will have a specialty of this kind but must maintain training in the other two specialties, such that their specialty is never more than one level higher than the other two fields.

Paladins are devoted to the defense and well-being of Telgard, and to their moral existance. They hold the world ready for Dargotten's return and destroy those who would harm Dargotten's Creation. They guard those things that help ensure Dargotten's creation remains safe and attack without mercy that which is evil.

Paladins are extremely rare. They are mages with the full sanction of all Kingdoms and are the only group that may pass any border unmolested; they may pass even in isolated Lirynn or dangerous Mirg. They possess lordly titles that have equivalent rank in every kingdom, no matter where the lands that come with the title are situated. For instance, a Lord Paladin with lands in Korresh will still be a lord in Lirynn and will be treated as such, for all that elves treat nobility much more casually than the other races.

As such, it is very difficult to obtain membership. Paladins do not accept members. They search for them, and members are revealed to Paladins through a vision or prophecy. Potentials must then undergo a trial, and virtually every trial a Paladin-hopeful goes through is potentially fatal. Paladinhood requires absolute certainty and skill; and having complete faith does not mean one will survive, for skill and cunning are also required.

Tested Skills:

Paladins test in every magic skill, every combat skill, every scholarly skill, and medicine, herbalism, survival, tracking, stealth, riding, and performance (acting/diplomacy.) They are also required to be able to repair every bit of equipment they own (several kinds of craftmanship) but they are not tested in this.

Entrance into the Guild:

Entrance requires that the Paladins receive a vision or premonition about the PC. OOC, this means that the player must have demonstrated good roleplaying skills and the capacity to use the power within this guild responsibly. It is not enough to say "I'm a holy fighter"; in that case, seek out the Questors or a similar group for other religions.

The Guild Trial for entrance is a test of the paladin's righteousness, morality and zeal. Before the trial is begun, the candidate is told that the trial involves the possibility of dying, and this is true. The Guild Trial involves magical visions that tempt, torture, and attack, and if the visions successfully breach the paladin's morality, the Darkness will consume them and necessitate their death. It is not possible to dissemble before these visions; and those with intent to infiltrate the paladins or who already serve the darkness are killed outright as the first vision begins.

Advancement within the Guild:

initiated Paladins, regardless of their skill levels, are Squire-Paladins. They are not permitted on their own and are similar to apprentices--they may not leave until the Paladins have deemed them capable of their duties.

After a Squire-Paladin has been deemed worthy, he becomes a Knight-Paladin. He must have two skills at Advanced and four skills at Proficient, and there must be one each of a magical, battle or scholarly skill among them in order to be well-rounded. He must also pass another exam, proving his understanding of the duties of the Paladins and living them to the best of his ability. Passing confers the title of Knight, making him a Noble without the responsibilities or privileges of land or servants. A Knight-Paladin often adventures to further the goals of the Paladins. While a squire-Paladin is considered an acolyte of sorts, to the common people a Knight-Paladin is a full paladin and accorded with much respect and sometimes even fear.

A Knight-Paladin who has obtained Expert in any one skill and has three Advanced skills, one each of a magical, battle or scholarly skill among them, may take the exam for Lord-Paladin. The exam consists of proving his understanding of sacrifice and the 'longer view' of their duties, a sometimes harsh reality that most see as clashing with the concepts of Good and Justice. To pass, the candidate must seamlessly reconcile his beliefs in Good and Justice with sacrifice of others and the 'long view.' Passing confers the title of Lord, which brings with it lands, servants, and money. Each Lord-Paladin is required to see to the training of his personal army, his lands revert to the Paladins when he dies and he must often travel to see to his duties and the protection of Telgard.

In each of these advancement exams, failure means death, for the Paladins will not permit someone who is not wholly committed to the cause. Every candidate is warned of this possibility before they take the test...accepting the possibility of death will be necessary in order to pass each test.

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