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In
Telgard, there are two types of 'guilds'. Both of them are
groups of people with similar interests and/or occupations.
Both strive to create 'standards' and rules that their members
must follow, and at the same time protect their members from
unfair, outside influences whenever possible.
The
difference between the two types is that regular guilds just
go that far. Elite Guilds, on the other hand, are to regular
guilds as a purebred racing stallion is to a common mule;
they are better-skilled, better-taught and for the most part,
more powerful as well.
Any
player may claim to be a member of a common guild; such are
for roleplaying purposes and there are no tests or admittance
fees that need to be roleplayed (if a guild does have such
a fee or test, it's assumed OOC that the player passed or
paid it). Continued membership is easy; one need only adhere
to the ideology of the guild, pay such fees as are required,
etc. Failure to do so may result in banning from the guild,
if the moderator deems it necessary.
Elite
Guilds, however, often do require tests. Some won't accept
applicants but only people they have been watching and deem
worthy. All of them have certain rules which must be followed.
Becoming part of an Elite Guild is no easy task, and successful
entry is worthy of entrance into the Hall of Heroes.
Like
a regular guild, Elite Guild members must pay attention to
the rules and pay such fees as are required. The advantage
of being an Elite Guild member over a regular guild member
is that Elite Guilds are better teachers in their specializations,
and members thus enjoy an advantage over regular guild members.
Elite Guilds have more power and resources to devote to protecting
their members, whereas regular guild members, even if they
wish to, often cannot fully protect their members. Finally,
Elite Guilds hold the secret to safely teaching Magic. While
hedge witches and wild mages may also teach magic, they do
not know this secret and so magic becomes a very dangerous
practice; not only because magic is often feared by the common
folk, but because the magic itself may Scar the mage without
the protections a Guild can offer.
Elite
Guilds hold many advantages, but one must work for them; entry
into and advancement within a guild requires a Guild Trial,
which is held on the Guild's forum. Some guilds allow retesting
in case of failure; others trials are lethal. When one must
have a Guild Trial, one is removed from their IC thread and
moved to the Guild Forum. If they pass (or maybe even if they
fail) they are moved back to their IC thread on the main forums.
The
Guild Forums also serve as gathering-places for members of
each Guild. These forums are password-protected and so only
a member of a particular guild may surf these boards. However,
these are considered 'semi-in-character' and players may interact
with fellow guild members here even if they have a main IC
thread--unless they are in a Guild Trial.
Each
Guild also tests certain skills, listed in the description.
This testing is done in the main IC thread and so the character
need not move to the Guild Forums for this testing. A PC who
has been successfully tested in a skill is considered to have
an advantage over a PC who has NOT been tested in the skill,
even if they have the same skill level. This testing is done
when a PC is ready to advance in skill level; failure means
failure to advance, but these skills can be retested many
times.
In
the descriptions of each Elite Guild, you will find;
1.
The title of the Guild
2.
The Head of the Guild and his/her/their role
3.
A short description
4.
Such skills are are commonly tested
5.
The rankings that can be achieved by a PC and the requirements
to advance within the ranks.
A
note on Paladins and Holy Knights. The only Paladins in the
game are the Paladins of Dargotten, and it is a name reserved
solely for members of this group. However, they are not the
only holy knights; each religious group may have its own version
of a 'holy knight.' For instance, the Church of Telgard has
the Questor.
PCs
who are members of 'alternative religions' may choose to become
a 'holy knight.' Their title is 'holy knight' and never Paladin,
however; only the Paladins of Dargotten are entitled to the
word 'Paladin' and transgressions are punished harshly. These
PCs must succeed at any Elite Guild trials required by their
Guild before they have truly earned the title 'holy knight.'
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