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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 ORDINARY GUILDS

The Ordinary Guilds are just that...ordinary. They do not test in skills, nor are there significant guild trials to advance. They are a roleplaying tool only, for those who wish to be involved in an organization but do not have the skill or inclination to test for one of the Elite Guilds. Players may simply claim to be a member of such a guild and then follow the guilds' rules; there are some exceptions noted within the description of the ordinary guild.

The Church of Telgard:

It is possible to be a member of the Church of Telgard without joining the Elite Guild. One becomes a member of a particular activity, for instance, leader of Scripture Study or helping to organize various charities. One does not gain a title of any sort, however, and one's position is voluntary--it is not paid.

The Bardic Guild:

Serving a similar role as an unelite version of the Syrithians, the Bardic Guild gathers information. Their bent is more towards performance, however, than the dusty Syrithians and there are colleges devoted to teaching music, performance, and other such skills to produce excellent performances. One must pay dues to the Guild, on the range of twenty gold a year.

The Merchant Guild:

The Merchant guild makes profit. They are spread all over Telgard with its most powerful members being in Korresh. They serve as money-lenders and insurers as well, and for the most part determine the market value of each Kingdom's coin. One can be a Merchant easily enough, but must make application to be a money-lender or insurer.

The Mercenaries' Guild:

The Mercenaries' Guild is rather small; the lasting peace that has existed between the five Kingdoms for so long has caused their numbers to diminish. However, there are enough skirmishes between certain lords, tribes, or otherwise that their services come in handy. All Mercenaries are part of the guild and pay 25 gold a year for the privilege. The Guild is divided into Companies; a lord in need will hire a particular company, whose reputation depends on its leaders and members. Membership in the guild permits individual mercenaries to surrender peacefully and without harm, something all lords abide by if they want the ability to hire future mercenaries, and are entitled to petitions against their company leader if necessary. They are also entitled to healing if they fall on the battlefield.

The Healers' Guild:

The Healers' Guild has ties with the Phrenions, and serves much the same purpose. Membership usually is automatic when one has finished University training as a healer or equivalent education. Healers pay dues to further the study of medicine and in return get legal fees reduced or eliminated or reduced costs for supplies.

Hunters and Trappers:

This Guild has very little influence except in very remote areas where hunters and trappers are the equivalent of the Merchant's Guild. Otherwise, most hunters and trappers have never even heard of the Guild. The H&T Guild ensures that hunters and trappers do not invade each others' lands and lines and settles disputes of territory.

Guides:

The Guides are explorers and pathmakers, usually skilled in cartography and navigation of some sort. They help people get to places most don't know about, and sometimes to search out a new route to a common destination. The Guild ensures that there are no false advertisers and maintains that all guides are fully capable of what they claim.

 

 

 

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