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THE
SYRITHIANS:
They
Syrithians (sih-RYE-thians) are named for their founder, Syrithe,
an elf devoted to the accumulation of knowledge. The current
head is Chaney, a human male whose sports activities bely
his absolute passion for knowledge.
The
Syrithians do not accumulate knowledge for a purpose; they
are not gathered to save Telgard nor gathered to destroy it.
They will give such aid as they can during the Scourge, of
course; no normal person wants to come under the sway of the
Dark, which is what would happen should the Dark win the next
Scourge. It is simply not what they were created for; which
was to find old knowledge lost since the Scourge and discover
new things no one has ever known. Despite their relatively
small membership, Syrithians seem to know everything, as if
they had the largest, most extensive spy network in Telgard.
Perhaps
they do.
Syrithians
have two rules for their members; gather all the information
you can and give it to us, and do what is necessary to protect
such knowledge as cannot be gathered. There are sites over
Telgard that hold knowledge in their very stones and which
thus cannot be brought to a Syrithian Guild hall; those sites
are protected and guarded against both good and evil, against
anything that might destroy it. Sites like the Wizard's Conclave
in the Ahrin Straights protect themselves, but Syrithians
keep an eye on it anyways, just in case--or perhaps frustrated
that they cannot get the knowledge stored within.
As
a special note, most Syrithians do not look kindly on Taerlon,
the legendary Mage of Telgard. Taerlon restricts their access
to the Wizard's Isle, possesses knowledge he refuses to share,
and interferes in their own knowledge-gathering lest they
learn something--according to him--that is harmful to Telgard
to even be known. Any of them who are involved in researching
something dangers set wards against him, which usually fail--and
which annoys the Syrithians to no end.
Tested
Skills:
The
Syrithians test in all magic skills and scholar.
Entrance
into the Guild:
Entrance
into the Guild is usually a magical test of some kind; a piece
of history is awakened for them, and they live it exactly--not
as the stories tell it, but as it truly happened. Thus, while
the character may be familiar with the piece of history they
are living, they do not know the details or knows some faulty
details. Their duty is to ensure that things come about as
they are supposed to--that is, that the right people die and
that certain events occur. Depending on the historical event,
this can entail quite some maneuvering.
Advancement
within the Guild:
As
an apprentice, the PC gains access to the Guild Libraries
and begins his first and most important task--learning. And
learning. And learning. Part of it must be done through teachers
and the libraries, but other parts may be done by wandering,
adventuring, and individual research.
Advancement
within the guild generally depends on the level of contribution
to the knowledge the guild holds. There is little need for
a Guild Trial at this point as the PC has already proved their
devotion to knowledge and further proofs are rarely needed.
Advancing to the second level is thus a matter of achievement,
not of testing.
The
Third level, however, indicated that the PC has vast quantities
of knowledge, much of it incredibly dangerous. The Guild Trial
to advance to this point tests the PC's knowledge of what
information to share and what information should never be
revealed to outsiders. The test involves severe consequences
should the 'wrong' information get out.
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