I have previously posted rules about my gameworld called Gea. All of this info is free for you to use. Please let me know if you do. Send any comments to Beolynx@io.com. Well, you might want to be thinking about whether or not you want to join a guild for whatever reason. Note that there are many guilds, these are the biggest. Note that the Thieves Guild may just be a rumor ;) ;) ;) :O -*-*-*-*-*-*-*-*-*-*-*-*- Wizards Guilds on Gea General Notes The monastic orders of St. Kurgan and St. Myrddin spend large amounts of time researching the magical arts. These orders also have a branch which consists of organizations of Wizards Guilds. Members of these guilds must take certain oaths, and receive special training in return. To join these guilds, one must have acquired a status level of one (unless accolytes) and have magery. It is pointed out that there are many wizards guilds (spell casters with status) and mages guilds (any status) that are not affiliated with any monastic order. Below are guidelines for membership in the Wizards Guild of St. Kurgan and St. Myrddin. WarMages/Wizards Guild of St. Kurgan: 0 points Patron: Large and powerful; Access to unique spells, special training (+20) Duty: Serve and Obey Kurganite Order and Wizards Guild (-10) Duties of Order: Heal the poor, protect the innocent, spread the gospel, serve all races. Anonymously cast beneficial spells for the poor; Gather healing herbs. Vows: Chastity [this is not celibacy] (-5), Tithe to Kurgan Order (-5). Reputation: -1 from heretics, +1 from Christian peasants. Must learn certain spells and skills, depending on circle of membership, guild needs. Badge of rank is a star (WarMage) or wand (Wizard), one for each level of status, both are colored emerald green. Wear green headband, turban, beret, skull cap, or helmet. Prefer Opal and Emerald powerstones. Wizards/WarMages Guild of St. Myrddin: -5 points Patron: Powerful, Access to unique spells, some special training (+20) Duty: Serve and Obey Myrddinite Order and Wizards Guild (-10) Duties of Order: Heal the poor, teach the unlearned, spread the gospel, obtain knowledge. Be inquisitive, keep extensive diaries, tolerate nonheretical protestants. Vows: Tithe to Mryddin Order (-5); Diet - Won't drink water [unless magically pure], only eat balanced meals [meat or dairy, bread, veggie or fruit] (-5), Chastity (-5) Reputation: -2 from black mages, +1 from Christian peasants Must learn certain spells and skills, depending on circle of membership, guild needs. Badge of rank is a star (WarMage) or wand (Wizard), one for each level of status, both are colored blue. Wear large white star on person. Often have sapphire earring button. Prefer Sapphire and Diamond powerstones. Wizards/WarMages Guild of Furbong: 5 points Patron: Powerful, Some training and services (+15) Vows: Tithe and fees to Guild (-5); Share knowledge/spells/research (-5) Must demonstrate proficiency in 4 colleges and teaching. Must teach 10 classes/ circle. Unafiliated with the Church. The largest wizard guilds in the largest old world cities may have wizards up to the 6th or 7th circle (circle = status). In the large colonial towns, the main guild may have a fourth or fifth circle wizard at any given time. Getting into the inner circle of these guilds will have its own price, and restricts the player to that city for any special training and learning. Switching back and forth between nonmonastic guilds or monastic guilds is a good way to lose the trust of all mages in the area, and will earn the player a bad reputation with spellcasters. Giving or selling guild secrets to another guild (monastic or otherwise) is a fast way to die. If you think they won't know, read the sections on Information and Mind Control spells (heh heh heh!). Yes, there are necromancers and witches guilds (covens). Finding them in the first place is pretty dangerous....... Notes on Warriors Guilds General Notes The warriors guilds spend large amounts of money researching the martial arts, representing warriors interests, training, and throwing really rowdy parties. Members of these guilds must take certain oaths, and receive special training in return. To join these guilds, one must have acquired a proficiency with weapons. Knights guilds usually oversee warriors guilds and often have very friendly relations. Below are guidelines for membership in the Warriors Guild of St. Conan, Furbong Branch Warriors Guild of St. Conan: 0 points Patron: Powerful, Some training and services (+15) Vows: Tithe to Guild (-5); Share knowledge/training/experiences (-5) Duty: Must take some jobs or side jobs on occasion (-5) Bonuses: Easier to become knight or squire if already in warriors guild. Must pass tests at each level. Must earn spurs. Must teach classes. Notes on Thieves Guilds General Notes The thieves guilds spend large amounts of money researching the stealthy arts, representing thieves interests, training, and throwing really wild parties. Members of these guilds must take certain oaths, and receive special training in return. To join these guilds, one must have acquired a proficiency with stealth, making contacts, and eluding capture. Below are guidelines for membership in the Thieves Guild of Janzinary, Furbong Branch Thieves Guild of St. Aladin: 0 points Patron: Powerful, Some training and services, covert (+15) Vows: Tithe to Guild (-5); Silence/Secret (-5) Duty: Must take some jobs or side jobs on occasion (-5) Bonuses: Guild fences. Higher circles have good perks. Must pass tests at each level. Must earn picks. Must teach classes. /< /< @{\\\\\\{@}###<=======================================- John Jackson \< Beolynx@io.com \<