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Telgard Tribune

A Brief Look at the Guilds of Telgard
  by Xiandrianne Bai'theylsha, Scholar (Apprentice)

Guilds in Telgard are made up of people of all races who share a same overriding principle. It is first necessary to mention that there is a distinction between Elite Guilds and non-elite guilds. The non-elite guilds are frequently affiliated with a certain profession, such as bards, merchants, mercenaries, or my own guild of scholars. They are often loosely organized and structured regionally. One must seek these guilds out, for they rarely actively recruit members, but their presence is common and well-known, so this is no hardship.

The Elite Guilds, in contrast, are composed of individuals who share a specific goal, generally regardless of race or location. Entrance to these Guilds requires a Trial, the particulars of which vary from Guild to Guild, but frequently include tests of magic. The Guilds which are known in Telgard are:

Lawful Guilds
Unlawful Guilds
Bladesingers Brotherhood   Assassins
Children of Faeterna Church of Telgard   Thieves Guild
Paladins of Dargotten Phrenions   Cult of the Wyrm
Red Order Rangers Guild   Dark Enclave
Syrithian Order      

Bladesingers:

The sole purpose of the Bladesingers is the defense of Telgard against the return of the Dark Enemy. The only guild of battle-mages, they are often confused with the Paladins, but the Bladesingers do not worship any particular god or deity of the Pantheon. Rather, each member is allowed to determine her or his own faith, as long as she or he upholds the sworn duty of the Bladesingers to guard against the second coming of the Dark One.

Accepting of any race or creed able to fit within the Guild's standards, the Guild is housed within the Iron Tower, located somewhere on the coast of Korresh. They enjoy some legitimacy because they train the Imperial Family's oath-sworn elite Guards and army officers--though few know that the trainers of the Guards are actually a magical Guild. Recruitment to the guild often occurs when the Guild takes an interest in a particularly bright or talented individual headed on the path to join the Guards.

The head of the Bladesingers is an exiled ss'tiss named Ssriasst. One of the few of her kind able to wield magic, she brings a heretofore-unknown element to the Bladesingers; the ss'tiss code of honor and their battle-prowess. Bladesingers are mostly found in Korresh; ss'tiss both cannot abide magic and lack the talent that is required for membership, and few of the other races appreciate war and battle.

An Applicant seeking admission to the Bladesingers must demonstrate aptitude for both magic and weapons. She or he must also demonstrate an unwavering commitment to the defense of Telgard should the Dark Enemy arise again. A successful Applicant gains admission to the Guild as a Soldier, and is then brought to the nearest Bladesinger enclave and trained in the arts of war, of tactics, and of using magic on the battlefield. Soldiers may also be trained in medicine, riding, survival, herbalism, cartography/navigation, and engineering. Upon reaching proficiency in several of the above skills, a Soldier may request to undergo the Trial for Lieutenant. The Trial may be repeated up to three times, if a Soldier is not successful.

If a Soldier successfully atttains the rank of Lieutenant, she or he may be sent out on missions to recruit new members, may be assigned to an enclave as a teacher, or may undergo further training to become a Captain. The Trial for the rank of Captain tests endurance, loyalty, and leadership capability, as well as battle prowess. Captains may be assigned special missions, may teach special classes at an enclave, or may command a unit of Bladesingers in the defense of Telgard.

Brotherhood:

Shrouded in mystery, the Brotherhood rivals the Assassins' Guild for the title of 'most secretive guild'. Along with the Bladesingers and the Syrithian Order, the Brotherhood came into existence after the Scourge, presumably to help fill the void left by the demise of the Wizards' Council. This is the only known fact concerning the Brotherhood; all else is rumor and speculation.

It is believed that the Brotherhood is run by a Council of senior members, and is located somewhere in the Ahrin Straits between Korresh and Lirynn, although others believe it is hidden somewhere in the jungles of Mirg. A third theory suggests the Brotherhood is located somewhere under the sands in Tahnn, but this is generally discounted. No one is quite sure what the purpose of the Brotherhood is, but it seems to be a political organization, and it is very likely that many high-ranking members of each Kingdom's government are Guild members.

Thus, it is reasonable to deduce that the Brotherhood recruits new and upcoming talents who have begun to work their way up the administrative ladder. As an Elite Guild, the Brotherhood no doubt tests Applicants in magical talents, and likely in scholar and political savvy as well. It is unknown how many Trials are available to members of the Brotherhood, but presumably, as one rises in the ranks of the government in which he or she serves, one will also rise in the ranks of the Brotherhood.

Children of Faeterna:

The Children, also known as druids in the human tongue, believe that as the Goddess of the World, Faeterna is the Supreme Goddess and that Dargotten and the rest of the Pantheon are secondary to Her.

Their leader bears the title of Heirophant, and the current Heirophant is an elfess by the name of Llylliana. Although members of the Children can be found in any kingdom, and accept all races, their presence is strongest in Lirynn and elves make up the highest number of members.

The Children were originally a dissident member sect of the Church of Telgard, who believed Faeterna had more of a role in the Pantheon than Church doctrine dictated. Denied their beliefs, the Children gradually became more and more separated until finally they splintered off--relatively amicably, considering the reactions the Church has towards heresy. There has been speculation that the founder of the Children of Faeterna was the sister of the Matr at that time, and it was this sibling bond that allowed for the peaceful split. Since that time, the Children have kept a low profile, rarely seeking out new members. This, and their simple lifestyle, ranks them among the poorest of the elite Guilds.

The Children are one of the only groups to remember the common heritage the Ixit and Elves once had. The Ixit are accepted readily into the Children for this reason, however as the majority of Children reside in Lirynn where Ixit are not welcome, there are not any known Ixit members.

Entrance to the guild often requires the Applicant first seek out and identify a current guild member. The Applicant must then pass a Trial, which seeks to test his or her devotion to nature and Faeterna. Those who possess some skill with medicine, wilderness survival, or the ability to commune with nature generally have the most success. Those newly admitted to the guild are referred to as Acolytes. When an Acolyte feels ready, he or she must then pass a second Trial, similar to the first, to become a full-fledged Druid.

Church of Telgard:

The only Guild supported by and open to the general population, the Church of Telgard exists as a dual organization. As the religious face for the most prevalent religion in every kingdom except Tahnn, the public aspect of the Church is just as powerful as any of the Elite Guilds.*

The lesser-known aspect of the Church of Telgard is divided into three branches: those who Serve, those who Judge, and those who Defend. Within the Guild, each member is referred to as a 'One' and each branch is referred as a ‘Calling’. While One may change Callings as often as desired, One cannot respond to more than one Calling at a time. Furthermore, each Calling has its own hierarchal structure, and One who changes Callings may not have as high a rank as was held previously.

Despite being administered separately, the Callings are not exclusive, and One may perform the duties of another Calling, should the Church require it. For instance, One who Serves may be called to judge a criminal, if there is none who Judge available, or take up a weapon if there be none who Defend. In such extraordinary circumstances, One is not considered to have surrendered One’s original Calling. Additionally, One's Calling does not prevent One from choosing a particular monastic order or sect to follow or belong to.

One who Serves is commonly called a Brantar; one who Judges is commonly called a Judicar; one who Defends is commonly called a Questor. To Serve is the most common calling, and thus there are more Brantars than either Judicars or Questors, who are the rarest amongst the Church's ranks. For this reason, if no Questor is available, and the task is beyond the capabilities of a Brantar or Judicar, the Church will often request assistance from the Paladins of Dargotten.

Anyone who desires to may apply to enter the Church, regardless of if they feel a Call. All that is required is a simple test regarding the Pantheon of Dargotten and the Church, and the test may be written or given orally, at the Applicant's choice. Those pass the test are known as Acolytes, and they serve in a similar fashion to the lay priests and nuns of the Church. An Acolyte who does have a Calling will be assigned a mentor belonging to that Calling, and will receive additional training that relates to his or her specialty.

There is no requirement to progress beyond the rank of Acolyte, but those who have a Calling and wish to test again, may request their mentor arrange a Trial. If the mentor feels the Acolyte possesses sufficient mental and moral readiness, a Trial is arranged to test the Acolyte's dedication to his or her Calling. The Trial may take many forms, and the skills tested range from magic, to scholar, to combat, to medicine, and more, depending on the Acolyte's particular talents and Calling.

Passing the Trial promotes the Acolyte to a priest of the Calling; that is, a Brantar, a Judicar, or a Questor, and he or she must now perform the duties related to the Calling.

Most members stop here, but an exceptionally pious priest may elect to take the final Trial to become an Elder of the Calling. Similar in scope to the previous Trial, the Brantar, Judicar, or Questor must prove his or her devotion to the Church, dedication to the Pantheon, and the ability to fulfill the requirements of his or her Calling, in accordance with moral and religious principles.

Elders are responsible for maintaining order amongst the members of their own Calling, often serving as mentors. They may be assigned as envoys or diplomats to the various kingdoms, to represent the interests of the Church.

*Scribe's Note: Details on the hierarchy and history of the Church have been addressed extensively in other reports, copies of which can be found in most of the great libraries of Telgard. (insert link somewhere in this statement)

Paladins of Dargotten:

Paladins are devoted to the defense and well-being of Telgard, and to their moral existence. 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.

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 unparalleled. In times of war, she assumes command even over her co-Lords. Lord-Marshall Aytis 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 equaled.

The third is Lord-Chronicler Drek, a stout dwarven male who has been alive at least 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 inglorious 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 rumored that Drek was once a Syrithian, and it is known that he maintains ties with that group to this day.

All Paladins will have their own specialty: of combat, magic, or knowledge, but must maintain training in the other two specialties, so that they may serve in any capacity that is needed.

Paladins are extremely rare. They are mages with the full sanction of all Kingdoms' governments except Tahnn, and may pass any border except that of the desert lands, unmolested. Even Tahnn, the Paladins may be able to cross freely if it is not a time of war, for the ss’tiss have no desire to anger each and every of the Dargotten-worshipping kingdoms.

All Paladins 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, who then journey out to discover the possible new recruit, referred to as a Potential. Because their numbers are so few, all Paladins who are available will seek out the Potential and whoever finds him or her first will administer the Trial.

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

The entrance Trial is a test of the Potential's faith, morality and zeal. Before the Trial begins, the Potential is informed that the Trial involves the possibility of dying, and given one chance to opt out. Successful Potentials, regardless of their level of skill or experience, are referred to as Squire-Paladins. They are not permitted to venture out 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 or she becomes a Knight-Paladin. 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 trained to improve his or her skills and lived in accordance with Paladin principles, may take the exam for Lord-Paladin. To pass, the Knight must seamlessly reconcile his or her belief in Good and Justice, with sacrifice of others and the 'long view.' Passing confers the title of Lord, which brings with it lands the Lord may rarely visit, servants, and money. Each Lord-Paladin is required to see to the training of a personal army. Upon the Lord’s death, his or her lands revert to the Paladins.

Phrenions:

The Phrenons promote healing (physical and mental) for all. After the Rose Plague struck Tegn, killing many, a group of mages wondered if the plague could not have been prevented. They banded together, naming themselves after their leader, and began studying medicine, botany, sanitation, and psychology. At first, the Phrenions only studied human physiology, but as the organization began to attract members of all races, their knowledge grew and they quickly gained a significant presence in every Kingdom.

Although all Phrenions are mages, the general populace views them more as herbwitches or wisemen, and if there are any suspicions that the Phrenions are magic-users, it is ignored. The Phrenions themselves rarely discuss their own magical talents, preferring to view it as simply one of a number of healing tools available to them.

As one of the most open and accepted of the Elite Guilds, it is not difficult for someone who is interested in joining the Phrenions to arrange for a Trial. An Applicant will be tested in magic talent and medicine or herbalism at the very least. She or he may also be tested in scholar, craftmanship or artistry, or even wilderness survival skills. Many Phrenions are solitary wandering healers, thus it is important that they be able to live off the land, as circumstances warrant.

If the Applicant demonstrates some aptitude for healing, but fails the Trial, she or he will be invited to join the local Healers' Hall (if one exists nearby), to work with other non-elite healers. A successful Applicant, however, is accepted into the Phrenions and assigned the rank of Initiate, and a mentor. Depending on the Initiate's preferences, the Initiate will be assigned a stationary mentor--usually based in a city or large town--or will accompany a mentor on his or her circuit through the countryside. In addition to training in the healing and magical arts, the mentor will assist the Initiate in gaining the trust of the people.

Once the mentor feels the Initiate is ready, a second Trial occurs, usually without warning. The Initiate is left to manage a crisis on her or his own, although the mentor remains nearby to intervene if necessary. Passing this second Trial means one is now a full member of the Phrenions, and is granted autonomy to determine where her or his skills are most needed. This can be as a wandering healer, setting up permanent residence where healers are commonly needed, doing research to discover new cures or inventions, or as a mentor to new Initiates.

Red Order:

While you might get a Red Order member (called a Red) to admit that money can't buy happiness, he would quickly argue that money buys the things that lead to happiness, such as this happy potion he just happens to have for sale...

The Red Order's only goal is to make money, and lots of it. They are generally law-abiding, believing that the road to profit is best travelled away from jail cells and territorial disputes with the Thieves' Guild. All other avenues are fair game. This makes them similar to a blended version of the non-elite guilds, for they may pursue trade, the arts, or mercenary work, to name a few. Also like the non-elite guilds, each Red is required to surrender five per cent of all earnings to the Guild. This can be paid using goods or labor, depending.

Where the Red Order differs from the non-elite guilds, and why it is considered an Elite Guild, is its willingness to dabble in magic and to use magic for profit-making, despite its illegality in several kingdoms. The leadership is composed of a Council of five mages, each of whom control a considerable amount of wealth and direct the resources of the Enclave. Underneath them is a large bureaucracy which nonetheless actually manages to accomplish its work with reasonable time and accuracy.

In addition to paying dues, Reds must guard the monopolies of the Order and may never reveal any secrets learned therein, especially as regards to magic. They are generally expected to follow orders from the Council of Five. Overall, the Order's rules are simple; 'obey the Order, pay your dues, and don't do anything to get us into major trouble.' Failure to follow these rules results in a hefty fine, which increases with each successive incident, and eventually results in banishment from the Order.

To enter the Guild, one must prove one's money-making capability. The Trial loosely requires that a Petitioner use any skills she or he may have to sell something ordinary and worthless, such as a glass of water or handful of dirt, and make an unexpected or unreasonable profit from it.

Further Trials follow a similar formula, designed to test how much profit the Red can make for the Guild. Each success means that the Red is given more responsibility, more power, and more access to the Guild's coffers--for the purposes of making more money, of course. The Red Order is the only Guild to allow unlimited retrials; the Order is always willing to allow someone the chance to make more money for them.

Rangers' Guild:

The Rangers are considered the guardians of the land, and they are the least cohesive of the Elite Guilds. Their structure differs somewhat in each Kingdom, and they declare nominal allegiance to the crown that rules the land they reside in. The Rangers thus have five leaders, one in each Kingdom.

In Korresh, the Rangers are led by Timlen, a human woman of no mean skill and a great deal of attitude. Arawnwen leads the Lirynn branch, and the rumors say she was once a high-ranking human noblewoman who turned her back on court life to embrace the forests. Garr is led by Gyalm, a tough dwarven male who rarely finds himself underground and doesn't miss the darkness. The Tahnn Rangers are led by Shremmli, a male misharr quick to scorn those not strong enough to withstand the desert he is so proud to know. Scree, a female goblin has managed to stay alive in the Big Green longer than any other, leads the Mirg Rangers.

Though nominally loyal to the land they live in, it is the land itself, rather than the person who rules it, that holds their allegiance. Whether hermits, travellers, guides, woodsmen, or something similar, Rangers are generally highly individualistic people who prefer staying away from the crowds of towns and cities and living off of the land. Rangers often move from place to place, usually alone, although sometimes in pairs. Partnered Rangers are often related by marriage or blood.

Despite not having a stationary Guild location, all Rangers of a particular Kingdom know of certain meeting places, and they meet with each other relatively often to compare notes. Once a year, the leaders of each branch of the Rangers meet, rotating through the kingdoms, and renew their commitment to guarding the land.

Although having no particular religious affiliation, the Rangers do share a mutual dedication to nature with the Children of Faeterna, and the two Guilds have been known to assist each other with training or other tasks.

The Rangers do not require or test in magical skills, although being a mage is not necessarily an impediment to admission. However, the attitudes of each individual branch of the Rangers loosely tends to reflect the attitudes of the Kingdom in which they reside. Thus, the Rangers in Tahnn will firmly discourage magic users from applying, whilst the Rangers in Garr, Mirg, and Korresh are more relaxed. The Lirynn Rangers prefer to operate using a 'sight-unseen' policy, whereby mages are accepted, so long as they are discreet.

Applicants can be tested in a variety of skills, although usually will only be tested in one or two. Skills that are likely to be tested include combat skills, survival, tracking, herbalism, medicine, hunting, riding, stealth, animal training, and cartography/navigation. Although the Rangers will not share the secrets of a Race Skill with a member not of that race, Applicants can be tested in their Race Skill, if a suitable judge is available.

Entrance into the Guild is simple, but not easy. Applicants must prove their ability to live off of the land. Though circumstances vary, a commonly-employed Trial is to place Applicants out in the middle of nowhere, naked and with no equipment, and require them to find clothing, a weapon, and a trophy before three days is out. The Trophy must be something that was dangerous or risky to obtain.

If successful, the newly-accepted Ranger is partnered with a more experienced Ranger, who is responsible for teaching the junior Ranger how to safeguard the land. Depending on the mentor's personality, this can sometimes lead to conflict or friction, due to the individualistic and rather stubborn natures of most Rangers.

After a period of training, junior Rangers undergo a second Trial that tests their dedication to the land. This could involve stopping poachers, guarding against exploitation of the land's resources, or gaining the trust of wild animals. Upon successfully completing this second Trial, Rangers are left to their own devices, to protect the land however they feel best.

Syrithian Order:

Information. The Syrithian Order is perhaps the most powerful Order in all Telgard, for it values and pursues information above all else. The duty of each member of the Order is the accumulation and preservation of knowledge, and Syrithians will often go to any ends to obtain knowledge both new and arcane. This information is then brought to a Guild Hall, if possible, and carefully recorded and stored. Halls exist in multiple locations across all of the Kingdoms, although the Grand Hall is believed to be located in Lirynn.

The current head of the Guild is Chaney, a human male whose sports activities belie his absolute passion for knowledge. Some have referred to him as the "Spymaster", hinting at a shadowy side of the Syrithian Order, which is rumored to engage in the manipulation of information as opposed to simply collecting it. Although no one is entirely certain how many members the Syrithians have, besides the Order itself, there is widespread speculation that Guild members are present in high positions throughout all of the kingdoms.

While all races are welcome, the Syrithian Order especially values the contribution of the minotauri, whose natural memory advantage and wandering tendencies make them well-suited for the task of gathering information. The Order is also slightly different from most of the other elite Guilds, in that non-Guild members are permitted access to some of the records and archives, usually in exchange for providing other knowledge.

The Syrithian Order is often aware of potential new recruits before the individual even expresses an interest in the Guild. Often, a Syrithian will meet up with a potential Applicant and evaluate them secretly for some time, before extending an offer to test into the Order. If the offer is accepted, the Applicant will likely be tested in scholar and magic skills, as well as their ability to collect, evaluate, and preserve knowledge. Successfully passing the Trial grants the rank of Apprentice, and most Apprentices will register with a specific Guild Hall, although they may travel between several.

Apprentices have access to more information than the general public, but are still restricted from the more sensitive areas of the Syrithian archives. Any Apprentice found to have trespassed these areas is immediately forced to undergo a second Trial. Apprentices rarely survive if they fail this second Trial. Those that do survive are the unlucky ones. However, if successful, he or she is now considered an elite member of the Syrithian Order, with access to nearly all of the Guild's knowledge. In order to gain access to all of the knowledge protected by the Syrithian Order, one must successfully reach the innermost circles of those that lead the Guild.

Assassins' Guild:

Little information is available about this order of hired killers, but an old letter hidden in the archives of the Library of Tegn, offers a clue. According to this document, the Assassins' Guild was initially part of what is now known as the Thieves' Guild, but came into existence when several members of the Guild refused to carry out assassinations. To prevent a serious and deadly rift from shattering the Guild, leaders of each faction worked out an agreement whereby the business of murder was the sole province of the newly-formed Assassins' Guild. Nowadays, the two Guilds generally do not associate with each other, but each recognizes their shared heritage and respects the boundary between them. Consequently, members of the Thieves and the Assassins are cautioned to avoid trespassing on the other Guild’s territory, and anyone who is found to have strayed is given one chance to switch allegiances. However, they are required to take the Trial of the Guild they have switched to, and even if successful, are often scorned or looked down upon by members of the new Guild.

Currently, the Head of the Assassins' Guild is a misharr male named Heshyn. He is rumored to be surprisingly strong for one of his race, although common belief holds that it was not his strength that gained him the leadership position. Below him are his officers, whose ranking depends solely on Heshyn's whims. If Heshyn were to die, the strongest members of the Guild (often, but not always officers) will fight amongst themselves until one emerges victorious as the new Head.

Like the Thieves, the Assassins' Guild is spread among each of the five Kingdoms, though their presence is stronger in Mirg and Korresh. The Main Chapterhouse, where Heshyn is said to reside, is suspected to be within one of the many ruins that dot the plains of Korresh.

Assassins hold to a strict hierarchy and code of conduct that rivals that of the Paladins. Assassins may never reveal the name of the person they are working for, their place within the Guild, who their superior is, or who their target is. They are taught stealth and martial training, as well as how to use distance weapons. Those with magical skills are uncommon, but enjoy additional advantages in completing their contracts. The reasons they are given a contract may be moral or immoral, but it is up to their superior to accept it on their behalf. The first punishment for breaking any rules is a flogging; the second punishment is death.

Despite their harsh rules, the Assassins are a brotherhood, despite nearly always working alone. The Guild rewards successful Assassins generously and sees to their education and medical care. The Guild will do everything in its power to free an Assassin who has been imprisoned, unless the Assassin has broken one of the rules. More often than not, they are successful.

If the Guild is betrayed by one of its members, every Assassin takes it very personally. There are no excuses for betrayal, and any Assassin will gladly hunt down his ex-brother free of charge--though returning the traitor to the Guild often results in great rewards.

Occasionally, the Assassins will recruit outside of their own, usually when they discover a particularly talented freelancer who is encroaching on their contracts, and they may also get a stray recruit or two who has crossed over from the Thieves’ Guild. However, most Assassins come to the Guild as children, purchased through the slave markets. In this way, the assassins can perpetuate their brotherhood and instill their strict code of conduct from an early age. The child is raised among the Assassins and when he or she comes of age, they take the Guild Trial to enter the actual Guild.

The Trial itself consists of doing distasteful, painful, or sacrificial, in order to prove that no pain or moral will get in the way of following a Guild's Orders. Those who pass are named Novice. Novices may not take their own contracts, and they are supervised and ordered about by a superior.

Once the superior is satisfied that the Novice is capable, he or she will be sent to complete a contract alone. This is the only time that the Guild will not intervene to save a captured Assassin. If the Novice manages to escape, he or she will get one more chance to successfully complete a contract. A second failure means death.

If the Novice is successful, he or she is considered an Independent and allowed to take on their own contracts. Rarely though are Assassins directly contacted, and so most of their contracts will still be passed to them through the Guild.

An especially successful Assassin who attracts Heshyn’s attention may earn an opportunity to become an Officer, though none know what this entails.

Thieves' Guild:

For the right price, the Thieves' Guild will take on nearly any job, no matter how unsavory, short of assassination. Once, this was the only criminal guild, but a difference of opinion let to a surprisingly peaceful separation. Now, the Thieves and the Assassins have a gentleman's agreement, whereby neither encroaches on the others' territory.

Like the Rangers, the Thieves are led regionally. The leaders meet at the Thieves' Council, held in highly-protected abandoned buildings, an unknown number of times a year. No one knows the true names of the regional leaders; they all go by aliases. Skaven, in Korresh, has the strongest hold over his people than any other regional leader. He essentially owns the outer slums of Maston, but is a force to be reckoned with throughout the Kingdom.

By contrast, the Raven in Lirynn rules over a positively pitiful group; the communistic history of the elves has led to the near non-existence of thieves in Lirynn. Only very recently have the thieves found much reason to be in the land of the elves.

Mirg has the highest population of thieves besides Korresh, and they are ruled by the Adder. It is believed that the Adder is a diminutive male goblin, but this rumor is unconfirmed. In Garr, the Thieves' Guild is especially involved in the 'distribution' of gemstones and magical items. Their leader is a delfae known as the Bat. The Thieves have a moderate presence in Tahnn, as the harsh desert offers little in the way of valuables, also provides convenient hideouts. The Tahnn group is ruled by the Scorpion, a female ss'tiss whose skill with the Sunblades is well-known.

While not all crimes committed are the work of Guild members, and small-time criminals can operate long-term without hassle, anyone who enjoys enough success to attract the attention of the Guild will be presented with two options: join or retire. Those who attempt to do neither will quickly learn the error of their ways.

Making contact with the Thieves' Guild is quite simple: engage in enough illicit activity to attract their notice and accept their offer to join. The Thieves test in any of sleight-of-hand, stealth, lock-picking, disguise, performance, scholar, weapons, tracking, and herbalism. They do not test in magic, but willingly accept mages, especially those with sentient talents.

The Guild operates under a rigid hierarchy, both to minimize the chances of an inexperienced thief being caught, and to prevent members from inadvertently crossing paths. An Apprentice is given jobs and told who to target; he or she has no discretion. Most apprentices resent this intrusion when they previously had the freedom to choose how to conduct their affairs, but the Guild makes it most clear that a lack of discretion endangers the Guild. Each apprentice receives a small percentage of the profits he or she brings to the Guild, and the Guild will often reimburse any special expenses that are required.

There is no special Trial for joining the Guild, but an Apprentice who has proven his or her ability to follow the rules and successfully complete assigned jobs will be told information about three possible heists or weaknesses that might avail the Guild. The Trial involves weighing the risks and values of each possible heist. Of the three, an Apprentice must make an average profit. That is, if two heists fail, the third heist must be enough of a success to balance the other two and make profit. The Guild is aware that crime involves the potential for failure; what is important is that there is more profit than failure. A candidate who is successful is considered a full Thief and allowed to choose his or her own targets. He or she may also be given special tasks; requests that have been made of the Guild and which the Guild has chosen to assign to this particular Thief.

A Thief who demonstrates incredible skill for crime and profit will be tested again for a chance to gain a leadership position within the guild. This time, the Trial involves only one possibility; the widespread operations are too important to be risked so easily. The Trial functions just like the last one, and must involve an increase in profit to the Guild. Failure, and the Thief returns to his or her previous role; success, and the Thief is admitted to the inner circles of the Guild and begins to exert more influence over its leadership.

Cult of the Wyrm:

Worshipping H'roathyll, the Wyrm, the Cult of the Wyrm is the antithesis of all that is good. They would like nothing more than to see the Pantheon toppled in Dargotten's absence, and H'roathyll ascend as the Supreme Being. For obvious reasons, the Cult of the Wyrm is one of the most secretive Guilds, currently ruled by a Matriarch named Clia, who is believed to be a delfae. Her direct followers are known as the Right Claw and Left Claw, and all followers of the Cult belong to one side or the other.

Those who report to the Left Claw are practitioners of magic, using their dark arts to alter the balance of power in the kingdoms and try to counter the Church's influence. Members belonging to the Right Claw are expert killers and assassins, using their physical battle skills in counterpoint to their magical compatriots.

For security reasons, Cultists rarely meet in groups larger than four. Each group, known as a cell, reports to a Cell Leader, who in turn reports to one of the Unknown. It is unclear whether the chain of command stops here or continues. Only the Cellmaster knows the true identity of each and every member of the Cult, and he or she keeps the information securely coded. No one knows where the Matriarch or her Claws reside, although several people believe it is outside of the land of Telgard itself!

No Cultist has ever spoken about the Trial to enter the Guild, although common belief holds that the Cult of Wyrm particularly prefers to test magic and combat skills to determine whether one will belong to the Left or the Right. Speculation holds that they may also test medicine and tracking or survival skills.

Regardless, it is not possible to simply request a Trial to gain admittance to the Cult. A prospective Wyrm-worshiper must manage to subtly make his or her preference known, without drawing attention from any other organizations who will all attempt to stop him or her. If the Cult does approach a potential recruit and is refused, the candidate is killed. A successful Trial seems to require being accepted by the Wyrm, after which a Cultist is branded with the mark of either the Left or Right Claw.

There are likely subsequent Trials for advancing beyond membership in a simple cell, but no information is available as to what this entails.

Dark Enclave:

Although often accused of seeking the return of the Dark Enemy, the Dark Enclave in fact has no particular preference for that entity or for any of the gods. Each Member is free to practice religion as they see fit. What unifies and drives the Dark Enclave is the lust for power. This also divides them, as most Member would gladly topple their 'brothers' did the opportunity arise. Except when expressly forbidden, they freely backstab and kill each other as rivals for power; only the strong are left alone, and only so long as they remain strong. However, in order to enjoy the benefits of power with numbers, they do obey the Guild's only rule…which is to obey its leader.

For the moment, the Dark Enclave is led by a human, Maithar Dronwn, once a fisherman off the coast of Hasst. He rules with an iron grasp, for anything less would lead to his downfall, and likely death. Possessing a brilliant mind for politics, Maithar rarely intervenes in the competition between Members, preferring to let them sort it out themselves unless it could pose a threat to his rule.

The Dark Enclave gains new Members when someone's particularly dark deeds or suddenly-acquired power catch their notice. After a period of observation to determine if the candidate would make a likely Member, the candidate is kidnapped in the middle of the night and sent to Trial. Failure or refusal mean death. The Trial will often test a candidate's mastery of magic or scholar, although the real requirement is to prove one's ability to obtain power at any cost.

Once admitted to the Guild, the Apprentice now carries out the orders of his master (the Member who forced his Trial) until such time that he or she manages to supplant, kill, or overthrow the master. At such point, the Apprentice becomes a full-fledged Member, and must now try to preserve his or her own power against all comers, while gaining more. The Member may take one or more apprentices, though this brings its own dangers.

 

 

 

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