Newest Guild
Name: Nights Remedy
Created: May 26, 2008
Status: Currently Active
Icon: 
Board/Member Activity
Post Count: 429
Topic Count: 9
Member Count: 10
Leader Information

Name: Zya
Rank: Nocturnal’s Inquisitor
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"A guild is a wondrous invention, allowing one access to others like yourself."
-- The Adventure's Guide to Guilds
What is a Guild?
"Guild n. - 1.) An association of persons of the same trade or pursuits, formed to protect mutual interests and maintain standards; 2.) a similar association, as of merchants or artisans."
--The Adventurer's Guide to Guilds
A guild is basically a group of people who have banded together due to shared interests.
These people may organize things such as charities, festivals, or what have you, depending upon their interests.
A guild of warriors might use their guild as a place of learning, where they exchange battle moves and spar.
A guild of magicians might spend time testing new spells, compiling tomes of older ones, or teaching new magicians and scholars.
Guilds can be of any requirements, from deities to jobs, and because of this, you might have a group of people who worship Xanthe together as easily as you have a group of knights who all work together to protect the innocent.
It also allows for groups of thieves or mercenaries to band together to keep the prices standard.
What do Guilds do?
"Allowing one easy access to others of your profession or interest, guilds have a variety of duties. Their first and most well known are the sponsorship duties, which include popular annual activities such as the Tournament of Arms or the Winter Festival..."
--The Adventurer's Guide to Guilds
Well, that depends on the guild. A spellcaster's guild would probably have a secretary or librarian familiar with the books and papers on spells and other magical subjects or items in the guild's resources.
A mercenary's guild would have an up-to-date and maintained list of available jobs.
A guild devoted to a specific deity or particular cause would hold functions to continue devotion and further objectives.
Trade guilds (like a smiths' guild or a merchants' guild) would share secrets of the profession and benefit from each other's insights, even maintaining a designated pool of customers.
Also, the Summer Tournament of Arms is now a duty of the guilds.
Guildmasters (those who are the leaders of the guild) will have a place to go where they may discuss who will be hosting the tournament when.
Due to the fact that the Arena is found through magical gates in each major city, the location doesn't change.
However, the hosting guild is responsible for making the guild a success. After all, two guilds with a rivalry wouldn't want to be outdone by each other would they?
For guilds not hosting the tournament, they might be holding in-guild competitions for the right to wear the guild's banner or marker in the tournament.
The way this would be held is up to each individual guild, but it would probably consist of competition brackets similar to those used in the annual Tournament of Arms.
Those who did win the right to bear their guild's name would receive special recognition and probably bring more fame to their guild if they were to win the Tournament of Arms.
Those who don't win that right could still compete; they simply couldn't identify themselves as a representative of the guild.
Along with hosting the annual tourney (tournament), the guilds are in charge of hosting the small celebration in the winter.
Known simply as the Winter Festival, the gates that normally lead to the arena change and then lead into a small, fairly rustic wintry town.
Snow is thick there, and to be honest, no one really knows exactly where it really is.
However, the location is exploited, and it becomes a relaxing period for normally stressed adventurers.
Stories are exchanged, skills swapped, magical spells traded, and so forth.
On a much smaller scale than the annual tourney, the Winter Festival simply offers a time to rest and recoup. The stories exchanged around the bonfire allow adventurers who might normally not meet a chance to visit with one another. A small corralled area is also used for a few small duels that might take place. Granted, the duels are nothing like that in the tourney, but they can be quite enjoyable.
Why Should I Join a Guild?
"Protection! Protection is vital for every adventurer, and guilds are a marvelous way of securing that protection..."
--The Adventurer's Guide to Guilds
Guilds offer a protection that adventurers need. Imagine being lost in a city that you are entirely unfamiliar with.
However, you run into someone, exchange greetings, and perhaps you notice a symbol or a way that they greeted you that signifies that
they are a member of your guild. Within a few moments of identifying yourself as such also, they agree to show you around, help you
get your supplies and such before seeing you off again, perhaps with a friend or two to help you. Wasn't that lucky?
It can happen quite often with larger guilds, and often, the largest guilds will have a base in larger cities.
It is also very nice to be able to enter your guild's hall or base, ask around to find some fellow adventurers willing to join you
on a quest and perhaps split your reward (or whatever it is you are doing). Guilds are basically just organizations designed to split
the burden, joys, and excitement of adventuring a little more evenly among adventurers.
How Do I Contact a Guild?
"A polite letter to the guildmaster (if they are known to you) will normally be enough to secure an invitation, but be wary... some guilds have more frightening invitations than others..."
--The Adventurer's Guide to Guilds
Normally, a simple PM to the guildmaster informing them that you are very interested in their guild will be enough for them to find someone who can invite you into the guild in-character.
If no player is directly near you, the guildmaster has permission to use a small, unimportant NPC to recruit with.
If, while reading through the guild applications, you see one that interests you but it's unofficial (meaning that it doesn't have a sub-board),
then you can make a post expressing your interest. That will mark you as a "sponsorer," and when a guild application has four sponsorers and a guild leader,
it will be approved and made into an official guild.
What if I'd Like To Start a Guild?
"Starting a guild can be a wonderful experience. If you like headaches, grumpy people, and impossible odds. No, seriously. Sure you get some good things back (power and the like), but many deem the return not worth the cost... However, if you're certain you want to suffer that way... the grand council has made a form. Fill it out and post it to them, and they'll review your guild..."
--The Adventurer's Guide to Guilds
Creating a guild isn't terribly difficult. There's fairly simple form you must fill out and post on the guild board.
You will also need four sponsorers (four people interested in joining the guild not including the guild leader).
Once both the application and the sponsorers are posted and known, the council shall review and decide whether or not to approve the guild.
If it is, the one who posted the application shall be named "guildmaster" and the other three people will become members.
From there, it is up to the guildmaster to recruit new members (all new members and sponsorers must be approched and invited in-character).