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Guild Specifics

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Guild Specifics

Post by Alucard on Fri Feb 16, 2018 10:54 am

Each guild across skyshard has unique rules and tenets that members are expected to adhere to. Should a member be caught breaking these rules, they could be suspended by the Guild. This goes for the trainees all the way to the top brass! Below are the basic rules and regulations broken down for each official guild.


Last edited by Alucard on Mon Feb 19, 2018 3:37 pm; edited 1 time in total
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Re: Guild Specifics

Post by Alucard on Fri Feb 16, 2018 11:03 am

MAGE'S GUILD


I. Purpose

The Guild of Mages provides benefits to scholars of magic and established laws regarding the proper use of magic. The Guild is dedicated to the collection, preservation, and distribution of magical knowledge with an emphasis on ensuring that all citizens of Skyshard benefit from this knowledge.

II. Authority

The Guild of Mages was established in Skyahaed in the year 183 of the First Era by Gaius Maro and Tiber III. It was later confirmed by the "Guilds Act" of The Council of Kings.

III. Rules and Procedures

Crimes against fellow members of the Guild are treated with the harshest discipline. Whether a member may regain their status in the Guild is determined by the Arch-Mage.

ADDENDUM: Effective 3E 131, any guild member commiting a crime against the guild is to be suspended immediately. The suspension may be lifted at the discretion of the Steward of the Council of Mages. Any guild member receiving multiple suspensions may, at the determination of the council, be summarily and permanently dismissed from the guild.
IV. Membership Requirements

The Guild of Mages only accepts candidates of keen intelligence and dominant will. Candidates must exhibit mastery in any of the great schools of magic. Candidates must also display practical knowledge of enchantments and alchemical processes.

V. Applications for Membership Candidates must present themselves to the Steward of the Guild Hall for examination and approval.





Note** Steward of the Guild Hall = Arch-Mage
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Re: Guild Specifics

Post by Alucard on Fri Feb 16, 2018 11:24 am

KNIGHT'S GUILD


Below are outlined the codes and vows taken and sworn to by all who join the Knight's Guild. From the newest squire to the oldest Knight-Commander, these are their vows.



  • To fear Nytos and Arus, and protect the sanctity of The Vatican.
  • To serve the King with valor and faith
  • To protect the weak and defenseless¬†
  • To give succor to widows and orphans
  • To refrain from the wanton giving of offense¬†
  • To live by honor and for glory
  • To despise pecuniary reward
  • To fight for the welfare of all
  • To obey those placed in authority
  • To guard the honor of fellow Knights
  • To eschew unfairness, meanness and deceit
  • To keep faith
  • At all times to speak the truth
  • To persevere through any enterprise begun
  • To respect the honor of women
  • Never to refuse a challenge from an equal
  • Never to turn your back on an opponent


Below are the virtues that are viewed as important for being the "perfect knight"


  • Faith
  • Charity
  • Justice
  • Sagacity
  • Prudence
  • Temperance
  • Resolution
  • Truth
  • Liberality
  • Diligence
  • Hope
  • Valour¬†
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Re: Guild Specifics

Post by Alucard on Fri Feb 16, 2018 12:14 pm

ASSASSIN'S GUILD

The Guild of Assassins does not have many rules, as to be expected from contract killers. Though, they have five tenets that they adhere to religiously. Should one break a tenet theybare expelled from the guild and immediately have a contract made on their head.

Tenet I. Never dishonor the Guild Master. To do so is to invoke the Wrath of Enos.

Tenet II. Never betray the Guild or its secrets. To do so is to invoke the Wrath of Enos.

Tenet III. Never disobey or refuse to carry out an order from a Guild superior. To do so is to invoke the Wrath of Enos.

Tenet IV. Never steal the possessions of a Guild Brother or Sister. To do so is to invoke the Wrath of Enos.

Tenet V. Never kill a Guild Brother or Sister. To do so is to invoke the Wrath of Enos.
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Re: Guild Specifics

Post by Alucard on Fri Feb 16, 2018 12:31 pm

THIEVE'S GUILD

This guild is not known for its niceties. It has a great chance of reward, but a great chanve for risk. While many thieves work together and have an almost familial bond, their rules do not do anything to encourage this behaviour.


  • Do not interfere with another's mark
  • Do not draw unwanted attention to the guild
  • Do not murder
  • Do not steal from the guild
  • Every member for themselves
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