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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

Institute of the Arcane


I. Purpose

The Institute of the Arcane provides benefits to scholars of magic and established laws regarding the proper use of magic. The School 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.


ADDENDUM 3B-15 : Effective 5E 270, The Founding of the Centennial Holy Grail War was agreed upon in the spring of the Fifth Era, in the Two-Hundred and Seventieth Year by the Triumvirate of Living and Dead Souls. Those humans who deem themselves worthy to compete in this battle to the death are able to enter a pact with one of the gods to be sponsored to enter the competition. The winner of said competition will gain access to a single wish from the Philosopher's stone as well as ascending to Demi-God status.

ADDENDUM 3B-16 : Those participating in the Holy Grail War are allowed to surrender without dying, but will be ineligible to gain any of the rewards of participation at any point in time thereafter.



Note** Steward of the Guild Hall = Arch-Mage


Last edited by Alucard on Tue Dec 25, 2018 11:34 pm; edited 1 time in total
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Re: Guild Specifics

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

Spartan's Creed


This is my shield. I bear it before me into battle, but it is not mine alone. It protects my brother on my left. It protects my city. I will never let my brother out of its shadow, nor my city out of its shelter. I will die with my shield before me facing the enemy.

Below are the virtues that are viewed as important for being the "Perfect Warrior"


  • Faith
  • Charity
  • Justice
  • Sagacity
  • Prudence
  • Temperance
  • Resolution
  • Truth
  • Liberality
  • Diligence
  • Hope
  • Valor 


Last edited by Alucard on Tue Dec 25, 2018 11:36 pm; edited 1 time in total
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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 Hell.

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

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

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

Tenet V. Never kill a Guild Brother or Sister. To do so is to invoke the Wrath of Hell.


Last edited by Alucard on Tue Dec 25, 2018 11:42 pm; edited 1 time in total
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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.


    I will only take from the rich,
    so I will give to the poor.
    I will never kill,
    it’s not a thieves way!
    Shadows will be friends,
    light will be the enemy!
    I swear this oath,
    to the honor of the thief,
    to keep my hands clean of blood,
    to take from those who have,
    and to give to those who don’t.

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