Category:Guilds

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The guilds determine the profession of the character. They are divided into main guilds and subguilds. A player can only have one main guild, but the number of subguilds is not limited. In addition to these two guild types high level players may also have up to two secondary guilds that allow them to learn skills and spells of an another mainguild to a certain level.

In our guildsystem, one uses money for training skills and studying spells with experience, and only experience for advancing guild levels.

Here are the currently available main guilds of Icesus.

Guild name Description Location Recommended for
Army of Vaerlon The militia is the primary defence of the City of Vaerlon. It is easy to find and thus attracts many of the newcomers to arrive the city. The training itself offers good skills for weapon and armour use. West side of the City of Vaerlon Everyone interested in learning melee tactics
Conclave of sorcerers Secret society of some of the most powerful magic users in the valley. They are very secretive about their craft and location of their stronghold. The entrance is rumoured to be somewhere in the southeastern part of the valley. The exact location of their stronghold is known only to the most senior members of the guild. Very experienced dark elves, snakemen, trolls, cancuns, chitines, derros or humans. The less experienced members of these races should possess lots of patience if willing to join the guild. Only dark elves are allowed to become masters of the craft.
Coven of the derelict Coven of the Derelict is a band of vagabond magic-users which are rumoured to posses several different ways of doing magic. Their crafts are quite secretive and only a few know what they actually are able to do. The rumours tell of powerful warlocks that cause great havoc around them and force others to follow their lead. But how much is true in this remains unknown. In the middle of a swamp north from Vaerlon. Everyone interested in bringing death and destruction or is otherwise feeling a bit bored.
Gaesati shapeshifters Mysterious guild of humans with the ability of taking animal form. In the woods, west of Atherton Players level 15+
Infecti Tyros Infecti psionicists are a small group of mad men who are rumoured to hold an unbelievable power of mindcraft. In a mansion, which used to be an old mental asylum, north of Astug's fishing hut. Players level 15+
Initiates of shadowdancers Shadowdancers are a secret society of assassins. Graemor 1M+ of experience required. A good night vision is a plus.
Initiates of temperance The brotherhood consists of meditating monks who master the art of melee. They wield no weapons and are the true masters of martial arts. Far away, near a mountainside in the centre of the Valley Levels 20+ with a tranquil playing style
Mages of Valkor Mages are remains of a once-active priesthood of Magic. Since the death of their god they have harnessed the power of remaining magic into offensive use. Near the market square in Vaerlon Every promising magic user
Priests of air Air priests are adept in using the power of Pthuule to heal and help others. They are often welcomed companions in adventuring parties. Temple of Air, City of Vaerlon Every worshipper of Air
Priests of earth Earth priests are fervent followers of their deity, Dhubr. They are known to possess power over the living and the death. Temple of Earth, City of Graemor Worshippers of Earth. 1M+ of experience required but having more is recommended.
Priests of fire Priests of fire are fairly controversial in the eyes of common people and other faiths. Many consider them to be utter madmen who like to burn and destroy everything. Non-believers view fire as an instrument of destruction, a tool to eradicate the living, things and cities leaving nothing but a smoldering ashen wasteland in the wake of it. The Grand cathedral of Fire is located in the southeast part of the city of Atherton. Worshippers of Fire
Priests of water Water priests are devout followers of the god of Water, Albila. They are specialized in stabilizing the ravaging wild magic in the world by channeling the elemental energies. They also study ways to defend themself and others with both magic and steel. Grand temple of Water in Cenedoiss Every worshipper of Water. 1M+ of experience required but having more is recommended.
Ranger candidates of the elements Rangers are woodsmen and hunters, possessing nature-related spells and adequate melee skills. They also make excellent archers. In the woods, south of the City of Vaerlon Players level 10+
Scions of the cursed blood The guild is about half-blooded dhamphirs who use their innate blood abilities on combat for various purposes. There are two branches in the guild; Ilyuktyev bloodline which uses their natural weapons in combat similarly to gaesati or monks meaning they will not need any weapon. They also employ variety of magical diseases to lay waste on their enemies. Swaizzone bloodline on the other hand is all about swordmanship and becoming the greatest swordman in the existence. They can use their weapon two-handed or one-handed which ever you choose to be better for yourself. Both of these ways have their own benefits. There is a dark servant near the entrance of the Old Graemor which can guide you forward. Various
Templars Templars are holy knights fighting against chaos. They posses unique abilities to cast spells of any element. They uphold law and justice in Vaerlon. Temple of All Elements, City of Vaerlon Every human, elf, dwarf thri-kreen and centaur is welcomed to join.
Wilders of Aegic The Wilders of Aegic are wild brutes who crawled into the valley of Aegic from the surrounding frozen wastes. Now after surviving for generations in the wastes they are faced with new challenge of finding a new home in a valley filled with races hostile to new outsiders coming to their lands. Outside the southern city gates of Vaerlon Everyone feeling a bit wild inside.