Guilds in the world of Dragon's Den.
guild (gild) n.
In medieval times, a union of men in the same craft or trade to uphold
standards and protect the members.
In the world of Dragon's Den, guilds are more than simply a union of men and
women and creatures, they are the organizations that define how you exist
within this fantasy world. Guilds are the backbone to your experience, defining
how you interact with the game, how you advance within the game. Guilds provide
you with the powers and skills to survive in this dangerous world. Each guild
is different and presents a different style towards playing the game. Some
guilds focus on physical combat and pure fighting. Some guilds allow you to
explore the mysterious wonders of magic and its applications in combat,
exploration, and interaction with others. Yet other guilds delve into the
unknown darkness, evil and sinister, secret and hidden. And some guilds just
value knowledge above all.
When you first enter this world, you are a part of the Apprentice Guild, an
introductory guild which places little emphasis on special abilities but
rathers affords you a time to familiarize yourself with the environment and how
to play. Once acclimated to this world, you will want to search out the Guild
Hall for the different guilds. These Guild Halls are found throughout the land:
some are prominently positioned, others hidden in obscure lands. If you meet
the criteria for membership, you may join a guild, but you will only be allowed to
be an active member of one guild at a time.
The Apprentice Guild is the simplest of all the guilds. The default guild
for new players, the apprentice guild remains simple to allow a player
to become accustomed to their surroundings without having to deal with
complicated requirements for advancement, special spells and abilities.
Located within the basement of the Town Hall, players can advance and
train skills before the Master of Advancement.
Warriors are combatants, plain and simple. Give them a weapon in their
hand and they are ready for action. Warriors thrive on action and
adventure, growing stronger as they progress.
The heart of the warriors guild is the advancement of skills, both
weapon and physical. Warriors become more proficient in weapons and as
they do, gain extra bonuses in the use of the weapon. Warriors also
learn physical skills at a higher rate which is often used to advance
their abilities in different types of combat, including parrying,
power attacks, shield bash, and above all else, two-weapon fighting.
The Magicians, also known as the Magi, are dedicated to the pursuit of
the esoteric and complex force that is magic. They are capable of
harnessing its raw power towards nearly any purpose, and are the most
adept at researching and developing new applications for its use.
Due to the volume of scholarly pursuits a Magi immerses themselves in,
they are far too busy to learn the correct usage of heavy armours and
complicated weapons, and therefore are limited in their usage. Likewise,
magicians tend to have rather frail bodies, and are much more
susceptable to physical damage than others.
History has shown that the sheer volume of applications for magic are
too numerous for one person alone to control, and so over the years
eight distinct Schools have formed within the guild, each focusing on
a different aspect of mystical applications. Every applicant to the
guild is introduced to a series of simple introductory magics that aid
them in choosing their eventual path.
The Clerics are those who devote their lives to the most powerful forces
in existence: the gods. Each sect centers around one god and that god's
role in the cosmic battle for souls. As a result, the gods bestow a wide
variety of spells and prayers to assist their faithful servants.
Because a cleric is far more concerned with prayer and converting others
to his cause, he does not have time for extensive training with armor
or weapons. A cleric's strength is his belief and his god. Likewise, the
gods have deemed certain armors and weapons unfit for their followers,
since the only reason for clerics to fight is in order to uphold the
will of his deity.
As there are three gods, so the clerics are split into three sects: the
Clerics of Zade, the Clerics of Vaal, and the Clerics of Thok. Each has
its own tenets as defined by its deity and operates independently of the
other sects.
Paladins are Holy Warriors. Paladins are symbols of all that is good and
right in the world. They are the defenders of the defenseless. They are the
voice of law, and the bearers of Justice. They fight for law and order, but
laws can be corrupted, and twisted to fit the needs of the enemy. Paladins
are the voices of pure justice when the laws no longer work.
The Calling of the Paladin is of ancient origin. Long when the land was
corrupt and all races strove against Chaos and Darkness, the Gods bestowed
grace and leadership unto those who were pure of heart. Those chosen became
shining beacons of leadership and courage to all. Throughout the ages a
Paladin has been a focus for the forces of Light against Darkness. A
Paladin is half Cleric and half Warrior and because of this they have the
strength of a Warrior with limited magic abilities of a Cleric.
If ever the Darkness should conquer the Light, the last gleam shall come
from the uplifted blade of a righteous Paladin. It is important that you
understand that to be a Paladin is not just a profession, it is a method
for being.