<--Back

THE PLAYER GUILDS


Here are some short introductions to the guilds, with some links to pages with lots more info.  The links need to be updated and added on a bit. Please let me know of good sites. The warrior link leads to my own Warriors' Guild Page.

Assassins' Guild - Be a sneaking dark shape in the night, stylishly dressed to inhume (as long as the price is right).

Priests' Guild - Fish, Gapp, Gufnork, Hat, Pishe, Sandelfon or Sek? Pick one and start praying!

Thieves' Guild - Why buy stuff when you can relieve other people of their burdens?

Warriors' Guild - This link takes you to my own Warriors' Guild page.

Witches' Guild - Wotcher, dearie! Keep your feet on the ground, not your head in the clouds (like wizards).

Wizards' Guild - Do you like to mess with magic or like to eat large meals?


THE ASSASSINS' GUILD

"The Assassins' Guild is a guild for people prone to solving problems in a permanent manner. It is not for killers or common thugs -- that's the warriors guild. The Assassins' Guild kills for one reason, and one reason only -- money. Hence their motto: NIL MORTIFI SINE LUCRE ('No death without payment')"

The Assassins Guild is split into four, based on different areas. You have the Assassins in Ankh-Morpork and surrounding area, the original assassins, the Hashishim, from Klatch, the Ninjas of the Counter Weight Continent and the Mano Rossa in Genua. You need to join at the guild house of the one you want to be a member of.
 
 
 

SPECIALIZATION: 
A-M:
Assassin
Klatch:
Hashishim
CWC:
Ninjas
Genua:
Mano Rossa
SKILL:        
covert.stealth.inside
Yes
Yes
Yes
Yes
covert.stealth.outside
Yes
Yes
Yes
Yes
covert.hiding.person
Yes
Yes
Yes
Yes
covert.hiding.object
-
Yes
 -
-
covert.lockpick.doors
Yes
Yes
Yes
Yes
covert.lockpick.traps
Yes
-
Yes
Yes
covert.manipulation.sleight-of-hand
-
-
Yes
-
covert.casing.person
-
Yes
-
Yes
covert.items.poisons
Yes
-
Yes
-
covert.items.traps
Yes
-
-
Yes
covert.items.weapons
Yes
Yes
Yes
Yes
covert.points
Yes
Yes
Yes
Yes
fighting.melee.dagger
Yes
Yes
-
Yes
fighting.melee.sword
-
Yes
Yes
-
fighting.range.thrown
Yes
Yes
-
Yes
fighting.range.fired
Yes
-
Yes
-
fighting.unarmed.striking
-
-
Yes
-
fighting.unarmed.grappling
-
-
-
Yes
fighting.defense.dodging
Yes
Yes
Yes
Yes
other.movement.riding.camel
-
Yes
-
-
other.movement.climbing.tree
-
-
-
Yes
other.movement.climbing.rock
Yes
Yes
-
Yes
other.movement.climbing.rope
Yes
Yes
Yes
-
other.culture.agatean
-
-
Yes
-

Check out the pages of Malicious and Pendrake (under Advice) for more assassin info.

To the top


THE PRIESTS' GUILD

"The Priests' Guild is centred, if it can be said to have a centre, in the temple quarter in Ankh-Morpork. Each god, however, has its own temple with the more popular gods having temples and shrines in many towns and villages."

A priest worships a god and gets rituals that he can use by praying to his god. There are 7 different gods you can worship (presented further down). The difference between the gods is mainly that they grant you different rituals to use, and that they require different alignment of you. Alignment is how good or bad you are, and ranges from "as evil as you can get", through "neutral" to "as good as you can get" (There are several steps in-between those of course). When doing rituals it is important to have the right alignment, or your god will not help you.

All members of the Priests' Guild, which ever god, get these primary skills:

faith.rituals.offensive.area
faith.rituals.offensive.target
faith.rituals.defensive.area
faith.rituals.defensive.self
faith.rituals.defensive.target
faith.rituals.curing.self
faith.rituals.curing.target
faith.rituals.misc.area
faith.rituals.misc.self
faith.rituals.misc.target
faith.rituals.special
faith.items.rod
faith.items.scroll
faith.points

The gods, their description and the alignment that they require of you are the following:

Fish - "Fish, God of Sea Creatures, is primarily concerned with the propagation of sea life.  Avid hunters, His priests are often a salty lot, and rough around the edges to say the least.  Worshippers of Fish generally share a love of seafood as well as a practical interest in conservation so that hunting will always be a possibility. Fish's primary commandment is: Thou shalt not covet thy neighbor's haddock, unless he covets thy haddock, in which case thoushalt take his haddock and smite him mightily with it, and then thou shalt eat both the haddocks to dispose of all evidence. - He only wants worshippers who are between neutral and evil."

Worshippers may learn "splash" and "breathe underwater".

Gapp - "Often considered an elitist, Gapp and His priests make a point of being the best-dressed at any public function.  The sense of style of His worshippers is as unquestionable as it is changeable, with new fashions tearing through His temples on a weekly basis.  Gapp is a god who believes He is the best, and He knows how to dress properly for the position. The most important of Gapp's commandments include: Thou shalt not go forth unclothed like the lesser beasts, unless My High Priest doth send you forth thus on My behalf, for infractions against My church such as over-dressing when in the presence of one holier than thou. - He only wants worshippers who are between quite good and neutral."

Worshippers may learn "mend" and "cool".

Gufnork - "As the God of Fluff, Gufnork and His priests enjoy an insulated life spent in meditation upon the softer aspects of life. Usually stereotyped as intellectuals with little care for worldly matters, followers of Gufnork have developed a reputation for standoffishness.  Worshippers of Him often seek to improve the lives of others, so that more people will have the leisure and inclination to contemplate the glory of Gufnork. Gufnork's most important commandment is: Take My fluff throughout the world, and wherever the fluff be lacking, there spread My fluff thickest so that all may experience My fluff and sleep more comfortably upon it. - He only wants worshippers who are between quite good and neutral."

Worshippers may learn "summon fluff" and "cure light wounds".

Hat - "As the God of Unexpected Guests, Hat and His priests are renowned for their erratic behaviour and unpredictability.  His worshippers have a penchant for parties, especially if they involve hiding behind furniture then leaping out to shout 'Surprise!'  Generally free spirited, the followers of Hat frequently express their piety by travelling to new places, meeting new people, and engaging in new experiences.  In keeping with his vulture-like nature, Hat can spot a good party, opportunity for mischief, or tasty corpse from miles away. - He only wants worshippers who are between neutral and quite evil."

Worshippers may learn "dark sight" and "warm".

Pishe - "The goddess Pishe is focused upon growth and regeneration.  Her slight showers are ideal for the proliferation of plants, which in turn nurture animals and people.  Her priestesses often live peaceful lives, devoted to the protection of the living things which Pishe loves so dearly.  She is generally viewed as the matron of healers, herbalists, and anyone else that shares Her love of growth. The commandments of Pishe include: Be the vessel through which My showers of mercy rain down upon all of those in need, whether they ask it or not, for in bringing My mercy unto them, thou bringest thyself unto Me. - She only wants worshippers who are between as good as you can get and barely good."

Pishe does not accept worshippers.

Sandelfon - "As the God of Corridors, Sandelfon and His followers are most at home in the large buildings where the powerful gather to orchestrate the lives of others.  Dedicated to the careful balancing of things (often in their own favour), they frequently engage in complicated political manueverings to achieve their view of acceptable balance.  Sandelfon is often worshipped by politicians, lawyers, bureaucrats, and administrators, whether their intentions be selfless or not. Sandelfon's primary commandment is: If, in the greater or lesser scheme of things, thou or someone else doth see, or hear of, or think of a way in which a government, restaurant, organisation, or other undefined entity might be better managed and organized, thou, and whoever else is a worshipper unto Me, shall do their best to seek to improve the aforesaid government, restaurant, organisation, or other undefined entity, or petition to seek to improve the aforementioned if direct improvement is not possible or practical, and then thou shalt be among the most beloved of My children, unless sufficient other parties have completed such a task in a superior manner. - He only wants worshippers who are between barely good and barely evil."

Worshippers may learn "calm" and "detect alignment".

Sek - "Sek is a God who knows what He wants and His seven hands are ideal for getting ahold of it.  His followers usually share His drive for self-gratification and tend to enjoy doing whatever is necessary to take what they desire from someone else. Imbued with a natural sense of cruelty, Sek's worshippers frequently inflict misery upon others as a preferred method of showing their commitment to Him. The primary commandment of Sek is: Increase My glory by taking power for thyself from those who are less deserving of it, for the more power thou bringest unto Me, the more power I shall bestow unto thee, and thou shalt remain forever My most prized of servants. - He only wants worshippers who are between barely evil and as evil as you can get."

Worshippers may learn "light" and "parch".

The old descriptions:

Fish - "Fish, the God of Fishermen is the god for those interested in reeling in the big one. This god is very contemplative, but if you know fish when they strike, they have a nasty bite. The same can be said for priests of this god. They tend to be rather aggressive at combat with their god's protection. But they lack any great healing  powers. - He only wants worshippers who are between "neutral" and "evil"."

Gapp - "Gapp is the stylish God of Fine Clothing. He is the patron deity of a widely varying group of people, from the keepers of silkworms and the farmers of flax to the weavers of satin and linen to tailors and haberdashers and to the merchants of the garment trade. Gapp's main interest is in cultivating a milieu where trade may prosper and His priests often find themselves as diplomats, carefully gauging intent and feeling to maintain the peace; just as clothing can be strengthened to form armour, however, they are also empowered to protect themselves, should the need arise. - He only wants worshippers who are between "quite good" and "neutral"."

Gufnork - "Gufnork is the inimitable God of Fluff, revered by anyone who has ever spent time in contemplation of their navel. In practical terms, His priesthood consecrate themselves to the protection and assistance of the weak and innocent; although not averse to engaging in combat themselves, they prefer to work side-by-side with Gufnork's Templar's in the execution of their duty. - It only wants worshippers who are between "quite good" and "neutral"."

Hat- "Hat, the Vulture-Headed God of Unexpected Guests is the god for those with a little mean streak. The priests of this god enjoy a large variety of rather offensive abilities, if priests can be offensive. Although Sek's priests definitely have the upper hand in causing chaos, they tend to be a bit more reckless. Hat, being the god of unexpected guests isn't anxious to get any information about anything... and healing is almost an unspoken word here. - He only wants worshippers who are between "neutral" and "quite evil"."

Pishe - "Pishe, the Goddess of Slight Showers is the goddess for those who enjoy the freshness after a morning sprinkle. Since Pishe is such a popular goddess, she will only accept full time worshippers. Priests of Pishe are the local 'do gooders'. They have mostly healing powers, with a slight bit of defensive capability. - She only wants worshippers who are between "as good as you can get" and "barely good"."

Sandelfon - "It may seem curious that Sandelfon has become revered as the God of Corridors, but a little thought will prove that corridors are important to anyone who spends time indoors, being vital in the halls and palaces of the upper echelons of society. His priests are concerned with finding balance, and while some find neutrality through diplomacy, like the Gappics, others will not hesitate to knock together the heads of Good and Evil to bring about their mutual cancellation. - He only wants worshippers who are between "barely good" and "barely evil"."

Sek- "The religion of Sek, the Seven-Handed God, is not for the faint of heart. His priests are avid in the pursuit of power, while the weak and those who fail in His service find themselves stretched backwards over an altar, with their hearts sacrificed. Though Sek seems to actively encourage infighting amongst His worshippers, the church seems content and does not seek to extend its dominion, unless weight is given to rumours of a certain secret society of Sektarians... - He only wants worshippers who are between "barely evil" and "as evil as you can get"."

Check out the Priest Guild page by LaoTzu and friends (partly based on info from Warrax page).

To the top


THE THIEVES' GUILD

"The Guild of Thieves, Burglars and Allied Trades is a young and very respectable guild. Their motto is: ACVTVS ID VERBERAT ('Whip it quick'). In this guild you will learn to remove people of the burden of their belongings."

The life of the thief has much do with the quota, which is the amount you have to steal within 12 online hours. If you steal too little, or too much, the guild won't be happy with you... When reaching level 30 in the guild you will have to choose one of the following specializations: Mugger, Cutpurse, Safecracker, Prowler or Smuggler. They all have different primary skills to shape you into that particular type of thief. See the table below:
 

Specialization: 
Mugger
Cutpurse
Safecracker
Prowler
Smuggler
Skill:
co.stealth.inside
Yes
Yes
Yes
Yes
Yes
co.stealth.outside
Yes
Yes
Yes
Yes
Yes
co.hiding.person
Yes
Yes
Yes
Yes
Yes
co.hiding.object
Yes
Yes
Yes
Yes
Yes
co.lockpick.doors
Yes
Yes
Yes
Yes
-
co.lockpick.safes
-
-
Yes
-
-
co.lockpick.traps
-
-
Yes
Yes
-
co.ma.palming
Yes
Yes
-
Yes
Yes
co.ma.passing
-
Yes
Yes
Yes
Yes
co.ma.sleight-of-hand
-
Yes
Yes
-
-
co.ma.stealing
Yes
Yes
-
Yes
-
co.casing.person
Yes
Yes
-
Yes
-
co.casing.place
Yes
-
Yes
Yes
-
co.items.traps
-
-
Yes
-
-
covert.points
Yes
Yes
Yes
Yes
Yes
fi.melee.sword
Yes
-
-
-
Yes
fi.melee.dagger
-
Yes
-
-
-
fi.melee.mace
Yes
-
-
-
-
fi.range.thrown
Yes
Yes
Yes
Yes
Yes
ot.valueing.gems
Yes
Yes
Yes
Yes
Yes
ot.valueing.jewellery
Yes
Yes
Yes
Yes
Yes
ot.valueing.weapons
-
-
-
-
Yes
ot.valueing.armour
-
-
-
-
Yes
ot.evaluating.armour
-
-
-
-
Yes
ot.evaluatin.weapons
-
-
-
-
Yes

For lots of thief info, go to Guild of Thieves, made by the elected officals of the Thieves' Guild.
You may also have a look at Mimer's page.

To the top


THE WITCHES' GUILD

"The guild of witches is based around knowledge of the occult, but the main thing to remember is that witch magic is magic out of the ground, not out of the sky. Witchery is about herbs and cursing and flying around at nights and generally keeping on the right side of tradition; not dancing skyclad around cauldrons all day or night. It's also about headology: you can't help people with magic (see the mess wizards make) but you can help them with skin - by doing real things. Essentially, headology (that wondrous, mysterious and womanly logic) is about glaring and tricking, nothing more - making people believe you're a witch is most of the battle. To be a witch you must learn three things: 1) To know what's real. 2) To know what's not. 3) To know the difference."

If witches had a leader, which they don't, it would be Granny Weatherwax. She is the one to see about becoming a witch, advancing your skills and for learning spells. The charming owner of the cuddly cat Greebo, Nanny Ogg, will teach you commands if you ask nicely (or if you give her some scumble). A witch uses her broomstick to fly to various destinations and to whap people over the head with. She can brew potions and teas with different effects and give you such a mean look that your head hurts (scathing). Treat her with the proper respect though, and she can be a great friend.

All witches get the following primary skills:

magic.spells.offensive
magic.spells.defensive
magic.spells.misc
magic.spells.special
magic.methods.mental.channeling
magic.methods.mental.charming
magic.methods.mental.cursing
magic.methods.physical.brewing
magic.methods.physical.chanting
magic.methods.physical.dancing
magic.items.held.broom
magic.items.worn.amulet
magic.items.worn.ring
magic.items.talisman
magic.points

For more Witches' Guild info, see the pages of Anavrin and Clover.
They also have links to other witchy pages.

To the top


THE WIZARDS' GUILD

"The Wizards' Guild is for the more subtle people of the disc. We achieve dominance (without fail) by use of the quickness of our thoughts and the judicious application of some of the myriad spells at our disposal. And, unlike an uncouth barbarian warrior, if the situation demands violence, we don't endanger ourselves by taking part in the fray, we blow the bastards up from a distance."

On the west side of Sator Square lies the Unseen University, where most of the wizards on the disc take up residency. Here they learn how to cope with magic, how to navigate the library to find spells to help them and how to eat a lot. The spells are basically divided into 3 areas: offensive, defensive and miscellaneous. There is no spell a wizard can't learn to use, but that doesn't mean it will always work, or have the intended result. There is also the constant threat of the creatures in the Dungeon Dimensions, which are drawn to large quantities of magic...

When reaching level 50 in the Wizard's Guild, you have to choose an order before you can advance any further. There are (7+1) different orders at the Unseen University. Here are their names, color and field of interest:
1. The Ancient and Truly Original Sages of the Unbroken Circle (White) focus on Elemental Magic
2. The Hoodwinkers (Blue)  focus on Illusion Magic
3. Mr.'s Widgery's Lodgers (Red) focus on Thamaturgy
4. The Brothers of the Silver Star (Brown) focus on Magical Artifacts
5. The Venerable Council of Seers (Green) focus on Lore
6. The Shadows (Black) focus on Demonology
7. The Order of Midnight (Grey) focus on Necromancy
(7+1). The Last Order (Octarine) are the bullies of Wizardry, and to advance past level 100 you have to become a pk (playerkiller).

If you do not want to be affiliated with the Unseen University, you can choose to become a Hedge Wizard. This means you can't vote in elections, or hold positions, at the Unseen University. Hedge Wizards may choose the primaries of any of the (7+1) U.U. orders, and will be named after the corresponding color.

You can also choose to join an order in Khot-Lip-Khin, at the Institute of Illusory Learning, but like the Hedge Wizards you can't vote or hold positions at the U.U. The 3 KLK orders have the same primaries, and are called The Ancient Order of the Scintillating Scabbard, The Ancient Order of the Dynastic Cresent and The Ancient Order of Djinn Diviners. Look below to see the primaries for all the different orders.
 
 

ORDER:
Sages
Hood-
winkers
Lodgers
Silver
Star
Seers
Shadows
Midnight
Last
Order
KLK
Orders
SKILL:                   
ma.sp.offensive
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
ma.sp.defensive
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
ma.sp.miscanelleous
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
ma.sp.special
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
ma.me.el.air
Yes
Yes
-
-
-
-
-
-
-
ma.me.el.earth
Yes
-
-
-
-
-
-
-
-
ma.me.el.fire
 Yes
-
-
-
-
Yes
-
Yes
-
ma.me.el.water
 Yes
-
-
-
-
-
-
-
-
ma.me.me.animating
-
Yes
Yes
-
Yes
-
Yes
Yes
Yes
ma.me.me.channeling
 Yes
Yes
Yes
-
Yes
-
-
Yes
Yes
ma.me.me.charming
-
Yes
-
-
-
Yes
Yes
-
-
ma.me.me.convoking
Yes
Yes
Yes
-
Yes
-
Yes
Yes
Yes
ma.me.me.cursing
-
-
-
-
-
Yes
-
-
-
ma.me.ph.binding
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
ma.me.ph.chanting
-
-
-
-
-
Yes
-
-
-
ma.me.ph.dancing
-
-
Yes
-
-
Yes
-
-
Yes
ma.me.ph.enchanting
-
-
Yes
Yes
Yes
-
Yes
-
Yes
ma.me.ph.evoking
Yes
Yes
Yes
-
Yes
-
-
Yes
Yes
ma.me.ph.healing
-
-
-
-
-
-
Yes
-
-
ma.me.ph.scrying
-
-
-
-
Yes
-
-
Yes
-
SKILL:     ORDER: Sages
Hood-
winkers
Lodgers
Silver
Star
Seers Shadows Midnight
Last
Order
KLK
Orders
ma.me.sp.abjuring
-
-
-
-
-
Yes
Yes
-
-
ma.me.sp.banishing
-
-
-
-
-
Yes
-
-
-
ma.me.sp.conjuring
-
Yes
-
-
-
-
-
-
-
ma.me.sp.divining
-
-
-
-
Yes
-
-
-
-
ma.me.sp.summoning
Yes
Yes
Yes
-
-
Yes
Yes
Yes
Yes
ma.it.held.wand
-
-
-
Yes
-
-
-
-
-
ma.it.held.rod
-
-
-
Yes
-
-
-
-
-
ma.it.held.staff
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
ma.it.worn.ring
-
-
-
Yes
-
-
-
-
-
ma.it.scroll
-
-
Yes
-
Yes
-
Yes
Yes
Yes
magic.points
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
crafts.sm.gold
-
-
-
Yes
-
-
-
-
-
crafts.ca.turning
-
-
-
Yes
-
-
-
-
-
crafts.ca.whittling
-
-
-
Yes
-
-
-
-
-
crafts.points
-
-
-
Yes
-
-
-
-
-

For more Wizard information, have a look at the pages of Gaelen and Sined.
More info, but some of it outdated, can be found  on  Sekiri and Noda's pages.

To the top


Airk - December 2005