Profesional Guilds




Following are a list of the proffesional guilds that a character in Vaklam can expect to join. This page will be updated as and when new guilds are formed and old ones collapse.

The Warriors Guild



Guild Head

Pheliciamon: Wood Elven Warrioress

Open to -

Warriors, those who fight for a living such as soldiers or mercenaries and Berserkers that are of civilised origin. This guild holds no truck with outlaws who are considered an enemy of the free peoples.

Ethos

The Warriors guild is entirely an Imperical guild, dedicated to those in the Imperial Basin that don the armour of battle and the swords of war. Our aim is to provide warriors of skill and cunning to field amongst the beleagured forces of the Imperiums Adventuring corps. We are a band of fighters, bound to gether in training, blood and mutual respect of each others skills. the warriors that form the warriors guild are not only mighty of the sword but are trained to respond well in battle and know when to stand and when to flee. Not lightly will we give our lives on the field of battle and proudly will we wear the guildic badge.

Requirements

- Imperial Service
- 10% tithe

If your character has joined the warriors guild you should recieve your password and you may access the Warriors guild homepage to post on the message board and check the Guild abilities here: WARRIORS GUILD



The Imperial Reconnaissance



Guild Head:

Milisovon de Gaus: Human Adventurer

Open to -

Scouts, Rangers, Adventurers, Wayfarers and those that walk the paths ahead

Ethos:

We stand for the rights of those of a scouting nature to be recieved by the community and well payed for their services. We are an Imperial maintained guild and it is our function to serve them to the best of our capacity. Our role is one of traditional scouting in that we supply trained trackers and skirmishers tailored for the environment and mission upon which they are sent.

Requirements:

- Imperial Service
-10% tithe

If your character has joined the IRU guild you should recieve your password and you may access the IRU guild homepage to post on the message board and check the Guild abilities here: IRU GUILD


The Grove of the Eight Trees



Guild Head:

Walker in the Ghostly Light: Rock Hand Dwarven Druid of Quinrath

Open to -

Rangers,Druids and those that worship the union of man and the land of a non-tribal nature

Ethos:

We adhere to the laws of nature and seek to bring the Empire to a closer harmony with Kethlan and his all powerful spirit. In doing so we also hope that we will serve not only the land but the Empire by coming together to make the folk of the basin aware of the importance of the universal spirits around them.

Requirements:

- Imperial Service
- 10% tithe



The Order of the Mind



Guild Head:

Osiama Yragoma: Seer of the far winds

Open to -

Manipulators, Seers, Healers, Clairvoyants and those that have walked the paths of the Astral Winds.

Ethos:

Simply put to spread the learning and wisdom that we accumualte in our short lives before our essence is spread to the Astral plains. To nurture and care for the growing seeds of the psionic that have taken root in the mighty Empire of the basin and to defend its gentle blossom against those that would cause it harm

Requirements:

- Imperial Service
- 10% tithe



The Church of Yarrianne

Guild Head:The Lady Catherine

The Church of Tiberius

Guild Head:Duke Dieron the Blessed

The Church of Naed

Guild Head:Morris Thurlock



The Church of Ekimelahw

Guild Head:Janero

The Church of Bethylak

Guild Head:Duke Dazak North

The Church of Terref

Guild Head:Angharrad

The Church of Notelexus

Guild Head:David Morlsk

The Church of The Devourer

Guild Head:Ubern Von Geth

The Church of Rayvahn

Guild Head:Nydel


Ethos:

All of the Gods in the Pantheon of the heavens are represented in the Empire, to make matters easy in this Guild directory their ethos is the same as are the tennents of their God

Open to -

Priests and Holy Warriors of the appropriate God

Requirements:

- Imperial Service
- 10% tithe





Within the Empire there are 5 Schools of Source Magic and each one is represented by a Guild. This has always been the case, even when Sourcery was first born into the world there have been colleges to represent the different types of magics that existed. Sourcery is the oldest and most respected of the forms of magic in the Basin even to this day.

The Tower of Power

Guild Head

Susianna Defore


Open to -

Sourcerers of the Orders of Kyranry and Ithyarn

Requirements:

-
Purchase of a Source Allowance card per year at 1,000 Bahamat

The House of Fire

Guild Head

The Earl Imravin


Open to -

Remyrukhs and Zemyoks

Requirements:

-
Purchase of a Source Allowance card per year at 1,000 Bahamat

The Temple of the Four Winds

Guild Head

The Lady Brythtalarian


Open to -

Courtesards and Hysarns

Requirements:

-
Purchase of a Source Allowance card per year at 1,000 Bahamat

The Palace of the Waves

Guild Head

Arabel Delortay


Open to -

Kali Tsims

Requirements:

-
Purchase of a Source Allowance card per year at 1,000 Bahamat

The Halls of Granite

Guild Head

Barrak the Renowned


Open to -

Grakarns and Ju Man Takars

Requirements:

-
Purchase of a Source Allowance card per year at 1,000 Bahamat