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All the people of the Kern Valley must earn their keep. Each must take a trade or a craft and work for the general good of the Valley. In return their basic needs are met: they are fed, clothed and sheltered. This is the 'feudal' deal.
Becoming a Guildsman is just like choosing any other trade. You are obliged to work for most of the time for the Guild and in return you receive food, clothing and shelter, are equipped for your trade and even have some time to spend at leisure. Everything you own is effectively paid for by the Guilds and in return you work for the Guild, spending the vast majority of your time training and doing guild duties.
The Valley is a meritocracy and, although family may give you an edge, position is not hereditary (perhaps because the Valley itself owns nearly everything). You must work your way up from Apprentice (e.g. warrior or acolyte), finally being accepted into the Guild proper (e.g. veteran or priest) and then, perhaps, if you are talented enough, one day you will be made a Master of the Guild (e.g. Champion or High priest). The extremely talented may even gain a position of authority in the guild (e.g. Assistant Guildleader), and those that raise themselves to these lofty heights are considered the Lords of the Valley.
The Common Training Areas
All Guildsmen start in one of the Training Camps that are found in each Tower. These common areas teach the basic skills to people from all backgrounds (hence starting warriors may find themselves next to a Sorcerer learning how to use a sword in the Barracks). The trainers in the camps are higher rank Guildsmen carrying out their service to the Guild.
- The Barracks - here they teach weapons, armour, scouting and other physical skills. This is the very first place all Guildsman are placed to teach the basics of handling a weapon. The Barracks are by far the largest of the training areas and tend to dominate the camps.
- The School of Magic - here they teach all colours of non-specialist battle magic (to level 5).
- The Temple - here they teach lay invocations in the three standard Spheres (to rank 5) and medical skills.
Life as an Apprentice
Rank 0 - 19 characters
When first seeking to join a guild you are allocated a mattress on the floor of a communal room in one of the three training areas. This could be in any of the three Towers, but by far the largest of these training areas is to be found in the Valley Alliance Tower (often called the 'Village' tower).
The Valley pays for all food, clothing etc. and also for all basic training in any of the training camps (this therefore includes magic and power casting 1-5). All armour, weapons, shields etc. are loaned to you.
Apprentice Guildsmen work the same as Craftsmen e.g. 6 days a week followed by one day off. If you are sent on a task, or volunteer to go, outside the Tower (e.g. on an adventure) you are often given a small cash payment in recompense for the danger and hardship suffered. You may also be allowed to keep the treasure/loot you find, or profit you make.
Apprentices are known by the following titles: Warrior, Apprentice (scout), Acolyte and Mage (with warrior being the commonest profession).
As an apprentice the guild pretty much runs your life from the moment you wake to the time you go to sleep. Apprentices don't have any authority to speak of and do not have any say in the running of the guild. They are considered trainees, and it is fairly common for them to change from one guild to another as they find their way in life.
The Guild administrator and the Guild masters handle matters pertaining to apprentices.
Life as a Guild Member
Rank 20+ characters
After getting some reasonable experience under your belt, and showing your worth, you can apply to join a Guild proper. Some people never advance beyond the apprentices, seeming to thrive on having no responsibility, and some return to the ranks of the Craftsmen.
If you are accepted into a Guild you move into the appropriate guild quarters in the Halls, where you get a bed, locker etc. in a dormitory, shared with 5-23 other people.
You are then given a suit of armour, talisman, focus etc. relevant to your guild. The guild pays everything for you, which includes continued training in all the Training Camps as well as the specialist training you receive in your Guild quarters. This includes the casting of High Magic, Ritual power, weapon attunement, and the specialist scout skills.
Full Guild members are known by the following titles:
- Veteran
- Journeyman scout
- Priest
- Wizard
Full Guild members work 5 days a week, followed by 2 days off. As the Guilds make such an investment in these members (in terms of training, armour, talismans etc.) most members are heavily committed to their guild. Not only is the majority of what you have actually owned by the Guild (and therefore the Valley), but perhaps more importantly your lifestyle is almost entirely dependent upon your place in the guild. For example the Assistant Guildleader, or the Guild Administrator, allocate your dormitory and therefore its size and the amount of people you share with. They also allocate the duties which Guild members occupy themselves with 5 days a week.
Having said that the life of a Guildsman has considerably more freedom than an Apprentice or a normal Craftsman working in the Shires. Not only do you get two days off each week, you get to travel outside the towers and can pretty much choose which missions to go on (as long as your general duties are met week in, week out). Guildsmen don't have any authority over how the Guild is run, but they tend to have a fairly free hand and are expected to get on with their daily business without close supervision. Common duties include teaching the basics to apprentices, guard duties, escorting people across Orin Rakatha, etc.
When you join a Guild it is possible to select a Faction (veterans/ journeymen scouts), specialise in one magical School (wizards) or join an individual Sect (priests). This provides a code or ideal to follow, and a path to specialisation. These paths vary in the amount of discipline they demand, and some of the specialist guilds require an oath or binding commitment to be made to an appropriate Lord.
Separate to the Guilds is the concept of the Orders (most commonly the Order of Saint Michel). If you decide to sign up to this, and are accepted, you are effectively joining a military organisation. Discipline is much stricter and you are sponsored by the Order, though it is still possible to join Guilds as normal. You are expected to tithe some of your free days each week to Order training and duties, and to obey instructions when they are (infrequently) given. In general you are rarely given direct orders, but when called upon the Order mobilises with strict discipline. In return members of the Order enjoy the brotherhood of a larger group and often better equipment and accommodation.
Life as a Guild Master
Champions, Master Scouts, Sorcerers, High Priests, etc. - Rank 64+
Experienced and effective Guild members can eventually receive the full recognition of the Guild and be elevated to the ranks of Guild Master (then being known by the following titles: Champion, Master Scout, High Priest and Sorcerer). This promotion is not automatic and must be earned - your character will be informed in-game if you have become a Guild Master.
The Valley continues to pay for all food, clothing, etc. and also for all basic training in any of the training camps. The Guild continues to provide any specialist training required (e.g. Level 6 - 8 spells) and in addition provides access to the very limited number of tutors, rare books and expensive equipment that will allow people of this rank to progress.
Guild masters are important enough to warrant their own room or rooms, although the size of these varies significantly. They generally work 4 days a week followed by 3 days off, and have a considerable say in the type of duties they undertake. Common duties include teaching the guild members, research around new areas of skill for the Guild etc. In general Guildleaders themselves appoint masters and allocate chambers etc., so their regard for you has a significant influence over your lifestyle and chance to learn.
Guild masters have a significant say in the way the general business of the Guild is conducted. Each is expected to be generating ideas and progressing areas of interest. A guild master is empowered to speak for the guild and can if necessary commit them to a course of action (although they will later be called to account for their decision).
Life as a Hero
Rank 128+ or those that have been named 'Hero' before this time
Experienced and effective Guild members can eventually receive the full recognition of the Guild and be elevated to the ranks of Hero.
The Valley continues to pay for all food, clothing, etc. and also for all basic training in any of the training camps. The Guild continues to provide any specialist training required and in addition provides access to the very limited number of tutors, rare books and expensive equipment that will allow people of this rank to progress even further.
Heroes warrant their own room or rooms, although the size of these varies significantly. They generally work 3 days a week followed by 4 days off, and have a considerable say in the type of duties they undertake. Common duties include teaching the guild members, research around new areas of skill for the Guild etc.
Until recently, a number of people would be named hero on roughly an annual basis, however the adventuring group that quested to destroy the foe known as Agoth have officially been recognised as 'The Last Heroes of the Alliance'.
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