Guilds are special organizations that are restricted by class within the Realms. Belonging to a guild has many advantages. Activities such as gaining new knowledge of your class, making new friends in the Realms, exciting quests, the great feeling of helping other players, and many other aspects of guild life make being in a guild a memorable experience. Each guild has its own separate headquarters with a healer, a practice room, guild store, and many other rooms that make each guild unique unto itself. The current guilds include:
Guild of Spirit
Through the combined powers over life and death, in righteous light and in blood-filled darkness, the members of the Guild bring the power of the Spirit throughout the Realms. GoS welcomes Clerics, Nephandi, Paladins and Vampires. Location: nw, w, n from DH [] |
Guild of Nature
Thriving in any environment, land or sea, forest or desert, the Guild of Nature brings knowledge to the young, experience from the aged, and protection to all. GoN welcomes Augurers, Druids, Fathomers and Rangers. Location: s, s, s, e, s from DH [] |
Guild of Origin
Masters of the sword, mind and stealth combine time honoured skills and traditions. Elegant in their execution and wanting for little they join blade and sorcery with cunning. GoO welcomes Mages, Thieves and Warriors. Location: ne, ne, e, ne, nw from DH [] |
Full membership in a guild is not something that is easily obtained. You must be a law-abiding player. Deadly players are not allowed to join guilds. There are rules to follow within each guild, and along with these rules, you must follow the rules of the Realms of Despair. To gain entry into a Guild, you should locate the recruiting office of the guild using HELP MAP. Then read the recruiting board which you will find there. The board will contain instructions and rules about joining the guild and instructions on how to obtain a guide to the guild.
Entry into a Guild will start off with an interview for most new members. Guild Leaders will induct new members as ‘initiates’, giving them access to the Guild and some of its resources. Over a certain length of time Guild Leaders and full members will watch initiates develop as players, possibly asking them to complete certain reasonable tasks to gain full membership into the Guild. In gaining full membership, initiates are rewarded with skill bonuses and access.