The guild system of Terris helps to bring people of like-skills together. Each guild has a guild house, which is a spell location that only members can access. In them you will find tutors to send you on quests, teach you skills or spells, and sell you items.
While Immortals and Heroes patron the guilds, it is the mortals that run the guilds as Masters and Officers. These mortals make the decisions when it comes to how the guild is run and who it interacts with.
To join a guild you will normally need to complete a quest, though some require interviews to be given the quest to join.
The following guilds are available to join:
|Assassins Guild||Barbarians Guild||Battlemages Guild||Brotherhood Guild||Druids Guild|
|Enchanters Guild||Knights Guild||Monks Guild||Rangers Guild||Rogues Guild|
|Thieves Guild||Warlocks Guild||Warriors Guild||Wizards Guild|
Selecting which guild to join is one of the most important decisions you will make in the lands. Once you do choose to join a guild, you will be a member of that guild for life.
When making this choice, you should think about what your character will act like and believe in. Many find that taking a few notes or creating a biography of your past will help you considerably.
Though any class of character can freely join any guild, the farther you move away from your character’s natural abilities the harder your future might be. For instance, a Fighter in the Wizards’ Guild will find that many of the skills and spells are expensive to learn. The same would be true if a Shaman were to join the Warriors’ Guild.
You should also give some thought to how you intend to role-play your character. Many guilds offer similar skills within their walls, but have a very different outlook on life. Those that want to spend their time in crowded areas might not enjoy life as a Ranger. Just as those that want to steal from people should not join the Assassins’ Guild.
Before joining a guild it is always best to speak with a current member so that you can find out if your beliefs are the same as theirs.
TERRIS is based on a guild system. This system allows for a basic archetypal character. We strongly recommend that you think long and hard before you choose your guild.
The guild structure is a design tool to aid the role-play aspects of TERRIS and as a result it is not to be treated with abuse or contempt.
The moderators take a VERY dim view towards players who change guilds for no apparent reason. You must have the permission of Guildops before you can leave your guild. If you feel you wish to move guilds, you MUST take your case before Guildops in email. If you wish to move and it is accepted by Guildops, you will have your skills reduced accordingly.
Guild changes are available only to subscribed players.
All guilds have an Immortal or Hero Patron. The Patron of a guild oversees the mortal running of the guild, aids in elections and building of the guild, supports the guild officers and enhances the role-play of the guild.
Patrons take many forms. Some are content to stay out of guild affairs unless asked for help, while others are more involved, helping to create a specific atmosphere of the guild.
Patrons have the power to veto any guild decision deemed extremely detrimental to the guild. They may remove a guild officer or refuse to allow someone to run for a guild position, with just cause. GMs and Patrons usually work very closely together to ensure the needs of the guild are met. Guildmembers can direct questions or disputes about patrons to Guildops, however, members should realize that Patrons are very important. It is nearly impossible for a guild to mutiny against, or remove a guild Patron. But complaints and concerns, in the rare event that a Patron seems to not have the guild’s best interests in mind, can be directed to Guildops.
For the most part, Patrons are content to let guilds grow and evolve in their own way, provided the guild keeps to the theme and ethos of that guild.
For information on guild commands click here