Guilds
			Once a player has selected a class, he will be allowed to choose from several guilds.
			The guilds are essentially schools in which a beginning player can learn an occupation.
			For each occupation, or class, there are several guilds. Guilds vary in quality
			of education, risk of death to the student, average years in training and difficulty.
			Some of the guilds (such as Eldar Academy) only allow members of a given race to
			enroll. A player's selection of a school will be made based on his characteristics
			and desires. If he survives his schooling, he will be placed in the tavern, where
			he will be waiting to join a party to seek adventure in the dungeon.
			
			Your choice of a guild will be based on a number of factors. While it is always
			desirable to choose a high quality guild, they tend to be more difficult, and
			your player could spend many years attempting to graduate, perhaps dying in the
			process. To short-lived races such as Orcs and Ogres, becoming a professional student
			can be a fatal mistake. After graduating from a guild, the student will hopefully
			have improved some of his characteristics useful in his trade, or at least not lost
			any. 
			
			The player will be placed in the tavern after his schooling, whether he graduates
			or not, as long as he does not die during his apprenticeship where he will wait
			until picked up as a member of a party. If he fails to graduate (and remains a Peasant),
			he may at any later time become an apprentice again, in any guild for which he is
			qualified. He might also elect to seek adventure in the dungeon as a Peasant, later
			to enter a guild. However, the chance of dying in school increases as a character
			increases his personal level. The masters of the school frown on these higher level
			students, and force them to serve as examples for the rest of the class.
			
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