Unknown2011-10-12 05:45:40
Hello! I'm ann RPer considering Lusternia as my newest MUDD home. I have not made my character just yet, mainly because of my Qs and I wanted to take time and be ready to make my pass through the Portal of Fate and Abyss as seamless as possible. If you've been wondering how I know of this, I've been reading the helpfiles and website.
I wanted to ask the following, just so I have solid lines in my head. Its based on my reading, but I like to ensure I understand it, so please forgive me for any Qs you consider idiotic. Some also I could not find in helpfiles on web=)
I wanted to ask the following, just so I have solid lines in my head. Its based on my reading, but I like to ensure I understand it, so please forgive me for any Qs you consider idiotic. Some also I could not find in helpfiles on web=)
- -It IS classless, only based on skills and guilds right?....I may continue on and just become a trade person if I so choose
- -As long as I can pay for it,and as long as its open to me may I learn unlimited trade skills? (bookbinding,cooking,artisanship et al) If I have a skill set already,however diverse, do I run risk of filling up maximum my character may learn (thereby forcing me to forget)?
- If I wanted to add,say, Artisanship or Enchantment to my skill set (hypothetically speaking, it is bookbinding), will I keep the previous skillset in bookbinding,and at the level its in?
- -Which Guild should I choose,based on my interests and also alignment/god choice as follows:
- *Dreamweaving
- *Trade skills-bookbinding, artisan et al)
- Gods (in order):Isune,Lisaera,Elycrion,AND/OR Maylea
- -May Faelings live in Cities, or is that RP-wise possible/uncharacteristic? What about dracnari and Lucidians?
- -may a character worship more than one god? (I understand if you join an order you need to choose,however I refer to ordinary laymen who may just privately worship)
- -Can you use Aetherships to travel the seas in the Primary Plane? Like...ordinary oceans?
Thanks=)=)
M.Lilles
Diamondais2011-10-12 05:59:07
Every guild has a class, such as an Ebonguard being a warrior, a Celestine being a guardian, etc. and they generally have unique skills based on the over org (city/commune) as the classes spread over the cities and communes.
At the start, you can only have one active trade, there are ways to get more but you'll need demigod and 70 million+ essence for the second trade and I can't honestly remember if the artifact is public or not. There is however the option of skillflexing, which makes the current skill inactive and lets you learn a secondary one which is useful for trades, but it has a cost, see HELP SKILLFLEXING. Certain trades are based on which guild skills (or lowmagic/highmagic for the bards and sometimes warriors) you have, only Druids, Wiccans and Bards can have alchemy, but Druids/Wiccans get a different brance than Bards do, same for Mages, Guardians and Bards, they can take up enchanting but different branches.
Dreamweaving is limited to Mages and Druids. For joining an order, join the city the God is based in, be careful as some Gods such as Isune are inactive. Bookbinding and Artisan are available to everyone, the only skills limited by class/skill is herbs, alchemy, enchantment and tattoos I think.
Faelings can live pretty much anywhere, but they get a race bonus for being in Glomdoring.
Sure, you could worship more than one god in offerings and so on, but you can only join one order at a time and there's this thing called Affinity which shall not be discussed because it starts flame wars.
Aetherships are for aetherspace only, think of spaceships. That's essentially what they are heh.
Hope that helps, it is 2am for me so somethings may have been forgotten.
At the start, you can only have one active trade, there are ways to get more but you'll need demigod and 70 million+ essence for the second trade and I can't honestly remember if the artifact is public or not. There is however the option of skillflexing, which makes the current skill inactive and lets you learn a secondary one which is useful for trades, but it has a cost, see HELP SKILLFLEXING. Certain trades are based on which guild skills (or lowmagic/highmagic for the bards and sometimes warriors) you have, only Druids, Wiccans and Bards can have alchemy, but Druids/Wiccans get a different brance than Bards do, same for Mages, Guardians and Bards, they can take up enchanting but different branches.
Dreamweaving is limited to Mages and Druids. For joining an order, join the city the God is based in, be careful as some Gods such as Isune are inactive. Bookbinding and Artisan are available to everyone, the only skills limited by class/skill is herbs, alchemy, enchantment and tattoos I think.
Faelings can live pretty much anywhere, but they get a race bonus for being in Glomdoring.
Sure, you could worship more than one god in offerings and so on, but you can only join one order at a time and there's this thing called Affinity which shall not be discussed because it starts flame wars.
Aetherships are for aetherspace only, think of spaceships. That's essentially what they are heh.
Hope that helps, it is 2am for me so somethings may have been forgotten.
Unknown2011-10-12 07:13:47
@Diamondias thiank you!!!
Now, I know it says in Newbie Guide that it's optional. But in my experience in Achaea, usually at least for initiates/first levels of a Guild, you are required to be citizen of a city. (And I'm not sure I like the city that the Guild I'm considering is in)
Should I worry?
Also, I'd love to hear other comments and feedback related to my questions in first post. Would love to learn, learn=D...thanks everyone=)
Now, I know it says in Newbie Guide that it's optional. But in my experience in Achaea, usually at least for initiates/first levels of a Guild, you are required to be citizen of a city. (And I'm not sure I like the city that the Guild I'm considering is in)
Should I worry?
Also, I'd love to hear other comments and feedback related to my questions in first post. Would love to learn, learn=D...thanks everyone=)
Lilia2011-10-12 07:52:13
It is impossible to join a guild without first joining the city. Guilds are intrinsically tied to just one nexus of power, and hence just one city/commune. A Celestine has to live in Celest, because it is the Pool of Stars' connection with Celestia that allows them to use Celestialism.This game is designed for org involvement, so you will find it extremely difficult to be a rouge.
No one on your list of gods is currently around. Elcyrion doesn't even exist anymore.
There is very little limit to where a race can live. Magnagora looks down on elfen, merian, and furrikin (I think), but you can still be a citizen. Celest is the same for viscanti. Kephera and illithoids are generally not allowed in a city/commune that the other is. For instance, Serenwilde accepted the teaching of one of the kephera's martial arts; kephera are welcomed in Serenwilde, and illithoids are not. (Kephera and illithiod have been at war for centuries.)
No one on your list of gods is currently around. Elcyrion doesn't even exist anymore.
There is very little limit to where a race can live. Magnagora looks down on elfen, merian, and furrikin (I think), but you can still be a citizen. Celest is the same for viscanti. Kephera and illithoids are generally not allowed in a city/commune that the other is. For instance, Serenwilde accepted the teaching of one of the kephera's martial arts; kephera are welcomed in Serenwilde, and illithoids are not. (Kephera and illithiod have been at war for centuries.)
Enyalida2011-10-12 09:34:49
It may seem very complicated at first and from the outside, but the skillset system gets far far clearer once you get your hands dirty with it, and start making choices. I'm up for trying to narrow things down for you in pms or in this thread! The way the skill system works is this:
Common skills:
These are a bunch of common skills that everyone has: Aethercraft, Arts, Beastmastery, Combat, Discernment, Discipline, Dramatics, Environment, Influence, Planar, Resilience, and a choice of either Lowmagic or Highmagic, which can change things. You always have all of these skills, no matter what. Some of these aren't needed at all for the casual player, not for a long time. Others, (like Arts) aren't high on the list for combative types. These are generally pretty straightforward.
Choice skills:
This is where things start to differ. There are Trade skills and Guild skills. One thing to note here is that for some of these, after you learn to a certain point there is a split, with two or more choices from there (this is the specialization business I refer to from here on out). Sometimes this is a free choice, in that two players in the same guild can choose different things. Sometimes it is dependent on other things, like your choice of highmagic/lowmagic, or your guild. For instance, both bards and mages can learn enchantment. However, when it comes time to specialize bards must take the tinkering path, mages must take the spellcraft path. You can build up proficiencies in two ( or more) skills you are not allowed to actually hold active at the same time, through skillflexing. I'll go into that in a bit.
Trade skills:
You get to choose (or choose to go without) one of these tradeskills to be active in at any given time, until you can power up to have more then one at once. I have them organized like this: Basic skills (Who can take it) -- Any specialization (ditto)//Other spec (ditto), and so on. Hopefully it is readable:
Alchemy (Bards w/ lowmagic, Wiccans, Druids)--Brewmeistery (bards)//Lorecraft (Wiccans, Druids),
Artisan (any),
Bookbinding (any),
Cooking (any),
Enchantment (Bards w/ Highmagic, Guardians and Mages)--Tinkering (bards)//Spellcraft (Mages, Guardians)
Forging (Warriors),
Herbs (Any w/Lowmagic, so no Guardians or Mages)
Jewelry (any)
Poisons (any w/Low magic)
Tailoring (any)
Tattoos (monks)
Guild Skills:
You also get three 'guild skills' that are determined by what guild you join. These are really the core skills for the majority of players. The first two out of these three are preset by what guild you are in, and are what defines what archetype it is. For instance, ALL mages must learn elementalism, specialized in their guild's element and Illusions, specialized in phantasms. They get no choice in that. However, ALL mages also get to pick between the skills of dreamweaving, runes, psionics(telekinesis), and psionics(telepathy). The first two are the defining skills (primary and secondary, respectively) the tertiary skill is up to the individual. I can spew a list of what all of them are, but that could get quite lengthy and absurd. If you have questions about specific ones, ask! The archetypes and who gets them are as follows:
Warrior (all)- Physical weapon users (can use poisons w/ weapon), focus on building up wounds to do better attacks on you.
Monk (all) - Physical weapon users, focus on stringing together attacks to build special momentum to unleash stronger attacks on you.
Bard (all)- 'Magic' (sort of) users, focus on passive effects in the same room as them to multiple targets, varying strategies within that.
Mages (cities)- Magic users, control several linked locations, focus mostly on group managment using widespead passive effects that hit multiple targets
Druids (communes)- Magic users, similar to mages, but with more dependancy on those linked locations (the demesne), and differently geared focus.
Wiccan (Communes) - Magic users, summoners of multiple entities, focus on attacking a single target.
Guardians (Communes)-Magic users, with two distinct types:
Traditional Guardians (Celestines of Celest and Nihilists of Magnagora)- summoners of a single entity, focus on passive single person effects and synergy.
Non-Traditional Guardians- Illuminati of Gaudiguch- summoners of multiple entities (less then Wiccans), focus on lots of afflictions and slowing you down. Institute of Hallifax- No entities, instead use crystals that cannot be killed, very defensive and supportive, weak offense.
The HELP files for each archetype spell out what two skills that archetype is defined by, and the HELP file of each guild spells out the choice of tertiary, as well as what specializations of the first two they take.
Skillflex:
This is where things get interesting. Say you are a Aquamancer (a type of mage). That means you have the elementalism skill with aquamancy, and the illusions skill with phantasms (see example under 'guild skills' heading). You still have a choice of third skill! Let's say you choose dreamweaving, and learn it all the way to the maximum level (The transcendant or trans level). That's well and fine, but you have a lot of extra lessons hanging around and you think runes looks like fun. You can forget dreamweaving completly, and get some but not all of your investment back on those lessons, but if you want to take it back up, you're going to have to spend on it all over. With skillflex, you can avoid that by forgetting things temporarily. You put dreamweaving on hold, which frees up your tertiary slot to learn one of the other choices, and can spend lessons on your shiny new tertiary skill as normal! Now, if you feel like switching back to dreamweaving, you'd either forget completly or temporarily the Runes skill, to free up that slot. Then you would reactivate dreamweaving. For every half of a complete skillset you reactivate, you have to burn 25 lessons from on hand. You can also only activate one skillset per real life day, so even if you have looooads of free lessons to burn, you can't flip flop too much! All of that applies to tradeskills also: If you want to learn both cooking AND tailoring, you can only have one active, but can flip flop for the appropriate lesson cost. For reference, 50 lessons is usually about ~9 credits.
Yeah, generally the guilds are viewed as just subsets of the city/commune they are in, the primary identification is almost always to the city/commune, and there are no unaffiliated guilds. Each commune/city has a slightly different perspective on this and differ in the amount of autonomy they allow their guilds, but it's generally restricted.
You can just walk on water (using an enchantment) or swim around the Inner Sea if you want to explore.
Joining an order really isn't as... religious as it might seem. There are people who are higher up in the ranks in order or who are chosen by the god as an Avatar, but there usually aren't out and out priests, or religious services or anything like that. You've got order events that people put together that tend in that direction, of course, but it's not a big institutionalized organized religion type thing. Every city/commune has guidelines on who's orders you are NOT to join (for political reasons), but past that it's not a big deal. I'd also point out that orders/gods are VERY tied up with the organization they are in the pantheon of, if you want to follow a god, you should join that city or commune, or risk being not allowed to or other... discouraging things.
Common skills:
These are a bunch of common skills that everyone has: Aethercraft, Arts, Beastmastery, Combat, Discernment, Discipline, Dramatics, Environment, Influence, Planar, Resilience, and a choice of either Lowmagic or Highmagic, which can change things. You always have all of these skills, no matter what. Some of these aren't needed at all for the casual player, not for a long time. Others, (like Arts) aren't high on the list for combative types. These are generally pretty straightforward.
Choice skills:
This is where things start to differ. There are Trade skills and Guild skills. One thing to note here is that for some of these, after you learn to a certain point there is a split, with two or more choices from there (this is the specialization business I refer to from here on out). Sometimes this is a free choice, in that two players in the same guild can choose different things. Sometimes it is dependent on other things, like your choice of highmagic/lowmagic, or your guild. For instance, both bards and mages can learn enchantment. However, when it comes time to specialize bards must take the tinkering path, mages must take the spellcraft path. You can build up proficiencies in two ( or more) skills you are not allowed to actually hold active at the same time, through skillflexing. I'll go into that in a bit.
Trade skills:
You get to choose (or choose to go without) one of these tradeskills to be active in at any given time, until you can power up to have more then one at once. I have them organized like this: Basic skills (Who can take it) -- Any specialization (ditto)//Other spec (ditto), and so on. Hopefully it is readable:
Alchemy (Bards w/ lowmagic, Wiccans, Druids)--Brewmeistery (bards)//Lorecraft (Wiccans, Druids),
Artisan (any),
Bookbinding (any),
Cooking (any),
Enchantment (Bards w/ Highmagic, Guardians and Mages)--Tinkering (bards)//Spellcraft (Mages, Guardians)
Forging (Warriors),
Herbs (Any w/Lowmagic, so no Guardians or Mages)
Jewelry (any)
Poisons (any w/Low magic)
Tailoring (any)
Tattoos (monks)
Guild Skills:
You also get three 'guild skills' that are determined by what guild you join. These are really the core skills for the majority of players. The first two out of these three are preset by what guild you are in, and are what defines what archetype it is. For instance, ALL mages must learn elementalism, specialized in their guild's element and Illusions, specialized in phantasms. They get no choice in that. However, ALL mages also get to pick between the skills of dreamweaving, runes, psionics(telekinesis), and psionics(telepathy). The first two are the defining skills (primary and secondary, respectively) the tertiary skill is up to the individual. I can spew a list of what all of them are, but that could get quite lengthy and absurd. If you have questions about specific ones, ask! The archetypes and who gets them are as follows:
Warrior (all)- Physical weapon users (can use poisons w/ weapon), focus on building up wounds to do better attacks on you.
Monk (all) - Physical weapon users, focus on stringing together attacks to build special momentum to unleash stronger attacks on you.
Bard (all)- 'Magic' (sort of) users, focus on passive effects in the same room as them to multiple targets, varying strategies within that.
Mages (cities)- Magic users, control several linked locations, focus mostly on group managment using widespead passive effects that hit multiple targets
Druids (communes)- Magic users, similar to mages, but with more dependancy on those linked locations (the demesne), and differently geared focus.
Wiccan (Communes) - Magic users, summoners of multiple entities, focus on attacking a single target.
Guardians (Communes)-Magic users, with two distinct types:
Traditional Guardians (Celestines of Celest and Nihilists of Magnagora)- summoners of a single entity, focus on passive single person effects and synergy.
Non-Traditional Guardians- Illuminati of Gaudiguch- summoners of multiple entities (less then Wiccans), focus on lots of afflictions and slowing you down. Institute of Hallifax- No entities, instead use crystals that cannot be killed, very defensive and supportive, weak offense.
The HELP files for each archetype spell out what two skills that archetype is defined by, and the HELP
Skillflex:
This is where things get interesting. Say you are a Aquamancer (a type of mage). That means you have the elementalism skill with aquamancy, and the illusions skill with phantasms (see example under 'guild skills' heading). You still have a choice of third skill! Let's say you choose dreamweaving, and learn it all the way to the maximum level (The transcendant or trans level). That's well and fine, but you have a lot of extra lessons hanging around and you think runes looks like fun. You can forget dreamweaving completly, and get some but not all of your investment back on those lessons, but if you want to take it back up, you're going to have to spend on it all over. With skillflex, you can avoid that by forgetting things temporarily. You put dreamweaving on hold, which frees up your tertiary slot to learn one of the other choices, and can spend lessons on your shiny new tertiary skill as normal! Now, if you feel like switching back to dreamweaving, you'd either forget completly or temporarily the Runes skill, to free up that slot. Then you would reactivate dreamweaving. For every half of a complete skillset you reactivate, you have to burn 25 lessons from on hand. You can also only activate one skillset per real life day, so even if you have looooads of free lessons to burn, you can't flip flop too much! All of that applies to tradeskills also: If you want to learn both cooking AND tailoring, you can only have one active, but can flip flop for the appropriate lesson cost. For reference, 50 lessons is usually about ~9 credits.
Yeah, generally the guilds are viewed as just subsets of the city/commune they are in, the primary identification is almost always to the city/commune, and there are no unaffiliated guilds. Each commune/city has a slightly different perspective on this and differ in the amount of autonomy they allow their guilds, but it's generally restricted.
You can just walk on water (using an enchantment) or swim around the Inner Sea if you want to explore.
Joining an order really isn't as... religious as it might seem. There are people who are higher up in the ranks in order or who are chosen by the god as an Avatar, but there usually aren't out and out priests, or religious services or anything like that. You've got order events that people put together that tend in that direction, of course, but it's not a big institutionalized organized religion type thing. Every city/commune has guidelines on who's orders you are NOT to join (for political reasons), but past that it's not a big deal. I'd also point out that orders/gods are VERY tied up with the organization they are in the pantheon of, if you want to follow a god, you should join that city or commune, or risk being not allowed to or other... discouraging things.
Unknown2011-10-12 14:03:02
Wow awesome! Thank you ladies for the wonderful help you give me.
I get stressed out about politics and while I enjoy specializing in combat skills, do not especially enjoy combat (sparring maybe...). It's why I favor as much independence as is possible. It's why I'm asking about the possible ways to become involved without being too pulled into the politics of a city.
Which cities have the most strife that will affect the ordinary citizen? And what I mean by this is...would a cloaked stranger that, as far as my eyes can see in this plane, does not appear to be friendly (and thus not part of the City) attempt to waylay an ordinary citizen. Things like that. Can a Tailor or whatever, who also happens to have combat skills and is part of a Guild and citizen of the CIty, have peace and quiet? lol
Do Guilds or Cities require characters to contribute military service, after novicehood?
Can you own a private property, such as a home or a shop or both, in the City in which my chosen skills would require me to be in, without having to be a City Citizen?
@Lillia (and anyone else): I think i read in a helpfile that if you leave a city you're also out-guilded. So if you join City and Guild simultaneously (like at the Portal of Fates), this would be your dilemma. I guess that possibility for joining a Guild and not a City comes AFTER you go through the Portal? The Portal of Fates match it up for you.
Thanks for the kind hand=), L. Lilles
I get stressed out about politics and while I enjoy specializing in combat skills, do not especially enjoy combat (sparring maybe...). It's why I favor as much independence as is possible. It's why I'm asking about the possible ways to become involved without being too pulled into the politics of a city.
Which cities have the most strife that will affect the ordinary citizen? And what I mean by this is...would a cloaked stranger that, as far as my eyes can see in this plane, does not appear to be friendly (and thus not part of the City) attempt to waylay an ordinary citizen. Things like that. Can a Tailor or whatever, who also happens to have combat skills and is part of a Guild and citizen of the CIty, have peace and quiet? lol
Do Guilds or Cities require characters to contribute military service, after novicehood?
Can you own a private property, such as a home or a shop or both, in the City in which my chosen skills would require me to be in, without having to be a City Citizen?
@Lillia (and anyone else): I think i read in a helpfile that if you leave a city you're also out-guilded. So if you join City and Guild simultaneously (like at the Portal of Fates), this would be your dilemma. I guess that possibility for joining a Guild and not a City comes AFTER you go through the Portal? The Portal of Fates match it up for you.
Thanks for the kind hand=), L. Lilles
Diamondais2011-10-12 14:51:49
You don't have to be involved in combat, some things are unavoidable such as if you're jumped by an enemy but if you're quiet and not in enemy territory or off prime you'll gain a bit of a reprieve from that person thanks to the Avenger system.
The same goes for the cities and communes, you can do your own thing, just try not to break the rules of the org or if you do, do it quietly.
And for private property, look at manses! Which you can keep as a manse, or upgrade it to an aethership.
Most people do not look well on those who stay in a guild but not the city (if this is still even possible), you're honestly just shooting yourself in the foot there because you lose access to the nexus and thus most power skills in your guild and you're separating yourself from lots of people and in some cases, roleplay.
The same goes for the cities and communes, you can do your own thing, just try not to break the rules of the org or if you do, do it quietly.
And for private property, look at manses! Which you can keep as a manse, or upgrade it to an aethership.
Most people do not look well on those who stay in a guild but not the city (if this is still even possible), you're honestly just shooting yourself in the foot there because you lose access to the nexus and thus most power skills in your guild and you're separating yourself from lots of people and in some cases, roleplay.
Unknown2011-10-12 15:13:22
Room Box
- Creates a new room and exit. MUST HAVE A MANSE ALREADY!
- Syntax: TURN BOX
- NOTE: Cannot make an exit DOWN from the fulcrux room (reserved for
shop artifact).
Manipulating your manse
-----------------------
MANSE LIST
- Lists your manses.
MANSE ROOM LIST
- Lists the rooms in a manse.
MANSE SET MANSE TITLE
- Sets the title of the house you're standing in.
- Costs 1000 gold.
- Limit of 55 characters.
MANSE SET MANSE NAME
- Reset the one-word identifier reference for your manse.
- Costs 1000 gold.
Intriguing! This is then an object you purchase and then its basically a portable house?
Okay...Yes I see I'm making things more complicated for myself. It seems its not so bad, with my final choices anyway.
Lehki2011-10-12 15:19:00
The cities/communes have shops that they rent out to people, so you could possibly get one of those when one frees up. But as already mentioned, you can get your own aethermanse to customize and even turn into a shop.
There isn't an active Lisaera, Isune, or Maylea at the moment, but while Elycrion doesn't exist anymore, it's because he did the fusion dance with his brother and made Elostian who is active
It's not difficult to stay out of combat while in a city/commune. You may often here people calling for help or combatants, but there's no requirement.
Intriguing! This is then an object you purchase and then its basically a portable house?
Okay...Yes I see I'm making things more complicated for myself. It seems its not so bad, with my final choices anyway.
Not portable exactly, aethermanses are linked to the aetherplex or each org's own aetherportal.
There isn't an active Lisaera, Isune, or Maylea at the moment, but while Elycrion doesn't exist anymore, it's because he did the fusion dance with his brother and made Elostian who is active
It's not difficult to stay out of combat while in a city/commune. You may often here people calling for help or combatants, but there's no requirement.
Intriguing! This is then an object you purchase and then its basically a portable house?
Okay...Yes I see I'm making things more complicated for myself. It seems its not so bad, with my final choices anyway.
Not portable exactly, aethermanses are linked to the aetherplex or each org's own aetherportal.
Unknown2011-10-12 15:27:32
Lehki:
The cities/communes have shops that they rent out to people, so you could possibly get one of those when one frees up. But as already mentioned, you can get your own aethermanse to customize and even turn into a shop.
Not portable exactly, aethermanses are linked to the aetherplex or each org's own aetherportal.
How many aethermanses may I own?
Lerad2011-10-12 15:40:36
As many as you have the money to buy, if I'm not mistaken. They don't come cheap, though.
Unknown2011-10-12 16:21:34
Yes....350k.
Diamondais2011-10-12 18:44:52
And 150k for each room after the fulcrux.
Enyalida2011-10-12 20:20:02
You can't be in a guild and not a city/commune to my knowledge, though you can do it the other way. Not sure why you would do it that way though! Anyways, all guilds will require you to join their city/commune, so if you can or not is something of a moot point.
You can try to buy a shop in any organization if they let you, but unless they spend on an expansion for your shop, you'll have to buy out or outbid the person who currently has whatever shop space you're going for.
You can try to buy a shop in any organization if they let you, but unless they spend on an expansion for your shop, you'll have to buy out or outbid the person who currently has whatever shop space you're going for.
Lehki2011-10-13 03:14:40
Enyalida:
You can't be in a guild and not a city/commune to my knowledge, though you can do it the other way. Not sure why you would do it that way though! Anyways, all guilds will require you to join their city/commune, so if you can or not is something of a moot point.
I'm pretty sure that you can technically be in a guild and not an org. However also pretty sure most guilds will quickly remove you if you're not in the org.
Diamondais2011-10-13 03:59:23
Yeah, only remember a couple situations where it has happened. It's not liked and it does cause a rift.
Lerad2011-10-13 04:33:20
Sahm was a ninja outside mag for a while, IIRC. Though that was more of some drama rather than an RP'd role. Can't be sure, of course. Have to ask him.
Semi-related question, does being in a guild but not the city associated with it restrict your use of the org-specific power abilities?
Semi-related question, does being in a guild but not the city associated with it restrict your use of the org-specific power abilities?
Enyalida2011-10-13 04:37:41
Yes to the power thing.
She's asking about actually being in part of the guild proper (I think), not just keeping skills which is what usually happens in those cases.
She's asking about actually being in part of the guild proper (I think), not just keeping skills which is what usually happens in those cases.
Diamondais2011-10-13 05:02:20
Yes, and we're telling you it has happened before, the most notable cases I can think of were in Serenwilde. It's not looked on well.
Edit: As to whether this still can happen, don't know, it's just not a good idea.
Edit: As to whether this still can happen, don't know, it's just not a good idea.
Kiradawea2011-10-13 11:16:09
The endowment of arts, the artifact that allows you to have another tradeskill active at a time, is publically available. It's pretty expensive though. 2000 credits if I recall correctly.