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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: Cleric, Paladin, Nephandi and Vampire classes
Guild of Nature: Ranger, Druid, Fathomer and Augurer classes
Guild of Origin: Warrior, Mage and Thief classes
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.
Orders are broader organizations catering to more established players seeking higher challenges in their game play. Each Order has a specific theme or common goal which their members aspire to and must follow if they are to apply and remain a member in good stead. The Orders include such varied niches as allowing membership to magic users only, allowing membership to those who are aligned with evil, or one which encourages roleplay as their main activity of enjoyment. Each Order has their headquarters set in a location outside of New Darkhaven and often have special items exclusively for the use of members.
Entry into an Order often requires a character to be at the pinnacle of their skills and prove that they are more than capable in the specific attributes the Order may value. Each Order sets their own tests for entry, with the more prestigious and elite Orders often stretching applicants to the limits of their wits, skills, and resourcefulness. There are currently seven orders: Arcanes, Ascendere, Baali, Dragonslayer, Inconnu, Ringbearers, and Sanctus Irae.
Clans are a society within Realms composed of a group of players which have joined together under a common cause. If you are a member of a clan you have the ability to pkill other deadly players outside of your own clan. Depending on the clan you join, you may be asked to follow a set of rules dictated by the clan's leaders. The current clans of the game are Ombra and Mortiferis.
Non-deadly players may join a deadly clan after being turned into a deadly player by a level 57+ immortal, however when the character is outcasted it remains deadly.
Nations were created as a venue for role playing throughout the Realms. A visit to the City of New Darkhaven reveals that our lands are truly multi-national. It is not unusual to see a troll grunting at a pixie flying over a human or an ogre and an orc communing over a mug of beer. Halfling and Giths may be seen sharing conversations with Dwarves, Elves, and Half-Elves...as long as there is peace in the land. Each race has its own government complete with councils. The government provides quests and holds Nation summits to discuss international matters. Each race speaks its own language on the racetalk channel. The Nations came into creation April 1997 due to the efforts of the immortal Phalanx.
To become more involved with your Nation, contact a member of your race by typing 'who
Councils are dynamic organizations run by an Immortal administrator which allow mortal players and administrators to communicate and interact to improve the quality or efficiency of the Realms. They each deal with significant areas of specialty including new player assistance, player feedback, deadly game administration, special Immortal-run quests and have varying degrees of player interaction.
All barbarians form a part of the North Plains Tribe, located in the village of Tar'pa cithm. Within this larger tribe, barbarians can choose to join one of three tribal bands, the Band of the Bear, the Band of the Wolf or the Band of the Boar. These bands form the basis of a barbarian's community and help increase their affinity to their spirit animal. The differences between barbarian culture and the civilised life in Darkhaven prevents a barbarian from joining a Guild. Barbarians who join an Order lose some of their barbarian skills as they stray from their less civilised roots. Barbarians who choose the deadly path of life can join Clans.
Sects are organizations run with full autonomy by entrepreneurial players who wish to form an organization outside of the existing hierarchies. Membership in a sect is determined by a particular sect's leader and their policies. To start a sect, a player must have a housing residence within the Realms, the required funds, and also immortal approval of the name. The sect's headquarters will be centered on the leader's residence, and members who use the spell 'word of recall' or its variants, will return to their sect instead of Darkhaven. Sect members can communicate with each other with 'secttalk'. For more information and a list of current sects, see the in-game help file help sect.