animamods: (Default)
animamods ([personal profile] animamods) wrote2017-01-01 02:03 pm
Entry tags:

The Four Paths

If you ask most of those who have lived most, or all of their life, in this land will happily tell you about the four guilds and paths that help maintain and explore this world. Chivalry, Diplomacy, Devoted, and Discovery. Each had far more dignified names at some point in the past, but only traditionalists and historians actually recall those names. Most only know them by their one word monikers. If one attempts to question about a fifth guild most would stare at you blankly or politely ask you if you perhaps heard wrong, there has only ever been four paths to their knowledge.



Four Paths
Chivalry
The Peacekeepers and Soldiers.

This guild tends to attract those who seek adventure or believe action speaks louder than words. Their requests tend to lean towards tasks of a physical nature, from finding and subduing a notorious thief, to aiding in culling a far too large and unruly herd of Manticores that had settled close to a farming village. Very high risk of losing a limb most times, but also the guild that pays the highest in gold for completed tasks.
Alliance: Chivalry works closest with Devout, as these paths often find themselves exploring similarly dangerous areas and protecting those they encounter.


Diplomacy
The Scholars and Philosophers.

This path believes in the power of words and the heady weight of history. If it involves words or tomes then this guild will be hip deep in it. Knowledge is considered the greatest treasure to them, and thus any tasks given out by this guild will deal heavily in seeking out facts or dispelling rumors. While the most dangerous thing you’ll likely undertake in these trades are papercuts and death by boredom by a very dry text, this guild rewards in spell instructions for those dutiful enough to complete their tasks.
Alliance: Discovery paths align well with Diplomats when it comes to unearthing the past, ranging from common interests, partnerships, and friendly rivalries.

Devoted
The Missionaries and Faithful

While not a guild by the traditions of old, this group has become an unofficial congregation of those who travel the land on pilgrimages and fact finding missions to restore the faith and traditions that had once been popular before the world had become so unbalanced. Sustaining on donations and the generosity of those who wish to follow a more pious of lifestyles. Though many tasks can be found in need of willing hands, most jobs only have an award of doing a good deed. There are rumors however that those that have shown enough faith and signs of blessing from one or more of the gods may acquire secrets only those who have devoted themselves fully to this land’s faith can understand. Perhaps the whispers of a God will become clearer to you if you devote yourself to aiding this group in restoring faith in the population again.
Alliance: Diplomats and Devoted rub shoulders, both trying to safeguard the faithful and populace in their own way. A common interest in the past and restoring it also keep the two close.

Discovery
The Explorers and Inventors

This is the guild where innovation and curiosity reigns supreme. From figuring out if combining two rune clusters together in a new pattern will result in self irrigating farmlands or blow up spectacularly in your face. Perhaps a new ruin has been unearthed and explorers are needed to set foot on ground none have been for thousands of years. Depending on who it is seeking aide and just what it is exactly they are trying to accomplish your chance of injury varies. However these bright minds are very willing to pay handsomely to those that take their requests. The rewards range from common items and weapons to custom and enchanted items and weaponry.
Alliance: Often the Chivalrous are watching the backs of the Discoverers in dangerous situations, and frequently the Discoverers find ways to give the fighters something new in the way of research, to keep them alive.

Secrecy/Orphans
The Unmakers and Chaos Bringers.

While to the vast majority there are only four guilds, there is in fact a fifth one. This path has no name as secrecy is the utmost important thing for it. Those who are brought into the fold are those who are not happy with the land or the use of so many outsiders to keep this nebulous thing called a Balance in line. Many within the guild are actually trying their best to undo everything that the other three guilds have accomplished. No tasks are ever known outside of those who awoke with unease in their hearts and had been willing to listen to the ever changing and unnamed being that spoke of these chains holding all of them prisoner to a will not their own.
Orphans: Finding themselves in a similar camp, Orphans are those who have not found their spot in Avalice, and remain outsiders. Some do not wish for ruin, but neither can they move forward; they may find themselves drawn deeper into the coils of Secrecy, or pulled towards another Path. Either way, they remain rogue agents.
Alliance: Secrecy trusts and allies with no one, using all others at best. Orphans need all the help they can get, no matter who that is.

Post a comment in response:

This account has disabled anonymous posting.
If you don't have an account you can create one now.
HTML doesn't work in the subject.
More info about formatting