Undying Realms

A world of adventure.

Guilds

Every adventurer has a path to follow. In Undying Realms, that path is chosen through a guild.

A guild is more than a profession. It is an organization, a tradition, and a way of life. Your choice of guild determines the skills you will learn and the company you will keep.

Choose carefully. An adventurer may belong to only one guild.

Knight

Knights are warriors trained in the use of arms and armor. Discipline, courage, and martial skill form the foundation of their craft.

The life of a knight is not necessarily one of nobility. It is one of devotion to ideals and a liege lord.

Ranger

Rangers are warriors of the wild places. They are hunters, scouts, trackers, and travelers, accustomed to surviving far from the safety of settled lands.

A ranger learns to read the land and the creatures that inhabit it. Few are as comfortable on an unfamiliar trail or as difficult to find when they do not wish to be found.

Wizard

Wizards are students of magic. Their knowledge is gained through study, experimentation, and years spent learning the principles that govern the unseen forces of the world.

Magic is not granted freely. A wizard's power is the result of knowledge carefully acquired and even more carefully mastered.

Cleric

Clerics devote themselves to one of the gods of the realms, drawing their powers from their faith.

No single path defines the cleric. The nature of a cleric's abilities and beliefs depends in part upon the deity they have chosen to serve.

Monk

Monks cultivate discipline of body and mind. They favor agility, precision, and patience over heavy armor and brute force.

Their training extends beyond martial arts. Monks learn to survive, to move unseen, to endure hardship, and to make use of poisons and other less conventional tools. A monk's greatest weapon is often focus itself.

Merchant

Merchants make their living through commerce. Trade, negotiation, crafting, and the movement of goods are their art.

A Merchant understands that wealth is a resource like any other, and that knowing what something is worth can be as useful as knowing how to fight.

Another guild?

There are six recognized guilds in the north.

There are rumors of a seventh guild, a guild of scoundrels and thieves, but nobody wants to talk much about it.