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Guilds

For a long time, many individuals had no alternative but to learn about their skills through brute force and ignorance. Some abilities were honed through simple repetition, while others faltered and were never exploited to their fullest potential. There arose a need within Frontier to bring together individuals interested in more than simple hack-and-slash tactics. The call was put out and powerful masters came forth to create the guilds.

In exchange for tithes and service to their master, members of these guilds were given a means to improve and perfect their skillset. In time and with practice, their specialized abilities would make them quite formidable in combat. The citizens of Frontier felt safer with them around.

Here are the words of the guild masters, describing for you what each guild has to offer.

Warrior's Guild

The Warrior's Guild stresses an attunement of body and weapon, above and beyond the use of weapons in Frontier. Warriors choose a Weapon of Choice, and become expert in its use over time. The more the Weapon of Choice is used, the more deadly it becomes (reflected by a Warrior's weapon skill level). Other abilities are also available to the Warrior Guild member; a few of the more notable are the ability to sense invisible beings in the immediate vicinity of a Warrior, talk with other Warriors in the Warrior's secret language, employ critical hits to opponents, and the ability to self-bind wounds to speed up the healing process. At the highest level of proficiency, Warriors are also able to purchase a fighting falcon to accompany them on their adventures, acting as an extended set of eyes and ears.

Mage's Guild

The Mage's Guild stresses the perfection of ones mind as a means to harness arcane and often deadly powers. Mages carry with them a book of spells that increases in power as they increase in level. Although physically weaker than other adventurers, at higher levels the power of a Mage is not something to be ignored. As well as amazing spells of destructive offensive and formidable defensive power there are spells that allow a Mage to heal comrades, see invisible objects, and raise the dead to be used as servants. These are just a few of the many powers that await a Mage. If you think you can handle the power, seek us out.

Rumours...

It has been said that there exists a third, secret guild somewhere in or around Frontier. Their purpose is unknown. Their members are sworn to secrecy. Proof of their existence has been impossible to obtain. Yet the stories persist...


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