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Gemstone IV
Job Evaluation
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1/2 Marathon Training
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Description of the Warrior Guild

[Warrior Guild, Entryway]
You are standing face-to-face with the southern wall of the Warrior Guild.
More fortress than building, its stone walls are interspersed with towering spires, the highest and most impressive being the two on
the wall facing you. Each of the spires is inset with thick-glazed, narrow windows that purchase them a view at every angle.
The entrance to the Guild itself is guarded by a massive portcullis of stout iron bars faced overall with mein reinforcing.
You also see a burly guard.
An examination of the portcullis will reveal the following: "The daunting portcullis prominently displays an iron plaque near its base." Reading the plaque will give you the list of freelance Guild Masters who may be available to assist the warrior pursuing his/her guild craft.

Details of the location, cost of joining and the skills that can be attained are indicated within the Gemstone IV site. However some of Bremerial's accumulated knowledge - such as it is - is scrawled below.
QUESTIONS
- (01) - How old do I need to be to join the guild?
- (02) - Is there a plan of the guild in the landing?
- (03) - What is the warrior oath?
- (04) - Who are the Warrior Guild Personnel?
- (05) - How do I participate in a boxing match?
- (06) - What are the skills I can learn?
- (07) - How did Bremerial train?
- (08) - How do I become a warrior Guild Master or Master at Arms?
- (09) - Personal Commentary?
How old do I need to be to join the guild?
Elite warriors of 15th level or higher may join the Warrior Guild. Elite
warriors will receive an automatic invitation but they can receive an
invitation from a warrior guild master.
Is there a plan of the guild in the landing?
View map of the Guild
What is the Warrior Oath?
![]()
"Oath of Warrior Guild - I solemnly vow to uphold and promote the Warrior Guild. I shall not use the skills I learn to harm or steal
from others for my own amusement. I shall at all times maintain the Guild's positive image as a group of warriors, first in nobility,
best in tactics, foremost in bravery."
Who are the Warrior Guild Personnel?
- Burley Guard
The guard is garbed in a set of gleaming vultite full-plate armor, over which is a tabard bearing the seal of the Warrior Guild. The armor is immaculate and well-oiled. Standing at perfect attention, he wields a large-bladed naginata to ward away trespassers.
- Training Administrator Klidel
Klidel sits on the edge of the fountain surrounded by piles of papers weighted down with little ornate throwing daggers.
Her belt sports several additional daggers like the paper weights, each with a different jeweled hilt.
Her rounded cheeks and cropped brown hair add to her pleasing demeanor and soft, authoritative voice. Studying with her would clearly be an honor.
- Guild Master Bertrandt
Guild Master Bertrandt is a wizened and battle-weary giantman in his late sixties. Despite his age,
he seems quite hale, although his numerous battle wounds would prevent him from doing much intensive battle.
He wears a ceremonial sheath on his belt, his insignia of office and only ornate touch to his otherwise bland arrangement of light
leather armor, trousers and boots
- Darkly Clad Attendant
This attendant is a non-descript person who assists in the Dark Chamber with resistence training for beserking.
- Shop Master Bightroc
This is the master in sheath making who works in the workshop.
MASTERS
The masters are your friends and will teach you all they know until one day you equal or even surpass them. Don't be fooled by the gutteral, thick accents.
They are quite friendly...just hard taskmasters. "You haft to meet zem to get ze meaning"
- Master at Arms Witt
Witt, the only human of this band of Skilled Masters, is tall and lithe where most of his giantman counterparts are bulky.
His balding black hair is kept shaved to a thumb's width, giving him an intense presence.
Frequently, he can be seen joking and chumming with his colleagues at one moment, only to snap at the slightest
offense and begin tossing out challenges. Soon enough, his bright red features fade with his rage as he drops his
posturing and fires off another joke.
- Master at Arms Gaetan
Gaetan is literally a head above the rest of his colleagues. Despite his intimidating height, his quiet, pedagogic
voice and ill-fitting clothes makes him very approachable.
His light blue eyes tend to stare at some indeterminable point in the distance as he lectures,
as if being cued by some presence invisible to all but him. As he listens to his students' replies, his brow furrows and his hand
reflexively moves to thoughtfully stroke his neatly trimmed goatee.
- Master at Arms Khalea
Khalea's puffy eyes give her a perpetually bored and tired look. Although slow to move, her motions she does make are quick, precise and powerful. Her mousy brown hair is done up in a bun, with slender daggers pinning the knot in place. When not training, she has a tendency to lean on her polished modwir spear which is decorated with beads and feathers.
- Master at Arms Erta
Erta's hard features and intimidating battle dress are softened by her quick, wry smile. She carries herself with an air of indifference,
with exception to her left hand constantly fastening and unfastening the loop of leather that secures her falchion in its sheath.
Shorter than average for a member of the giantman race, she obviously relies on her speed and muscular legs.
Her medium length blond hair is tightly braided with strips of leather and tucked into the collar of her leather breastplate.
- Master pugalist Gartrand
Gartrand is a bulky dwarven fellow, with a hairless head and a long, braided ruddy beard. His giant, meaty fists would hit like boulders, and his stout, barrel-like frame could take all manner of abuse before seriously imparing this short-legged juggernaut. He watches you hawkishly with his attentive, steely blue eyes
- A young apprentice
Alas this apprentice moves far too slowly for me to visualise him (or her) properly. However, if you drop one of the training weapons within the guild
- as I have done so often - then this apprentice will work tirelessly to replace it.
You drop your two-handed sword on the ground negligently.
A young apprentice on duty nearby springs to life and snatches up the two-handed sword and looks around.
"The GuildMasters don't like it when folks mess up the grounds with this sort of stuff," he says. He then trots off to have the training weapon
recycled for further use.
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How do I participate in boxing?
Pugilism - so ye wanna' box eh?
- Requirements
Two warriors with NO injuries
- What should they do?
Enter the ring and 'Ask Gart about Officiate'.
You ask Gartrand to officiate a round of boxing
If you are injured, you will hear: "[Your Name], it's Guild policy not to allow wounded combatants fight here," Gartrand explains.
If you are in one piece then Gartrand will tell you the following:
"All right, gentlemen," Gartrand begins. "Here are the rules: fight fair, no hitting below the belt, use your fists only,
and try not to do any permanent damage. Begin!"
You then slog it out with your opponent until one of you is declared the winner.
Snapshot of my final winning round
The name of my opponent has been changed to spare his blushes
You swing a closed fist at Loserville!
AS: +225 vs DS: +53 with AvD: +25 + d100 roll: +16 = +213
... and hit for 10 points of damage!
Stomach shot lands with a hollow *thump*.
Roundtime: 3 sec.
* Loserville has fallen unconscious!
Gartrand holds Bremerial's arm aloft and declares her the winner!
A nearby servant takes a bucket of water and splashes it across Loserville's face, causing him to awaken, sputtering but alert.
Gartrand summons a medic who goes about patching Loserville and Bremerial up with various herb compresses.
What skills can I learn?
Undertaking and completing the warrior tasks, in order to perfect warrior skills and become a Guild Master can be time consuming, frustrating,
arduous,
and at times positively monotonous. But nothing worth attaining is easy to attain. It take blood sweat and tears at times. This will give you an example of
the blood sweat and tears emanating from my own body in an attempt to become guild master. ![]()
Available Guild Skills
The Warrior Guild offers training in 6 areas:
DISARM - Learn to disarm an opponent.
Examples
(Successful barehanded disarm - Bremerial's Perspective)
[Roll result: 159 (open d100: 47) Penalties: 12]
Choosing your opening, you attempt to disarm Tdem's pale mesille runestaff with your empty hand and connect!
Tdem's pale mesille runestaff is knocked to the ground!
Roundtime: 5 sec.
(Successful barehanded disarm - Tdem's Perspective)
[Roll result: 159 (open d100: 47)]
Bremerial chooses an opening, attempts to disarm you barehanded and connects!
Your pale mesille runestaff is knocked to the ground!
Roundtime: 14 sec.
(Unsuccessful barehanded disarm - Bremerial's Perspective)
[Roll result: 55 (open d100: 35) Penalties: 12]
Choosing your opening, you attempt to disarm Tdem's pale mesille runestaff with your empty hand and connect!
You fail to knock the runestaff away!
Roundtime: 5 sec.
(Unsuccessful barehanded disarm - Tdem's Perspective)
[Roll result: 55 (open d100: 35)]
Bremerial chooses an opening, attempts to disarm you barehanded and connects!
Bremerial fails to knock the runestaff away!
BERSERK - Attack in a frenzied, more powerful way. Additionally you can shrug off the effects of a stun or web. Indeed
berserk has recently been changed (5/26/2008). Before you made a frenzied attack on one creature at a time. Now
berserking will make use of MSTRIKEs instead of regular attacks if you are
sufficiently trained in MOC. If there are multiple creatures in the room, open
mstrike will be used. If there is only one target remaining, focused mstrike
will be used.
Example (with 55 train in MOC I can hit 4 creatures in the room once, or (as below) if one creature is in the room,
hit it three times with a concentrated burst.)
Everything around you turns red as you work yourself into a berserker's rage!
You spin around looking for something to attack!
You swing a razor-sharp mithril claidhmore at a krag dweller!
AS: +419 vs DS: +146 with AvD: +29 + d100 roll: +44 = +346
... and hit for 93 points of damage!
Crossing slash to chest catches the krag dweller's attention!
You swing a razor-sharp mithril claidhmore at a krag dweller!
AS: +419 vs DS: +135 with AvD: +29 + d100 roll: +88 = +401
... and hit for 108 points of damage!
Strong slash to the krag dweller's right leg!
Muscles exposed!
Not a pretty sight.
You swing a razor-sharp mithril claidhmore at a krag dweller!
AS: +419 vs DS: +97 with AvD: +29 + d100 roll: +36 = +387
... and hit for 119 points of damage!
Powerful slash!
The krag dweller's right leg is severed at the knee!
The krag dweller collapses into a pile of rubble.
You are beginning to feel a little fatigued.
The redness fades from the world and you begin to breathe harder.
Berserking from a stunned state
You take a drink from your black demon rum. The liquid burns agonizingly before assaulting your throat with a riot of herbal flavors. You can distinguish caraway, cumin, fennel, and dill, all of which have transformed into something eminently less appealing during the fermentation process.
You have 6 quaffs left.
You feel the blood drain from your face as your eyes glaze over.
You are stunned!
(Berserk)
Everything around you turns red as you work yourself into a berserker's rage!
Focusing on your bloodlust, you shake yourself out of the stun!
The redness fades from the world and you begin to breathe harder.
CAUTIONARY NOTE!
- You only need to use the berserk command once. However, berserking your way out of stun may take a few rounds. Be patient. (Hard to do I know when some critter is bleeding you to death!)
- Be aware that if you use the berserk command more than once while stunned you may find yourself berserking when you don't want to. This is a common problem and 'can' lead to death. Beware!
- To stop berserking use the command 'STOP BERSERK'. It may take a few rounds for your to stop berserking
- TIP: If using an interface like stormfront, highlight the following to see (1) when your stun has worn off and (2) that you are no longer berserking:
(1) Focusing on your bloodlust, you shake yourself out of the stun!
(2) The redness fades from the world and you begin to breathe harder
TRICKS - Master a number of tricks and learn to make sheaths.
Example
[Roll result: 121 (open d100: 54) Penalties: 0]
You feint low, the zombie buys the ruse and moves to block the blow that never came!
Roundtime: 3 sec.
The following tricks are possible. They are always preceded with the word 'wtrick'
- WFLIP - Flip weapon in the air and catch it.
- GUZZLE - Drink more while spending less time drinking.
- TSHEATH - Twirl your weapon and sheath it.
- WHOP - Hop over your weapon.
- SPIN - Spin your weapon about.
- APPRAISE - Estimate your opponent's combat worthiness.
- BALANCE - Balance a weapon on your palm, nose, chin, foot, or finger.
- SPIT - Send a mucus missile at your opponent.
- JUGGLE - Throw weapons around without getting cut.
- FEINT - A maneuver to confound your opponent.
- BACKFLIP - Heels over head.
- POLISH - Put a nice shine on a weapon or shield.
- DRAW - Bring out your nearest weapon.
- SPERF - Perfect your stance by 5%.
- INITIAL - Cut the air with your initials.
- ROLL - Tuck and roll to the left or right.
- SATTACK - Fly into battle while spinning in the air.
- TSLICE - Toss a food item in the air and annihilate it.
- CATCHS - Throw weapon in the air and catch it in a sheath.
- HAIRCUT - Harm one hair on your opponent's body.
- KSHEATH - Kick a weapon into the air and catch it with a sheath.
- SHEATHM - Make your own sheath in the Guild workshop.
It helps with role-play to know not only what tricks you can learn but how much round-time performing the tricks takes and how the tricks are viewed by onlookers. Useful information has been included within the attached PDF document.
Feint, Roll and Spin Attack are the most important of these tricks for Bremerial, although sheath making can be lucrative. To add a flourish to hunting you could use some of the others - for example 'drawing' your weapon before going off to battle or 'catching' you weapon in you sheath after return from battle. Remember some of these tricks have round-time attached so my advice is that you don't use them in between skirmishes unless it is safe to do so. They are great for role playing though!
TACKLE
- Tackle or knock down opponents.
Example - tackle critter
[Roll result: 133 (open d100: 73) Penalties: 5]
You hurl yourself at a zombie and connect!
You knock a zombie flat and jump to your feet. Smooth!
Roundtime: 7 sec.
Example - tackle person (Bremerial's Perspective)
[Roll result: 137 (open d100: 86) Penalties: 6]
You hurl yourself at Tdem and connect!
You knock Tdem flat and jump to your feet. Smooth!
Roundtime: 7 sec.
Example - tackle person (Victim's Perspective)
[Roll result: 137 (open d100: 86)]
Bremerial hurls herself at you and connects!
Bremerial knocks you flat and quickly jumps to her feet!
Roundtime: 9 sec.
WARCRIES - Use your voice to frighten opponents, inspire allies and distract attackers.

Available Warcries
- Bertrandt's Bellow - gives an opponent roundtime
- Yertie's Yowlp - adds +5 to a group AS
- Gerrelle's Growl - enrages a creature
- Seanette's Shout - adds +15 to a group AS
- Carn's Cry - creates fear in a creature and freezes in position
- Horland's Holler - adds +20 to a group AS
Further details of warcries from both the perspective of the warrior and the victim are available on the attached guidance note. (PDF Document) This should be read in conjunction with the updated information below.
WARCRIES UPDATE - (5/26/2008)
Yertie's Yowlp has been redesigned to help defend against warcries and warcry-like attacks (griffin shrieks, animal roars, etc.)
Instead of providing the previous AS boost. Yowlp may now be stacked with either Shout or Holler.
Seannette's Shout's vocal stress cost has been decreased.
Horland's Holler can now be used regardless of group status.
The offensive warcries (Bertrandt's Bellow, Gerrelle's Growl, and Carn's Cry) may now be
used in open mode with the ALL option, targetting all creatures in the room at once. The vocal stress cost of open mode
is significantly greater than single target mode.
Warcries Training Tips
- You can usually warcry critters that are no more than 10 trains younger than yourself
- You can't warcry Shout and Holler for a cumulative AS. The most powerful cry will prevail. However Yowlp can be stacked with them.
- If you get a warrior master to teach you to warcry, the training goes faster
- Combining warcry with either other hunting, or other guild skills is always a good idea
- Personally Bremerial finds 'cry' and 'holler' invaluable, although all of these skills have their benefits if used well.
- If you type the word 'warcry' you can find out the state of your throat and therefore use warcry a little more strategically. - see list below
Command: WARCRY
- You find it almost too painful to talk, much less shout.
- You practically croak when you talk.
- Your throat is sore, and your voice hoarse.
- Your voice sounds a bit raspy.
- Your voice cracks now and again.
- You have a slight tickle in your vocal cords.
- Your throat is slightly parched.
- Your vocal cords are in perfect condition..
BATTER BARRIERS
- Bash through barriers gates and bash open boxes.
Examples
COMMAND: Bash Gate - [Bashing the Graveyard Gate]
With a roar, you lower your shoulder and charge the bronze gate!
With a shocking lack of resistance, the bronze gate pops open! Being braced for a hard struggle, this leaves you just a tad off-balance for a bit.
Roundtime: 9 sec.
COMMAND: Bash {container} - [Bashing a container]
You bash at the thanot box with your red brick.
Splinters fly as you hit it for 54 points of damage!
Roundtime: 7 sec.
In a shower of splinters, the thanot box bursts apart, spilling the contents on the ground!
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How did Bremerial Train?
Bremerial began training in batter and tricks because they were the easier skills to master..for her at least. She can however confirm that there are NO easy skills to master. They all require dedicated application and the development of your social skills! The skill you train in are often dependant on availability of others to train with and your own hunting style. This is how she would have trained in an ideal world:
- Batter - for at least 10 ranks, as this comes in handy
- Warcries - because you can get assistance
- Tackle - because you can get assistance
- Disarm - because it's harder to get assistance or to find critters you can easily disarm when ye get older
- Tricks - because its not too hard to find an audience
- Berserk - because this skill is more effective when older anyway
- Batter - Easy to complete if you hunt and collect boxes.
Actual guild training pattern?
By my 26th visit to the trainer on Restday, day 5 of the month Eoantos in the year 5106, I had attained the following:
- You have 2 ranks in the Disarm Weapon skill.
- You have 1 rank in the Berserk skill.
- You have 12 ranks in the Warrior Tricks skill.
- You have 26 ranks in the Tackle skill.
- You have 9 ranks in the War Cries skill.
- You have 43 ranks in the Batter Barriers skill.
By age 46th visit to the trainer on the Huntress, day 18 of the month Ivastaen in the year 5107, I had attained the following:
- You have 5 ranks in the Disarm Weapon skill.
- You have 3 rank in the Berserk skill.
- You have 56 ranks in the Warrior Tricks skill.
- You are a master of tackle.
- You have 15 ranks in the War Cries skill.
- You are a master of Batter Barriers skill.
By age 64th visit to the trainer on Niiman, day 3 of the month Lormesta in the year 5108, I had attained the following:
- You have 6 ranks in the Disarm Weapon skill.
- You are a Master of Berserk.
- You are a Master of Warrior Tricks.
- You are a Master of Tackle.
- You are a Master of War Cries.
- You are a Master of Batter Barriers
By age 75th visit to the trainer on Niiman, day 3 of the month Lormesta in the year 5108, I had attained the following:
- You have 28 ranks in the Disarm Weapon skill.
- You are a Master of Berserk.
- You are a Master of Warrior Tricks.
- You are a Master of Tackle.
- You are a Master of War Cries.
- You are a Master of Batter Barriers
NB: Finding people with whom I can train in disarm is VERY difficult. It is equally as hard to find creatures that I can disarm with ease. At the moment Shaman and Magus are the easiest
How do I become a Guild Master or Master at Arms?
Becoming Guild Master
To be a guildmaster a warrior must have attained 125 in total in his/her skills and have mastered at least one skill. After that there must be five nominations
made by five fellow masters. If this criteria is met then Betrandt will grant the status of Guild Master.
Becoming a Master at Arms
The title of Master at Arms is conferred on warriors that master all the skills. You are greeted as a master by Klidel, which is quite gratifying.
Personal Commentary
- Remember that the masters are there to help you train but they can hurt you too. It is possible to die during training so ensure you are careful, especially when you commence training with them. e.g.
Witt stoops and picks up his twohanded sword.
Master at Arms Witt swings a rattan twohanded sword at you!
AS: +175 vs DS: +132 with AvD: +29 + d100 roll: +93 = +165
... and hits for 8 points of damage!
Deft slash across chest draws blood!
You take a deep breath.
- When training with your fellow warriors you may need to adjust your stance. Remember there are two stances that may need to be adjusted. (1) Your normal combat stance, adjusted by typing 'stance' and selecting the appropriate stance; and (2) the guild stance which relates to the effectiveness of the guild skills you have learned. What does this mean in practice? If practicing tackle against someone with considerable more ranks in tackle than you, and possibly older, you may want to have your stance set to defense and your guild stance optimised - i.e. set to offensive. This may prevent you taking considerable damage when tackled. Conversely, if you are tackling a youngster, you may want to have your stand set to guarded and your guild stance reduced to the lowest level ( which for guild stance is guarded.) This will prevent you killing the poor fella! These are just examples. How you set your stance will vary from warrior to warrior and situation to situation.
- It is important to take what you can get sometimes when it comes to guild training and to recognise that training hopes and desires change as you get older. Also the availability of training partners may affect the way you train. Be prepared for a degree of flexibility.
- One of the most annoying things is asking Klidel for an assignment only to hear: Klidel says, "We don't want ya to burn out...you need to go concentrate on your other studies for a while, before you gain any more guild ranks." Basically warriors are limited as to the speed with which we can learn guild skills and are required to learn skills outside the guild at the same time. This can be frustrating sometimes.
- To avoid this frustration keep your eye on how many ranks you have attained and whether you have reached your maximum. You currently have 87 ranks out of a possible 87 for your training.
- Also hunt during the week and work on guild skills during the weekend. Actually this method is an excellent one. Many of the guild skills require the assistance of others who are more likely to be available during the weekend.
- When practicing your disarming with a fellow warrior, remember to pick up your weapon at the end of the session. It's amazing how many people leave it lying in the courtyard. Also remember to put your armor back on if you've removed it.
- Watch your stamina when practicing certain guild skills. There is nothing more frustrating than hearing your muscle {{pop}} because you have not been watching that stamina. If using an interface like Stormfront then highlight these sentence: "You are beginning to feel a little fatigued". If you have the misfortune to hear your muscles pop then you'll know when you are ready to resume your muscle intensive guild activity by highlighting this sentence: " Your muscles feel much less strained than they did a moment ago."
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