Within the game there are several choices of Guild from which you may select. Each of these provides a different path to follow and each has its own benefits available, from skills and spells to special items, such as mounts and armour. Each of the Guilds requires prospective members to complete a quest in order to join - the details of which will be explained to you outside of the Guild building. Some Guilds will require you to prove your skills in battle by defeating an adversary deemed worthy by the Guild Elders. Others will ask of you to search for a specific item and bring it back to them. Once this task is completed and the quest completed, you will be able to enter the Guild where far greater skills, spells and equipment will be on offer than elsewhere.
The Guilds are run by members who will elect a Guild Master (GM). The GM will then appoint Officers known as Guild Lieutenants who are on hand to assist should you need it. Once you have joined a Guild, you can enter the command GUILDSTAT (or GS for short) and you will see, among other things, who your GM and other Officers of the Guild are.
A Guild is an incredibly useful establishment for player advancement, offering not only materialistic gains but the fellowship of your Guild members who will often band together to overcome the greatest of odds. You are encouraged to join as soon as you are sure which Guild is right for you- after all, you can only join one of them and once joined, your Guild is a lifelong commitment. The one exception to this is that all players may join the Adventurers' Guild as well as any one of the four main Guilds. The Adventurers' Guild offers some special skills, spells and items to those that have not yet joined their main Guild.
For more information on the available Guilds, please select one from the menu on the left.