Guilds
 
There are six Guilds on the Discworld and most of them have different specialisations or orders in the case of wizards. Some of them hold all specialisations in one buildings for others one must travel to join.
 

To learn more about all guilds check out the links section.


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Tall, rich maple trees fill Guilds Grove and create a beautifully shaded area. 
 Between the many trees, several buildings can be seen around the grove.  Quite
 a few people are meandering through the trees, on their way to more important
 business, like exploring the various guild buildings.  The town square is
 between the trees to the northwest.
It is a very warm secundus summer's evening with almost no wind and some puffy
 clouds.
There are seven obvious exits: northwest, assassins, thieves, warriors,
 priests, wizards and witches.
An informative sign is set in the ground and a pumpkin lantern is glowing
 brightly as it dangles from a lamp post.

Assassins

Elsabeth Dahil is there to tell you more about the Assassins Guild. Her task will give you a basic set of covert skills.
 

Elsabeth Dahil says: Hello, zzeewD. My, you do stomp around rather noisily.
 You could benefit from some covert training. I've got just the task for you,
 are you interested? Or I could tell you a bit about the various assassin
 guilds.
HINT: To accept the task, enter "say yes".  If you would like to learn about
 assassins enter "say Please tell me about assassins."
 
There are four different Guilds in four towns (there are more guild buildings, but they are merly outposts):
  • Assassins
  • Mano Rossa
  • Hashishim
  • Ninja

Thieves

The representative in Pumpkin Town is Shifty Marlow. If you complete his task he will provide you also with a basic set of covert skills.  


Shifty Marlow asks: Ah, zzeewD, I have a job for you. It will help you decide
 whether you are suited to a life of thievery, are you interested?
HINT: To accept the job, enter "say yes".

The different specialisatons are:
  • Cutpurse
  • Mugger
  • Prowler
  • Smuggler
  • Safecracker

Warriors

For the fighting and ugh business ask Headcrusher. You need some Weapons to complete the tasks. The weapons are all sold in the General Store. The task will award you with the second part of weapons skills the other weapons skills you'll get whilst fighting a pumpkin and is described here.


Headcrusher is standing here.
A pumpkin lantern is dangling from a post.
Headcrusher asks: Hello, zzeewD, looks like you could do with some tips on how
 to fight. You could try out the dummy in the training room at the southwest
 corner of the square, or I could teach you a few things. Are you interested?
HINT: To be taught by Headcrusher, enter "say yes".


There are ten Warrior Guilds all over the disc. Some are located in towns and some are more hidden.
  • Ankh Morpork Palace Guard
  • Djelian Guard
  • Duchess Saturday's Musketeers
  • Hublandish Barbarians
  • Hunters
  • Imperial Guard
  • Klatchian Foreign Legion
  • Lancre Highland Regiment
  • Samurai
  • Weapon Masters' Court

Wizards

Alfred Riffley will give you answeres on wizardry. On task completion you'll get some basic magic skills.


Alfred Riffley asks: Ah, zzeewD, excellent. I'm in a spot of bother at the
 moment. I seem to have misplaced a very important scroll and I simply don't
 have the time to leave here to find it. Do you think you could help me?
HINT: To help Alfred, enter "say yes".

The structure of the Wizards is the most complex of all guilds. What else did you expect?
There are the Ankh Morpork Wizards of the Unseen University with eight orders. Every order has corresponding hedge wizards. Hedge Wizards have the same primary skills as the corresponding UU order, but have no vote in elections or can't hold any position in the UU. They are also denied to access to the dormitories and other comfy places in the UU. There are also three Klatchian orders which have the same primary skills as Mrs. Widgery's Lodgers but can't hold positions in the UU.
  • The Ancient and Truly Original Sages of the Unbroken Circle (White as Hedge Wizards)
  • The Hoodwinkers (Blue)
  • Mrs. Widgery's Lodgers (Red)
  • Brothers of the Silver Star (Brown)
  • Venerable Council of Seers (Green
  • Sages of the Unknown Shadow (Black)
  • The Order of Midnight (Grey)
  • The Last Order (Octarine)
And three Klatchian orders which have no functional differences.
  • The Ancient Order of the Scintillating Scarab
  • The Ancient Order of the Dynastic Crescent
  • The Ancient Order of Djinn Diviners

Witches

The second magic guild on the Disc although witches prefer the term headology. Only female characters can join the Witches. If you're already on the disc and you chose the wrong gender ask Gennie Applebottom or Nanny Ogg about this, they can help you. As there are no orders, no specialisations and no leaders, the structure is very simple. Gammer Sniggle is here to help you and will give you basic magic skills.
 

 Gammer Sniggle asks: Wotcher, zzeewD. It's a good thing you came along, my
 arthritis is playing up and I can't stick this pin into my hat. Could you help
 me?
HINT: To help Gammer Sniggle, enter "say yes".

Priests

If you are interested in faith read the sign and do what is suggested. In this room is also a fountain where you can choose your initial alignment. For most characters neutral is a good choice, but if you want to become a priest ist is crucial to choose the right alignment here. It is a hard process to change and keep your alignment if you start with the wrong alignment.
 

Sister Beladon says: Hello, zzeewD. If you are interested in making an
 offering to the gods, please read the sign or I could tell you more about
 becoming a priest if you like.
HINT: To find out more about making offerings to the gods enter "read sign". 
 
There are following deities you can join:
  • Fish - between neutral and evil
  • Gapp - between quite good and neutral
  • Gufnork - between quite good and neutral
  • Hat - between neutral and quite evil
  • Pishe - between as good as you can get and barely good. Pishe doesn't accept any follower, just Priests
  • Sandelfon - between barely good and barely evil
  • Sek - between barely evil and as evil as you can get

After completing the tasks and with your new knowledge you can head for the Travel Agency and join the action. Look at the regions sections to figure out where you want to start.