Factions & Associations: Difference between revisions

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  3) Secure the approval of existing association members.
  3) Secure the approval of existing association members.
  4) No application or DM approval is required.
  4) No application or DM approval is required.
In order to join a Peerage House, it is necessary to:
1) Be a human.
2) Be a Peerage Ward citizen.
3) Pay an admission fee to cover the cost of your equipment (typically around 1,000GP).
In order to join a Ticker Guild, it is necessary to:
1) Be a Ticker Square citizen
2) Pay an admission fee to cover the cost of your equipment (typically around 1,000 GP).


=Associations=
=Associations=
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It is clear that the Peerage itself exists in a state of flux where strong, proactive retainers have an opportunity to leave an indelible mark upon both the success of their House as well as the future of the entire Ring itself.
It is clear that the Peerage itself exists in a state of flux where strong, proactive retainers have an opportunity to leave an indelible mark upon both the success of their House as well as the future of the entire Ring itself.
In order to join a Peerage House, it is necessary to:
1) Be a human.
2) Be a Peerage Ward citizen.
3) Pay an admission fee to cover the cost of your equipment (typically around 1,000GP).


There are five principal Houses that characters are able to join. While we recommend actually visiting the different estates in-game to get a sense of their differences, here is some basic information:
There are five principal Houses that characters are able to join. While we recommend actually visiting the different estates in-game to get a sense of their differences, here is some basic information:
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==Ticker Square Assocations==
==Ticker Square Assocations==
In order to join a Ticker Guild, it is necessary to:
1) Be a Ticker Square citizen
2) Pay an admission fee to cover the cost of your equipment (typically around 1,000 GP).


===Worshipful Guild of Weavers===
===Worshipful Guild of Weavers===
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