Guild Exams


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Art by NPC-ARTS

Expeditions and Monthly Events can earn your curio experience points (EXP)! As your curio progresses and becomes more proficient, they can advance in the Guild of their choice by reaching certain EXP goals and undergoing their Guild's assigned exams.

There are a total of six ranks for players to master. They are not required, but there are plenty of perks for a player willing to take on the challenge.

Since this is not a required part of the game, players are allowed to roleplay their characters however they choose. That is to say, if you're playing an older character that has been in the Guild for a long time, you're free to write them as a higher rank. The only rank that we ask you to be respectful of is the Custom Title rank. This is reserved for players who have put in a lot of hard work and deserve to be uniquely rewarded.

Also, while you may portray your character however you choose, just because your character is a Journeyman in your story does not give you access to associated perks. We try to be flexible to allow for creativity, but if we feel our leniency is being abused, rules will be changed.


For those of you with an Undyre not interested in officially joining mainland Guilds, worry not! This system is applicable to them as well through the Dual Enrollment program. In-game information on what an Undyre might experience has been incorporated under each rank header to aid players in shaping their stories. That said, you are free to treat the Guild exams as noncanonical/an au for your character.

Undyre also have the option to use the Dual Enrollment crests on their registration sheets, to indicate they are part of the program and not formal Guild members. All EXP and Guild perks earned are the same.
For Eisgar with no interest in mainland Guilds, following one of the archetype paths is the best way to blaze one's own story. Scholars receive Archaeologist perks, Swordsmen receive Hunter perks, and Artisans receive Merchant perks. Additionally, "Guild" can be replaced with an in-game Hall for any Archetype, and Eisgar NPCs are available to use in prompts. In-game information on what an Eisgar might experience has been incorporated under each rank header to aid players in shaping their stories. That said, you are free to treat the guild exams as noncanonical/an au for your character.

Eisgar also have the option to use the Archetype crests on their registration sheets, to indicate they are following their path and not formal Guild members. All EXP and Guild perks earned are the same.
For Ankuri who don't have ties to mainland Guilds, there are many jobs in the broadly-accepted Divisions that warrens follow. Development workers receive Archaeologist perks, Defense workers receive Hunter perks, and Logistics workers receive Merchant perks. Ankuri NPCs are available to use in prompts. In-game information on what an Ankuri might experience has been incorporated under each rank header to aid players in shaping their stories. That said, you are free to treat the guild tests as noncanonical/an au for your character.

Ankuri also have the option to use the Division crests on their registration sheets, to indicate they are forging their own path and not formal Guild members. All EXP and Guild perks earned are the same.


Guilds and Guild testing process in context of the setting

Joining a guild isn’t always a lifelong career choice. It’s perfectly normal for curios to join later in life, to join just to make business connections, or to join as a hobby. While all curios are expected to do basic Guild exams there is no pressure to climb ranks. If a curio’s main career is baking but they have a passion for breeding pets, they might join the Hunter’s Guild to get the support of other breeders. An older curio who decides to take up tinkering might join the Merchant’s Guild to take advantage of Guild discounts on parts. Curios rarely switch Guilds, since it means starting over completely and redoing basic Guild requirements.

Guilds are professional organizations and the well-being of their members takes top priority. No Guild would knowingly permit a curio under fifteen years of age to join in a full membership capacity. It wouldn’t be uncommon for a younger curio to help their full Guild member parents growing up, or do small tasks for a Guild in exchange for a few tokens. Oh, and the Guilds do run orphanages, thus making a few young curios wards of the Guilds... But a young curio must wait for their fifteenth birthday before applying as a proper Guild member!

The Companies of Tonpelli have made an agreement to allow Undyre to be Dual Enrolled with the Guilds, primarily for educational purposes. It became clear that Undyre needed a refresher on what it was like to live with incredibly dangerous land and sky predators, so a survival boot camp aspect has also emerged. The Companies have been less forthcoming about setting up a two way exchange program as they wish to protect their high profile research and techniques. Undyre retain their Company standing no matter how far they get in the Dual Enrollment process, unless they decide to break ties themselves. In fact, some Undyre have chosen to eschew the Company system entirely in favour of full membership of a Guild.

Eisgar society has no formal Guild system, although the Librarians bear some resemblance. While Eisgar are welcome to join the mainland Guilds if they please, most are content to serve their circles and halls, viewing themselves as one of the three archetypes: Scholar, Swordsman, or Artisan. Scholars include Librarians but also armchair historians, aspiring authors, and anyone with a taste for science. Swordsmen are usually proficient with more than just swords, and enjoy combat, hunting, and/or the history and accessories of both as a hobby or profession. Artisans are the creators of society, crafting all manner of tools and trinkets to trade or simply entertain. But most (if not all) Eisgar dream of their life story going down in history... And embodying a classic archetype is a great start!

Most Ankuri are totally disinterested in trekking all the way to the mainland just to join a little Guild. At home in Aunmarask, most warrens operate with three divisions, which are broad umbrellas for various operations. Development divisions handle scientific breakthroughs and new research. Defense divisions secure and supply the home front as well as provide protection in the field. Logistics divisions coordinate the other two, making sure everyone has what they need and keeping the warren in good working order. Everyone is expected to contribute their part in the harsh desert region, so most Ankuri take great pride in their roles!


Ranking Up

To officially rank up, you must have earned at least the minimum indicated EXP needed for examing. This can be found below with the corresponding prompts.

For example, to complete the Novice rank you must:
  • Have 150 EXP or more
  • Have completed two of the three prompts
  • Have completed the required prompt marked with Required

If you do not have the minimum required EXP, you may not proceed to the next exams, even if doing so will earn you the EXP you need to meet the minimum.

All of your EXP, completed prompts, and related information must be recorded in your tracker to count.

You continue to accumulate EXP even if you don't take the next Guild exam immediately. (For example: It's possible to have 600+ EXP and not have completed the recruit exam.)

Once you've completed the prompts required to move on to the next rank, you can claim a reward at the corresponding comments below. Mod approval is not required for these claims at this time.


Submitting false or incorrect claims will lead to suspension or permanent ban from this function of the game.


A Note On Changing Guilds

Curios can have only one Guild at a time. You are permitted to change your curio's Guild at any time for free. However, be aware that this choice will have significant consequences for your curio: you must wipe all progress and start again at 0 EXP in the Recruit rank. Any prior entries cannot be re-counted towards your new Guild, and you will lose all perks and titles, so please choose carefully! To change your Guild, add the new crest and Guild name to your curio's registration sheet/tracker and delete any old tracker entries.

Any curios that are traded to a new owner also start at 0 EXP in the Recruit rank. Perks and titles do not transfer between users.


Guild Exam Requirements

Test requirements are the same as the Monthly Event guidelines, with the exception of Custom Rank prompts and writing length.

  • Drawn entries must be coloured and have a simple background. 75% of the player's curio must be showing, and 50% of any guest characters/pets/mounts.
  • Written entries must be 800 words minimum. Entry payouts are capped at 1700 words. Any guest characters/pets/mounts must be mentioned evenly throughout the story to be counted.
  • Collaborations are allowed. Check the 'Collaborative Work' section of the full rules for specific requirements.
  • Entries must be submitted to the Guild Exam Turn-in thread.
  • Custom Rank entries must be submitted to the Expedition Turn-in thread to receive material rewards.
  • Players must abide by all other group rules.

EXP Payouts

All Guild Exam entries earn EXP, but not tokens or drops. Please use the Monthly Event payout tables in the Payout Guide to calculate your earnings.

The only exception to this rule are the prompts for earning your Custom Rank. For those entries, you earn tokens and are rolled based on your Guild's drop table. Essentially, they are treated like Expedition entries.

Submission Form

Include this form when submitting your entries for your reward.

  • Entry: [link to your entry]
  • Focus Curio: [link to reg sheet]
  • Guest Curio(s): [link to reg sheet(s)]
  • Your Curio's Guild: [or Dual Enrollment/Archetype]
  • Prompt: ['prompt 1 of 2', '3 of 5', etc]
  • EXP Payout: [list math and total]

If you are doing a Custom Title prompt, please submit your entry to the Expedition Turn-in thread and add the following to your form so we may roll your material reward:


  • Region: [from locations listed here]

Test Prompts


Rank 0 - Recruit

Curios automatically start at the Recruit Rank.

Life as a recruit. Recruits come from all walks of life. All different ages, identities, and passions are welcomed with open arms! Guilds work hard to catch the attention of promising recruits at large events held in major cities, though they’re open year round to new entrants. Every recruit is expected to pass their entrance interview and successfully demonstrate a basic skill related to their respective Guild.

Undyre curios can opt to undergo training on the archipelago or on the mainland. They are free to pick which Guild they’d like to enroll in regardless of their Company ties. Since many of the Undyre are already highly skilled in certain areas, they have an Entrance Exam tailored to finding out where the gaps in their knowledge lay.
Kits start hearing stories of adventure and accomplishment from day one in Eisgar society. Most Eisgar have an idea of where their adventure begins by the time they hit adolescence--but there's still a lot to prove by mastering the basic survival skills. Those who decide to join a mainland Guild are usually adults, however, and have a lot of catching up to do in this warm place with its tiny furniture and currency system...
Many Ankuri will end up in the same line of work as their family. But exploration is important--you never know what new and exciting niche you might be perfect for! Young Ankuri will spend a lot of time scampering around their warren, getting to know the systems and people that keep it running. Joining a mainland Guild as an adult requires just as much exploration, although one might find themself a bit taken aback at how.... old-timey it feels.

Upon hitting 50 EXP, complete one of the following prompts for your Entrance Exam to progress to Novice:

  • Draw or write your character getting a physical or being interviewed by a Guild representative (any NPC, or any member's curio ranked Journeyman or above).
  • Draw or write the moment your character decides to join their Guild.
  • Draw or write your character identifying wildlife, pets, and mounts and their differing levels of danger. Can be done with living examples, pictures, or preserved specimens.
  • Draw or write your character familiarizing themselves with the latest maps of the known world or studying a new (ideally safe....) location in person.
  • Draw or write your character taking a tutorial class on using and repairing tech. Crying and screaming in frustration is allowed.
  • Draw or write your character doing a basic task related to their respective Guild. (Example: setting a small trap for the Hunters; stocking goods or making a sale for the Merchants; dusting off an artifact for the Archaeologists.)


Rank 1 - Novice

Life as a novice. Novices are expected to learn the history of their Guild, master the fundamentals, and learn how to keep themselves safe in the wild. They’re largely kept away from official Guild business which can be frustrating to eager curios. The novice period is a time for socializing with one’s peers and for creating a solid foundation to build off of in the future. This is also the time where curios find out if their chosen Guild was a proper match. This is the most common stage for curios to drop out. It’s common for novices to fail their Trials once or twice.

Undyre are offered the opportunity to take a crash course in the history of the Isles, as well as a chance to get familiar with the natural history of curios in general. On the more physical side, Undyre are put through an intense boot camp to get them physically ready for the rigors of visiting a monster-inhabited mainland. Undyre are welcome to join other mainlander novices in their chores if they’re interested in making some new connections.
Eisgar teens are introduced to combat training around this time, an invaluable skill to any Archetype. Forming a circle with their peers is also popular in this formative period, which works out great for those looking for likeminded friends to train or study with! Those who joined mainland Guilds are likely getting comfortable by now, although all these physical trials are kind of a breeze at this size.
Teenagers are expected to begin helping out for real, usually bouncing between family members as they learn the ropes. This is also when they start venturing out into the dangerous open air for the first time (accompanied, of course, if you want to come back alive). On the mainland, an Ankuri will have lots of studying to do to master the language, and may find themself less prepared than they expected!

Upon hitting 150 EXP, complete two of the following prompts, including the Required prompt, for your Washout Trials to progress to Apprentice:

  • Write or draw your character studying or taking their Novice exams.
  • Write or draw your character's experience of attending a Guild class.
  • Write or draw your character hanging out between classes, pulling a prank on a higher-up, or freaking out over something they've learned.
  • Write or draw your character doing some form of physical training (example: practicing with a weapon, running an obstacle course, taking a Tonpelli self-defense class, mucking stalls).

Required: Write or draw your character competing with other curios in their Guild-specific test.

  • For Hunters: Hunting a problem animal.
  • For Merchants: Staking out the best trade path.
  • For Archaeologists: Running a timed drill in a simulation ruin.
  • Extra option: Sparring with a captured monster.


Rank 2 - Apprentice

Life as an apprentice. Reaching the apprentice stage is quite the accomplishment! Apprentices are considered the true grunts of any Guild. They are responsible for the bulk of the physical labor surrounding events and missions. This is a period for observing seasoned members and picking up useful skills in the field. Many apprentices strive to work with more experienced members that they admire, while others are matched with random mentors. The Grand Assessments often cause a lot of stress for apprentices. They can easily spend months preparing for their first solo expedition. Unlike with previous tests, failure can result in physical harm. Out of all the ranks, fatalities among apprentices are the highest.

At this stage Undyre aren’t expected to continue for any other reason than personal enrichment. Undyre who have become invested in the Guild track will begin to be treated more like a mainland member in so far as they’re assigned to aiding higher ranked Guild members and missions. When the option is available, Undyre are offered the opportunity to work with other Undyre who are further along in the Certification process.
Apprenticing to a more experienced adult is common at this stage as young Eisgar grow into adults and refine their craft and techniques. New responsibilities are assigned as Halls test their young members' resolve. Those on the mainland who stay through apprenticeship are likely quite invested in their newfound Guild, no matter what they think of how mainland society is run.
Young adult Ankuri are coming into their own, and have usually found a role they like. At this point they're often deeply familiar with their community, and taking pride in their hard-won home as they meet other Ankuri from different warrens. It's not all roses though; some will suffer hard losses in the wastelands, and will have to grow up quicker than others. Those on the mainland should have integrated nicely by now, and will be valuable experts in their field if they brought knowledge from back home.

Upon hitting 250 EXP, complete three of the following prompts, including the Required prompt, for your Grand Assessments to progress to Journeyman:

  • Write or draw your character with their mentor on a dangerous task. (Any NPC, or any member's curio ranked Master or above.)
  • Write or draw your character taking a voyage to transport Guild supplies. Saltwater or freshwater routes are acceptable.
  • Write or draw your character setting out on a group trip (as funded by the Guild of course!) for the first time.
  • Write or draw your character helping to prep their seniors for a huge mission.
  • Write or draw your character building their tools or making rations they'll need on their next trip (example: canning fruit, building a walking stick, knitting something warm).
  • Write or draw your character helping a younger Guild member study for their Entrance Exams or Washout Trials.

Required: Write or draw your character undergoing their first week-long solo expedition.

Upon completing Apprentice Rank and moving on to Journeyman (by doing the three prompts and earning a total of 250 EXP or higher), players unlock Guild Credentials that give them access to specialized drop tables in Expeditions!



Rank 3 - Journeyman

Life as a Journeyman. At last! A curio that has made it to the Journeyman rank finally gets to enjoy all the freedom and privileges of a fully fledged Guild member. Journeymen are the fresh blood that keep Guilds innovating, drawing from their training and techniques developed on their own time. It is their duty to serve the Guild by overseeing new recruits’ Entrance Exams. Many curios spend the bulk of their career as Journeymen, some never attempting to raise in rank again. Having earned their credentials they instead focus on exploring ruins and blazing new trails.

This is a goal for many Undyre as it gives full access to the most dangerous reaches of the Isle. Many Undyre at this level have invested interest in mainland and archipelago relations and will invest a lot of time into helping develop better programs and providing translating services for educational materials.
At this point an Eisgar has been measured in the field and has been proven a valuable member of their community. They've finally made a name for themself and are considered fully grown! Those on the mainland reaching Journeyman are thought of as fully fledged experts in mainland history, culture, economics, and/or ecology, and Librarians will be keen to tap their knowledge. Some will choose to return to Sonderrime, feeling they've learned what there is to know.
At this age Ankuri have proven their dependability, and are likely respected in their line of work. Expect to have young'uns knocking down your door to learn from you! Mainland Guild members will have fully joined the local culture, and might find it difficult to return to Aunmarask's hidden world despite its futuristic advantages.

Upon hitting 350 EXP, complete four of the following prompts, including the Required prompt, for your Master Tests to progress to Master:

  • Write or draw your character making a proposal in front of the Guild's highest ranking members.
  • Write or draw your character taking on a dangerous solo mission.
  • Write or draw your character helping in their Guild's entrance exams by giving an interview or overseeing a basic test.
  • Write or draw your character developing a new program or drafting new materials for the Guild. Printing, binding, packing books, or demonstration in front of the Guild members or Captains all work!
  • Write or draw your character getting into a nightmare situation and using their traniing to get out. (Examples: Trigger a booby trap, being outnumbered by a pack of animals, getting shipwrecked)
  • Write or draw your character facing off against an Ancient tech monster in a ruin.
  • Write or draw your character apprehending thieves that have robbed your Guild's caravan.

Required: Write or draw your character undergoing a performance review. They may be demonstrating a skill they’ve mastered, recounting the choices they’ve made on a mission, or showing off spoils from a successful mission.



Rank 4 - Master

Life as a Master. The key differences between a Master and a Journeyman are experience and a desire to lead. Masters are the movers and shakers of the Guild. They’re responsible for initiating large scale projects such as charting new locations and ruins. They also deal with the Guild politics. Their input is vital to determining the future of their Guild. They are expected to take lower ranked curios under their wings to ensure their knowledge is passed along. Masters can also be found giving lectures and teaching once they’ve retired from fieldwork.

Undyre that have committed fully to mastering every rank are ambitious indeed. They have all the same privileges as regular Guild members and are expected to contribute in all the same way as their mainland counterparts. Some Undyre use what they learn to improve their Companies back home or bring to light unaddressed problems within the Guild.
Eisgar on this level have matured into community leaders, becoming an authoritative voice at the table and a figure for the next generation to aspire to. They may even have a few flattering stories passed around about them! Either way, they've earned the respect of not only their own circle, but the Hall as a whole. Those on the mainland are leaders in their own right, bringing a unique Sonderrime perspective to Guild problems and gaining true influence among their mainland peers. But whether in Sonderrime or Scatterstar, there's only one thing left to do: earn your own real legend and leave a mark on history!
In such a perilous world, becoming mature is a gift. Older, well-experienced members of a warren are invaluable for their knowledge and wisdom, and Ankuri who earn this respect and longevity become pillars of their communities, often landing in logistical and leadership positions. On the mainland, it may be less surprising to live this long, but it's a respected role nonetheless!

Upon hitting 600 EXP complete five custom prompts to progress to a Custom Rank of your own creation:

Required: Create a five-prompt storyline for your character. You must include a summary of what your storyline will be and run it by an admin for approval before starting. These should be significant to your character and their development. If you’re having trouble creating these prompts, you may contact the group for help.

Requirements:

  • Drawn entries must be fully colored, shaded, and have a background. 75% of the player’s Curio must be showing and 50% of any guest characters/pets/mounts.
  • Written entries must be 1800 words minimum. Any guest characters/pets/mounts must be mentioned evenly throughout the story to be counted.
  • Collaborations are allowed. Check the 'Collaborative Work' section of the full rules for specific requirements. Both focus curios must be earning their Custom Rank.
  • Each entry must have some sort of through-line that makes it a somewhat cohesive story.
  • No game-altering ramifications are permitted in these prompts (Examples: becoming a Guild leader, meeting a living Ancient, wiping a major city off the map permanently). Be creative, but be mindful of the setting.
  • Custom Rank entries must be submitted to the Expediion Turn-in thread to receive their full rewards. Be sure to use the correct form!
  • Players must abide by all other group rules.
Before starting, be sure to send a summary of your story to the group in a note before beginning. This is to ensure your concept doesn't get rejected after you've already put in the effort for a finished product. Exam entries that are not run by the admins first will not be counted towards your Guild Exam!

You can ask questions and send your story summary to the group via the group Discord or a message to the admin account (curiocabinet).


Rank 5 - [Custom Title]

Life as a distinguished member. The most accomplished Masters can become uniquely ranked. There are no hard and fast rules to earning a Custom Title. Some curios do so by specializing in a certain field, others by accomplishing a great feat. Others still have been known to earn a Custom Title simply by having a distinct reputation (good or bad). Custom Titled members tend to function similarly to curios that are Masters but are often viewed as the celebrities of their Guild.

As a reward for earning all 600exp and completing your custom prompts, you have earned a Custom Title! Once you’ve decided on a title you may submit it to the group along with all five of your custom prompts and a link to your filled-out tracker.

Requirements and restrictions:

  • Nothing gross or offensive will be accepted.
  • Nothing that doesn't exist in-universe will be permitted as part of the title. (Example: Number One McDonald's Fan. It's a bad name anyway, so....)
  • Nothing that can be confused with another existing NPC role will be accepted. (Example: Hunt Leader is too similar to Leader of the Hunter's Guild.)
  • Cannot be the same as someone else's Custom Title. Please check the list below before submitting.

Congratulations to those who have maxed out!