Hawkmen

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is a relatively simple matter with only one true requirement: defend the is a relatively simple matter with only one true requirement: defend the
people of Teryx with your life. Good hunting! people of Teryx with your life. Good hunting!
 +
 +Katar will provide you with the hawk helm that is your symbol of
 +office. It is enchanted to provide several benefits, including boosting
 +speed and enhancing vision. A less-obvious benefit is that, while one is
 +worn, you will benefit from a homing sense that will enable you to find
 +your way to the entryway of Hawkmen Hall from nearly anyplace whence the
 +journey is physically possible. You will need to memorize the entryway
 +of Hawkmen Hall as a location in order to do this, then use the syntax
 +'go to the entryway of Hawkmen Hall'.
The guild communication channel is accessed using the commands 'hawkman' The guild communication channel is accessed using the commands 'hawkman'
or 'guild'. or 'guild'.
 +
 +To join the hawkmen, either have your hometown as Teryx or lens the inhabitants
 +to learn the culture. Find Katar at the entryway of Hawkmen Hall and say "I wish
 +to join the Hawkmen".
 +
 +As a hawkman, one can request to learn special brawling maneuvers from Katar
 +by asking 'what combat maneuvers can you teach me?'
[[Category: Guilds]][[Category: Affiliations]] [[Category: Guilds]][[Category: Affiliations]]

Revision as of 09:29, 19 April 2009

<- the Hawkmen ->

The Hawkmen are the elite of the guard forces of Teryx. At Hawkmen Hall in Teryx you will find training resources for you to take advantage of, and some more esoteric points of interest as well. Being a Hawkman is a relatively simple matter with only one true requirement: defend the people of Teryx with your life. Good hunting!

Katar will provide you with the hawk helm that is your symbol of office. It is enchanted to provide several benefits, including boosting speed and enhancing vision. A less-obvious benefit is that, while one is worn, you will benefit from a homing sense that will enable you to find your way to the entryway of Hawkmen Hall from nearly anyplace whence the journey is physically possible. You will need to memorize the entryway of Hawkmen Hall as a location in order to do this, then use the syntax 'go to the entryway of Hawkmen Hall'.

The guild communication channel is accessed using the commands 'hawkman' or 'guild'.

To join the hawkmen, either have your hometown as Teryx or lens the inhabitants to learn the culture. Find Katar at the entryway of Hawkmen Hall and say "I wish to join the Hawkmen".

As a hawkman, one can request to learn special brawling maneuvers from Katar by asking 'what combat maneuvers can you teach me?'

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