The Knight is a combatant. He or she is concerned with physical prowess over the more elusive magical realms. Knights tend to be strong-willed, dominating, and decisive. They believe that actions speak louder than words, and deeds louder than eloquent speeches. Due to their steady temperament and pugnacity, Knights are more resistant to enchantment than any other profession.
The Knights Guild is based in the city of Mercinae, and they are the oldest guild in Avalon. They align themselves firmly behind the forces of justice and light (led, traditionally, by the King of Mercinae). Members of the Knights Guild are expected to uphold honour and the chivalric code against all adversity. They are bound by notions of altruism and defence of the poor and weak. The Knights Guild has been a bastion against the onset of evil for centuries and anybody considering joining their ranks must have a stout heart, an iron will and a keen blade.
The Cavaliers Guild found their home in the city of Thakria after they split with the Knights. Cavaliers, while still maintaining their firm belief in the ideals of justice and honour in battle, adopt a more direct and dominating stance than their brothers in Mercinae. A Cavalier would rather rule well by decree than inefficiently by democracy. Thus, despite their similarities, the Cavaliers have not remained on friendly terms with the Knights Guild. Cavaliers consider Knights as weaker folk, dominated by the magic users. Cavaliers are renowned the world over for their resilience in battle and their strength of character. You should not consider joining their ranks unless you feel you are up to the challenge of standing head and shoulders above the crowd in open defiance of your enemies.
The Warriors of Parrius and the Templars of Silverfalls make up the four illustrious guilds sharing this profession. They all boast the three core specialist skills but a blend of Warcraft, Spiritualism and Trapping occupies the precious fourth professional skill depending on which of these guilds a member belongs to. Alignment, role and citizenship tends to dictate which of the four guilds best suit a youngster - despite sharing a common language the guilds are distinct often oppositional entities.