The Guild 2 Imperial Fame

Spacing Guild
Mutated Guild Navigator suspended in a tank filled with spice gas, accompanied by Guild agents, from the David Lynch film Dune (1984).
Plot element from the Dune franchise
First appearance
Created byFrank Herbert
GenreScience fiction
In-story information
TypeOrganization
Specific traits and abilitiesControl the monopoly on space travel and banking

The Spacing Guild is an organization in Frank Herbert's science fictionDune universe. With its monopoly on interstellar travel and banking, the power of the Guild is balanced against that of the Padishah Emperor as well as of the assembled noble Houses of the Landsraad.[1] Mutated Guild Navigators use the spice drug melange to successfully navigate 'folded space' and safely guide enormous heighlinerstarships from planet to planet instantaneously. Essentially apolitical, the Guild is primarily concerned with the flow of commerce and preservation of the economy that supports them; although their ability to dictate the terms of and fees for all transport gives them influence in the political arena, they do not pursue political goals beyond their economic ones.[2] It is noted in Dune (1965) that Houses of the Imperium may contract with the Guild to be removed 'to a place of safety outside the System'; in the past, some Houses in danger of ruin or defeat have 'become renegade Houses, taking family atomics and shields and fleeing beyond the Imperium'.[2] The Guild controls a 'sanctuary planet' (or planets) known as Tupile intended for such 'defeated Houses of the Imperium .. Location(s) known only to the Guild and maintained inviolate under the Guild Peace'.[3]

  1. Previous guild affiliation(s): I was in small guilds before i took a 2 year break from wynncraft, but I do not remember the names. I left due to inactivity in the guilds. I want to join Imperial so I'm part of a big, active guild and be part of a nice community.-What are your aptitudes?
  2. The Thieves Guild would never have attempted a mission that crossed Imperial policy. No one dared oppose Tiber Septim, at least no one she knew of. Someone at the Guild had bungled. And now she was going to pay for it. It's unlikely that Therris had Guild approval for this.
  3. The Guild 2 - Renaissance is a medieval life simulator where the player starts off controlling one man or women, builds a fortune through one of four professions, and lays the foundation of a dynasty.
The Guild 2 Imperial Fame

John C. Smith analyzes the concept of the Guild in the essay 'Navigators and the Spacing Guild' in The Science of Dune (2008).[4]

If your side wins the war and your character survives, you will gain imperial fame which will is a requirement for certain government positions. Fresh new imperial guild with member driven RP arcs. Server: Star Forge Last updated August 8, 2019 EST,GMT,CET / /Most active time 2 PM - 11 PM GMT 6+ Members, 10 during prime time Operations PvP Flashpoints Conquest Roleplay Social/hanging out Levelling World Bosses Dailies Heroics.

Guild

The original series[edit]

Dune[edit]

Imperial

The Guild 2 Imperial Fame Induction

In Dune, Paul Atreides defeats Padishah EmperorShaddam IV in a battle on Arrakis. He demands first the Emperor's daughter for a wife, which would make Paul heir to the throne, and second that the Emperor immediately step down. The demands are coupled with a threat to destroy the spice. Since that would end all interstellar transit, the Guild sides with Paul, threatening to strand the Emperor and his troops on Arrakis if he does not relinquish the throne.[2]

In 'Appendix A' of Dune, Herbert wrote that the Guild, along with the Bene Gesserit order, had been responsible for the standardization of religion in the Dune universe; they promoted the adoption of the Orange Catholic Bible and offered protection to the dissenting theologians who created this book. Nonetheless, in the same appendix, Herbert held that the Guild members themselves were atheists, and only promoted this move to promote a stable societal order from which they could profit.[2]Eurosec pr5208 rev 1.0 user manual 2017.

As discussed by Reverend Mother Mohiam and Paul Atreides at the beginning of the novel, the Guild arose in the aftermath of the Butlerian Jihad, when 'thinking machines' that nearly overthrew humanity were defeated. This resulted in a general aversion to technologies that perfected Artificial Intelligence, which in turn led to various groups attempting to perfect the human mind and physical capacity, using incredibly refined training and psychoactive drugs. There was a chaotic period when 'real sorcerers' from these different schools of human development rivaled each other, but at the same time made great new strides towards their goals - Mohiam calls it 'a time of deep contrasts'. From this competition, the various schools gradually coalesced into two formalized orders: the Spacing Guild, and the Bene Gesserit. Neither of them, however, actively tried to openly seize power over all of humanity and rule directly, instead sharing power with the Emperor and the Great Houses, and influencing events from the shadows. Paul later concludes that the Guild (and by extension the Bene Gesserit) did this out of a belief that any political empire is finite, ending sooner or later: the only way to guarantee their continual existence was to be a 'parasite', propping up one imperial dynasty until it collapsed, then simply switching to support the next one.

Dune Messiah[edit]

Navigators are made prescient by the spice (a requirement of being a pilot), and are sometimes utilized as such: In Dune Messiah (1969), a Navigator named Edric takes part in a plot to assassinate the Emperor, Paul Atreides. The presence of a prescient hides the activities of that person, and those around him, from other prescients; Edric's involvement is solely to protect the conspirators from Paul's prescient sight.[5]

God Emperor of Dune[edit]

In God Emperor of Dune (1981), God Emperor Leto II has secured complete control over of the scarce melange reserves through hydraulic despotism, making the Guild completely dependent on him.

Leto II also notes in one occasion:

Who has ever heard of Norma Cenva? .. You think a man designed the first Guild ship? Your history books told you it was Aurelius Venport? They lied. It was his mistress, Norma. She gave him the design, along with five children. He thought his ego would take no less. In the end, the knowledge that he had not really fulfilled his own image, that was what destroyed him.[6]

Heretics of Dune and Chapterhouse: Dune[edit]

In the fifth and sixth novels of the series, Heretics of Dune (1984) and Chapterhouse: Dune (1985), 5,000 years after the reign of Paul Atreides (a period that includes 3,500 years of Leto II's reign and 1,500 years following his death), the technocrats of Ix develop technology that the Ixians and the Administrative faction of the Spacing Guild refer to as 'compilers'. These compilers perform calculations very similar to computers, nearly violating the prohibitions against 'thinking machines' that were imposed following the Butlerian Jihad several millennia before. These compilers eliminate the need for the Navigators, and the strategic disadvantage that this aspect of melange dependency has become, because the Navigators' abilities are slowly being compromised by the severe reductions in the availability of spice resulting from the destruction of Dune and the sandworms on that planet, and the strict control by the Bene Gesserit, who maintain a monopoly over the largest stockpiles of melange. The prescient rule of Leto II that lasted 3,500 years has shown the universe the perils of prescience, namely that the entire universe can be locked into the vision of a single entity, giving that entity absolute power. The Guild, facing obsolescence and suspicion, couples itself with Ix in decline; Navigators continue to exist, but their importance in the universe is severely diminished.[7][8]

As Paul Atreides notes in Dune, it was the Spacing Guild's obsession with the 'safe path' that led them 'ever into stagnation', and brought on their eventual obsolescence.[2]

Prequels[edit]

In Dune: House Corrino (2001), the third novel in the Prelude to Duneprequeltrilogy by Brian Herbert and Kevin J. Anderson (1999–2001), it is reiterated that Aurelius Venport is believed to have founded the Guild. In the Brian Herbert/Kevin J. Anderson Legends of Dune prequel series (2002–2004), however, it is confirmed that his lover Norma Cenva, a mathematical genius with great psychic power, had in fact invented the space-folding ships which would eventually be called heighliners. Ever uncaring about her own fame, Norma credits the invention to Aurelius as a gift to him in Dune: The Battle of Corrin (2004). Norma discovers that an excessive dose of melange allows her to safely navigate the ships using prescience; she allows herself to mutate to perfect the process, becoming the first Navigator. Aurelius and Norma's son Adrien Venport establish the Foldspace Shipping Company and find the ten volunteers to become the initial group of Navigators. After consolidating its hold on the space travel industry during the events of Sisterhood of Dune, this company, now called 'Venport Holdings' or even 'VenHold', evolves into the Guild of the later novels.[citation needed] VenHold originally has the monopoly on foldspace travel, granted to Aurelius Venport by Serena Butler. However, decades after the end of the Butlerian Jihad, Emperor Jules revokes the monopoly in order to curry political favor, resulting in several rival foldspace companies springing up, such as Celestial Transport and EsconTran. These new companies, however, are unable to provide 100% safe transportation due to their lack of Navigators, the creation process of whom is a proprietary secret tightly held by VenHold. Director Josef Venport ruthlessly crushes the competition and even executes a rival CEO.

The Dune games[edit]

In Emperor: Battle for Dune (2001), the Spacing Guild plays the role of a subhouse. It has its own private army with which it can back up its demands. The Guild uses its Heighliners to transport troops from the various homeworlds to Arrakis. Later in the game,they become evil, building an 'Emperor Worm' through which they hope to rule the Universe. Depending on which House you use, and whether or not you win or lose, the campaign end cutscenes are different.[citation needed]

References[edit]

  1. ^Herbert, Frank (1965). Dune. We've a three-point civilization: the Imperial Household balanced against the Federated Great Houses of the Landsraad, and between them, the Guild with its damnable monopoly on interstellar transport.
  2. ^ abcdeHerbert, Frank (1965). Dune.
  3. ^Herbert, Frank (1965). 'Terminology of the Imperium: TUPILE'. Dune.
  4. ^Smith, John C. (2008). 'Navigators and the Spacing Guild'. In Grazier, Kevin R. (ed.). The Science of Dune: An Unauthorized Exploration into the Real Science Behind Frank Herbert's Fictional Universe. Psychology of Popular Culture. Dallas, TX: BenBella Books. pp. 151–166. ISBN1-933771-28-3.
  5. ^Herbert, Frank (1969). Dune Messiah.
  6. ^Herbert, Frank (1981). God Emperor of Dune.
  7. ^Herbert, Frank (1984). Heretics of Dune.
  8. ^Herbert, Frank (1985). Chapterhouse: Dune.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Spacing_Guild&oldid=983139021'
The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search


  • 2Detailed Walkthrough
Recover a fellow mage's staff to obtain a recommendation from Bravil.
Quest Giver:Kud-Ei in Bravil
Location(s):Bravil Mages Guild, Imperial City
Reward:Bravil Recommendation, Captivate
Fame/Infamy:Fame +1
ID:MG03Illusion
Recover the staff from Soris Arenim

Quick Walkthrough[edit]

  1. Speak with Kud-Ei. She will ask for help recovering a guild member's stolen Mage's Staff.
  2. Find the suspect and get him to admit to taking the staff and selling it.
  3. Deliver the news about the staff being sold to Kud-Ei.
  4. Travel to the Imperial City and find the buyer of the staff.
  5. Purchase back the staff or persuade the buyer's wife to help you.
  6. Return to Kud-Ei with the staff for her recommendation and a new spell, Captivate.

Detailed Walkthrough[edit]

Bravil Mages Guild[edit]

Speak with Kud-Ei in the Bravil Mages Guild about a recommendation for you. She wants you to go talk with Varon Vamori concerning the theft of Ardaline's Mage's Staff. In order to get the quest, make sure you talk to Kud-Ei about: Ardaline, Varon Vamori and Mage's Staff. She'll give you a Beguile scroll (providing a Charm effect) in case Varon is not cooperative.

Varon Vamori[edit]

Varon is either in the guild, at home (north of the guild hall), in the chapel, or in Silverhome on the Water. Confront him about Ardaline; he'll readily admit anything as long as his disposition towards you is at least 65. Once his disposition is high enough, he'll admit that he took her staff and sold it to Soris Arenim in the Talos Plaza District of the Imperial City. Return to Kud-Ei, and inform her about Varon selling the staff. She will give you three more Beguile scrolls and order you to retrieve the staff - discreetly of course.

The Imperial City[edit]

Find Soris' house in the Talos Plaza and confront him about the staff. If his disposition is low he will refuse to give up the staff. Raise his disposition up to around 70 or so and he'll hand over the staff for a little cash (200 gold). Alternatively, you can talk to Soriss' wife, Erissare Arenim: with a sufficiently high disposition she'll reveal that the staff is in a chest (although it is actually kept in a set of drawers) in the basement, and the key is in his desk (upstairs), although the chest can simply be picked or opened by an Open Lock spell. You can also choose to pickpocket the key from either Soris or his wife in order to open the chest. Return with the staff to Kud-Ei to earn her recommendation as well as a spell, Captivate. Be aware that the more-effective, lower-Magicka Beguiling Touch spell is available from Delphine Jend, also in the Bravil Mages Guild. Captivate is useful, however, as a free way of acquiring the spell effect for custom spellmaking purposes.

Notes[edit]

  • It is possible to steal the staff from Soris before talking to Varon. However, you must talk to Varon before the message, 'I've stolen the staff from Soren Arenim's house. I need to deliver it to Kud-Ei in Bravil.' will appear.

Bugs[edit]

  • Kud-Ei is the quest-giver for both this quest and Through A Nightmare, Darkly. Trying to do both of these quests at the same time can be problematic. In particular, if you have started 'Through a Nightmare, Darkly', the recommendation quest may not even appear in your journal, and the recommendation dialogues will probably not be available. If the recommendation quest disappears, possible solutions include:
    • This bug is fixed by the Unofficial Oblivion Patch.
    • Complete the quest 'Through a Nightmare, Darkly', then return to Kud-Ei after the quest is done. The recommendation quest should now be available.
    • You can use the console command setstage 0002D936 10 to set the recommendation quest back to the starting stage. This is best if you have not yet told Kud-Ei that you are ready to follow her to Henantier's house. Kud-Ei will then stop talking about 'Through a Nightmare, Darkly', until you finish the recommendation quest, at which point you can proceed with that quest as normal.
Imperial

Journal Entries[edit]

The Guild 2 Imperial Fame Snubs

Bravil Recommendation (MG03Illusion)
StageFinishes QuestJournal Entry
10I've been given a charm scroll, and need to use it to help persuade Varon Varmori [sic] in Bravil to return Ardaline's staff.
20Varon Vamori admitted to taking Ardaline's staff, but has sold it to a friend in the Imperial City. I need to deliver this news to Kud-Ei.
30Kud-Ei has given me several more scrolls, and asked me to get the staff back. I need to find Soris Arenim in the Imperial City.
40I've spoken with Erissare Arenim. She told me that Soris has the staff in the basement of their house.
50I've spoken with Soris Arenim. He will not give back the staff, but will sell it for 200 gold. If I choose to buy it back, I need to pay him the money.
60I've paid Soris Arenim, and he has given me Ardaline's staff. I need to deliver the staff to Kud-Ei in Bravil.
90I've stolen the staff from Soris Arenim's house. I need to deliver it to Kud-Ei in Bravil.
100I have delivered Ardaline's staff to Kud-Ei, and have earned a recommendation for it.
Notes
  • Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
  • Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in random order.
  • If an entry is marked as 'Finishes Quest' it means the quest disappears from the Active Quest list, but you may still receive new entries for that quest.
  • It is possible to use the console to advance through the quest by entering setstage MG03Illusion stage, where stage is the number of the stage you wish to complete. It is not possible to un-complete (i.e. go back) quest stages. See SetStage for more information.

Next: There are seven Mages Guild recommendation quests that can be completed in any order:

The Guild 2 Renaissance Imperial Fame Cheat

Once all seven are completed, your induction into the Mages Guild is completed by: A Mage's Staff

Retrieved from 'https://en.uesp.net/w/index.php?title=Oblivion:Bravil_Recommendation&oldid=1831690'