Individuals must complete 1d6 guild quests before joining.
Either kill a current member and take their place or be selected by the guild after a member dies on a mission.
Individuals must complete 2d6 guild quests before joining.
Individuals must pass through a painful right of passage.
Individuals must swear an oath on an ancient relic that binds them to their words.
Individuals must betray their former alliances.
Individuals must pass a test on the guild's history and beliefs.