The following TWENTY badges constitute the full repertoire of the independent apprentice/youngster and can be given out only by high stature players from the neophyte's guild or city:
FIRST "debonair"
The apprentice/youngster is able to purchase, wear and successfully arrange a full outfit of clothing to create a unique persona. The youngster has also been through the REGISTER process (confidentially) for the sake of Avalon's ongoing demographics.
SECOND "armed"
Young guildmember demonstrates proficiency in the acquisition, wielding and care of appropriate weapons and armour. Explain right and left differences and show the professional specifics for which hand is better used for which item types. This would be a good point to reward the youngster with a first weapon or piece of armour.
THIRD "communicator"
The individual is able to use says, tells, messages, calling channels and understands the distinction. Ensure the apprentice has successfully posted a first bulletin board message (not the public BB) and make sure its content has some relevance (i..e. introducing the character, good roleplay or questions asked). Conclude by having the neophyte post a letter package with something contained inside and for that letter package to be received.
FOURTH "animals"
The neophyte has either a pet or a steed and understands how to manipulate this new animal in all appropriate ways. Show how it is possible to name one's pet/steed and explain how some can fly, some fight, some carry burdens. If it seems to fit guild ideals explain how to feed the animal or how to kill and use its carcass - as preferred.
FIFTH "herbalism"
The youngster has acquired the skill of herb pouches and also a herb pouch, into which a smattering of herbs and/or poisons have been placed. This may be a good place to introduce apprentice to stocking up: buying or picking herbs, poisons, inventory essentials like herb pouches; show the city stalls and shops, etc.
SIXTH "olympus"
The young guildsperson has received information on the deities of Avalon, their role in the land and their role as a patron. The youngster must be well versed in the history of the Gods, both those existing in the pantheon, and the original deities of the land. They must also understand the notion of Gem Quests and the route to Ordination.
SEVENTH "citizen"
The individual understands the political structure of his/her home city, the ministries, baronies and has been introduced to at least one member of high government. They should know Prince, Cardinal, Prime Minister by name and the City Patron as well as election process. Introduce the CHELP (or CH) citizen-written help index and GHELP (or GH) equivalent as distinct from the official HELP guides.
EIGHTH "historian"
The individual has been well versed in the history of his/her city, founding ideals and persona and likewise for his/her guild and its founders. He or she should show a memory for important figures and facts over a period of days including the historical figures and the recent paradigms. Might be a good point to have the youngster know where their libraries are in the city and/or guild.
NINTH "goldquestor"
The person has shown the ability within the space of a few Avalon days to make two hundred and fifty gold coins by performing gold quests, trading, or intelligent use of skills. This is a good place to introduce any other relevant ways to earn gold and CHELP files with details.
TENTH "trader"
The individual has been introduced to the notions of Farming, Labours, crafting items and trading commodities; the importance to a city both wealth and in practical terms (e..g. kitting out legions and players). The youngster should ideally have traded a commodity and used one ability from Farming and Labours.
ELEVENTH "geographer"
Within home city walls the apprentice/youngster has shown sufficient speed navigating around the streets and important landmarks of the city. Explain the MAP and MOVING MAP commands as well as pointing out the central gathering points in the home city, the gatehouses, fortifications and the milestones.
TWELFTH "skillful"
Each of the general skills has been understood with new ability gained and used properly in each (not required: Constitution, Defence and Swordplay). Youngster has Farming and Labours. Explain how AB <skill> amd AB <skill> <ability> work and how Avalon writes syntaxes in HELP files (e..g.. <skill> means put the skill name here). Make sure youngster knows guild skills are vulnerable until apprenticeship is over. Teach the youngster how to learn, how to gain lessons, how to get to the guild tutor (e..g. knocking or using a key etc) and the importance of darsurion and the convenience of furglewort.
13th "resurrection"
For the sake of true exploration the neophyte guild-member should have taken a ride on the Ship of the Dead. He or she should understand how death fits into the scheme of things: resurrection by olvar, life potion, guild-specific means like Power Ritual and Animist "Spiritualism" and how ship rides and wurtfoil function.
14th "safety"
Neophyte guild-member understands how to protect the important items of inventory with runes and cursing; knows about the Itemlore and related commands for fast inventory/safety checking; has an idea what can be done to steal/strip items and how best to counter this. If the guild has special items (in particular keys) then make sure the youngster knows how to keep the key safe, understands the home guildhouse and how to avoid being used as a weakpoint by enemies (e..g. an incoming traversal target). It may be a good time to quickly show globestaves - WREATHE and CONQUISTADOR in particular.
15th "combat"
The apprentice has a good understanding of the principles of combat as it pertains to the junior's profession and outlook. This badge is one of the few whose content is very much dictated by the preference of the junior. In all cases it is a good idea to include explanations of: balance, equilibrium, ship ride restoration, divine protection and PROTECTED command, healing herbs and potions (whether for oneself or for others).
In the case of the FIGHTER this means: knowledge of the CASE command e..g. CASE STRIKE and CASE ROUND, explain ATTACK and DEFEND numbers and some practical example of making either higher, core combat-related equipment such as item of pentacle and life potion, guild-specific healing methods like Charming HEALHAND or Fatalism BLESS etc. This may be a good time to introduce the NPC trainer concept and HELP TRAINER content.
In the case of the NON-PACIFIST NON-FIGHTER this may mean: go over things like duellism where one gets to choose when to fight, pacifism which provides two weeks (up to) break from anything combative, the difference between player fighting and legion fighting and how it is possible to support one's friends without fighting e..g. equipment, healing, quest xp regain, etc.
In the case of the PACIFIST this means: knowing of protection, duellism, guide and CHOOSE PACIFISM options, use of abilities to prevent violence, where it is OK to interfere, where altruism ends and belligerence starts and some explanation of the means of resurrecting - bathing, spiritual restoration - and the importance of the wurtfoil brew.
16th "homeland"
Youngster should know what homeland means: the home city/guild and its walls and its gatehouses, then beyond the flag flown over the homeland sphere, then beyond the start of foreign city spheres and eventually foreign - sometimes enemy - territory where things are dangerous once LW status is over. This is a good point to give a little current affairs lesson and a pleasant tour of the home sphere, a drink in a few taverns on territory outside the city but under the flag. Instill a little pride in the youngster at the achievements of his/her predecessors. Toast the city and the guild. Does the youngster understand what needs to be safeguarded, his/her inheritance of honour and implicit trust?
17th "soldier"
Make sure the youngster has an accurate if general overview of the current military and political situation in the land, a rough idea of the extent of your home territory/sphere and then knows about legions, fortifications, strengths and weaknesses, current concerns and ambitions of the city/guild and - ideally - has waxed one fortification by way of demonstrating understanding of these bastions of city defences. Brief comprehension of villages and tributes and occupation and conquest. Springdale's razing might be mentioned here: consequences dire and irreperable. Explain the Field Marshall role, the Generals and military structure of the city and guild legions. The youngster should not be caught ignorant if the worst happens and the enemy is at the gates...
18th "dutiful"
Here the youngster should be introduced to the DUTIES either in formal DUTY commands that dovetail with badges and experience mosaic, or in whatever form best suits your guild/city's idea of member or citizen contribution to the greater good. The core idea here is unlike merely setting the young player doing some mundane task, the duties are either important for the city or open up new / extra features for all citizens (e..g. being able to look at how foreign legions are deployed, being notified about any incursions on your home sphere/territory). This integrates the youngster into the city/guild in a meaningful way and makes sure what they do is time well-used, exposing them to much that may become important and challenging them with a task that matters. HELP DUTIES and HELP DUTY for more info.
Last two badges. It is advised these remain as 19th and 20th badges given as they lead into the post-prize phase with important know-how and - if taught well - options/ideas for "what next?" choices the junior must soon make.
The penultimate badge is important because the youngster is soon to be facing the "real world" in a far more pressing sense. Hunger does not affect LW. After the prize it will be a fact. Many similar concerns will face the junior.
19th "vitality"
Your state-of-being affects many aspects of your daily Avalonian life: sleeplessness and starvation will lapse you into a half-dead stupor. You must know about eating mealss (with or without dessert) for extra vitality, health and mana; loss of breath, breathing/handling water - celerity potions or levitating for easier movement - vigour potion and athillias herb (reducing the need to sleep) with the latter included in the herb pouch from their junior chest. Youngsters should know how fatigue and starvation impact attack/defence and touch on the idea of simple defences, curing afflictions and ensure the junior has the very basics knowing how to EAT, DRINK, SMOKE and APPLY plus SIP potions, EXAMINE rune, etc. No need for long detail. Knowing how to do these things opens a world of possibilities.
20th "mosaic" <--- FINAL BADGE
The "mosaic" badge is best kept until the end so it can be earned by an apprentice confidently in possession of all the other badge knowledge. It is all about the many paths and choices ahead. It is about Avalon as described in HELP FIVE. This badge should be a practical "what next?" taking in, first of all, the junior's own personality. Youngster should how an Avalon life may progress in myriad ways (i..e. thresholds of progress as in HELP STANDING and the concept of HELP MOSAIC: all paths can make a LEGEND) but that it all matters. The junior finishing all badges should know how to help novices (scholars, school graduates, apprentices: distinct) and understand the difference between LW, MW, MIDDLING, SENIOR etc.
Most important of all, this badge is the one where you have a duty to make sure the youngster knows the "next steps" available - experiences, deeds, city quests, guild honours, XP quests, bashing, gauntlet culls, duties, gold quests, farming, labours, stalls, exploration, skill development, equipping, bank accounts, the check-list is critical and any junior given the prize without also having received the know-how is receiving a raw deal from his/her mentors. And this will not please the Gods.