Immortal Realm

How to Join Civic Orders on Immortal Realm

A practical guide to joining the College of Chirurgeons, the High Ledger, and the Velvet Hand on Immortal Realm — eligibility, oaths, and ranks.

This is the practical guide to joining the three live civic Orders on Immortal Realm: the College of Chirurgeons, the High Ledger, and the Velvet Hand. For the broader institutional layer, Civic Orders is the meta-page.

Quick Answer

How to Join Civic Orders on Immortal Realm reference table
Order Where Who to Talk To Starting Rank Joining Gate
College of Chirurgeons Britain Hall (Trammel) Master Aldric Vermeer (the Provost) Orderly (rank 1) Single-Order membership only
High Ledger Britain Hall (~1476, 1645 Trammel) Keeper Marcellus Vane Clerk (rank 1) Single-Order membership only
Velvet Hand City placements Idle Hand presence in cities Initiate (rank 1) Single-Order membership only

The single-Order check is enforced by OrderRegistry.JoinPlayer, which returns AlreadyInAnotherOrder if you're already a member elsewhere. After leaving an Order, a 14-day cross-Order cooldown applies before you can join any Order again — JoinResult.OnCooldown blocks the attempt with a "you recently left the {Order}" message. There is no civic-record screening — players with active Crown Writs against them aren't blocked from joining any of the three Orders.

Quick Facts

How to Join Civic Orders on Immortal Realm reference table
All three Orders are live Yes
Joining cost None (no gold paid at join)
Skill requirements None enforced; Healing/Magery help in the College, lockpicking helps in the Hand
What you receive on join Order-specific: Velvet Hand drops a Code book + 12 lockpicks to your pack; the others run their own induction
Rank progression after joining Service-based (see Order pages for ladders)

Step-by-Step: College of Chirurgeons

The healing institution. The most accessible Order for new and casual players.

  1. Travel to Britain (Trammel). Take the moongate from any major city.
  2. Find the College Hall. It's in Britain proper.
  3. Approach Master Aldric Vermeer. He's the Provost — the College's joining NPC. The Provost is the institutional figurehead, not a player rank.
  4. Open the joining gump. Master Aldric walks you through the College's expectations; on accept, the system calls OrderRegistry.JoinPlayer and registers you.
  5. You're now an Orderly. The entry rank (rank 1 of 7).
  6. Begin service work — treatments and civic powers toward your first 30 service points and the Orderly→Attendant exam.

The full Order page is at College of Chirurgeons.

What to expect at the College

How to Join Civic Orders on Immortal Realm reference table
Aspect Detail
Joining gate Single-Order membership only; no civic-record screening
Skill recommendation Healing and Magery help in practice; not enforced at join
Service-point sources Cure Shakes 4, Cure Mire Lung 8, Cure Call Stones 12; civic verbs (Absolve / Bless Writ / Prestige Hunt / Relic Aura) 4 each
First promotion gate 30 SP + Orderly exam (multiple-choice gump, 24h cooldown on fail)

Step-by-Step: High Ledger

The records, contracts, and writ institution.

  1. Travel to Britain (Trammel, ~1476, 1645). The Ledger Hall is separate from the College Hall.
  2. Approach Keeper Marcellus Vane. He's titled the Keeper of the High Ledger — the Hall's joining NPC.
  3. Open the joining gump. A multi-page induction reads through the Code of the Ledger, the Order's binding rules. Accept calls OrderRegistry.JoinPlayer.
  4. You're now a Clerk. The entry rank (rank 1 of 7).
  5. Begin service work — Ledger lookups (1pt cap 10/day), attestations filed (2pt each), contracts witnessed (3pt each); 200 SP/day overall cap, 20 filings/day ceiling.

The full Order page is at High Ledger Guide.

What to expect at the Ledger

How to Join Civic Orders on Immortal Realm reference table
Aspect Detail
Joining gate Single-Order membership only; no civic-record screening
Skill recommendation None enforced; Magery helps for travel between filings
First promotion gate 20 SP + Clerk exam (24h cooldown on fail). Subsequent ranks add witnessing-breadth gates and minimum hold-time gates

Step-by-Step: Velvet Hand

The operations Order. Membership flows through the same OrderRegistry.JoinPlayer plumbing as the others — there's no special selectivity gate. The flavor is more selective; the mechanic isn't.

  1. Find idle Hand presence in cities. The bootstrap places Hand-flavored NPCs in major cities (city-placement bootstrap fires on world load).
  2. Approach a Hand NPC. The joining flow opens; accept the Code.
  3. You're registered as an Initiate. The entry rank (rank 1 of 7). The system drops a copy of the Code book and 12 lockpicks to your pack.
  4. Speak with the steward again when you're ready for a training-lane assignment. The lane is singleton-occupied (one initiate at a time on a given lane) and resets on its own timeout if you leave the Order.
  5. Begin operations — each successful operation registers 1 service point (AwardOperationPoint) toward the Walker exam (5 SP).

The full Order page is at Velvet Hand.

What to expect with the Velvet Hand

How to Join Civic Orders on Immortal Realm reference table
Aspect Detail
Joining gate Single-Order membership only — same as the others
Skill recommendation Stealth and Hiding help in practice; lockpicks come from the Order on join
First promotion gate 5 SP + Walker exam (24h cooldown on fail)
Mid-rank pacing Reach (3-day Walker hold) → Whisper (7-day) → Sleeve (14-day) → Open Hand (21-day) → The Hand (30-day). Total minimum 75 days held-rank time from Walker to The Hand on top of the operation grind

Which Order Should You Join?

Decision tree:

How to Join Civic Orders on Immortal Realm reference table
You Want To... Order
Heal others, treat maladies, civic-good work College of Chirurgeons
File contracts, maintain records, civic-good work High Ledger
Disrupt writs, free prisoners, counter-civic work Velvet Hand
Stay neutral but engage civically Either College or Ledger
Combine PvP focus with civic identity Velvet Hand or PvP-side guild

You can't be wrong with this choice; rejoining is possible if you change your mind, and Orders aren't lifetime commitments.

Common Mistakes

  • Joining day 1 without exploring. Wait until you've at least completed New Haven and visited Britain. You'll make a more informed choice.
  • Treating leaves as casual. The 14-day cross-Order cooldown after leaving means you can't bounce between Orders week-to-week. Picking your first Order is a 2+ week commitment regardless of how it goes.
  • Joining the Velvet Hand expecting a casual try-out. The Hand is more selective than the others.
  • Treating the joining oath as flavor. It's not just text — accepting binds you to the Order's civic responsibilities.
  • Forgetting to do service work after joining. Membership without activity stagnates; you won't promote.

What to Do After Joining

How to Join Civic Orders on Immortal Realm reference table
Stage Action
First week Conduct your first 1-3 service actions
First month Build toward your first promotion
Long-term Attend public scenes, build reputation, climb ranks

For Order-specific paths beyond joining, follow the linked Order pages.

Frequently Asked Questions

Can I join more than one Order?
No. OrderRegistry enforces single-Order membership across all three Orders — attempting to join a second Order returns AlreadyInAnotherOrder. You have to formally leave your current Order before joining a different one, and there's no rank transfer between Orders. The Order you pick is a real commitment.
Can I leave an Order after joining?
Yes, but with a real cost. Each Order has its own leave flow. After leaving, OrderRegistry imposes a **14-day cross-Order cooldown** before you can join any Order again — including the one you just left. Your accumulated rank doesn't transfer if you rejoin later; you start fresh at the entry rank. The Velvet Hand specifically preserves your alias and operation records on leave so the historical log remains readable, but your privileges are forfeit. Plan your joining as a real commitment rather than a casual try-it experiment.
Do guilds and Orders compete?
No, they're complementary. A guild is your private membership group; an Order is the shard-defined civic institution. Many active players are in both — a guild for close-group social and PvP, and an Order for public civic identity. The two don't share member slots.

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