This guild would take all three slots as follows:
racial - winged valkyrie
layman - alchemy elixirs
occupational - healing, cleansing and protecting
It would have to take all three slots to allow for the noncombat status, the player would not be allowed to attack anything and nothing would be allowed to attack the valkyrie. They could still die from things like walking into the mist near Flotsam without a map. For this reason growth would be slow since they would most likely not die.
The premise of the guild is that the old hermit at the Kahedan guild hall has been puttering around and uncovered some old incantations. He is inexperienced and thus did not realize what he was doing, he has tapped into the spirits of the old Kahedan warriors, but now they are not able to participate in combat, they can however fully support noble combat. They have no earthly attachments to good or evil, only to noble combat so alignment is removed as well.
Experience for this guild would come from healing, cleansing, shielding, and alchemy. They would have sup guru spellcraft, herbalism and alchemy. This means they would have to team, so for those who are all about doing everything alone this would not be the guild for them. You could team with anyone but you would serve the team you are on until you leave them. Teams that treat their valkyrie with respect will find they willing to travel with them again and if a valkyrie finds a teams efforts truly noble they can gift the members with a stone. This stone could be rubbed and would notify all valkyries that a noble warrior seeks their assistance.
The valkyrie could then teleport to the holder of the stone, so long as they had previously been to that location. So that means going to places which most would have been to, the Huge Sign, the Tower in Sparkle or the Post Office in Calathin. The valkyrie would slice the fabric of time and space and step into the slice. They would then descend from above with wings spread. Valkyries would hover, float, glide, etc never actually touching ground.
All abilities would start slow and grow as guild xp is gained. For example if a new valkyrie casts a shield over a myth character it would most likely fail... "Zingil wiggles his toes and rips holes in the shield you created, it vanishes." Early elixirs could fail, ending up nothing more than coloured water but eventually becoming 2x the herb, then 3x, then 4x up to 6 or 8x strength. Though valkyrie could sell these, they will need them for themselves for replenishing mana. They could also sell them to raise money for their training since looting is not likely to happen.
As expected, a fully trained valkyrie would be the best healer in the realms, able to cleanse any poisons, heal entire teams at once, cast shields over anyone on the team, make powerful elixirs, find any herb and in general serve and support those seeking noble combat. In the case of a playerfight, any and all valkyries traveling with those involved would fly straight up to observe from above but not be able to aid in anyway. If however the attacking player is two or more levels above the one being attacked, this would not be noble combat and the valkyrie traveling with the smaller person could stay and offer aid and protection.
This is just a general outline for now but if any wizards is interested, I have lots more ideas and would love to discuss it.
