Organizations

Blackmar is full of groups that shape how players live, travel, fight, trade, and ask for help.

Adventurers' Guild

The Adventurers' Guild is the first practical home for new characters. It gives early guidance, level information, and access to the Newbies' Tome. It is also the place many players use as a common meeting point.

Guilds

Guilds are adventuring paths. A guild gives commands, abilities, restrictions, training identity, and a community of players with similar tools.

Current guild directions:

  • Acolyte
  • Bard
  • Berserker
  • Druid
  • Fighter
  • Garou
  • Mage
  • Monk
  • Ninja
  • Ranger
  • Swashbuckler
  • Thief

Clans

Clans are player-created organizations outside the guild system. They provide a clan channel, headquarters, shared coffers, storage, reputation, and optional clan wars.

Religions

Divine systems tie characters to patrons, omens, shrines, tithes, and pilgrimages. This matters most for Acolytes, but any character can encounter divine signs and patron systems.

Major patron powers include:

  • Mitra
  • Set
  • Gaea
  • Luna

Player-Owned Businesses

Player-owned pubs and inns are part of DarkWind's economy. Owners control menus, descriptions, prices, staffing, and business funds. See Economy.

City Services

Darkwind City has public services that matter to nearly every character.

  • Banks
  • Shops
  • Donation rooms
  • Post office and mail
  • Adventurers' Guild
  • Guild halls
  • Weapons training
  • Ferry tickets
  • Ship shop
  • Chambre of Commerce
  • Temples

Staff

Wizards and administrators build, maintain, and moderate the game. Players must follow staff instructions in-game. Reports, bugs, typos, and ideas are covered in Feedback And Reports.