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.