Guilds
Work in progress: the guild roster is being built toward this design, and current game behavior differs in places.
Guilds are organizations, disciplines, faiths, orders, and traditions. A guild is something a character learns to do as a skill. It gives the character a social home and a trained way to act in the world. Innate character identities belong to Classes, not the guild roster.
Guild Roster
| Developer | Guild | Status |
|---|---|---|
| Acer | Bard | Open |
| Cales | Berserker | Open |
| Acer | Cleric of Mitra | Open |
| Acer | Fighter | Open |
| Dink | Garou | Open |
| Cales | Mage | Open |
| Cales | Ninja | Open |
| Acer | Paladin | Open |
| Cales | Priest of Set | Open |
| Cales | Swashbuckler | Open |
| Cales | Thief | Open |
| Acer | Druid | Open |
| Acer | Monk | Open |
| Cales | Necro | Open |
| Acer | Ranger | Open |
| Dink | Bastet/Gurahl | Closed |
| Cales | Charlatan | Closed |
| Cales | Blood Mage | Closed |
| Cales | Deathknights | Closed |
| Acer | Street Samurai | Open |
How Guilds Work
- Guilds give characters a trained discipline and shared home
- Classes are innate identities, separate from learned guild skills
- Advancement uses traits, devotion, mastery, renown, paths, or other guild-native measures
- Some paths are hidden and discovered in play
Joining A Guild
Most characters begin outside the major guilds and join after learning the basics of play. Many guilds require level 5 before they accept new members. Individual guilds can add their own requirements, including stats, alignment, patron ties, reputation, initiation tasks, sponsors, quests, or hidden discovery.
Useful commands and habits:
| Command | Use |
|---|---|
checkout <guild> | View available information about a guild, when supported |
help guilds | Read the in-game guild overview |
who | See which players are online |
tell <player> <message> | Ask a guild member for advice |
areas | Find places to train and earn gold before joining |
Pick a guild by the kind of play you want to do every day: the resource loop, the combat rhythm, the social home, the restrictions, and the tools it gives you outside combat.
Leaving Or Changing Guilds
Guild membership is a major character choice. Changing guilds costs time, resources, and in some cases access to training, powers, or relationships built inside the old guild.
DarkWind City has ways to sever guild ties, but the price is serious enough that guild choice remains meaningful. Talk to current members, read the guild page, and try the early command set before committing to a long-term path.
Guilds And Classes
Guild and class choices can both shape combat, equipment, and advancement, but they represent different parts of a character. A guild is learned. A class is innate. See the class roster for Artificer, Dragon, Morpher, Psionicist, and Vampire.