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. They give characters a social home and a trained way to act in the world.
Guild Roster
| Guild | Description |
|---|---|
| Bard | Bards turn performance and lore into morale, misdirection, and social pressure |
| Acolyte | Acolytes serve a patron through devotion, rites, protection, and holy battle |
| Fighter | Fighters master weapons, armor, stances, and battlefield control |
| Garou | Garou carry Gaea's werewolf burden through forms, pack duty, rage, and balance |
| Druid | Druids serve Gaea through groves, nature rites, wild shape, moon, and storm |
| Mage | Mages study the Dark Wind through spellbooks, runes, barrage, and secret formulae |
| Monk | Monks turn breath, chi, staff work, and body discipline into precise combat |
| Ninja | Ninjas use stealth, focus, pressure points, and timing to control when violence happens |
| Ranger | Rangers survive and hunt through terrain, tracking, archery, camps, and companions |
| Swashbuckler | Swashbucklers win with nerve, footwork, light blades, charm, and risky tempo |
| Thief | Thieves turn access, secrets, theft, traps, and contacts into leverage |
| Berserker | Berserkers convert wounds, rage, and bad odds into brutal momentum |
How Guilds Work
- Guilds give characters a trained discipline and shared home
- Classes are separate remort-scale transformations
- 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.
Reading Older Names
Some older in-game help, player habits, and area text use names from previous guild structures. This wiki uses the future-facing roster above.
| Older name or theme | Read as |
|---|---|
| Cleric, Paladin, Priest | Acolyte patron and vocation choices |
| Lunar | Druid lunar, gravity, tide, storm, and astral paths |
| Necromancer | Secret Mage study tied to Bodach and Arcanarton |
| Dragon | Class |
| Morpher | Class |
| Psionicist | Class |
| Artificer | Class |
| Vampire | Candidate class |