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

GuildDescription
BardBards turn performance and lore into morale, misdirection, and social pressure
AcolyteAcolytes serve a patron through devotion, rites, protection, and holy battle
FighterFighters master weapons, armor, stances, and battlefield control
GarouGarou carry Gaea's werewolf burden through forms, pack duty, rage, and balance
DruidDruids serve Gaea through groves, nature rites, wild shape, moon, and storm
MageMages study the Dark Wind through spellbooks, runes, barrage, and secret formulae
MonkMonks turn breath, chi, staff work, and body discipline into precise combat
NinjaNinjas use stealth, focus, pressure points, and timing to control when violence happens
RangerRangers survive and hunt through terrain, tracking, archery, camps, and companions
SwashbucklerSwashbucklers win with nerve, footwork, light blades, charm, and risky tempo
ThiefThieves turn access, secrets, theft, traps, and contacts into leverage
BerserkerBerserkers 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:

CommandUse
checkout <guild>View available information about a guild, when supported
help guildsRead the in-game guild overview
whoSee which players are online
tell <player> <message>Ask a guild member for advice
areasFind 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 themeRead as
Cleric, Paladin, PriestAcolyte patron and vocation choices
LunarDruid lunar, gravity, tide, storm, and astral paths
NecromancerSecret Mage study tied to Bodach and Arcanarton
DragonClass
MorpherClass
PsionicistClass
ArtificerClass
VampireCandidate class