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

GuildDescriptor
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

Folded Concepts

Former identityNew home
Cleric, Paladin, PriestAcolyte patrons and vocations
LunarDruid lunar, gravity, tide, storm, and astral paths
NecromancerSecret Mage subguild through Bodach and Arcanarton
DragonClass
MorpherClass
PsionicistClass
ArtificerClass
VampireCandidate class

Design Rules

  • Guilds are social identities
  • Classes are transformations
  • Advancement uses traits, devotion, mastery, renown, paths, or other guild-native measures
  • Public docs describe play identity rather than implementation history
  • Hidden paths stay discoverable in play