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 | Descriptor |
|---|---|
| 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 |
Folded Concepts
| Former identity | New home |
|---|---|
| Cleric, Paladin, Priest | Acolyte patrons and vocations |
| Lunar | Druid lunar, gravity, tide, storm, and astral paths |
| Necromancer | Secret Mage subguild through Bodach and Arcanarton |
| Dragon | Class |
| Morpher | Class |
| Psionicist | Class |
| Artificer | Class |
| Vampire | Candidate 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