Later-Era and Mythic Guilds
These guilds are implemented with larger custom systems than many of the older
standard guilds. Most are registered as mythic or later-era guilds in
guildd.h; several are live through GuildD soul repair paths, while Morpher is
implemented but not present in the repair map.
Dragon
Status: live GuildD soul path.
Dragon is a mythic guild centered on becoming and living as a dragon. The soul is a ring, but most identity is stored in form state: racial form, dragon form, current dragon lineage, age, declared status, dragon long description, and lair state.
Legacy role: transformational mythic guild with earth/sky mastery, flight,
breath, claws, stomps, fear, lairs, and age-based power. Commands include
dtransform, breathe, dfly, land, airdrop, dclaws, dscales,
ddfear, dfear, dstomp, dspikes, swipe, buffet, crush, bombard,
inferno, lair, and dwill.
Dragon form blocks many ordinary item economy actions such as buying, selling, getting, giving, wearing, wielding, drinking, and similar commands. The guild object also reports that Dragons cannot leave the guild.
The advancement room says ordinary level/stat advancement still happens there, but guild power comes through age rather than normal guild-level training.
Source anchors: /guilds/dragon/obj/dragon_so.c, /cmds/guilds/dragon,
/doc/guild/dragon.
Druid
Status: live GuildD soul path.
Druid is a Gaea warrior-priest and nature magic guild. The soul is a silver sickle. The guild combines spellcasting, wild shape, grove ownership, component foraging, blood/nature magic, elemental effects, and animal control.
Legacy role: nature caster and shapeshifter. Help lists powers such as Calm Animal, Enlarge Animal, Spirit Aura, Thorns, Produce Flame,
Warp Wood, Water of Life, Gust, Stoneskin, Growth, Wild Speed,
Wild Strength, Wild Shape Wolf, Flame Blade, Frost Blade, Entangle,
Wild Shape Bear, Wild Shape Hawk, Wild Shape Serpent, Wind Walk,
Sunray, Call Lightning, Earthquake, Renewal, Inferno, Drown,
Conjure Elemental, and Reincarnate.
Sacred Groves are a major subsystem. Druids can plant and commune with groves, store components in root systems, invite guests into the commune, and turn mature groves into no-kill sanctums. Leaving the guild removes grove registration.
Equipment blocks metal-heavy weapons and armor while allowing natural materials, wood, bone, stone, blunt tools, and some shields.
Legacy note: the help spell list extends beyond the max guild level declared in
guildd.h, so high-end Druid spell docs should be verified before reuse.
Source anchors: /guilds/druid/objects/druid_soul.c, /cmds/guilds/druid,
/doc/guild/druid.
Monk
Status: live GuildD soul path.
Monk is an unarmored staff and chi guild. The soul is a plain wooden staff, and the guild puts much of its identity into staff training, chi, fighting styles, challenge systems, combo routing, and a training post.
Legacy role: disciplined martial artist. Core concepts include chi, inner
defense, notches, challenges, the Wooden Man Post, and five fighting styles:
crane, snake, monkey, tiger, and dragon. Commands include chiblast,
chiburst, chifocus, chitransfer, ckick, crise, cyclone, grapple,
lsweep, mcombo, meditate, mskills, mswitch, opunch, pcoil,
ppoint, pword, resuscitate, roar, sstrike, tdeath, and tpunch.
Equipment is extremely restrictive. Monks are effectively staff/unarmored: only medium pole/blunt weapon use is allowed, and armor is blocked.
Source anchors: /guilds/monk/monk_soul.c, /cmds/guilds/monk,
/doc/guild/monks.
Morpher
Status: implemented, registered, but missing GuildD soul repair and default entrance routing.
Morpher is a body-transformation guild built around a color-shifting gem, guild
fountains, personal caverns, grafted weapons, and temporary morph states. The
code is substantial, but it is not in setup_guild_soul_paths() and does not
have a default get_entrance_place() route in guildd.c.
Legacy role: adaptive physical shapeshifter. Commands include mhands, mskin,
graft, endgraft, titan, regen, eabsorb, biolum, viscosity,
envelop, explode, mrip, safe, squeeze, vengeance, and endmorph.
The in-game help describes 10 normal guild levels plus expensive effective
levels beyond that, while guildd.h lists Morpher max guild level as 10. That
should be treated as a real legacy mismatch.
Equipment restrictions support the body-morph fantasy. Large, huge, and missile weapons are restricted, as are plate and chain armor. Body morphs often require free hands and no torso or leg armor.
Source anchors: /guilds/morpher/morpher_soul.c, /cmds/guilds/morpher,
/doc/guild/morpher.
Necro
Status: live GuildD soul path.
Necro is a death, rune, ritual, and follower guild. The soul is a skull pendant
with rune state, currently including blight and death. It adds a command
filter for ritual behavior and follower movement.
Legacy role: fragile dark caster whose damage and control flow through spells,
rituals, and undead followers. Commands include nraise, nrdead, nliege,
nmarch, nmtell, nritual, nsoulbond, naflict, nagony, nbshield,
nburst, ncurse, ndeath, ndesecrate, ndetect, ndispel, ndoom,
nentomb, neye, nfester, ngmist, nnecrosis, nplague, npox,
npulse, nward, nwilt, and nwrack.
Followers are combat tools, with help describing skeletons and ghouls as central weapons. Rituals intentionally block many ordinary commands while active.
Advancement reaches guild level 25, cannot exceed player level, and checks a power formula based on player level, intelligence, wisdom, constitution, and charisma. Equipment uses Mage-like caster restrictions.
Source anchors: /guilds/necro/guild_soul.c, /cmds/guilds/necro,
/doc/guild/necro.
Ranger
Status: live GuildD soul path.
Ranger is a Gaea wilderness guild with terrain specialization, enemy species, skill trees, survival crafting, archery, hunting, and animal companions. The soul is a leather quiver.
Legacy role: wilderness guardian and self-sufficient hunter. Advancement uses primary terrain, secondary terrain, and enemy species choices. Rangers gain skill slots and spend them on skill trees such as Survival, Cartography, Hunting, Husbandry, Attack, and Archery.
Commands cover fieldcraft, crafting, terrain, tracking, animal handling, nature
magic, and combat: forage, make, camp, survey, trailblaze,
trailmark, track, stalk, conceal, ambush, quarry, hunt, aim,
quickshot, heartshot, furyfire, strike, gash, impale,
naturestrike, attune, meditate, wrath, winterbite, essence,
attract, calm, train, and rcommand.
Equipment blocks plate and scale while supporting leather, cloth, wilderness tools, ranged play, and some magical chain cases.
Source anchors: /guilds/ranger/ranger_soul.c, /cmds/guilds/ranger,
/doc/guild/ranger.