Genesis home > Getting started > Genesis Races and Guilds

Humans
Humans are a common race. Study a mirror. They are about average in all stats.

Elves
Elves are an ancient and somewhat immortal race. They tend to have high intelligence and wisdom. Dexterity is not so bad either. They have troubles with discipline, and their constitution as well as strength are generally poor.

Dwarves
Dwarves are a short and stubborn race, very old. They are very strong and have very good constitution and are disciplined. They lack wisdom and aren't too bright. Their real drawback is their stiffness.

Hobbits
Hobbits are a merry race. They like food and songs and dance. They are incredibly dexterous, and a little wiser than average. They are about average intelligence and discipline, but have low constitution. They are also the weakest of all races.

Gnomes
Gnomes are a tricky race. They like money and gadgets. They are highly intelligent, but their wisdom is incredibly low in comparison. They are rather dexterous and quick, but have more problems with strength and discipline. Their constitution isn't very good either.

Goblins
Goblins are evil creatures about the size of a hobbit. They are strong killing machines and have a very good constitution. In fact the best of all races. Their dexterity is average as well as their wisdom, but their intelligence and discipline are the worst of all races.


Guilds Overview (HTML courtesy of Drogyn)

(Text courtesy by Agnascor)

A guild in Genesis is basically an organization that a player can join, and which provides services, and in return takes part of the experience you earn while being its member - this is called guild tax (see also: "help experience").

Guilds can be: leader-less, lead by a single head of guild, or by any kind of council. Heads of the guild and council members are almost in all cases players and members of the guild. Of course, the immortal who has actually created the guild must be mentioned, and he is usually also supervising it, and has the power to make any changes according to his plan; however, the everyday governing of a guild is primarily done by its members.

There is little common between guilds - there can be a vast difference in what services the guild provides, the guild tax level, what are its goals and how it is run. All guilds, however, are of the one of the following types: racial, occupational or layman. Unlike some other worlds, in Genesis you can be a member of exactly one racial, one occupational and one layman guild.

The occupational and layman guilds are usually divided by type and "alignment". Basically, the type can be fighter, mage, thief, priest guilds (or combinations of those types), and "good", "evil" or "neutral" guilds. The good/evil/neutral type basically denotes the guilds that require their members to be of "good" or "evil" alignment, and those that don't care about that("neutral").

Beside guilds there also clubs. A club is basically a leader-less guild that simply provides some flavour for your character, usually in form of additional "emotes" and also possibly a club item. There are numerous clubs in the realms, like the Prestigious Knights', Old Fogeys, Dancers of the Veil, Gentlemen's club, Rich Men's Club, Actors, to name a few. Into some of the clubs you can get in only by an invitation of a member, but most you can simply join whenever you want. You can in as many clubs as you wish.

Racial guilds

A racial guild is basically something that provides you with a background connected with your race. It might offer to train some guild-associated skills higher than in Adventurer Guilds, and provide some other bonuses, but mostly those guilds give you a sense of belonging to a particular race, and provide some additional emotions associated. Consequently, racial guilds also have little to no guild tax.

Occupational guilds

An occupational guild is an organization which provides you with a profession. You may join one of the Dragonarmies of Krynn, be a Ranger in Middle-Earth, or become a mercenary in the Malignant's camp here, for example. Occupational guilds usually have the most restrictions and requirements to join, and also provide the greatest benefits.

Most of the occupational guilds have some sort of application process, where you notify the particular guild's head or recruitment officer that you would wish to join, and they will take some time to evaluate you, to see whether you meet their requirements, and either accept or deny you membership. This is (theoretically) done mostly because of the role-playing. With the passing of years the guilds have (again, theoretically) become more and more involved in their members' behaviour. However, all this can end very quickly after you do join.

So, when joining a guild, you can expect to be queried "And, hast thou considered fully the gravity of thine action?", by the same people who will say "hi man! brb afk, gotta get some lunch from the fridge" to you once you have been in the guild for some time. Some of the guilds actually do require their members to roleplay full-time, however, it is rare. Lack of roleplaying is a good reason to be denied from a guild for.

Leaving an occupational guild usually incurs miscellaneous penalties, depending on guild, usually a death and probably inability to join the same guild ever again.

Layman guilds

Supposedly a "hobby" guild, something that you do apart from being a soldier or a monk. Most of them don't have a council or applications, are easier to join
and don't penalize you much for leaving. Layman guilds also provide much less abilities (albeit more than a racial guild), and usually have significantly lower guild tax than occupational ones.

Many occupational guilds have some restrictions for layman guilds their members can join. The most common is the alignment restriction - generally you can't be a member of a good-aligned occupational, and evil-aligned layman guild at the same time.

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