Guilds of Genesis
Posted: 12 Mar 2018 10:04
So Gorboth and I have had a few conversations of late on guilds. The primary concern is around redundancy... creating new guilds (particularly occupational) that basically cannibalise a play style that another guild has. At one point we were discussing not allowing any more occupational guilds, however we thought we'd do a bit of a review of what we have on offer first and see how it all balances out.
Identify where are the holes in class types, or where the experience is lacking for certain alignments / styles / races.
So this is how it looks. None of it is secret, as any of you can pull this information together yourselves, however I found it interesting, in particular the gaps. I imagine wizards wanting endorsement for new guilds would be wise to look at what the game doesn't offer at the moment for players!
*edited based on comments below*
GUILDS OF GENESIS:
CLERIC GUILD TYPE:
Good aligned:
Holy Order of the Stars (layman)
Heralds of the Valar (layman)
Elemental Clerics of Calia (occupational)
Neutral / unaligned:
Elemental Seekers of Calia / Elemental Worshippers of Calia (layman)
The August Order of Minstrels (layman)
Evil aligned:
Priests of Takhisis (occupational)
Necromancers of Chemosh (occupational)
FIGHTER GUILD TYPE:
Good aligned:
Thornlin Militia (layman)
Shieldbearers of Iron Delving (layman)
Dwarven Warriors of the Neidar Clan (occupational)
Calian warrior's guild (occupational)
Solamnian Knights (occupational)
Neutral (on balance) / unaligned:
Pirate of the Bloodsea (layman)
Blademasters of Khalakhor (layman)
Bloodsea Minotaurs (layman)
Cadets of Gelan (layman)
Order of the Dragon (layman)
Union of the Warriors of Shadow (occupational)
Gladiator guild (occupational)
Army of Darkness (occupational)
Patrol Guild of Silverdell (occupational)
Order of the Dragon (occupational)
Free Mercenary Guild (occupational)
Evil aligned:
Templars of Takhisis (layman)
Angmar Army (layman)
Dragonarmy (occupational)
Angmar Army (occupational)
MAGIC GUILD TYPE:
Good aligned:
*none*
Neutral (on balance) / unaligned:
Academy of Elemental Arts (layman)
Wizards of High Sorcery (occupational)
School of High Magic (occupational)
Evil aligned:
Necromancers Of Vile Darkness / Warlocks of Faerun (layman)
Morgul Mages (occupational)
RANGER GUILD TYPE:
Good aligned:
Rangers of the Westlands (occupational)
Neutral (on balance) / unaligned:
Tricksters (layman)
Ansalon Elvish Archers (layman)
Ansalon Elvish Archers (occupational)
Evil aligned:
*none*
THIEF GUILD TYPE:
Good aligned:
Secret Society of Uncle Trapspringer (occupational)
Neutral (on balance) / unaligned:
*none*
Evil aligned:
Cabal of Hiddukel (layman)
RACIAL GUILDS:
Gnomish Inventors (gnome)
Rockfriend guild (dwarf)
Adventuresome Hobbits Guild (hobbit)
Halflings of Faerun (hobbit)
Thanar race guild (human)
Traveller guild (human)
Dunedain (human)
Clans of Khalakhor (human)
Eil-Galaith (human / elf)
Drow of Underdark (elf)
Noldor of Imladris (elf)
Wild Elves Guild (elf)
Orcs of Middle Earth (elf / goblin)
Red Fang Guild (goblin)
Grunts guild (goblin)
Krynn race guild (all except gnome)
Amazon racial guild (all female)
Identify where are the holes in class types, or where the experience is lacking for certain alignments / styles / races.
So this is how it looks. None of it is secret, as any of you can pull this information together yourselves, however I found it interesting, in particular the gaps. I imagine wizards wanting endorsement for new guilds would be wise to look at what the game doesn't offer at the moment for players!
*edited based on comments below*
GUILDS OF GENESIS:
CLERIC GUILD TYPE:
Good aligned:
Holy Order of the Stars (layman)
Heralds of the Valar (layman)
Elemental Clerics of Calia (occupational)
Neutral / unaligned:
Elemental Seekers of Calia / Elemental Worshippers of Calia (layman)
The August Order of Minstrels (layman)
Evil aligned:
Priests of Takhisis (occupational)
Necromancers of Chemosh (occupational)
FIGHTER GUILD TYPE:
Good aligned:
Thornlin Militia (layman)
Shieldbearers of Iron Delving (layman)
Dwarven Warriors of the Neidar Clan (occupational)
Calian warrior's guild (occupational)
Solamnian Knights (occupational)
Neutral (on balance) / unaligned:
Pirate of the Bloodsea (layman)
Blademasters of Khalakhor (layman)
Bloodsea Minotaurs (layman)
Cadets of Gelan (layman)
Order of the Dragon (layman)
Union of the Warriors of Shadow (occupational)
Gladiator guild (occupational)
Army of Darkness (occupational)
Patrol Guild of Silverdell (occupational)
Order of the Dragon (occupational)
Free Mercenary Guild (occupational)
Evil aligned:
Templars of Takhisis (layman)
Angmar Army (layman)
Dragonarmy (occupational)
Angmar Army (occupational)
MAGIC GUILD TYPE:
Good aligned:
*none*
Neutral (on balance) / unaligned:
Academy of Elemental Arts (layman)
Wizards of High Sorcery (occupational)
School of High Magic (occupational)
Evil aligned:
Necromancers Of Vile Darkness / Warlocks of Faerun (layman)
Morgul Mages (occupational)
RANGER GUILD TYPE:
Good aligned:
Rangers of the Westlands (occupational)
Neutral (on balance) / unaligned:
Tricksters (layman)
Ansalon Elvish Archers (layman)
Ansalon Elvish Archers (occupational)
Evil aligned:
*none*
THIEF GUILD TYPE:
Good aligned:
Secret Society of Uncle Trapspringer (occupational)
Neutral (on balance) / unaligned:
*none*
Evil aligned:
Cabal of Hiddukel (layman)
RACIAL GUILDS:
Gnomish Inventors (gnome)
Rockfriend guild (dwarf)
Adventuresome Hobbits Guild (hobbit)
Halflings of Faerun (hobbit)
Thanar race guild (human)
Traveller guild (human)
Dunedain (human)
Clans of Khalakhor (human)
Eil-Galaith (human / elf)
Drow of Underdark (elf)
Noldor of Imladris (elf)
Wild Elves Guild (elf)
Orcs of Middle Earth (elf / goblin)
Red Fang Guild (goblin)
Grunts guild (goblin)
Krynn race guild (all except gnome)
Amazon racial guild (all female)