Race guilds are meant to provide a background, family history, or particular roleplay
options to a specific race in the game. In some cases a race guild will allow players
to transform into a sub-race of their original race such as half-elf or minotaur. Race
guilds generally give little to no additional power to a player, and are mainly meant
to provide flavor and character development.
Most race guilds are walk-up-and-join. Even so, a few require some vouching on the
part of an existing member. All race guilds require the player to be of the correct
race type to join.
The Traveller's Guild
In the early days of Genesis no human racial guilds existed. However, when the
elves, who had long been under the shadow of the humans, realized the
strength that numbers bring, they formed the Wildrunner Guild.
This guild was a first in Genesis, and sharing this common link of their
racial guild, the elves aided one another and quickly usurped the mantle
of power that had been shared by a few humans.
Saddened by their loss of powers the great wizard Varl gathered together
a few trusty humans and set up a Guild for all humans in the small village
of Cove. This Guild was off the beaten track, and it took many people a
long time to find, but this did not matter, as it was a Guild of Travellers.
When the village of Cove was destroyed, the guild moved to Gont, capital
of Earthsea.
Type: Race.
Location: Gont City, Earthsea.
The Amazons
The Amazons are a band of semi-nomadic female warriors originally
from the areas around Argos in East Calia.
In the language of the Argosians, 'a' (privative) and 'masso' touch,
implies "not touching men". A-masso then evolved into Amazon, and the band
of female warriors who left their home and wandered into Argos became
known as Amazons of the Silent Forest.
Type: Race (female only).
Location: Silent Forest, Calia.
Clans of Khalakhor
The Clans of Khalakhor offer a chance for humans to roleplay a Celt. They
will obtain a Celtic name and background, and gain the colors associated
with the Clan they choose to join.
Type: Race.
Location: Sa Morgan, Khalakhor.
Holy Order of Thanar
The Holy Order of Thanar is based on the theme of human supremacy
fostered by the deity known as Thanar. Thanar fosters himself as the
patron god of humanity, and as such has followers who share his outlook
on life. This race guild provides a roleplaying option for those humans
with an evil bent, or for those that simply don't like non-humans.
The emotes and titles of the guild all reflect the guild theme of human
supremacy and immorality at the cost of the other races' well being.
The guild is located beneath the city of Kabal, since it is considered
illegal by the Kabal authorities.
Type: Race.
Location: Kabal City, Kalad.
The Dunedain
The Dunedain are superior to other humans in body, mind and spirit.
They are tall, dark-haired and grey-eyed, and are blessed
with long life. All of the Dunedain possess great wisdom and foresight,
and speak both Adunaic and the language of the elves.
The City of Pelargir was founded by the Dunedain, and their Halls and
histories are located there. The Halls of the Dunedain offer training
in several skills including herbalism, spellcraft, and trading.
The Dunedain are proud of their heritage, and are divided into Houses
representing the family lines, and devoted to each family's unique heritage
and role in history. The Lord or Lady of each House is responsible for the
history of each House, setting the policies therein, and verifying the claims
of blood ties for those wanting to declare publically their Dunedain heritage.
The Dunedain have a diverse membership, where some houses pledge loyalty to
Sauron and others will only accept those who oppose the Dark Lord.
Type: Race.
Location: Pelargir, Gondor.
Wild Elves
The Wild Elves are a racial guild based out of Faerie and is one of the
oldest racial guilds in the game. The guild has no alignment restrictions,
but good aligned elves are distinguished as Wildrunners whereas evil players
are known as Deathstalkers.
Type: Race.
Location: Green Oaks, Faerie, Sparkle.
Noldor of Imladris
The Noldor are one of the great families of elves in Arda. They were more
numerous in ages past, but those that remain dwell in the hidden
valley of Imladris. Protected by the power of Elrond, the elves peacefully
reside, keeping watch for the evil that grows daily.
Type: Race.
Location: Eriador, Shire.
Drow of Underdark
The drow are historically chaotic evil and follow the Spider Queen, Lolth.
She demands that the drow follow her absolutely. Most of them do, but there
are some who have broken free from her and follow their own hearts, and there
are even drows that consider themselves good-aglined. These renegade drow
follow other deities.
The drow are a matriarchal society where males are considered inferior and
female elves rule absolutely. The guild is also set up this way as it is broken
own into houses that are all ruled by females.
Type: Race.
Location: Somewhere in Faerun.
Tribes of the Red Fang
The Red Fang come at night, riding wolves into Kabal, destroying the humans, and
freeing their goblin brothers from slavery. Lead by the feared and notorious
General, Brutakis, they have no mercy. They have sworn, upon their common goblin
lood, to never give up until the humans have paid for their crimes.
Type: Race.
Location: Kalad Waste, Kalad.
Grunts
This is a race guild for goblins. It is the first race guild ever opened
in Genesis. It was initially kept as simple as possible, but inevitably extra
features were added as time passed. Guild membership mainly includes
a set of titles, a guild item, and a number of goblinish emotions that
are useful to annoy other races with.
Type: Race.
Location: Blackwall Mountains, Emerald.
Adventuresome Hobbits
Most hobbits would rather spend time discussing their lineage, eating cakes,
and smoking pipes than just about anything else. These hobbits are no
different - they love that too, but, strangely, these hobbits have developed
an appetite for adventures beyond their own lands.
Join with these good-natured fellows and you can declare you family and get that
most beloved tool of any proper halfling - your pipe!
Type: Race.
Location: Michel Delving, Shire.
The Halflings of Faerun
Is it a hobbit? Is it a halfling? It can be quite hard to tell, but if
you do know you truly are a halfling and not a hobbit, you can find
a home, and claim a surname if you want, in Faerun.
Halflings are very similar to hobbits in many ways as
they also tend to enjoy food, a nice pipe, music, and so on. However,
there are exceptions, so there is no requirement to be of good align
to be a halfling.
Type: Race.
Location: Faerun.
Houses of Eil-Galaith
The guild accepts all elves of good align to join them and claim a
ouse name, and they may also become half-elf when choosing a surname.
Humans, too, may join, becoming half-elf in the process.
Type: Race (for humans and elves).
Location: Galaith Isle, Khalakhor.
Orcs of Middle Earth
Through dark sorcery an elf body changes into the twisted orcish
form, provided that the elf is evil enough. These orcs are a
lawless pack from all corners of Middle-Earth, holding no allegiance
other than whatever the individual member claims. Naturally, members
f the goblin race may join as well.
Type: Race. (for goblins and elves)
Location: Misty Mountains, Shire.
The Krynn Race Guild
In the Great Library in Palanthas all the information about the
races, families, tribes, and regions of Krynn is available.
People can inform themselves about each type, and it is possible for
each race, except gnomes and hobbits, to affiliate themselves with a certain region,
family, or tribe by claiming the heritage. This provides them with a
last name and a family name, or one of the two if they prefer.
The library also contains information for those who wish to be transformed
into a hobgoblin or minotaur, and curious hobbits might be able to figure out
how to become a kender.
Type: Race. (for all races except gnomes)
Location: Palanthas, Solamnia, Ansalon.