Callings and curses

Guilds

Your layman guild is the craft you practise in daylight. Your exotic guild is the secret that finds you in the dark. Together, they make one character identity.

Design preview

This page describes accepted or planned direction, not features available in the current owner-test build.

Layman guilds

The calling you choose

Every traveller belongs to one active layman guild. Town recruiters teach the first ranks and help experienced characters change direction. Progress is earned through the work of the guild: fighting, tracking, studying, building, stealing or preserving knowledge.

⚔

Fighter

The close-range specialist. Fighters master swords, axes and maces, hold the dangerous ground and turn armour into confidence.

➶

Ranger

The road-wise hunter. Rangers master bows and crossbows, read tracks and make distance part of every battle.

✧

Mage

The wielder of staff and wand. Mages shape elemental force and solve danger through timing, knowledge and controlled power.

⌘

Lorekeeper

The keeper of memory. Lorekeepers can wield every weapon and uncover hidden knowledge, but every gear-provided damage modifier is reduced by one.

⚙

Tinker

The maker of strange answers. Tinkers break unwanted gear into bombs, traps and devices instead of fighting with ordinary weapons.


Exotic guilds

The path that chooses you

A character may carry one exotic guild alongside the active layman guild. There is no public recruiter and no safe list of instructions. Rotating clues, hidden requirements and limited places ensure these paths remain discoveries with social weight.

V

Vampire

Night-fed immortals who manage blood, mark prey and take bat form. Their strength blooms after sunset, but every feeding risks notice.

SpawnVampirePrinceElderAscendant
☾

Werewolf

Moon-bound hunters with heightened senses, pack calls and a violent answer to isolation. The full moon makes their gifts impossible to ignore.

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N

Necromancer

Speakers with the dead who harvest necrotic power, cross through graveyards and command corpses. Hauntings remember when they interfere.

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Power has a public cost

The highest two ranks of every exotic guild become open to player conflict outside the safety of towns. Great power changes how the world — and other players — may answer you.

✦

One character, two paths. The active layman guild remains the traveller’s public craft, while an exotic guild adds a secret transformation without replacing that foundation.