Occupational Guild Introduction =============================== In Genesis, roleplaying centers, for the most part, around occupational guilds. This is because an occupational guild defines an integral part of who you are in the world. At the heart of it, an occupational guild is an organization which provides you with a profession. The donut has many occupational guilds to suit most career aspirations. You may join one of the Dragonarmies of Krynn, be a Ranger in Middle-Earth, or become a Cleric of the Spirit Circle. 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. There are some that do not have application processes, such as the Army of Darkness, and Maligant's Mercenaries. The level of roleplaying is dependent on the guild that you are trying to join. Some are very strict in their roleplay, so you can expect to be queried, "And, hast thou considered fully the gravity of thine actions?". Some guilds require their members to roleplay full-time, but it is rare. When in doubt regarding a guild that you may be interested in, ask around and make sure you do not damage your changes by approaching a member and saying, "hi man! brb afk." Lack of roleplaying is a good reason to be denied from a guild for. Leaving an occupational guild usually incurs miscellaneous penalties, depending on the guild. Usually the penalty involves dying and inability to join the same guild ever again. Therefore, choose your career carefully. Layman Guild Introduction ========================= Layman guilds play a very important role in Genesis. They often times complement your choice of an occupation. For example, a Knight may choose the Cavalry for his layman guild, making him a much feared mounted Knight. In general, layman guilds provide much less abilities (albeit more than a racial guild), and usually have significantly lower guild tax than occupational ones. Though sometimes considered a "amateur profession" guild, layman guilds have become a way to enhance your combat experience. Most layman guilds do not have a council nor an application process and are generally much easier to join than occupational guilds. Just as with occupational guilds, there are, however, restrictions based on alignment, race, or even guild affiliations. Leaving a layman guild is often much easier than an occupational guild. Recode Update! 88 Gorboth Keeper 27 Oct 2009 Genesissians, Though never formally announced, through various events and word of mouth the community has for the most part come to know of the restructuring of the Mercenary Guild in their new guildhall south of Sparkle. While more of a total rebuild from scratch, the recode now adds the Mercenaries to the list of occupational guilds who are now considered balanced by the new global recode efforts. The recode list now looks as follows: ----------------------------------------------------------------------------- Occupational Layman ============ ====== * Army of Angmar * Army of Angmar Army of Darkness (Ogres) * Bloodguard of Terel * Calian Warriors * Blademasters of Khalakhor * Clan of Neidar Warriors Heralds of the Valar * Dragonarmies Mariners * Gladiagors * Militia of Thornlin Kender (Secret Society) * Minotaurs * Knights of Solamnia Minstrels Mages of Morgul Monks (Dragon Order) * Mercenaries Necromancers Monks (Dragon Order) * Pirates of the Bloodsea Priests of Takhisis * Shield Bearers Rangers * Templar Spiric Circle (Scop) Thief Cabal Union of Shadow Tricksters * Vampires of Terel Worshippers (Elemental) * = Recoded by Balance Team ----------------------------------------------------------------------------- Summary ======================== Total Occ Guilds : 16 Recoded : 8 Remaining : 8 ------------------------ Total Layman Guilds : 16 Recoded : 8 Remaining : 8 ------------------------ Total Occ/Lay Guilds: 32 Recoded : 16 Remaining : 16 ======================== ---------------------------------------------------------------------------- I tend to accidentally forget certain guilds when I type up such lists, in which case I am inevitably corrected by those of you whose minds are tighter traps than mine! :-) The Mercenaries were the last of the "regular" melee occ guilds that needed to be recoded. The Ogres, Monks, and Union are somewhat oddball specialist type guilds which will require a different approach. The Rangers and Kender do not fit into the "regular" melee classification either, Kender being more of a thief build and the Rangers blending thief/melee/magic all into one. Moving forward, the Balance Team will now be working with Eowul to tackle the redesign of not only the main magic using guilds of the game, but the state of magic entirely. Much progress has been made laying the groundwork for this process, and actual recode is already underway for both the Morgul Mages and the Elemental Worshippers of Calia. Soon to follow will be the ScoP, the PoT, and the various other layman magic guilds that are caster specific. Once these magic guilds are reworked, the focus will shift back to the remaining (above mentioned) melee-class guilds which remain to be completed. A big thanks to those of you who, though inconvenienced and forced to wait for what you want and need, have remained friendly and continued to be positive members of the community through this process. As you can see, we are now officially half way complete! As we finish more and more, I believe the game will begin to find the equillibrium it so badly has lacked, and those who have felt disenfranchised or disenchanted will return to what they have missed. Onward!