Guilds

=Guild Leaders= The original ten heroes who felled Xumurdad each consumed one of Its god-organs and gained a portion of Its power. They became the first ten Guild Leaders, able to grant others a small taste of that power.

Throughout the years, the role of Guild Leader has been passed down through ritual cannibalism, each guild with its own system in place for inheritance of a god-organ. After consuming a god-organ, the new Guild Leader gains an extension on their lifespan of 100 years, the powers granted by that god-organ, leadership of the guild, and, of course, a new organ in place of the old.

People join guilds by meeting with a Guild Leader and petitioning to join. Each guild has its own standards for new members, and Guild Leaders actually have very little choice in the matter due to politics surrounding the guilds. As long as someone meets the qualifications, they are accepted. (The specifics of this can be discussed between the players involved, but its purpose is to prevent situations where a GL character might ICly deny a petitioner due to strife between the characters, or OOCly due to strife between the players.)

=Weapons and Gear Restrictions= Characters who are no longer solely under player control are also no longer bound by game mechanics. A cleric could wear plate, a mage could wield a gun. However, without the training for it, a plate-wearing cleric would find the armour heavy and restrictive, and the mage would have poor aim with no gun-based skills to help them.

Essentially, they can use weapon/armour types that are not preferred by their class, but they won't be very good at it without any of training.

=Guilds= While some guilds may have overlap in skills (stealth between assassins and rogues, or healing between clerics and paladins), each class is defined by their guild's philosophy more than by the skills granted to them by the blessing of the god-organ.

This information contains general ideas and limitations for each guild, but ideally there is enough room to play and come up with new ideas. Players of Guild Leaders are encouraged to take these concepts to their logical extremes, because that's the power granted by the god-organ.

It is necessary to accept some retroactive concepts as new players build new ideas, but because of the variation, some characters may simply have focused on a side of things others did not. It is okay to be different!

=Classes= Note: Guild leader titles are taken from the names of deities in Zoroastrianism, and while there is an IC reason for this, the significance of it is tangential at best. Zoroastrian lore will not come into play and you do not need to know anything about Zoroastrianism for this game. There is no deeper meaning to these choices beyond Rule of Cool.


 * Alchemists
 * Assassins
 * Berserkers
 * Clerics
 * Druids
 * Hunters
 * Mages
 * Rogues
 * Paladins
 * Spellswords