Guilds of Genesis
In Genesis Remastered, guilds form the cornerstone of your character's progression, identity, and playstyle. Players can simultaneously belong to up to four distinct types of organisations—Occupational, Layman, Racial, Craft — each contributing specialized skills, spells, unique combat specials, and custom titles. They can also be a member of multiple Clubs for additional customization.
Occupational Guilds represent your character's primary profession or calling in Genesis. They define your primary combat abilities, spells, and skill caps, setting the foundation for your role in the world. Whether you choose the path of a magic-user, cleric, stealthy thief, ranger, or a stalwart fighter, your occupational guild determines your most important abilities.
The active occupational guilds are:
- Angmar Army: Based in the dark realm of Angmar in Middle-Earth, this military organization serves the dark forces of the Witch-king. Its ranks are filled with fierce warriors, trolls, and hill-men training in heavy combat and ruthless tactics. Players joining this guild commit to a path of conquering and absolute dread.
- Army of Darkness: A sinister faction of ogres operating out of Emerald, gathering those who embrace the shadow. Combining brute combat strength with dark, chaotic spells, its members serve no law other than survival and domination. The guild has no formal application process, welcoming anyone evil enough to join.
- Blue Dragonarmy: An elite division of the Dark Queen Takhisis's forces on Ansalon, specializing in heavy combat and swordplay. Blue dragon riders utilize lightning breath, tactical intimidation, and strict discipline to crush their enemies.
- Calian warrior's guild: The protectors of Calia, trained in martial discipline and heavy weaponry. They form the backbone of the Calian defense, specializing in group combat tactics and shield-wall formations. Joining requires dedication to the defense of the realm and strict training.
- Dwarven Warriors of the Neidar Clan: The proud mountain dwarves of Krynn, mastering the warhammer and heavy battle axe. They are experts in defensive combat, utilizing their natural resilience and heavy steel armor to withstand tremendous damage. Their guildhall is carved deep within the mountains, rich in stone and lore.
- Free Mercenary Guild: Based in the bustling city of Sparkle, this guild offers its martial services to the highest bidder. They train in a wide variety of weapon styles and tactical versatility, refusing to align permanently with any single moral cause. It is the perfect home for independent fighters seeking gold and glory.
- Gladiator guild: A brutal combat arena guild in Cirath where fighters train for survival in the sands. They master close-quarters combat, arena weapons, and crowd-pleasing maneuvers designed to demoralize opponents. Only those with high pain tolerance and martial drive survive their trials.
- Order of the Dragon: A disciplined monastic order based in Sparkle, training in unarmed combat and spiritual focus. Members channel their inner energy to perform devastating strikes and fast evasive maneuvers. They live a life of meditation, training, and absolute physical mastery.
- Red Dragonarmy: A powerful division of the Dark Queen Takhisis's military on Ansalon, specializing in heavy weapons and impaling thrusts. Red dragon riders channel flame breath and coordination to dominate the battlefield.
- Solamnian Knights: The ultimate champions of good on Krynn, split into the Crown, Sword, and Rose orders. They adhere to the strict code of the Oath and the Measure, defending the weak with shield and sword. Their training focuses on mounted combat, heavy armor, and righteous leadership.
- Union of the Warriors of Shadow: A secretive organization of shadow fighters based in the domain of Avenir. They utilize darkness, stealth, and quick blade strikes to eliminate targets before they can react. They train to become one with the shadows, moving undetected through hostile territory.
- Elemental Clerics of Calia: Devout priests who worship the elemental deities of Calia. By channeling the power of earth, air, fire, and water, they cast powerful healing, utility, and protective spells. They act as the spiritual guides and vital healers of their respective factions.
- Priests of Takhisis: Clerics of the Dark Queen on Ansalon, spreading her dark influence across Krynn. They cast powerful curses, control minds, and channel destructive negative energy to defeat the forces of good. They work closely with the Dragonarmies to establish her dominion.
- Morgul Mages: Evil spellcasters based in Gondor who serve the Nazgûl and the Dark Lord. They specialize in necromancy, curses, and dark illusions that saap the strength and resolve of their enemies. Their magic is corrupting, requiring a dark alignment and absolute loyalty to the shadow.
- School of High Magic: Krynn's premiere magic academy, where wizards pledge themselves to the White, Red, or Black robes. Their spellcasting power is tied to the alignment of their chosen moon, requiring careful timing and specialization. The school demands high intelligence and devotion to the art of magic.
- Wizards of High Sorcery: A powerful circle of wizards on Ansalon who regulate all magic on Krynn. They specialize in high-tier elemental and illusion spells, governed by the phases of the three moons of magic. Joining requires passing the deadly Test of High Sorcery.
- Ansalon Elvish Archers: An elite marksmanship guild located in the lands of Krynn. These archers train tirelessly to master the longbow, combining elven grace with unmatched precision from distance. They defend their woodlands with deadly accuracy, making them feared opponents in any skirmish.
- Rangers of the Westlands: Expert survivalists, trackers, and hunters guarding Gondor's wilderness. They are masters of the longbow, dual-wielding daggers, and wilderness stealth, allowing them to ambush enemies with ease. Their deep knowledge of nature grants them unique survival and tracking skills.
- Vampires of Faerun: A dark covenant of the undead operating within the shadows of Faerun. Members master life-draining touch, bat-shifting, and blood magic to dominate their prey. Joining requires sacrificing one's mortal life to embrace the eternal hunger of the night.
- Fire Knives: A secretive and lethal guild of assassins operating in the shadows of Faerun. They specialize in poison, daggers, and stealth, striking their targets unseen before vanishing into the night. Joining is extremely difficult and requires proof of absolute loyalty and discretion.
- Secret Society of Uncle Trapspringer: A kender-only guild on Ansalon celebrating curiosity, lockpicking, and standard kender antics. Members master the art of "borrowing" items, taunting enemies into reckless behavior, and dodging danger with ease. It is a lighthearted society dedicated to adventure and fun.
Layman Guilds act as secondary professions or orders, allowing characters to supplement their main class with additional utility, specialized skills, or alternative combat options. These guilds allow you to branch out into secondary roles without losing the focus of your main occupational guild, providing valuable flexibility in both combat and roleplay.
The active layman guilds are:
- Blademasters of Khalakhor: A combat order in Khalakhor dedicated to the mastery of precise blade strikes. They train to achieve perfect balance and speed, turning combat into a deadly dance.
- Bloodsea Minotaurs: Minotaur fighters from the Bloodsea who emphasize raw strength and naval combat. They train to use their horns in battle, wield massive axes, and navigate the stormy seas. It is a layman guild that complements their natural physical dominance.
- Cadets of Gelan: A junior military academy in Calia that trains young fighters in discipline, basic tactics, and teamwork. It offers a solid foundation in weapon handling and defense for those starting their military careers.
- Pirate of the Bloodsea: Swashbucklers and sailors of the eastern waters, mastering navigation, boarding, and swordplay. They learn to sail ships, fight on moving decks, and search for buried treasure.
- Raiders of Throtyl: Goblinoid and hobgoblin raiders of Throtyl on Krynn, utilizing pack tactics and ambush maneuvers. They specialize in quick raids, intimidation, and survival in hostile environments.
- Saurians: Saurian warriors of Kalad who train to utilize their tough scales and powerful tails in combat. They specialize in swamp survival, poison resistance, and raw physical defense.
- Shieldbearers of Iron Delving: Stalwart defenders mastering shield-based combat, cover, and defensive stances. They learn to protect their companions in battle, intercepting deadly blows with their shields.
- Solamnian Cavalry: The layman arm of the Solamnian Knights, training in cavalry combat and horsemanship. It allows players who are not full knights to learn mounted swordplay and charge tactics.
- Templars of Takhisis: Layman knights serving the dark goddess Takhisis on Krynn, combining basic martial training with dark prayers. They support the occupational dark knights in their conquests.
- Thornlin Militia: A localized military defense force based in Gondor, training citizens to defend their town. They focus on practical combat training, polearms, and coordinated group defense. It serves as an accessible entry point for those wanting to serve Gondor.
- August Order of Minstrels: A musical guild in Terel whose members use songs, poetry, and instruments to inspire allies and confuse enemies. They study the art of lore-telling and performance, using their music to provide support and healing in and out of combat.
- Elemental Worshippers of Calia: Laymen who devote themselves to the Calian elemental gods for blessings and minor spellcasting. It allows non-clerics to access basic elemental prayers, healing, and minor elemental resistance.
- Heralds of the Valar: A layman order in the Shire dedicated to the angelic Valar of Middle-earth. They study ancient lore, genealogies, and play inspiring songs to aid travellers and spread tales of old.
- Holy Order of the Stars: A clerical order on Krynn offering prayers and healing to laymen. Members can invoke the names of the good gods of Krynn to receive defensive blessings, minor healing, and spiritual guidance.
- Academy of Elemental Arts: An academy in Calia teaching the foundational principles of elemental magic to laymen. It provides basic spellcasting utility, allowing players of any profession to learn minor elemental spells. It is popular among those seeking a touch of magic to aid their journey.
- Warlocks of Faerun: Spellcasters in Faerun who bargain with powerful extraplanar entities for raw, destructive magic. They channel chaotic energy to blast enemies, summon minions, and curse their targets. Their power comes at a steep price, often twisting their fate and alignment.
- Cabal of Hiddukel: A secretive layman guild of thieves and tricksters serving the Krynnish god of greed and contracts. Members specialize in deception, lockpicking, and minor shadow magic. They use their skills to amass wealth and outwit their competitors.
Racial Guilds are determined by your character's chosen heritage. They unlock unique racial traits, custom family names, specialized abilities, and stat adjustments tailored to the strengths of your race. Joining your race's guild helps you fully tap into your natural potential and represents your connection to your people's culture and heritage.
The active racial guilds are:
- Adventuresome Hobbits Guild: A guild for hobbits in the Shire who wish to explore the world. It grants bonuses to travel, survival, food preparation, and pipe-smoking, helping small hobbits survive in a big world.
- Clans of Khalakhor: Celtic-themed human clans of Khalakhor. It provides cultural family identity, clan names, and minor bonuses to clan-based weapons like claymores and shields.
- Drows of Faerun: Underdark fighters who utilize limited spells and underdark stealth. They adapt to the darkness, tracking within subterranean tunnels.
- Dunedain: Long-lived, noble humans of Gondor with heightened endurance, wisdom, and foresight. They possess natural resistance to disease and curses, along with superior tracking capabilities.
- Eil-Galaith: A high-elven racial guild of good alignment, dedicated to the preservation of elven heritage. It grants bonuses to elven magic, archery, and lore-keeping.
- Gnomish Inventors: Ansalon's eccentric creators who master tinkering, gadgets, and identifying items. They can construct useful clockwork gadgets and analyze the properties of magic gear.
- Grunts guild: The goblin racial guild in Emerald, focused on tribal combat, war cries, and pack tactics. Goblins learn to fight in groups, overwhelm larger targets, and survive in caves.
- Halflings of Faerun: Tiny halflings of Faerun with stealth and evasion bonuses. They use their small size to slip away from combat, hide in small spaces, and dodge heavy attacks.
- Krynn race guild: The heritage guild in Palanthas where players claim their regional Krynn background, family name, and cultural traits. It defines their heritage on the continent of Ansalon.
- Noldor of Imladris: Ancient and wise elves residing in Rivendell. They possess deep magical connections, natural grace, and resistance to mental attacks, representing the high elven race of Middle-earth.
- Orcs of Middle Earth: Twisted, lawless packs of orcs from the Misty Mountains, built for physical power and night raids. They gain bonuses to axes, night vision, and raw combat aggression.
- Red Fang Guild: A raiding army of goblins in Kalad who ride wolves and fight human tyranny. They specialize in raiding tactics, mounted goblin combat, and wolf-bonding.
- Rockfriend guild: Dwarves of the Blue Mountains in the Shire, welcoming dwarves to train, forge, and trade. It grants bonuses to smithing, mining, and dwarven defensive combat.
- Thanar race guild: An evil-bent human supremacy guild in Kalad, worshipping the human patron god Thanar. It provides unique emotes and dark bonuses for evil-aligned human players.
- Traveller guild: Earthsea travellers who roam the oceans and lands, sharing stories and navigational lore. They excel in geography, languages, and mapping the world.
- Uruk-hai of Middle Earth: Mighty, sunlight-resistant orcs bred for war under the dark lord. They possess great physical endurance, heavy armor familiarity, and combat training.
- Wild Elves Guild: An ancient elven guild in Faerie, dividing members into Wildrunners (good) and Deathstalkers (evil), granting nature-based magic and stealth bonuses.
Craft Guilds focus on the economic, commercial, and recreational aspects of life in Genesis. They provide utility skills and social capabilities that allow players to trade, gather resources, or master specialized hobbies, adding depth and downtime activities outside of traditional questing and combat.
The active craft guilds are:
- Gardeners of Gont: A craft-oriented order in Earthsea dedicated to horticulture, plant gathering, and herbalism. Members learn to cultivate rare plants, blend healing herbs, and craft natural remedies.
- Mariners of Genesis: Seafaring experts who navigate the oceans, manage ships, and trade cargo. They master navigation, sailing speed, ship maintenance, and sea trading mechanics.
- The Smiths Guild: An anvil-mastering craft guild in the Shire, dedicated to forging, refining, and repairing weapons and armour. Members learn to craft high-quality gear and repair damaged equipment.
Social and Recreational Clubs are player-run organisations in Genesis. Unlike standard guilds, they do not offer combat skills or stat bonuses. Instead, they focus on communal activities, shared interests, roleplay, storytelling, board games, and world hobbies, fostering camaraderie across different realms.
The active social clubs include:
- Actors Guild of Sparkle: A social club in the city of Sparkle for theatrical performers, writers, and directors. Membership is reserved for those whose roleplay is the best in the realms.
- The Ancients: A highly secretive community dedicated to honoring the former Mystics from the Valley of the Ancients. Membership is strictly limited to former brothers and sisters, keeping its location and rituals shrouded in mystery.
- Anghoth of Morgul: Based in Minas Morgul in Gondor, this dark roleplay club gathers elite servants of the Dark Lord. Members patrol his lands, undergo krakgor blood bonding, and rise through ranks like Korrak, Dath, and Durub. Elves, hobbits, and kenders are strictly banned.
- Beggars of Cabal: Designed to assist new and smaller players in Genesis. Members receive a beggar's bowl that stays with them forever, allowing them to beg larger adventurers for financial help using custom emotes.
- Dancers of the Veil: A female-only social club in Avenir emphasizing physical grace, dance, and beauty. Members receive a translucent silk veil and silver ankle bells to perform delicate veil dances.
- Equestrians of Bree: A Shire-based club for horse lovers and riders. Members are given riding crops and custom equestrian emotes, requiring them to rent a steed from Bree in order to join.
- Genesis Fishing Club: A worldwide club for anglers to share locations of rare fish, track personal best catches, and participate in friendly competitive fishing tournaments held on various oceans.
- Gentlemens Club: Located in Drakmere in Raumdor, this prestigious club offers noble gentlemen of stature a place to gather, discuss politics, and dine. Members display their debonairness by donning top hats and scarves.
- Hunters & Huntresses Club: Located in the Shire's Hunters Lodge, this club brings together trackers and wilderness hunters. Members gather in a rustic log porch to share tallysticks of their kills, drink corn likker, and eat roasted wild boar.
- Krynn Warfare Club: Located in Palanthas on Krynn, this club allows players to support an army participating in the War of the Lance. Members receive chits, track achievements, and rise in military rank.
- Ladies Club: Located in Drakmere in Raumdor, this intimate club offers noble ladies a parlor to entertain guests and discuss subjects of interest. Members wear pleated charmeuse hats and long silk gloves to display their sophistication.
- Mummers of Sybarus: A male-only club of street performers, mimes, and acrobatics in Avenir. Members wear multi-colored, two-pronged caps with bells to perform sword-swallowing, fire-eating, and silent pantomimes.
- Nisse Ohtar: A Gondor-based sisterhood of female warriors focused on falconry and hunting. Members bond with hawks, train in bird handling, and wear leather gloves and black hoods.
- The Old Fogeys: A club for limping, toothless, and chronically complaining characters in the Shire. Open only to hobbits, dwarves, and humans, members receive a wooden cane that recovers upon login and gain custom ailments and decrepit emotes.
- Prestigious Knights' Club: Located in Palanthas on Krynn, this social club encourages active Solamnian Knights, offering a private lounge and guest sleeping quarters. Members are given rank devices and custom scabbards.
- Quondam Mistici Society: Located in Calia, this conclave is dedicated to preserving the memory of the Ancient Mystic Order. Members gather in a tranquil stone shrine sanctuary for initiation ceremonies involving stone prayer beads, white robes, and burning incense.
- Rich Men's Club: The most prestigious club of Genesis, located in Sparkle. Only very rich mortals are allowed to join, competing in their wealth and accessing multi-level private rooms and golden ships.
- Smart Goblins: A Shire-based club for goblins who enjoy intellectual pursuits, books, and board games. They maintain a private library, draft academic scrolls, and debate ancient historical lore.
- Society for the Preservation of Treehouses: Based in Bree in the Shire, this lighthearted club is dedicated to protecting treehouses. Members receive a wooden medallion and custom emotes to skip around and share their findings.
- The Temptresses: Based in Khalakhor, this club is for ladies that wish to practice the art of the sultry and the seductive.
- Wise People: A prestigious, realm-wide social club open only to veteran players who have survived at least 100 days of active playing time. Members gather to discuss historical events, share ancient lore, and enjoy their status.