The post-apocalyptic world of Land of Amun is a harsh place to live in. The external threats or the ones coming from underground are far more terrifying than those internal. In order to survive, it is necessary to mobilize your all resources. Thus, regardless of whether you are good or evil, strong or weak, there will always be a place where the absolute maximum will be required of you. And this place is the guilds.
Here, even such dishonorable organizations as Thief, Villain or Heretic Guilds have their place in the sun. Despite the robbery and even the occasional bloodcurdling sacrifices, those in power warm their heart with the thought that should another Total War break out, those same villains will skillfully chop up invaders coming from the dungeons, that is to say, are the lesser of two evils.
Everywhere and from an early age the idea is put into people’s heads that if there is a breakthrough of aliens from the dungeons, regular folks will be faced with just two options — being a downright expendable in the ranks of local militia, or a member of a guild of professionals who can stand up for themselves and their kindred. And this motivation works wonders. Given the opportunity, most young people try their hand at one or more guilds.
The key to survival in the Land of Amun is broad specialization. Therefore, each guild offers several areas of training, usually from three to six. Currently, there is a total of twelve public guilds.
***
The Explorer Guild graduates are unrivaled experts when it comes to spatial orientation. They enjoy advanced negotiation skills paired with basic combat and magic capabilities in case they run out of arguments...
The Warrior Guild name speaks for itself. Its graduates represent the widest range of mercenaries. You can choose a specialization and become a committed damage dealer, tank, marksman or officer. Or, provided that you are lucky enough to possess the required physical conditions and funds, you can master all specializations at once.
The Healer Guild offers in-depth knowledge of Poisons, Infections, Anatomy, Scalpel Mastery and Organic Magic, meaning its graduated are not only capable of saving the entire party, but can also stand up for themselves if necessary. Even though their resurrection spells are not as effective as those of necromancers, their healing techniques are top-notch.
The Paladin Guild professes the doctrine that although the God is dead, his legacy lives on. At times, it seems that the environment itself sometimes comes to life and changes around the paladins, helping them in the task of protecting the remnants of this world. Due to the unrivaled defensive skills, paladins end up being the most formidable opponents across the board. Topping it off, their basic Divine spells work without fail even in areas where magic is suppressed or ceases to function.
The Elemental Guild endeavors to penetrate into the essence of magic that shapes this entire world. From a light breeze to a storm, from a spark to hellfire, all four elements are studied: Air, Water, Earth, and Energy, each having several branches.
Should you encounter a strange, muttering person, often with a blank, vacant look, more often than not it is a member of the Shaman Guild. They speak with spirits and call them into this world. Unlike other magical guilds, mastering the techniques does not require much Intelligence or Wisdom, but rather a desire to overstep your own bounds. Oftentimes, this requires entering an altered state of mind… but this has never been seen as a downside by the guild's adepts...
The Shapeshifter Guild delves into the art of metamorphosis. The scorching heat of the desert, the icy breath of permafrost or the flooded depths of the dungeons — all of this is no bother for a master shapeshifter. And should you run into trouble, you can always record to mimicry.
The Wizard Guild prepares masters in Mental Magic. The latter are second to none at gathering and managing parties of allies or disrupting those of adversaries... And while they may not harness the destructive powers of Elementalists or Necromancers, Wizards are never out of place in any party.
The members of the Thief Guild are the most hated in this entire world. Little is known about their shady goings-on, since they rely on secrecy and prefer to stay away from prying eyes…
The backbone of the Artificer Guild is formed by dwarves, who are always eager for new inventions. Odds are, the guild would hardly be as popular, had it not been for their groundbreaking brainchild: Alchemy...
The Heretic Guild embraces two mutually exclusive schools: Necromancy and Demonology. And while the servants of Osiris bring forth a tangible and beneficial input, having the best resurrection spell at their disposal, and also primarily confronting dungeon creatures, Demonologists indulge in some of the most disturbing and macabre rituals, causing nothing but horror. However, the guild’s contribution during the Total War was so significant that it was even allowed to continue to exist in the face of the day.
The notorious Villain Guild is the scourge of the entire continent in times of peace. Due to their merits in the Total War, they were also allowed to recruit. Incidentally, its members are prone to occasional overzealousness, forcing the other guilds, and primarily the Warrior Guild, to intervene and restore order.
***
The guilds have established their own recruitment criteria for various races based on their typical primary stats and character alignment. That notwithstanding, centuries of accumulated experience have crystallized in an unspoken rule of not having characters that are polar opposites in terms of alignment (Good and Evil) within a party, since its capability will be largely undermined by the resulting internal conflict. Keep this in mind when choosing the alignment of your heroes together with your friends.
Good Alignment
Race\Guild |
Explorer |
Warrior |
Healer |
Paladin |
Elementalist |
Shaman |
Shapeshifter |
Human |
x |
x |
x |
x |
x |
x |
x |
Elf |
x |
x |
x |
x |
x |
|
|
Fallen |
x |
|
|
|
|
x |
|
Giant |
x |
x |
|
x |
|
|
|
Fairy |
x |
|
x |
|
x |
x |
|
Satyr |
x |
x |
|
x |
|
x |
x |
Neutral Alignment
Race\Guild |
Explorer |
Warrior |
Healer |
Wizard |
Thief |
Elementalist |
Artificer |
Shapeshifter |
Human |
x |
x |
x |
x |
x |
x |
x |
x |
Elf |
x |
x |
x |
x |
x |
x |
x |
|
Fallen |
x |
|
|
|
x |
|
|
|
Dwarf |
x |
x |
x |
x |
|
|
x |
|
Ancient |
x |
|
x |
x |
|
x |
x |
x |
Halfling |
x |
|
x |
|
x |
|
|
x |
Evil Alignment
Race\Guild |
Explorer |
Warrior |
Heretic |
Thief |
Villain |
Elementalist |
Shaman |
Shapeshifter |
Human |
x |
x |
x |
x |
x |
x |
x |
x |
Elf |
x |
x |
x |
x |
x |
x |
|
|
Fallen |
x |
|
|
x |
|
|
|
|
Troll |
x |
|
|
|
x |
x |
x |
|
Gremlin |
x |
|
x |
x |
|
x |
|
|
Orc |
x |
x |
|
x |
x |
x |
|