Alignment

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The alignment of a Guild is based on the average personality of its members and can be seen in the pantheon of unity and has its own different but equivalent ranking system. These are the possible alignments (working in the same way as normal hero personalities).

True darkness!
True darkness
Darkest
Dark
Cruel
Aggressive
Neutral
Humane
Peaceful
Bright
Brightest
True brightness
True brightness!


Neutral

Guilds with neutral alignments are often manned by heroes and heroines who have been mostly ignored, not encouraged or punished by their God on a regular basis. The guild hall is usually quiet, with only the occasional mouse seen scurrying through. The guild secretary has long since fallen asleep and you're pretty sure that someone actually took a skeleton, dressed it, and propped it up in such a way to make it appear "busy" in the hopes of scaring off any hero not lazy enough to see past the facade.

Guilds of Light (Encouragement)

Humane

These guilds are manned by Gods who enjoy the occasional encouragement, no more than 5 a given day in the rumored real world. These guilds do not see any significant savings in the shops, but they may be given the occasional nod by passers-by. It will generally take several members providing encouragements in town at the same time before they see a guild-specific diary entry, because nods are all that the general population are used to giving the members.

Peaceful

Guilds with this rank will find a slight decrease in the cost of healing heroes, but will generally not see any savings for the pets only because the shop keepers still do not allow them inside the store as a rule.

Bright

Guilds with this rank will find their heroes are more inclinded to visit towns to heal themselves and their pets, with fewer coins spent at the guild physicians as a general rule. Some shop keepers will be more forgiving of their no-pet policy than previously.

Brightest

Ordinary townsfolk may recognize the heroes enrolled in guilds with this alignment and shop keepers may be more inclined to give your hero deep discounts on any one item price, not just heals.

True Brightness

Guilds with this alignment will find their heroes tend to sell items off during visits to town for a higher price than before. Guild members will not go to the pub, because they are busy in the guild hall playing ping-pong with each other instead. The guild physician will heal the heroes and their pets for a very deep discounted rate.

True Brightness!

Guilds who are able to maintain this alignment are able to receive regular payments from Godville through an interconnection energy-efficiency program and literally live off the grid. The heroes in this guild will more than likely need to make trips to town only to show off their Guild membership card.

Guilds of Darkness (Punishment)

Aggressive

Guilds with this alignment offer punishments like paper cuts, enough to be annoying but not enough to see any significant difference for the heroes when they visit town.

Cruel

Guilds with this alignment have members who tend to sling their weapons with abandon, needing more frequent repairs with a trade-off of either slightly more items (read - maybe one or two here and there) or fewer items with better selling price if the shopkeeper is slightly intimidated.

Dark

Guilds with this alignment need better armor and weapons, but tend to use these items better than their "good" counterparts. They need less frequent healing because they are used to dealing with pain and being ignored.

Darkest

Guilds with this alignment tend to have the towns folk who tuck their head and start to walk the other way when they see members approaching. Shopkeepers tend to allow members to bring their pets into the store so they can break items for the hero to purchase at a deep discount as a tax write-off.

True darkness

Guilds with this alignment have physicians trained in treating burns from fire and lightning. Shopkeepers allow them to take an item they fancy for free while they look the other way or hide under the counter.

True darkness!

Guilds with this alignment have a dark hole surrounding their guild hall that sucks away the very thought of light. Only the heaviest, sharpest weapons are sold to members by the shopkeepers. The guild physicians have developed torture routines to increase the number of scars which protect the members and significantly decreasing the amount of healing needed.

See Also