When making a character, there are many career paths or factions to consider. Though you can enter many of these guilds through normal roleplay, it is also possible to work a guild into a character's history and can (with the exception of the Dream Chasers) be addressed in the application. Factions have advantages and disadvantages, but it is not necessary to join one at all.

The Pronteran Guard
The crown's police and protectors, these brave souls guard all the cities of the kingdom from invasion, and enforce the laws of the land. They are one of the few factions authorized to collect bounties on wanted criminals. In these troubled times, enrolment in the Pronteran Guard is at an all-time low, and so the crown is now offering rich rewards for effective guardsmen.

The Albertan Militia
The ineffectiveness of the Pronteran Guard at defending the towns was one of the factors that led Albertan mayor Vergeh Liska to secede and form her own government. Contrary to the militia's name, they operate outside of Alberta's jurisdiction, acting as an invasion containment team. Their prowess is already getting notice, but their recruitment policies leave much to be desired by polite society. Mayor Liska has offered a full pardon to all criminals who set aside their ways and join her team.

The Kafra Corporation
Johannes Kafra and his associates have placed a stranglehold on many of the industries in Midgard. Their services include Bounty Hunting, hired mercenary soldiers, merchants and medics. The vast wealth of the corporation benefits many employees, and the Pronteran lawmen have learned to stay out of the way of Kafra workers on official business. The entry requirements for the merchant and medic divisions are simple. Applicants need only be law-abiding individuals of the proper occupation. Bounty Hunting and Mercenary work is far more profitable, but only those with fighting skills should apply.

The Assassin Syndicate
While the crown has reluctantly agreed to accept bounties from known syndicate members, the assassins specialize in more unsavoury contracts. They are led by the renowned master, Castule Renaud, operating abroad as well as within their stronghold in the desert. The entry into the guild is simple enough, but no assassin has ever passed through the academy without the scrutiny of the guild master.

The Order of the Glass City
What originally began as a scholastic order has grown into a secret society, obsessed with weeding out the weak and infirmed in a misguided attempt to strengthen the human race. They operate from out of the shadows, devoting much of their time to concealing their existence. Valuing knowledge and power above all else, they have escaped the notice of most of the authorities and citizens. Those that have had dealings with them have either become members themselves, or have not survived to speak of them. Order members tend to work alone, taking orders passed down the chain of command, but the secrecy of the organization has been preserved so perfectly, many order members do not even know who their fellow members are, let alone who commands them.
Glass City members are generally inducted over a period of years, so if you wish a character to be a member, please work it into their story. Also note that elves cannot be members.

The Dream Chasers
The Dream Chasers guild was established by the retired General Zylthis Savonti five years before the Cullings. During the "Demon Crusades" The Dream Chasers rose above and beyond protecting the western gate of Prontera until breaking off and sending a squadron straight into Glast Heim. Disbanded after the war, the guild was reformed after a decade with their leader's return to Midgard. Today the Dream Chasers stand as frontrunners in the coming war, doing what they can to unite the people and speaking the truths that named them traitors to the crown.
Chasers are selected only through the course of roleplay, in game. Exceptions can be made in the case of outstanding applications, solely at Zylthis' discretion.