A guild pools its members toward shared goals — and at the top end, toward owning a province and defending it in the State of War. On the battlefield your guild is recognised by its heraldry. The fastest way into the war is to find an active in-game guild and muster with them.
Joining & membership
- Form a guild with G and a lore-appropriate name; join via the Guild Recruitment Board in the capital or a direct invite; leave from the Members tab.
- Membership is account-based — one player with four characters takes one slot, and all your characters share the same guild (or none).
- Only Officer rank or higher can recruit.
Ranks
| Rank | Gains |
|---|---|
| Recruit | No permissions. |
| Member | Open storehouse doors at guild provinces. |
| Veteran | Storehouse doors; in a level-80+ guild, doors at certain nation locations. |
| Officer | Place tokens on provinces; promote, invite and kick. |
| Vice Leader | Demote; set permissions & Freebuild; edit guild info; withdraw from the guild bank. |
| Leader | Everything above, plus edit the guild heraldry. |
Guild levels (1–100)
A guild's level sets its member capacity, its economic budget at a province, and the fortifications it can build. Levels come from Guild Points — donated Nation Points and Open Saturday deactivation activity (officers also earn a trickle daily if the guild owns a province). Points are banked per character: if you leave or are kicked, you forfeit your banked points and don't get them back, but the guild keeps them.
- Every 4th level unlocks one more membership slot.
- Levels 10, 20, 40, 60, 80, 100 unlock the next construction tier (walls, gates, towers).
- Levels 25, 50, 75, 100 unlock additional economic points for vendors and workshops.
- Level 50 lets Veteran+ members open doors at nation-controlled locations.
- Every level adds +1% to the guild technology points you can bank from deactivation.
| Guild level | Construction tier | Protection |
|---|---|---|
| 10 | Palisade (common wood) | Little; no roof; flammable |
| 20 | Weak wood | Some; no roof; flammable |
| 40 | Strong wood | Decent; has roof; flammable |
| 60 | Weak stone | Good; roofed; fire-immune |
| 80 | Stone | Great; roofed; fire-immune |
| 100 | Strong stone | Best; roofed; fire-immune |
What economic points buy (placed via Freebuild at a province)
- Merchant stalls — food, supply, armoursmith, weaponsmith, tailor and leatherer.
- Workshops — armoursmithing, tailoring & leatherworking, engineering, weaponsmithing, villager's, and a siege-engines workshop.
- Economy buildings — Inn, Market, Crafting District, Well, Arena, and a Guild Points Tent.
Guild provinces
A guild province is your own castle. You claim one from the guild panel's Diplomacy tab — the leader needs 10 gold in hand and the guild must be level 10 — or you take one from a rival in a State of War.
- Provinces generate guild-bank income from crafting-workshop fees and give access to +4 crafting workshops (vs. the +3 cap elsewhere).
- They carry technology-point generators for leveling guild tech.
- Freebuild: the leader or vice-leader places and removes defensive structures (ballistas, walls, gates, oils) and economic ones (vendors, stations) at the Architect's Table; any member can fill scaffolds to finish them.
- Each province type has a Fortification Budget (highest on Strongholds) and an Economic Budget (highest on Castles) that cap what you can build.
Guild technology
Province-owning guilds bank technology points from Open Saturday deactivation (capped per week by guild level) and spend them on guild technology — account-wide research perks for members, such as tax and crafting benefits. The weekly cap scales with level: a level-50 guild keeps earning until its members hit 150% Open Saturday deactivation, after which the activity stops generating tech points until the next week.
