World & war
The persistent world Holy Grail fights in — the State of War, the territory that changes hands, the three nations and their politics, and the fastest way in for a new recruit. 10 guides across 4 disciplines.
War & Territory
2The endgame the whole guild is built for — sieges, the State of War and the map that changes hands.
The State of War
How a guild province is actually taken — the scheduled State of War, tokening and the siege-preparations window, the timers, capturing and defending the flag, the final battle, and the unavoidable Open Saturday.
Territory, Frontlines & Bastions
Why holding ground matters — the nationwide Territory Control bonus, frontlines and how they lock fast travel, the bastion that anchors every hold, the four supply needs and efficiency, and Nation Points.
Realms & Politics
4The three nations, guilds and provinces, alliances and the heraldry that flies over them.
The Three Nations
Ismir, Midland and Sangmar — the three-way war for Stoneholm, what choosing a nation does (and doesn't) change, the level-70 lock, and the underdog system that keeps the war balanced.
Guilds & Provinces
How guilds actually work — ranks and account-based membership, the 1–100 level track and what each milestone unlocks, claiming a guild province, the Freebuild castle, and guild technology.
Alliances & Diplomacy
Banding guilds together — the three-guild alliance, shared chat and castle access, the fast-travel discount and its cooldown, and what "diplomacy" actually means in a fixed three-way war.
Heraldry
The arms you carry into battle — the personal and guild heraldry editors, the 5-layer / 154-colour system, where your crest shows up, and how symbols are bought, traded and owned.
Getting Started
2New to the war? The fastest honest path from character creation into a real fight.
How to Jump into PvP
The fastest honest route from a fresh character into a real fight — the Arena from level 1, the Valley of Death, your first siege, how to find the action on the map, and the zones that decide whether you get looted.
Movement, Fast Travel & Commands
Getting around Stoneholm — how movement ties to stamina, the Logistician fast-travel system and its native-territory limits, and the chat and utility commands worth binding to memory.
The World
2Reading the map of Stoneholm — its zones, holds and Holy Temples — and the lore beneath it.
Atlas of Stoneholm
Reading the map — the three native territories and the contested centre, the zone rulesets, the siege-state flags, the named holds of each nation, and the three Holy Temples and their unique rewards.
Lore of Stoneholm
The story under the war — the contested continent of Stoneholm and the three peoples who bleed for it: the clan-warrior Ismirs, the feudal Midlanders, and the imperial Sangmar.