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. If you like how Holy Grail fights, join the muster.
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).
- 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 |
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.