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HOLYGRAIL

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Realms & Politics

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.

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

RankGains
RecruitNo permissions.
MemberOpen storehouse doors at guild provinces.
VeteranStorehouse doors; in a level-80+ guild, doors at certain nation locations.
OfficerPlace tokens on provinces; promote, invite and kick.
Vice LeaderDemote; set permissions & Freebuild; edit guild info; withdraw from the guild bank.
LeaderEverything 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 levelConstruction tierProtection
10Palisade (common wood)Little; no roof; flammable
20Weak woodSome; no roof; flammable
40Strong woodDecent; has roof; flammable
60Weak stoneGood; roofed; fire-immune
80StoneGreat; roofed; fire-immune
100Strong stoneBest; 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.