Guide · Guilds
  1. Contents
  2. Getting started
  3. Races
  4. Units
  5. Buildings
  6. Economy and upkeep
  7. Combat and sieges
  8. Magic
  9. Map and movement
  10. Guilds
  11. The round and scoring
  12. Glossary

Guilds

A homeland is a guild

You land in a homeland, and its seats are its guild. Landing in an empty one founds the guild and you lead it; landing in a claimed one joins it — at once if the guild is open, on the leader's answer if not. Leaving a guild moves no city: you stay where you built.

  • A Small world: 4 homelands of 6 seats, 24 players.

What guildmates share

  • Their cities and armies are blue on the map, and you see what they see.
  • Their closed gates let you through; an army in a guildmate's city stays there as a garrison, paying ×0.5 upkeep, and defends it.
  • You can't attack one another. Buffs, Ward and Dispel may be cast on a guildmate's army or city.
  • One thread for the guild's messages.

Leading and leaving

The leader accepts and rejects applications, kicks, and hands the lead over; when the leader leaves, the longest-serving member leads. After leaving or being kicked, joining or founding another guild waits 24 h. Members of the round's winning guild score double in the Hall. Points →