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Guild Quarter

Each of the 14 trades you can sign a Charter for has its own guild hall. Seven sea and trade guilds are in Pailhaven; the seven land guilds are out on the Frontier. Halls give your trade a home: a Guildmaster to work for, a contract board that changes every day, and rooms you unlock as you master the craft.

Inside the Anvilworks guild hall

/guildhalls (or /halls) lists every hall with a teleport. /warp guilds takes you to the Guild Gate, the arch at the foot of Crafts Row.

HallGuildWhereWarp
The Anvil WorksBlacksmithsCrafts Row/warp anvilworks
The Brewers’ GuildBrewersInside the Tap & Tide, Bucket Quay/warp tavern
The Net LoftFishersBucket Quay/warp chandlery
The Long BarnFarmersThe Bay Head/warp allotment
The GalleyChefsThe Bay Head/warp galley
The Rune LoftEnchantersCrafts Row/warp runeloft
The ExchangeVillager TradersThe south quay/warp exchange
The WaystationExplorersThe Frontier, by the ferry landing/warp waystation
The Huntsmen’s HallHuntersThe Frontier, Wilds Lodge/warp lodge
The PaddockBeastmastersThe Frontier, Wilds Lodge/warp stables
The Timber YardLumberjacksThe Frontier/warp timberyard
The Drafting HallArtisansThe Frontier, Timber Yard/warp timberyard
The Pit OfficeMinersThe Frontier, the Quarry/warp quarry
The Sand PitsExcavatorsThe Frontier, the Quarry dig site/warp digsite
  1. Talk to the hall’s Guildmaster and open the guild board.
  2. Start the guild’s intro quest (the Blacksmiths’ is First Heat: report to the hall, work a station, smelt iron and craft iron gear).
  3. Finish it and you are a member. The board’s contracts open up.

You can do guild work for any trade, but the job XP rewards only land if you hold that trade’s Charter. Sign one in /jobs.

The Guild Halls menu

  • Commissions (the top row) are one-time orders. Each one you finish earns a licence (Apprentice first) and a guild tag, and licences open harder board work.
  • Daily and weekly contracts rotate: a new daily every day around midnight Chicago time, a new weekly every Monday.
  • Contracts are ordinary quests. Accept one on the board, then track it in /quests. The board shows your live progress.
  • Rewards are coin, Coins, job XP and Reef Crate keys. A Blacksmith’s Apprentice Commission, for example, pays $15,000, 25 Coins, 3,900 Blacksmith XP and a Reef key.

Every hall has rooms for its best members, opened from the Guild Doors menu on the board:

RoomNeeds
Adept roomLevel 200 in that trade, claimed in Job Mastery
Master roomLevel 500 in that trade, claimed in Job Mastery

Your trade level shows on the board, and a locked door links you straight to Job Mastery.