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.

/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.
The halls
Section titled “The halls”| Hall | Guild | Where | Warp |
|---|---|---|---|
| The Anvil Works | Blacksmiths | Crafts Row | /warp anvilworks |
| The Brewers’ Guild | Brewers | Inside the Tap & Tide, Bucket Quay | /warp tavern |
| The Net Loft | Fishers | Bucket Quay | /warp chandlery |
| The Long Barn | Farmers | The Bay Head | /warp allotment |
| The Galley | Chefs | The Bay Head | /warp galley |
| The Rune Loft | Enchanters | Crafts Row | /warp runeloft |
| The Exchange | Villager Traders | The south quay | /warp exchange |
| The Waystation | Explorers | The Frontier, by the ferry landing | /warp waystation |
| The Huntsmen’s Hall | Hunters | The Frontier, Wilds Lodge | /warp lodge |
| The Paddock | Beastmasters | The Frontier, Wilds Lodge | /warp stables |
| The Timber Yard | Lumberjacks | The Frontier | /warp timberyard |
| The Drafting Hall | Artisans | The Frontier, Timber Yard | /warp timberyard |
| The Pit Office | Miners | The Frontier, the Quarry | /warp quarry |
| The Sand Pits | Excavators | The Frontier, the Quarry dig site | /warp digsite |
Joining a guild
Section titled “Joining a guild”- Talk to the hall’s Guildmaster and open the guild board.
- Start the guild’s intro quest (the Blacksmiths’ is First Heat: report to the hall, work a station, smelt iron and craft iron gear).
- 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 board
Section titled “The guild board”- 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.
Guild Doors
Section titled “Guild Doors”Every hall has rooms for its best members, opened from the Guild Doors menu on the board:
| Room | Needs |
|---|---|
| Adept room | Level 200 in that trade, claimed in Job Mastery |
| Master room | Level 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.
