Guilds

Founding one with a friend, the hall it gets you, and what's in it.

Last looked at 2026-10-30

People who chose each other

A campaign is a game with people in it, and it ends.

A guild is people, and it doesn't.

A guild gets you a hall in the town: a room of your own across the square from the tavern, with its own fire, its own talk, its own notice board and a long table to sit round. It's for the people you'd play with whatever the game.

Founding one

It starts with the guild charter book on the bar. Open it, write the guild's name, a motto and a line or two about what you are, pick a colour, and sign it. Opening a page costs some coppers, and the book tells you how many before you sign.

It takes two. A guild is more than one person, so a charter becomes a guild the moment a second player signs it. You can ask a friend to be the second hand from the book itself. Or leave it open: any page with one name on it is in the book for anybody who opens it.

A charter has a fortnight. If nobody else signs in fourteen days, it lapses and your coppers come back to your slate. You'll see that happen the next time you open the book.

One guild at a time. If you're already in one, you can't sign for another.

Not sure yet? The book has See a hall first, and the guild hall door in the town offers the same thing to anybody who doesn't have one: a vacant hall, furnished and empty, that you can walk round with a short tour.

The hall

Once you're founded, the book says Its hall is open, and the guild hall's door in the town takes you there. It's on the website and in the iPhone app. Anybody without a guild who tries that door is told, politely, that it isn't theirs, and offered the vacant one.

PieceWhat it's for
The house rulesBy the door. The founders write them, and every new member signs them on their first walk in.
The rosterEvery member pinned to the cork with their title, and red thread to whoever they answer to.
The bannerDesigned by the people who signed the charter: the crest, the trim, the fringe, and the seal the guild presses on its papers.
The treasury chestThe guild's coffers, gear held in common, the keys, and a ledger of every coin.
The notice boardEvery sheet pinned to it is a thread the members can answer. It never leaves the guild.
The calendarSessions, nights in, anything worth remembering. Any member can pin a date.
The chronicleA book on the lectern that writes itself: the charter, the signings, the founding, and everybody who joins.
The founders' portraitsEither side of the fire: the first two names on the charter, and the day they signed.
The fireThe hall's own, kept going by the members' logs. The armchairs have the evening paper beside them.
The sideboardThe tavern's drinks, poured by whoever's in, and a toast to the room. For now a pour or a toast only shows on your own screen.
The bookshelfThe tavern's library, to read in whatever chair you're in.
The trophy shelfWhat the guild has won as a guild. It's bare in every hall for now, because no achievement belongs to a guild yet.
The long tablesTwo of them, eight places each.

What's said in the hall stays in the hall. The talk in the rail reaches the other members, and none of it ever goes into the tavern's chat. You don't see other members walking about the hall yet, and there's no voice in it yet either.

The treasury

The chest has simple rules:

  • Any member can pay coppers in.
  • Drawing coppers out takes a key. Each key has a weekly allowance, counted over the last seven days. The people who signed the charter hand keys out, but never to themselves.
  • Gear held in common. Any member can put in something they own (not their starting kit) and borrow something they don't already have. Whoever borrowed it gives it back, and the signers can call it back.

Every coin and every piece in or out goes in the ledger.

Games at the long table

A game laid out at the hall's long table is played behind a closed door: the tavern floor never sees it and never says it's happening. For now you lay one out from the iPhone app. Start a Game covers the tavern's tables.

The public page

Every guild has a page anybody can open, with no account: its banner, its motto, its name and what it says it is. The page never shows who's in the guild or how many, and nothing about any game it's playing. A stranger who likes the look of it can Knock at the door, and the guild's leader hears about it.

Letting a knock in isn't built yet. For now a guild is the people who signed its charter. Bringing people in after the founding is the next thing the hall needs.

There's no leaving yet, either. Once you're in a guild you're in it. If you need out, tell us and we'll sort it.

Taking your name off the charter is a different thing from leaving. Your signature is struck through rather than erased, and the guild doesn't un-found if it drops below two.