Welcome to the Warhammer Online Grab Bag, where your friendly neighborhood community manager will answer the most popular, and most interesting, questions in a new regular feature. Many things aren't yet certain, so try to be patient with us. Trust me - we're as eager as you are to see the features finalized, so that we can hear what you've got to say.
A: You have to be in a party of six, travel to the capital city and have a little money to spare.
A: While there is no fee associated with maintaining a guild, there may be other features that require a monetary investment from the Guild or members, such as dues/tithes, guild store purchases, and keep maintenance fees associated with a claimed keep.
A: There are ten titles are available within the guild structure – these are fully customizable by the guild’s leadership so you can tailor your guild’s titles to your own specific attitudes and purposes.
A: Nope! You can invite any number from six on up. The sky is the limit!
A: Guild rewards come in a variety of forms, some of which are: custom heraldry options, guild cloaks, guild-only transportation options, and merchants with unique crafting components. Banners and banner tactics, which are important elements of both the Guild and RvR systems, are also rewarded through guild ranks.
A: A guild can gain up to 40 ranks. Anytime a guild’s members earn experience the guild’s experience, and subsequently the rank, increases (much like the player progression). As long as a guild has active members earning experience or earning renown in RvR, the guild will earn experience and increase its rank.
A: Guilds can earn and develop a unique, customizable heraldry that they can apply to things like banners and cloaks.
A: Beyond the standard features such as guild vaults, cloaks, and guild merchants, we’ve added a layer of game play into our guild system that goes above and beyond standard communication and grouping needs. Guilds gain ranks just like players do, and not just for bragging rights. At each guild rank, guilds gain rewards that benefit the individual guild members and the guild as a whole. Some of the rewards even enhance the role of the member and guild in PvE and RvR.
In addition, the Living Guilds system is designed to offer maximum control and organization to guild leaders without requiring them to make it a fulltime job. A robust set of tools for organizing members and guild leadership, as well as fully integrated messaging and automated news systems, makes it easy to keep tabs on your members. And the guild calendar makes it easy to organize events within your guild OR within your alliances.
A: It’s important to remember that – at it’s core – WAR is a cooperative, competitive, STRATEGIC game. While there are tons of things for individual players to do and see and experience, your long term success depends on the performance of your Realm and army in the overall RvR Campaign. Guilds play a critical role in the Campaign – capturing and defending Keeps, forming alliances with other guilds, executing large-scale strategic assaults on enemy fortifications and territories, and capturing enemy capital cities. Capturing an enemy’s Capital City will require organization, cooperation and effort from guilds and alliances.
A: Absolutely! As long as you have the minimum number of members (six), you’ll be able to make use of all of the features of the Living Guilds system.
A: A player has the potential to reap the rewards of the guild as soon as they join the guild, with one caveat. Some rewards are permission-based, so access to some rewards is left to the discretion of the Guild Leader and/or Officers.
A: Absolutely, if a Leader has not logged in at all for more than 30 days, the Leader is removed as Leader and set to be a member. The next highest ranking member is then made Guild Leader.
A: Up to 10 guilds may form an Alliance, and each Alliance may have up to 10 Alliance leaders (one per Guild), and 50 Alliance Officers (five per guild).










