A Guild is where a kingdom's artisans work, raised on Wilderness. It does three things.
It recovers spells. A Sealborn wakes each Turning with an empty core, and even a veteran must recover every spell. Research presses them back into the shard, and the artisans here do that work.
It trains arts. A cultivator selects one cultivation focus at a time, or sets a training queue, and these halls provide the training.
It makes lesser works: items made with the method of Tellan, the Keeper of Tallies, holding no Seal-shard, usually used up in use. Now and then, the artisans turn up something older: a relic, one of the unique treasures Tellan, the Keeper of Tallies keeps across the Unsealings.
It costs geld to keep, and when geld runs short, buildings are abandoned. It is not a sect. A sect is a group of kingdoms; a Guild is a building full of artisans.
Player-visible facts
| Field | Value |
|---|---|
| Construction cost per building | 1000 geld, 0 mana |
| Ordinary upkeep per spent turn | 10 geld, 0 mana |