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Guild Politics

Every town pays rent — to whoever holds it. Guilds don't just take castles on Sunday and go home. They own entire towns, collect a cut of every NPC sale, and keep collecting until a stronger guild walks in and takes it. Rent never sleeps.

Beyond the Weekly Siege

Most servers treat War of Emperium as a weekly event. RagnaRMT engineers it into persistent territorial control — every town you hold pays you, every day, until someone takes it from you.

Core Mechanics

  • Town Ownership — guilds can control entire towns, not just castles
  • Tax System — collect a cut from town NPC sales and merchant transactions
  • Scheduled Sieges — compete for control with rival guilds in regular siege windows
  • Exclusive Benefits — advantages flow only to members of the dominant guild

Why Guild Politics Matters

Owning a town unlocks:

BenefitDescription
Tax IncomeEarn % from all NPC sales in your town
Reduced CostsDiscounts on shop and Kafra services
Exclusive NPCsSpecial vendors only for ruling guild members
PrestigeVisible guild banner displayed in the town
Strategic BasesUse the town as a leveling/farming hub
Compounding Advantage

Tax income funds better gear → better gear wins more sieges → more sieges hold more towns → more towns generate more tax. Top guilds aren't just strong; they're financially entrenched.

The Conflict Loop

  1. Scout — identify which towns are profitable and contested
  2. Recruit — build a guild capable of mounting a siege
  3. Siege — win the scheduled siege for that territory
  4. Defend — hold against rival guilds in subsequent sieges
Holding Is Harder Than Taking

A first siege win is the easy part. Defending against the next three challengers — that's where guilds either prove themselves or quietly disband in their own Discord at 3 AM.

See Also