> For the complete documentation index, see [llms.txt](https://cambria-1.gitbook.io/gold-rush-s2/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://cambria-1.gitbook.io/gold-rush-s2/season-2-the-paymasters/guilds.md).

# Guilds

> *"Power is not taken. It is delegated, taxed, and made profitable."*\
> — A Viceroy’s Maxim

In *Season 2: The Paymasters*, **Viceroys** are guild leaders who command powerful guilds of adventurers, mercenaries, and gatherers. These Old World aristocrats don't dirty their own hands — they fund, manipulate, and control. By supplying Charters, Energy, and critical gear, Viceroys compete for dominance over the **Royal Favor Leaderboards** and fight proxy wars through their guilds.

## Becoming a Viceroy&#x20;

Viceroys gain their status via the following ways:

* Holding a Cambria Founder NFT :white\_check\_mark:
  * *OR*
* Mint and deposit 10+ Royal Charters :white\_check\_mark:

***

## **Guild Mechanics**&#x20;

#### 🧾 **Guild Creation & Management**

* Viceroys can:
  * Create a named Guild
  * Invite or kick members at will
  * Promote members to **Captain** or **Patron**

## **Charter Slots & Sponsorship**

#### 🎟️ **Slots**

* Each deposited Charter into the Guild unlocks **1 Guild Slot** for a **Free-to-Play (F2P)** player.
* **Sponsored Players** occupy these slots and share their **Royal Favor earnings** with the Viceroy based on a negotiable split.
* If a Sponsored Player leaves or is kicked, they revert to F2P status with all normal gameplay restrictions.

#### 💎 **Non-Sponsored Members**

* Players who **own their own Charter** do **not** take up a slot.
* They may join a guild freely and still **share Royal Favor** with the Viceroy in exchange for perks (e.g., steady Energy Orb supply).

***

## **The Guild Chest & Safe**

#### 📦 **Guild Chest**

* Shared storage accessible by all members.
* Members can **deposit any items**.
* Sponsored members can withdraw **up to 8 Energy Orbs per day**.
* **Captains** can withdraw **additional items** (gold, weapons, armor) from the safe
* **Viceroy** has full access and authority to kick, promote, or change roles.

#### 🔐 **Guild Safe**

* A **separate storage tab** (or object) for high-value items and currency.
* Only **Viceroy** and **Captains** can withdraw.
* Everyone can deposit.
* Ideal for holding rare drops, gold reserves, and strategic resources.

***

## **Royal Favor Splits & Contribution System**

#### ⚖️ **Split Mechanics**

* Viceroy sets **custom Split % per member**, when inviting members to Guild
* Max Viceroy fee is **80%** (the invited member must receive at least 20% of the rewards)
* On cash-in, Coins and Royal Favor from [Corrupted Loot ](/gold-rush-s2/introduction/getting-loot.md) is auto-split (upon cash-in) between the player and the Guild

#### 👑 **Patron Role**

* A **Patron** is a Guild member who receives a share of Royal Favor without occupying a Charter slot (i.e., not a Sponsored Player) by contributing Charters and Energy Orbs to the Guild Chest.
* Patrons are essentially "investors" in the Guild who are brought in to fund the Guild's expenses for an equal split of the rewards.
* The **Guild Leader is always a Patron**.
* Patrons split the Viceroy's portion based on **Total Contribution Score (ETH value of Charters & Orbs deposited into Guild Chest)**

#### 📊 **Contribution Tracking**

Each Patron receives Contribution Points:

* +0.02 per **Charter Slot** they’ve enabled via Charter deposit (based on 0.02 ETH value of Charters)
* +0.0015 per **Energy Orb** deposited to the Guild Chest (based on 0.0015 ETH value of Orbs)

The total Royal Favor generated via Split is distributed **pro-rata among all Patrons**, including the Guild Leader.

***

## **Roles and Permissions**

| Role        | Can Invite   | Withdraw Gear | Withdraw Energy | Set Splits | Access Safe |
| ----------- | ------------ | ------------- | --------------- | ---------- | ----------- |
| **Viceroy** | ✅ Yes        | ✅ Yes         | ✅ Yes           | ✅ Yes      | ✅ Yes       |
| **Captain** | ✅ (Optional) | ✅ Yes         | ✅ Yes           | ✅ Yes      | ✅ Yes       |
| **Member**  | ❌ No         | ❌ No          | ✅ (8/day)       | ❌ No       | ❌ No        |
| **Patron**  | ❌ No         | ❌ No          | ❌ No            | ❌ No       | ✅ Yes       |

***

## **Guild Tracking**

Guild Leaders can track a variety of metrics for each guild member.  They can also view a log of all items withdrawn and deposited into the Guild Chest and Safe.

#### 🧍 **Per Member**

* Total Royal Favor Earned
* Royal Favor per Day
* Total Resources Gathered&#x20;
* Energy Orbs Withdrawn / Used

#### 🏰 **Guild-Wide**

* Total Split Revenue earned by Viceroy and Patrons
* Contribution Ratios for all Patrons
* Total Active Slots and Sponsored Players

***

## **Leaving the Guild**

Players must cash in all Royal Favor items in their inventory or bank before leaving or being kicked.

* If not, those items are lost.
* All guild access is revoked immediately upon exit.

***

## **Strategy**

Viceroys function as the strategic overlords of Cambria — recruiting, supplying, and profiting from the labor of others. Guild management becomes an economic minigame of trust, control, and output optimization.

* Viceroys are incentivized to:
  * Sponsor the most efficient adventurers
  * Monitor activity
  * Adjust splits based on performance
  * Prevent defection or sabotage

Even though Viceroys split the returns from their Charter and Orb investments with the adventurers that they sponsor, they benefit from the following:

* Higher placement on the Total Royal Favor Leaderboard (eligible for Founder NFTs, multipliers up to 1.15x on Royal Favor earnings for Top 50)
* Guild coordination to tackle tough Bosses, and the World Boss / Guild Stronghold events
* Guilds usually target the best players to maximize their earnings
* Guild members don't get taxed by the Paymasters - so instant +15% boost to earnings for both Guild Members and their leaders / sponsors.
