A guild in Shadowrealm is an economic entity, not just a chat channel. It has a treasury, buildings that produce for everyone, buffs that apply to every member's own actions, and a share of what its members earn on raids. The parts that catch people out are all about the difference between a shared pool and a personal reward.
Founding a guild requires Rank 3. A guild holds 20 members by default, and can grow to 30 by hitting membership milestones. Roles carry a full permissions table, so a guild can hand out the ability to invite, to spend the treasury, or to run the Warcamp without handing over everything.
Members donate gold to the treasury, which costs a 2% fee on the way in. The treasury then pays for two quite different things: timed guild-wide buffs, and permanent Warcamp construction. Choosing between them is the main strategic decision a guild's leadership makes.
Timed buffs apply to every member at once, up to 15% depending on the tier purchased, and they are the right call before a coordinated push: a raid night, a boss window, an event. They expire, so buying one during a quiet week is largely wasted gold.
Warcamp buildings go up to level 20, on a cost curve that multiplies steeply with each level, so the top of the ladder is a long-term guild project rather than somewhere a guild arrives quickly.
The single most misread mechanic: production figures are whole-pool, not per player. A building that reads as producing a given amount per day produces that for the ENTIRE guild, and the closed cycle is then split evenly between the members who claim it. A guild of twenty does not get twenty times the output of a guild of two; it gets the same pool, divided further.
The Camp Vault's pool cap scales automatically with what the Quartermaster's Depot and Smugglers' Cache actually produce: it holds a number of days of the camp's CURRENT daily output, starting at 2 days at Vault level 1 and growing by 1 day per level after that. There is no separate race to level the Vault ahead of the producers: whatever the camp is producing today, the Vault already holds several days of it. The one thing that still wastes production is simply not claiming: a cycle sitting unclaimed for long enough eventually expires.
Not everything in the camp pools, either. The Drill Yard produces nothing to claim: it is a permanent guild-wide percentage bonus to the XP every member earns from their own actions, which makes it the one building whose value scales with how ACTIVE the guild is rather than how large.
Guild raids split their gold: 30% goes to the guild treasury and the remainder to the player who ran it. Rounding on that split always favours the player rather than the treasury. It is worth telling new members this up front, because a raider who does not know about the cut tends to assume the payout is broken.