Work that counts
Guild boards in Lumbridge, on Catherby beach, at the top of the Al Kharid mine and in Seers’ Village post a beginner, a standard and an expert contract every day. Only what you catch, mine, smelt or craft yourself after accepting counts — bought, traded and handed-over goods never do.
Join the guild
Meet the Guild Quartermaster in the Lumbridge courtyard and start A Place in the Guild: one short trial — five shrimps, five copper or tin ore, or five logs, gathered yourself — then sign up. No combat and no requirements. You leave with the Guild field cap and the title Guild Initiate.
Three contracts a day, every board
Gathering, production, or walking the region’s landmarks. You can finish one of each tier on each board every day. A region’s expert contracts open for everyone once its project finishes a stage, or for you alone for 200 guild marks.
Points, marks and caps
Beginner contracts are worth 10 points, standard 20 and expert 30, up to 100 a day and 400 a week (UTC days, Monday weeks). Every point earns a guild mark and a point of that region’s reputation. A contract past the cap still completes, and earns nothing.
What marks buy
At the Quartermaster: the guild field jacket and breeches (150 marks each), the title Master Contractor (1,000) and a region’s expert contracts (200). Titles are also earned on their own: Contractor after 10 contracts, Journeyman after 50, and a regional title at 500 reputation.
Regional projects
Hand in supplies at any board’s Project. Hand-ins are used up for good and earn nothing on the contract board — they move the region’s project. Each stage has a target set when it starts, from how many people helped the week before. Hand in a fifth of a stage’s base target yourself and you earn that stage’s reward even if the stage is never finished.
Contract board
| Rank | Player | Score | Contracts | ||
|---|---|---|---|---|---|
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