You have chosen the path of sword and battle, which is necessary for such a young world as never before, all members of the guild receive a buff to experience, increased stamina. The guild office issues permits for trade between players in its territory, your guild has the right to take orders or assign orders for the heads of criminals, monster hunting mode is available, you have the right to decide how the world will be divided and for this you have sharp blades and sharp mind, you have the right to be mercenaries in guild wars and fight for the right to dominate regions. You can also carry your own banner in wars and get a nice payoff when you win.
You have chosen the path of progress. Trade and cultural exchange are your specialty. All guild members receive an intelligence buff, the guild office grants permission to trade between players in its territory, as well as when trading a guild member pays reduced taxes, you have the ability to open credit support for other guilds and players. You cannot be attacked without a declaration of war, then you as representatives have time to react and solve the problem peacefully or go to war. All merchant guild representatives have a buff to crafting speed.
You have chosen the path of creation and the Gods are your patron. Progress of Science and Magic is the only thing you are interested in creating a guild of craftsmen you get divine blessing, no one in this world of intelligent beings will dare to attack you as the offender will be punished by the lord. All members of the guild receive a permanent buff on success when crafting things, and once a week all members of the guild receive items for crafting and the chance of falling rare raw materials increases.