Two guilds, two roads, one inn. The Mountain Guild is the faction on its own approach road, and everything about it that differs from the Seaside Guild comes from that separation rather than from a different set of rules.
Which side is the Mountain Guild
The review that described the layout in January 2025 put it plainly: on either side of the mountain are two paths, one for the Mountain Guild and the other for the Seaside Guild, both leading toward the dungeon. In play, that means one lodge and one token colour on that side of the inn, and arrivals that can collide with the other road at your door.
The separation is physical, not cosmetic:
- Its lodge has its own bed count.
- Its tokens buy its own rooms and facilities.
- Its suspicion bar fills independently.
- Its guests have their own favourite facilities, shown in the guest panel.
The café chain is the concrete upgrade route
Most faction detail in the released material is about how the sides behave, not what they contain. The exception is the café line, which the 1.0 guide lays out as a three-stage progression:
| Stage | Levels | What it means in practice |
|---|---|---|
| Ordinary Café | 1-3 | The starting facility level for this line |
| Roastery Café | 1-3 | The middle tier, reached after the ordinary levels |
| Speciality Café | 1-3 | The top tier of the chain |
Facility level is not just a number. Higher-level facilities push Happenings toward better outcomes — money gains and suspicion reductions rather than the unfavourable versions. On the Mountain Guild side, the café chain is therefore both an income line and a way to make the guild’s events behave.
What actually differs from the other guild
Honest answer: less than a faction guide usually implies. The rules that govern fights, suspicion, events and tokens are shared; the guild only decides which lodge, which token stock and which queue you are dealing with.
| Element | Shared between guilds | Specific to the Mountain Guild |
|---|---|---|
| Front-door fight rules | Yes | Only which side you happen to be backing |
| Suspicion mechanics | Yes | Its own bar and its own pressure |
| Room and facility buying | Yes | Paid with Mountain Guild tokens |
| Café chain | Partly | The named progression above is described for this side |
| Contraband buyers | Yes | Named as buyers from chapter 10 onward |
From chapter 10, they become customers for contraband
Winter arrives in chapter 10 and with it the contraband line: Sara begins dealing in contraband goods as part of her contract with Anise, and the March 2026 devlog says those goods can be sold to adventurers, including those from the Mountain Guild. The system runs through chapters 10 to 12.
That makes the Mountain Guild relevant to the ending stretch in a way the earlier chapters do not. A player who has spent nine chapters ignoring this side has both a Dragon Token gap and a thinner contraband outlet.
What this page cannot tell you
There is no reliable published comparison of Mountain Guild guests against Seaside Guild guests — not their income, not their preferences as a group, not their event pool. Claims like “the mountain side pays better” would be invented. What you can do is read the guest panel for the individual in front of you, which names that adventurer’s favourite facilities and any linked quest.
If the question behind the search was really “how do I stop the two sides meeting”, the guild management page answers that. If it was “who are the named guests”, see Master Adventurers.
