This server has a King/queen system within. The king/queen will be allowed to run and control the area in which they are king/queen however they wish to do so, so long as they have met an observe all the requirements we have below for kingdoms. This includes how they act towards other religions and Kingdoms. Check the kingdom map for kingdoms and borders
CAPITOLS - It is likely that every ruler will have some type of "capitol city" that belongs to them and is the seat of their reign over the kingdom. These capitols are the property of that ruler, even if they lose their claim the capitol will remain theirs. The one exception being if their city is successfully seized from them via war and they are pushed out into exile. If they lose their rulership some other way, they do not necessarily lose their home as well.
CHALLENGING EXISTING LEADERS - Kings/queens CAN be challenged by anyone in their kingdom to a duel for their claim, if they accept such a challenge, with the ruler being allowed a champion to fight in their stead. If the ruler loses such a challenge, they will lose control of their kingdom and if their challenger is of the same kingdom with requisite kingdom requirements met from the kingdom leader application, they will instantly seize control of the kingdom instead. If the present ruler succeeds such a challenge, they cannot be challenged again for two weeks. Rulers are not required to accept challenges, and can insist on war to decide a winner.
RIGHT OF WAR - Not all kingdoms will consent to a duel that will decide the fate of their kingdoms, and as such war may be an ugly but necessary and engaging roleplay avenue alternative. To claim/lose a kingdom in war, an attacking force must successfully defeat a kingdom in their own capitol. That may mean a surrender by the current ruler after much fighting, or it may mean that you have fought your way through to the heart of their city and it is clear they have been beaten (as decided by admin, if necessary). Conflicts in roleplay should never be taken personally irl, and so if the two sides cannot agree on whether a war has been one please notify an admin and it can be resolved in tickets. All staff decisions are unbiased and final. If a kingdom has been successfully ousted in war by another kingdom, that occupying kingdom has a two week safe period to name a new ruler of the region (must still have a coronation and obey coronation rules) or they must leave the region and allow its populace to decide for themselves. If a kingdom has been ousted by an entity that has no ownership of an existing kingdom, they may claim the kingdom they have successfully seized and ownership of said capitol city will be handed over. A predetermination of war should be justified in a ticket.
ONE CANNOT RULE THEM ALL - A player can only be a King/Queen of one kingdom at a time. The only exception is the two week grace period mentioned above in regards to a successful war.
BECOMING A LEADER - A new leader must submit a kingdom leader form and open a ticket for approval in discord (https://docs.google.com/forms/d/e/1FAIpQLScfjLkgpTnugOVlRT8iyfYvyBX0U0f_N6tzd9Azw0JeAO-XQA/viewform) and then within rp be ‘crowned’ with a coronation (or similar, suited to your roleplay), where rulers are required to accept the challenges of any in their kingdom to their reign. Once again, a champion can be named on behalf of the ruler. If a challenger successfully defeats the attempted ruler then that ruler cannot seek a coronation for that region for two weeks. If the challenger
JARLS - Players can appoint themselves (or ask leaders to appoint them) as Jarls. Jarls are leaders of a main town and should be a good advocate for roleplay, driving it forward for their town. Please open a ticket so staff can update the map.
SETTLEMENTS - You should join a settlement unless you are a Nomad or intend to live on your own in Outlaws. This is to encourage roleplay, and make the occupations system easier. If you wish to begin your own settlement you may do so via a ticket, and recieve a settlement build package. Nomads should actively move around, with temporary accommodation such as a tent or a small shack that can be taken down when moving. Nomads might also consider using Inns and guesthouses in other player settlements.