# KCD Roleplay Wiki > The player wiki of KCD Roleplay (kcdroleplay.com), a strict English roleplay server for Kingdom Come: Deliverance II, played through the KCD:MP multiplayer mod, set in and around Kuttenberg in 1403. Server address: play.kcdroleplay.com:7777. Written from the server's own code. ## Start here - [Welcome to the realm](https://wiki.kcdroleplay.com/): KCD Roleplay is a strict English roleplay server for Kingdom Come: Deliverance II, set in and around Kuttenberg in 1403. This wiki explains every system of the realm, from your first steps to running a town. - [Joining the server](https://wiki.kcdroleplay.com/joining/): Everything you need to go from nothing to standing in Suchdol with a name of your own. - [Keys and menus](https://wiki.kcdroleplay.com/controls/): The realm is built so you rarely need a command. Here is where everything lives. - [The rules of the age](https://wiki.kcdroleplay.com/rules/): Strict roleplay means staying in character, keeping to the rules of the age, and letting every choice carry its weight. ## Life in the realm - [Speaking and roleplay](https://wiki.kcdroleplay.com/chat/): Every word carries only as far as a voice would. Speech is quieter under a roof. - [Money and the moneylender](https://wiki.kcdroleplay.com/money/): The groschen is the realm's coin. Your purse is the game's own money, and it can be taken from you. - [Horses](https://wiki.kcdroleplay.com/horses/): A horse is yours for good - its gear, its saddlebags and its name. You may keep up to 3. - [Carts and wagons](https://wiki.kcdroleplay.com/carts/): A cart or a wagon of your own carries your friends, your goods or your fare-paying travellers. You may keep up to 2. - [Wounds and the infirmary](https://wiki.kcdroleplay.com/wounds/): Wounds are kept light: they colour the story without spoiling your evening. - [The life of the streets](https://wiki.kcdroleplay.com/streets/): The realm is never empty. Its people work at their trades, keep to their corners of the town, and the watch stands at every market. - [A game of dice](https://wiki.kcdroleplay.com/dice/): The game's own dice game, played against another player at a tavern's dice table - for the honour of it, or for a stake. - [The live map](https://wiki.kcdroleplay.com/livemap/): The realm seen from above, live, on our website: kcdroleplay.com/map. - [Letters and company](https://wiki.kcdroleplay.com/letters/): News travels by courier, and friends ride together. - [Brigands](https://wiki.kcdroleplay.com/brigands/): Every quarter to half hour a band settles in one of the land's campsites out in the wilds - round a campfire, away from the towns, well apart from the others - and the bailiff puts a price on their heads. Up to five bands can be camped in the land at once. - [Town raids](https://wiki.kcdroleplay.com/raids/): Every few hours, when enough people are about, riders bring word that a war band marches on a town. The crier warns the whole realm ten minutes before they strike. - [Tournaments](https://wiki.kcdroleplay.com/tournaments/): The marshal opens the lists: fighters pay to enter, the champion takes it all. - [Treasure maps](https://wiki.kcdroleplay.com/treasure/): A hooded traveller in any tavern sells scraps of maps to buried purses. ## Work - [The seven trades](https://wiki.kcdroleplay.com/trades/): Take a trade at a town hall (talk to the town clerk) and rise in it. One trade at a time; what you learned in each stays with you. - [Perks of the trades](https://wiki.kcdroleplay.com/perks/): Every trade unlocks named perks as it rises. Each is announced when you reach it, and ticked off in F2 > Work > My trade and skills > My trades. - [Gathering and the market](https://wiki.kcdroleplay.com/gathering/): Woodcutters, miners, herbalists and fishers work at the places of their trade and sell to a market trader. - [Courier, coachman and watchman](https://wiki.kcdroleplay.com/couriers/): The trades that ride and walk. - [Skills](https://wiki.kcdroleplay.com/skills/): Your character's own skills, raised by what they do whatever their trade. Each goes from 1 to 10; F2 > Work > My trade and skills > My skills shows them. - [Work orders](https://wiki.kcdroleplay.com/orders/): Every day the town hall posts two orders for each trade. Take one at a time - from the town clerk or F2 > Work > My trade and skills > Work orders - fill it, and the clerk pays coin and experience at once. - [Crafts](https://wiki.kcdroleplay.com/crafts/): What the gatherers bring in becomes the game's own goods: blades and tools, potions and bandages, dishes and drink - real items you carry, use, sell to a merchant or put on your own counter. - [Convoys](https://wiki.kcdroleplay.com/convoys/): Crates of goods carried by cart from one town's market to another's: the farther, the dearer they sell - if they get there. - [Contracts](https://wiki.kcdroleplay.com/contracts/): Every town clerk posts three offers a day, for anyone who wants the work. - [Town works](https://wiki.kcdroleplay.com/townworks/): Every town has one work under way. Bring it the gatherers' goods, and the whole town gains for a week. - [Masterpieces](https://wiki.kcdroleplay.com/mastery/): At level 8 of a trade, present a masterpiece to a town clerk and become its master for good. ## Property - [Houses](https://wiki.kcdroleplay.com/houses/): Houses are real doors in the world, not a menu. A house for sale has a sign over its door with its price. - [Businesses](https://wiki.kcdroleplay.com/businesses/): Market stalls and taverns can be bought and run by a character or by a faction. Their keeper sells for you, even while you are away. - [Upkeep](https://wiki.kcdroleplay.com/upkeep/): What you own costs its keep. Every house, shop, tavern, horse and town pays a fifth of its price each week. - [Merchants](https://wiki.kcdroleplay.com/shops/): The realm's merchants sell from their own stock: use the use key on one and their trade screen opens. They buy your goods too. ## Factions and power - [Factions](https://wiki.kcdroleplay.com/factions/): Five factions hold the realm from the first day, each with six ranks, wages and a treasury. You may found your own. - [Towns and territory](https://wiki.kcdroleplay.com/territory/): Fifteen towns may each be held by a faction. The holder takes a toll on what is sold there, and its colours fly over the town on the live map. - [Influence and renown](https://wiki.kcdroleplay.com/influence/): Every faction has an influence in every town, and every character a renown. Both grow with what you do, both fade with time - the realm remembers the present. - [Sieges](https://wiki.kcdroleplay.com/sieges/): War declared at an hour fixed in advance, so both sides can gather their people. ## The law - [The Watch and the law](https://wiki.kcdroleplay.com/law/): Crime is allowed. So is the Bailiff's Watch, which keeps the king's peace with rope, fine and pillory. - [Crime and the guards](https://wiki.kcdroleplay.com/crime/): The townsfolk have eyes. Rob them, strike them or kill them where they can see you, and the town turns on you. - [The Bailiff's Court](https://wiki.kcdroleplay.com/court/): The Watch's officers - Gate Sergeant and up - try the accused before the court at a town hall or a pillory, and the verdict is read to the whole realm. ## Reference - [Towns and places](https://wiki.kcdroleplay.com/places/): Every place of note in the realm, by town. Each has a keeper with a sign over their head; talk to them. - [Every command](https://wiki.kcdroleplay.com/commands/): All 194 commands a player may use, by category. You rarely need them - F2 and the townsfolk do nearly everything - but they are all here. - [Questions](https://wiki.kcdroleplay.com/faq/): What new players ask most. ## Optional - [Full text of the wiki](https://wiki.kcdroleplay.com/llms-full.txt): every page as plain text - [Main site](https://kcdroleplay.com/) - [Live map](https://kcdroleplay.com/map/)