KCD ROLEPLAYthe wiki of the realm

Factions and power

Lords, towns and courts

Kuttenberg's lands are no longer a scatter of prizes. Its towns belong to three great Lordships, each ruled from its castle by a Lord, and every town has a court of its own: a Bailiff and the officers who keep its houses, its money, its justice and its watch.

The three Lordships and the Crown lands

LordshipIts castleIts towns
The Lordship of RaborschRaborschRaborsch · Bohunowitz · Horschan · Grund
The Lordship of SuchdolSuchdolSuchdol · Opatowitz · Miskowitz · Wysoka
The Lordship of MaleshovMaleshovMaleshov · Pschitoky · Bylany
The Crown landsthe King'sKuttenberg and Old Kutna: automatic, no court (Kuttenberg stays held ward by ward)
Outside any lordship-Sigismund's camp and Devil's Den: automatic

Which lordship a town belongs to can change: the staff may move a village to another lordship, to the Crown lands or out of any lordship (a castle never moves, nor Kuttenberg). The move is written in the town's register, and its old Lord, its new Lord and its head are told.

The live map draws the three Lordships in their colours - Raborsch in blue, Suchdol in red, Maleshov in green, the Crown lands in tan - with a banner over each and its castle marked. Click a lordship for its card: its Lord, its towns, who holds each and its Bailiff, its citizens and what is for sale.

The Lords

Each Lordship has one Lord, named by the staff from the realm's finest roleplayers - the three most powerful people on the server. A Lord:

  • is the head of every town of their lordship, above the villages' Bailiffs: every right of a town's head, in every town (the purchases, the properties, evictions and upkeep, the treasury, the justice, the officers - a village's Bailiff and court included) and may overrule any act of their courts;
  • gives each village to a faction (or to none), from the Lordship tab: a town given cannot be given again by the Lord for 7 days (the staff are not bound); the castle town itself is never given - its holder is won by influence, as before;
  • sees the whole lordship side by side: each town's holder and Bailiff, its citizens (and how many were active this week), the toll its holder took this week and over four weeks, its treasury and the upkeep it took in, its properties (owned, for sale, overdue), its open and expired requests - and answers every request of the lordship from one list.

Without a Lord, a castle town's head is named by its holding faction, as a village's is.

Dissident towns

A village may renounce its Lord. Its head (the Bailiff), or the leader of the faction that holds it, declares the town dissident - from the court's window (The court tab), F2 > Town court or the account site - giving a reason, and confirming it. From then on:

  • the Lord has no part in the town: no right in its court, its requests leave the Lord's list, the Lord can no longer give it to a faction, nor name or dismiss its officers; the Lord sees only its name, its holder and that it is dissident;
  • the town's own court runs alone, as any court does;
  • the Lordship tab and the account site show it in red, and the live map rings it in a red dashed line, its card saying Dissident;
  • the staff are told at once.

The town ends its dissidence itself (its head or its holder's leader, the same way), or the staff end it; a change of holder or a move to another lordship ends it too. Every step goes into the town's register, and the Lord and the town's head are told. A castle cannot be dissident: it is the Lord's own seat. A dissident town is still a town of the lordship: it cannot be challenged or besieged.

A held town of a lordship answers to its Lord (its castle included): only the Lord or the staff change its holder - no challenge, no siege, and no loss to a rival's influence. A town nobody holds is claimed at its town hall as before; its claimant then has 48 hours to name its head, and the Lord may give it to another faction 7 days after the claim. Sigismund's camp and Devil's Den, outside the lordships, keep the old rules; Kuttenberg stays held ward by ward.

A court in every town

  1. A town given to a faction

    However it changed hands - the Lord, the staff, a claim, a challenge, a siege - its new holder has 48 hours to name the town's head: the Bailiff (the Lord in a castle town). Its leader (or a rank given the faction's "town court" right) names them - themselves or anyone. The leader is told at once and again 12 hours before the end; with no head named in time, the faction loses the town, which goes back to no holder (and the Lord may give it again at once).

  2. The court is raised

    The head invites the officers. Anyone can be called to serve: you need not belong to the ruling faction, or to any. The invited accept or decline from their own menu (F2) or on the account site. One office per character in a town; one may serve in several towns.

  3. The old court

    When a town changes hands, its old court keeps its seats 48 hours; then each officer must have been confirmed by the new head, or loses the seat. Nothing an officer did is undone.

  4. A town nobody holds

    is fully automatic, as before: the town hall's clerk sells every free property at its price, no court, no requests - until a faction holds it and names its head. The staff may also set any town to Automatic.

The offices

OfficeSeatsWhat they do
Lord (a castle town) · Bailiff (a village)1every right of the court; the only one who appoints or dismisses the Castellan and sets the Treasurer's weekly cap; sets the officers' wages; overrules any officer's act
Castellan1the head's right hand: acts as the head in everything but the Castellan's seat and the cap, and takes the head's place when the head is away
Steward2the town's houses, stalls and taverns: answers the purchase requests, reserves a free property (7 days), grants one with the head's consent, sets a property's upkeep, evicts, works the gates and city doors
Treasurer1the town's treasury and its ledger: spends within the head's weekly cap, pays the wages, answers the faction's requests for money
Reeve1the town's judge, below the City Guard (the realm's bounties, wanted notices and trials stay the Guard's): fines, the town's cell, banishment, pardon, citizenship
Captain of the Watch1the town's watch: recruits and dismisses the Watchmen, keeps the town's wanted list, works the gates
Watchman8keeps the peace: binds and escorts, works the gates, reads the town's wanted list

Every right, by office

✓ the office has it · a figure is its limit · - it does not. The Lord holds every right of the head in every town of the lordship.

RightHeadCastellanStewardTreasurerReeveCaptainWatchman
See every property of the town✓✓✓✓✓--
Answer the purchase requests✓✓✓----
Reserve a free property (7 days)✓✓✓----
Grant a property free (the treasury pays the clerk)✓✓head's consent----
Set a property's weekly upkeep-25% … +50%-25% … +50%-25% … +50%----
Evict (48 hours' notice; at once if overdue)✓✓✓-consents for a Patrician--
Work the town's gates and city doors✓✓✓--✓✓
See the treasury and its ledger✓✓✓✓---
Spend from the treasury✓weekly cap-weekly cap---
Answer the faction's requests for money✓✓-✓---
Set the wages / the Treasurer's capbothwages-----
Fine200 gr.200 gr.--200 gr.100 gr.-
The town's cell1 hour1 hour--1 hour30 min-
Banish from the town7 days7 days--7 days--
Pardon (a fine, the cell, a banishment)✓✓--✓--
Bind and escort✓✓--✓✓✓
The town's wanted list✓✓--✓✓read
Suspend a citizenship (14 days) / raise a newcomer to Burgher✓✓--✓--
See the town's citizens and their activity✓✓✓✓✓✓-
Appoint and dismiss officersallall but the Castellan---Watchmen-
The town's message✓✓-----

Buying a house, a stall, a shop or a tavern

  1. Ask the court

    In a town whose court sits, buying a free property - at its door, its keeper, the town clerk's list or the market window - is a request to the court. Add a word for them if you like. The price is held from your purse (or your account at the moneylender; a faction's purchase from its coffers).

  2. The court is told

    The head, the Castellan and the Stewards (and the Lord) hear of it at once: a notice in game, the count on F2 > Town court, and on the account site. They see the buyer whole: citizenship rank, faction, hours played, properties held, past evictions.

  3. The answer

    Approved: the property is yours at once, its price gone to the town hall as before. Declined, with a reason you read: the money comes back. You are told in game, or by letter if you were away.

  4. No answer

    After 48 hours the request expires: the money comes back and you are told. A town whose requests keep expiring (five of them) is shown to the staff, who look at whether its court is still alive.

One at a timeOne open request per player in a town; one open request per property (the first one). You may withdraw yours: F2 > My belongings > Houses > For sale, the market window, F2's line, or the account site.
Citizens-only housesA town's houses are still its citizens' to buy; stalls and taverns are open to all.
Reserved for youA property the court holds for you (7 days) is yours to buy at its door straight away, without a request; nobody else may.
SellingSelling back to the town and giving a house or a business to your faction work as before.

Properties and upkeep

Upkeep is paid weekly at any town hall, up to four weeks ahead. In a town with a court, half of every upkeep paid goes into the town's treasury (the other half leaves the economy, as before). The court may set a property's own upkeep from -25% to +50%.

Overdue7 days of grace, with reminders. After that the court may evict at once; and if the court does nothing, the clerk takes it back himself after 14 days (7 in an automatic town).
Evicted on noticeAny holder may be given 48 hours' notice by the court; the town then buys the property back for 60% of its price (nothing if its upkeep was overdue). A Patrician of the town is evicted only with the Reeve's consent.
Away for a whileDeclare yourself away on the account site (Town court page), for up to 30 days: meanwhile your properties are not evicted, nor taken back, for overdue upkeep.

The town's treasury

Every town with a court keeps its own money, apart from the faction's coffers. In: half of every upkeep paid in the town, and the court's fines. Out: the officers' and the watch's weekly wages (set by the head, paid each Monday to those who played at least an hour the week before - an empty treasury pays nothing that week), the properties granted, and what the head - or the Castellan and the Treasurer, within the head's weekly cap - spends for the town or pays to someone. The toll still goes to the holding faction's coffers.

The faction petitions the town: its leader (or a rank that draws on the coffers) asks for a sum with a reason; the head, the Castellan or the Treasurer pays it into the coffers or declines; unanswered, it expires in 48 hours. Every coin is in the treasury's ledger.

Justice and the watch

The Reeve judges the town's small matters under the realm's law: a fine of up to 200 groschen into the town's treasury (offered to one standing beside them), the town's cell - the pillory's stocks - for up to an hour (the one sentenced must be bound), a banishment of up to 7 days (whoever is banished and rides into the town is warned, and the court and its watch hear of it and see where - nobody is carried off), a pardon, a citizenship suspended for up to 14 days (no house bought, no lighter upkeep, no standing earned meanwhile) or a newcomer raised to Burgher. The Captain and the Watchmen bind at once in their town and lead the bound (/escort), keep the town's own wanted list (apart from the Guard's board) and work its gates and city doors. The commands: /tfine /tcell /tbanish /twanted, or F2 > a person > The court of the town.

The town register and the town's message

Every act of a court - appointments, approvals and refusals, expiries, evictions, fines, banishments, suspensions, the treasury's moves and the faction's petitions - is written in the town's register: readable by anyone at the town hall (talk to the clerk), by the court in its window, and on the account site. The head (or the Castellan, or the Lord) writes the town's message: a short notice, a link allowed, that its citizens read as they arrive in the realm, that anyone riding into the town reads once a day, and that shows on the live map's card.

Letters to many

In the letters window (F2 > Letters), the recipient field offers groups to those who may write to them: a Lord writes to all the Bailiffs of the lordship, a town's head (and its Castellan) to all the citizens of the town. Each one gets the letter in their inbox, under the writer's wax and headed with the group; the courier's price is paid for each, two such letters a day per group at most. The same from the account site's Town court page.

Citizens and their points

The court sees its town's citizens: their rank, their points this week (what they did for the town), their hours in the realm this week, what they hold in the town and when they were last seen - filtered by the active, the away (14 days and more) and each rank. Ranks still come from the points, with nothing to renew; the Reeve only handles the exceptions.

When the court is away

An idle officer14 days without playing on that server and the seat falls empty; the head is told.
Rights flow upAn empty office's rights fall to the Castellan, then the head, then the holding faction's leader.
An idle head21 days without playing: the Castellan acts as head, and the faction's leader is told (the staff, for a Lord).

Titles

A town's head bears their title before their name wherever others see it - over their head, in the chat, in the players' list, on their letters: Lord for a castle town's head, Bailiff for a village's - for as long as they hold the seat. Titles are earned in the realm, not taken: a character's first name may not begin with a ruling title (Lord, Lady, Baron, Count, Duke, King, Prince, Bailiff, Castellan, Reeve, Steward and the like); a family name may be anything, and Sir and Knight stay allowed.

Where to find it

In game: F2 > My town & the realmIts first tab, The realm: a small map of the land in the lordships' colours (click a town to open it), the three Lordships with their Lord (or none yet) and each town's holder, head, citizens and state - a dissident village in red, an automatic one marked - the Crown lands with Kuttenberg's wards, the City Council and the City Guard, the towns outside the lordships, and the wars and alliances in force. Its second, My town (your citizenship's, else the one you stand in): its Lordship and Lord, holder and head, its court and the officers in it, its message, what can be done there under the server's rules, your rank and your requests to buy (withdraw one there), and a button to its court for those who have a part in it.
In game: F2 > Town court(or /court) a window of six tabs - Requests, Properties, Citizens, Treasury, The court, Register - and, for a castle town's head, Castellan and Treasurer, a seventh: Lordship (the lordship, all its requests, giving a town). Each officer sees the tabs their office opens. An invitation waits on F2 as a line of its own; so does each of your requests to a court. On the classic interface the codex shows the same.
On the account site: Town courtUnder My town: the same requests, properties, citizens, treasury, court, justice, register and lordship, for officers who are not in the game - and your own side: your invitations, your requests before a court, and the away declaration.
On the live mapThe lordships, and each town's card: its citizens and how many were active this week, its head, its properties for sale, its message.

What changes for regular players?

Being a citizen now means something: you are part of the town, and you can be called to its court. Towns have authorities: you ask the court to buy a house or a shop there. The town's Reeve can fine you or put you in the cell, and is responsible for the town's watch and safety. The realm's politics are open to all: anyone may serve. Each town court can write to all its citizens, and each Lord to all their towns at once. And the Chronicle, the lore book in your F2 menu (/chronicle), tells what happens on the server.

What happens to factions already holding a town?

Nothing changes: the faction keeps its town and its toll. Name your Bailiff to raise its court (until then the town's clerk sells as before), and reach the Lord of your lordship to align your roleplay: it is now their decision whether a town changes its ruler - and yours to challenge it. A held town of a lordship is no longer challenged, besieged or lost to a rival's influence: only its Lord (or the staff) gives it to another faction - a free town is still claimed as before. A siege declared on a held town of a lordship before the change was called off and its price paid back.

On the Adventure server

The Adventure server runs without staff to settle the realm's politics, so its lordships are open:

  • its towns keep the open rules everywhere, the lordships' towns included: they are claimed, challenged, besieged and lost to a rival's influence as before;
  • a Lord there only watches over the lordship - the Lordship tab's overview of its towns, their holders, Bailiffs, citizens, toll and properties - and rules nothing: no requests answered, no town given, no officer named, no act overruled;
  • a castle's head is named by the faction that holds it, as a village's is (it bears the title of Lord); the staff may still name a Lord, but nothing waits on it;
  • there are no dissident towns;
  • everything else works the same - the town courts, the purchase requests, the treasuries, the registers - with the 48 hours to name a head: a town left without one goes back to no holder and can be claimed again, so nothing stays stuck.

KCD Roleplay is a community server for Kingdom Come: Deliverance II, played through KCD:MP. It is not affiliated with or endorsed by Warhorse Studios, Deep Silver or PLAION. This wiki is written from the server's own code, so what it says is what the realm does.