Rank
Eight noble ranks: Wayfarer → Freeman → Squire → Knight → Baron → Count → Duke → Sovereign. Your rank sets how much you can contribute to a court and how many vassals you can hold. Every campaign earns rank points by the same formula as fortification:points = effort × distance (km)Points accumulate permanently — they never decay or reset.
- Wayfarer → Freeman: 50 pts · Freeman → Squire: 150 pts · Squire → Knight: 400 pts
- Baron and above are milestone-gated — they require specific performance feats, not just points.
Worked example — your first month: running 15 km a week at average effort earns ~15 points a week. Freeman (50) lands inside week four; Squire (150) in about ten weeks; a year of that pace passes Knight (400). Hard days accelerate everything — the same kilometres at 1.5× effort earn half again as many points. Full thresholds in the reference.
Your coat of arms
Pick a shield, a charge (the device on it), and your colours (presets or a custom hex). Your crest renders everywhere your house appears. You can edit it any time — and Cancel to back out without saving. Why can’t I choose a certain colour? Your self colour (the outline that marks your own land on the map as yours) is reserved, so it stays unmistakably you — it isn’t offered in the crest palette.The Armoury (items & achievements)
You earn items by beating your own personal bests — a new pace record, your longest march, or a high-effort feat. Each item in your Armoury shows why you earned it and links to the campaign that earned it. Achievements also appear in your Herald’s Dispatch and a summary on your home page. Strategic items (used once):- Fortification Draught — extra fortification on a route next run
- War Banner — boosts your attack for one invasion run
- Reinforcement Order — instantly repairs some defence on a route under attack
- Court Seal — temporarily boosts your court’s province fortification field, so a Kingdom Region your court controls reinforces even harder while it’s active
Court
A court is a group of players who band together to win and hold Kingdom Regions — named provinces on the map that courts compete to control. The leader (Liege) holds vassals, and members pool their dominion: a campaign anywhere inside a province your court controls reinforces your court’s land there automatically (presence-based — no button to press). I’m a Wayfarer — why don’t I see court features? Court mechanics unlock at Freeman, or the moment you accept a court invitation from an existing member (an invite bypasses the rank requirement and unlocks everything immediately). Wayfarers can be vassals but can’t lead a court. Two kinds of “summons”:- Royal Summons (your profile) — your personal invite to the realm. Share it; when someone joins through it, you both get bonus trial days.
- Summon Vassals (your court) — invites existing players to join your court.
Kingdom Regions
A Kingdom Region is a province — a fixed, named area of the map (think of a real district or neighbourhood, given a feudal name). Provinces don’t move or change shape; what changes is which court controls one. Taking control: a court controls a province by holding the most protected territory inside it. Whichever court’s members own the largest share of defended (non-ghost) land within a province’s borders controls it. Control flips the moment a rival court overtakes that share — a province can change hands without a single battle, just by out-holding the current controller. What control gets your court: a province-wide fortification field — once your court controls a province, members fortify anywhere inside it, not just on their own holdings. It’s also a mark of dominance on the map and the ladder. Contested means two courts are neck-and-neck — the leader’s share only narrowly ahead, one good push from changing hands. When control does change, the Herald sends a dispatch to both courts. Court leaderboard: ranked by provinces controlled first — conquest is the headline. Combined territory area is the tiebreaker.Worked example — taking a province: the province of Thornfield March contains 90,000 m² of protected player land. House Draven’s court holds 40,000 m² of it; your two-member court holds 35,000 m². You’re contested — close behind. One good week of claims inside the boundary pushes your court to 45,000 m², and control flips without a single siege: the map washes in your court’s colour, and both courts’ Heralds carry the news. From then on, any member’s campaign anywhere inside Thornfield March fortifies your court’s land there.