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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.
On the dashboard ladder, achieved ranks are gold, your current rank is highlighted, the next rank shows your progress, and Baron+ are marked as milestone-gated (earned by deeds, not 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.
Ranking against other players: open Leaderboard. Your city board ranks you against everyone who calls your city home — by total ground held and ground claimed this month. (Courts have their own board, ranked by the provinces they control — see Kingdom Regions below.)

Your coat of arms

Every house flies a coat of arms — a shield, a charge, and your colours — that renders wherever your house appears, from the map to the ladder. Design and refine it, add augmentations, work with surname arms and court crests, and manage your cosmetic slots on the dedicated Heraldry page.

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
Cosmetic items (permanent): coat-of-arms elements, border styles, title honorifics.

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).
1

Reach Freeman rank

Founding a court needs Freeman or above — or skip the requirement entirely by accepting an invitation from an existing court first (see below).
2

Buy a Charter of Founding

Founding your own court also costs a Charter of Founding, purchased with Gold from the Market. Gold never bypasses the rank gate — you need both the rank and the Charter.
3

Name your court

Choose your court’s name. You become its Liege — the leader who holds vassals and pools the court’s dominion toward Kingdom Regions.
4

Summon vassals

Grow your court with Summon Vassals invitations. Anyone who accepts unlocks full court features immediately, rank or Charter notwithstanding.
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.

Shared court territory

Two court-mates who march the same ground co-hold the overlap. Where your runs and an ally’s cross, that patch becomes jointly claimed — it flies both houses’ coats of arms, while each of you keeps your own solo ground on either side. Co-held ground:
  • Defends harder — each active co-holder adds to its defence, up to a cap (allies make ground tough, never unassailable), and it only fully decays once every co-holder stops patrolling (“two patrols keep it alive”).
  • Counts once toward your court’s Kingdom Region control — but each co-holder counts as a distinct holder, so two allies together are enough to claim a province.
  • Stays yours if you leave — the co-hold dissolves and your co-earned claim reverts to a solo holding. Effort you put in is never confiscated.
Court-mates never besiege or capture each other’s land — a court is cooperative ground.

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. A court controls a province by holding the most protected territory inside it, and control can flip without a single battle, just by out-holding the current controller. Control earns your court a province-wide fortification field and tops the court leaderboard (ranked by provinces controlled). Full mechanics — contested regions, the fortification field, small-court control, and worked examples — on the dedicated Kingdom Regions page.

Public house profile

Tap a rival house — from the map, a leaderboard, a court roster, or a Herald’s tiding — and you’ll see their public profile: an honest picture of who they are and how they stand. Their name and coat of arms, rank and title, how much ground they hold (a count and total area, spread across tiers), their court, how long they’ve been sworn, and the defence honours they’ve earned. What you will never see is where or when they play. No map or list of their holdings, no home or favourite ground, no routes, no schedule, no last-active time, no real name. That’s a firm privacy line: a public profile tells you a house’s size and strength, never its whereabouts. Tapping your own house takes you to your Empire instead.