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Overview

System Kingdom (server-political)
Required Level 60+ to participate, 70+ for officer roles
Scale Server-wide — multiple kingdoms per server
Membership Guild-based (entire guild joins a Kingdom)
Rewards Cross-guild buffs, exclusive PvP queues, kingdom-tier rewards, royal titles

The Kingdom System is Forsaken World's server-political meta-layer — multiple guilds form Kingdoms that wage cross-server warfare, hold political influence over server economies, and unlock cross-guild content unavailable to lone guilds. Where a single guild operates at the Territory War and Floating Fortress scale, Kingdoms operate at the server scale — bringing 5-15 guilds together under a single political banner.

For the most ambitious Forsaken World players, Kingdoms aren't just gameplay content — they're social institutions with their own internal politics, diplomatic networks, leadership elections, and long-running rivalries.

How Kingdoms Work

Forming or Joining a Kingdom

  1. Guild leadership level required: Only Guild Leaders can apply to join a Kingdom (or found one).
  2. Founding requirements — typically:
    • Guild must be at minimum level (server-specific, usually L4+)
    • Founding the Kingdom costs significant gold and may require a quorum of allied guilds
  3. Joining an existing Kingdom — apply via the Kingdom UI; current Kingdom leadership approves or rejects

Kingdom Structure

  • King — single leader of the entire Kingdom (elected or hereditary depending on server)
  • Royal Court — typically 3-5 officer roles (Marshal, Treasurer, Diplomat, etc.)
  • Member Guild Leaders — represented in Kingdom politics
  • Members — every player in every member guild

Election and Succession

Most servers use a weekly or monthly election for the King:

  • Royal Court members nominate candidates
  • Active Kingdom members vote
  • New King takes office for the next cycle
  • Some servers have hereditary or seniority-based succession instead

This dynamic creates internal politics — coalitions form within a Kingdom to support different candidates, and elections can dramatically reshape the Kingdom's external policy.

What Kingdoms Provide

Cross-Guild Buffs

The Kingdom UI grants permanent passive buffs to all Kingdom members:

  • Kingdom-wide attack/defense bonus (scales with Kingdom rank)
  • Reduced consumable costs at Kingdom-affiliated vendors
  • Bonus XP in Kingdom-controlled territories

Exclusive PvP Queues

Some PvP queues are Kingdom-only:

  • Cross-server Kingdom vs Kingdom battles
  • Multi-kingdom alliances for mega-scale events
  • Capital-city raids (advanced content)

Kingdom Treasury

  • Revenue from member guilds and territory ownership pools into the Kingdom Treasury
  • King and Royal Court control allocation
  • Funds Kingdom upgrades (rank tier increases) which compound buff strength

Diplomatic Status

A Kingdom's standing with other Kingdoms determines:

  • War / Peace / Alliance status
  • Whether members can fight each other in open-world PvP
  • Trade routes between territories

Rank Tiers

Kingdoms progress through ranks (server-specific naming, but typical progression):

Rank Member Buff Treasury Required
Hamlet Minimal Low (founding tier)
Village +Small attack/HP buff Mid
Town +Medium attack/HP buff High
City +Large buff + reduced consumable costs Very High
Capital +Maximum buff + Kingdom-exclusive content unlocked Server elite

Reaching higher ranks requires sustained territory ownership, active member participation, and major treasury investment.

Activities

Kingdom-Only Battles

  • Cross-Kingdom Wars — entire kingdoms vs each other for political dominance
  • Royal Sieges — Kingdom vs Kingdom siege of capital cities
  • Mega-Events — server-wide events that only Kingdoms can participate in

Internal Kingdom Activities

  • Kingdom Daily Quests — bonus tasks unique to Kingdom members
  • Royal Bounty — Kingdom King issues bounties on rival Kingdom members; bounty hunters earn Kingdom currency
  • Diplomacy — Kingdom officials negotiate alliances, trade routes, war declarations

Server-Wide Events

  • Royal Tournaments — annual events where Kingdoms compete for server-wide prestige
  • Kingdom Conquest — multi-week events where entire kingdoms ramp up to take territory from each other

Joining or Founding — Strategic Considerations

Joining an Established Kingdom (recommended for most guilds)

Pros:

  • Immediate access to Kingdom buffs
  • Established political networks
  • Member-tier rewards from existing tier progression

Cons:

  • You're a junior partner — limited political influence early
  • Risk of being expelled if Kingdom leadership changes
  • Less prestige than founding your own

Founding a New Kingdom

Pros:

  • Maximum prestige if successful
  • Full control over policies, treasury, and rank progression
  • Founder positions you as a server-wide power

Cons:

  • Requires significant founding gold + multiple allied guilds
  • Slow ramp-up — early-tier Kingdom buffs are weak
  • Risk of failure if member guilds drift away

When to Stay Independent

Some guilds skip Kingdoms entirely:

  • Small or casual guilds where the political overhead exceeds benefit
  • Guilds preserving full autonomy at the cost of buffs
  • Trial periods while evaluating which Kingdom to join

Common Mistakes

  1. Joining the dominant Kingdom for safety — you become a footnote in their server-wide politics. Better to join a mid-tier Kingdom where your guild matters.
  2. Founding a Kingdom too early — rank progression is slow; you'll lose members to competing Kingdoms before you reach competitive tiers.
  3. Ignoring internal politics — Kingdoms with internal coalition fights collapse. Active politics is part of the gameplay.
  4. Treating Kingdom leadership casually — King-level decisions have permanent server-economic consequences. Take it seriously or step aside for someone who will.

FAQ

Q: Do I need to be in a Kingdom? A: No, but the buffs and content access make it almost universally worth it past level 60. Solo guilds can compete in 12v12 Battlefield and Arena fine, but Kingdom-tier PvP and territory politics are gated.

Q: How do I leave a Kingdom? A: Guild Leader can withdraw the entire guild via the Kingdom UI. There's typically a cooldown before joining another Kingdom.

Q: Can my guild join multiple Kingdoms? A: No — guilds belong to one Kingdom at a time. Multi-kingdom membership requires alliance treaties between Kingdoms.

Q: Best Kingdom for new guilds? A: Mid-tier Kingdoms looking for active members. Avoid dominant Kingdoms (you'll be invisible) and dying Kingdoms (no future). Look for one in active growth.

Q: Do Kingdom titles persist between cycles? A: King and Royal Court titles reset at election. Member-rank titles may persist; check your specific Kingdom's rules.

See Also

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