Kingdom System
Forsaken World Kingdom System guide — server-political layer where 5-15 guilds form Kingdoms, elect Kings, declare wars between Kingdoms, and unlock cross-guild buffs + exclusive PvP. Rank tiers from Hamlet to Capital. Internal politics shape server economy.
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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
- Guild leadership level required: Only Guild Leaders can apply to join a Kingdom (or found one).
- 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
- 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
- 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.
- Founding a Kingdom too early — rank progression is slow; you'll lose members to competing Kingdoms before you reach competitive tiers.
- Ignoring internal politics — Kingdoms with internal coalition fights collapse. Active politics is part of the gameplay.
- 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
- Territory War — guild-vs-guild siege content
- Floating Fortress — endgame aerial battle
- Battlefield — 12v12 PvP
- PvP — overall PvP mechanics
- Main site: Class guides · Class guide 2026