Kingdoms
Founding, ranks and permissions, the Kingdom Hall, chained territory, the vault, tax, the warehouse, towers, diplomacy and the log.
A kingdom is a banner, a set of ranks and — once it builds a Hall — territory of its own.
Founding and joining
Founding costs Royal Sigils and gives the kingdom a short tag, a name and a color. Others browse open kingdoms and apply, or are invited. The founder is the Ruler, an identity no rank can grant.
Ranks
The Ruler creates ranks with a checklist of permissions: invite, kick, manage buildings, withdraw from the vault, sign diplomacy and more.
The Hall and territory
Nothing can be claimed until the kingdom builds a Kingdom Hall. After that, kingdom flags chain outward: the first must cover the Hall, and every later one must touch existing kingdom land. Kingdom flags are born hardened.
If the Hall burns, the whole realm's claims fall with it. It is enormous and slow to burn, every member may repair it, and the entire kingdom is mailed when it is attacked, lit and lost.
Vault, tax and warehouse
Members donate crowns to the vault; a rank permission takes them out. The Ruler may set a tax on members' kill bounties. The Kingdom Warehouse is a shared room where any member drops and only the permitted take.
Towers
A kingdom flag can be upgraded, rung by rung, into a Kingdom Tower: far tougher, and a gun that fires on every hostile in range — anyone the kingdom has declared an enemy.
Diplomacy
Enmity is one-sided: a kingdom may declare any player or kingdom an enemy at will. An alliance must be proposed and accepted from the inbox. The two cannot coexist.
The log
The Log tab records vault movements, tax, warehouse traffic and kills.