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Player-owned organizations have three states: Order, Realm, and Kingdom.

Order Edit

Orders are organizations without a claim to land. They could be roaming bands of mercenaries, bandits, or crusader knights. Ideally, they are formed by players with corresponding goals.

Order creation is governed by the minor skill: Authority. Authority lets you begin the order creation process, claim land and give/receive oaths of allegiance.

Realm Edit

Higher levels of authority increase the amount of land a leader can claim for his realm.

When an order claims land, it becomes a realm. A realm is comparable to a medieval fief, with a Lord or Lady as its head. If there are two realms, Realm #1 can offer a treaty of subservience to Realm #2. If Realm #2 accepts it then Realm #1 becomes a vassal. Realm #2 remains a realm; Realm #1 now becomes a Kingdom.

Kingdom Edit

Kingdoms are ruled by Kings and Queens, and it is the highest prestige a player-owned organization can achieve in LiFs open world game.

Lands, tags and heraldry remain intact, but realm one becomes "Kingdom of (guild name)". Guild heraldry consists of two crests: the Realm's crest is smaller while the crest of the Kingdom is larger.

Diplomatic states Edit

The five diplomatic states of LiF are: war, hostile, neutral, friendly, and ally.

When two or more realms/kingdoms are at war they can: kill players of the opposing faction without alignment reduction, begin extracting resources from enemy territory, and can initiate battles and sieges.

Hierarchy Edit

Orders cannot be a vassal to anyone, nor do their diplomatic states have any effects whatsoever. An order is roughly just a group of players with the same tags. Orders, realms, and kingdoms have different hierarchies. The rankings are as follows:

Rankings

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