Kingdom
The realm’s laws and borders, war declarations, ducal appointments, royal taxes, pardons and exiles.
Won by: Total conquest: a coalition of duchies besieges and holds the royal capital.
Land runs Kingdom, Duchy, County, Barony, then the towns and estates. Titles are not cosmetic: each grants real powers and carries real risk. Offices are separate from titles, so anyone can hold power without being noble. Every seat is vacant until a player takes it.

The realm’s laws and borders, war declarations, ducal appointments, royal taxes, pardons and exiles.
Won by: Total conquest: a coalition of duchies besieges and holds the royal capital.
Several counties, the region’s choke points (great rivers and passes), levies and ducal taxes.
Won by: Grand alliance: a great guild or an alliance of guilds raises its leader to the duchy.
County courts and prisons, market taxes and resource permits; a small share of every tax raised below.
Won by: Guild siege: a guild captures the county seat’s castle.
A keep guarding the barony’s ground and resources; a march is a fortified border holding facing hostile land.
Won by: Small tactical sieges, suited to small, well-drilled combat guilds.
Guard patrols, ordinances, housing rules, market permits and public works; an estate feeds farm, mine or timber up to the towns.
Won by: Not by siege: by investment, production, political favour or municipal election.
The sovereign’s partner: ceremonial and diplomatic authority, and regency rights where the law allows.
The first successor: may serve as regent, and is a target in every succession quarrel.
Backup successors: claimants, bargaining pieces and the fallback in a civil war.
Rules for a sovereign who cannot: defence, emergency contracts, limited law and treasury.
The senior offices that confirm successions, issue warrants and can block a decree.
Holds an estate by deed: its guards, labour contracts, rents and access.
Held by appointment or election, without a noble title.
Runs a town or chartered city: ordinances, patrols, markets and housing.
Manages a village or estate’s land, harvests and dues.
Keeps the peace in a county: warrants, arrests and the road patrols.
Hears cases in the county court and passes judgment.
Keeps a lord’s accounts, stores and household.
Commands a keep or castle for its holder.
Guards a road, a forest, a border or a public trust.
Leads the levies and the field force of a lord.
Records deeds, contracts and court proceedings.
Leads a chartered guild and its workshops.
The Heartlands are not a sixth kingdom and have no crown. They are governed by the Wardenship from Codexis, home of the High Court, the Royal Archive and Oathstone Hall. The Freeland lets players who swear to no kingdom live and build there.
Head of the Wardenship of Seal and Market, which governs the Heartlands day to day.
Markets, the mint and the Heartlands’ taxes.
The Royal Archive: titles, deeds and the record of coronations.
Enforces the oaths sworn at the Fivefold Oathstone.
Keeps the peace of Oathstone Hall and the treaties between the kingdoms.