OFFICIAL The Nations System 1.1

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Tale Of Banners

Aug 30, 2015
The ‘Nations’ System

The nation system allows functional counties, duchies, kingdoms and even empires on the server. This system will help you understand how they work, and even give you some understanding of how to run one. As a nation leader or key person it’s advised to contact the administration if you’re ever unsure about anything related to this system.

This is one of the three fundamental systems for Tale of Banners, the other two being the “Settlement and Building” system, and the “War and Combat” system.

Overview of Server Counties

This map provides an overview of how all of the twenty four Counties on the server are divided across the entire continent.

Cultural Lands/Kingdoms

(Red) Oseria: Avendale, Oakenbri and Tarishaw

(Gold) Korsia: Kharman, Gorbus and Milah

(Blue) Northern: The Northern Summit, The Melting Lands and Flintswood

(Green) Drahl: Krelkar, Crookmire and Elswhine

(White) Neutral

Nation Economy

Every nation is required to acclaim a certain amount of in-game money (dependant on the amount of current settlements and siege weapons under the nations control) every in-game year (2 weeks IRL), which is paid back into the server. These funds are used to maintain cities, towns and villages under protection of the nation.

The money paid into the server bank represents the upkeep that would be paid on a regular basis to pay guards and maintain holdings.

The Economic Cycle

Regular subjects work jobs go on quests and earn money selling their wares at the server shops in the server maintained cities (at a low price,) or to other players. They then use this money to buy a home in a server maintained capital city or a player run settlement to store items safely (providing they pay tax). This home is taxed and the subject has to pay the in-game annual tax to the settlement or city each in-game year (every two weeks IRL) to rent the house in question and keep any in-game items safe.

This tax is then collected by the current monarch and used to pay for the nations upkeep. Keep in mind that a settlement may be destroyed if it has no leader for longer than 2 months IRL. For this reason items are always safer in a server run city.

For a Nation to be successful it needs a large dedicated playerbase of not just nobles, but commoners too. The more players a nation has living in it and paying tax, the more the nation can do on a wider scale.


The current ruling monarch ultimately decides the amount of tax he asks from his people, the more money the crown has, the more castles and siege weapons it can support. Nations are charged by the server each in-game year (two weeks IRL) for:

Each county controlled - 50 Kuras.

Each settlement controlled - Hamlet: 50 Kura. Village: 100 Kura. Town: 150 Kura.

Each city controlled - 150 Kura.

Each stronghold controlled - Watchtower: 100 Kura. Fort: 150 Kura. Castle, 200 Kura.

Each active siege weapon (Defensive and Offensive) - Battering Ram: 50 Kura. Ballista: 100 Kura. Trebuchet: 200 Kura. Siege Tower: 500 Kura.

(Costs of siege weapons are also doubled in wartime which means saving up for war is almost necessary.)

These prices are significantly lower if you are a city state! see 'Nations in Default 'City States'.

Counts, Dukes and Kings

A vassal is only as trustworthy as their relationship with the monarch, individual settlements can choose to pay the monarch directly if the vassal and the monarch are not on good terms. Either the monarch or the settlement can make this suggestion. Otherwise monarchs can use counts, dukes and even kings as emperor to ease the micromanagement of the nation. In a perfect empire of loyal vassals you could ensure money flowed right from the small towns all the way up to the emperor with each noble doing their part for the nation.

Settlement Mayors

You can only remove a mayor from a settlement you have full control over, either you are the original creator of the settlement or have written permission from the original creator to act on their behalf (Normally done by them posting on the forums.) Otherwise settlements under your control are free to elect their own mayor and organize their settlement as they see fit. Tax in cities goes directly to the king however and in a city the mayor title is more for roleplay but the mayor also acts as liaison between the city players and staff.


If a monarch cannot make a tax payment in full, the entire nation goes into “deficit”. This means that the defenders get a debuff to their defensive structures, resulting in -50% HP to everything (walls, towers, gates etc.) All counties under the nations control also lose the protection of server rules which disallow raiding parties of five or more players (Combat rule 4.a.) If running the nation becomes too expensive, monarchs are expected to demolish siege equipment, relinquish counties or just simply raise the taxes, or in extreme cases even default the nation.

If another nation declares war on a nation in deficit they gain a huge advantage in the battles. Once in war, a nation loses the ability pay off a deficit to the server, as all of the nations funds are 'supporting the war effort'. They are also unable to use any siege weapons they may have been maintaining prior to the deficit. When in war nations in deficit cannot pay tax. This means rapid expansion without a long term plan can cripple the nations economy and make you vulnerable to attack.

Once in deficit your debt cannot increase further but you remain in this state till the next tax year (two weeks IRL.)

To see a full breakdown of war mechanics and the debuffs deficit nations get check out the “War and Combat” system here:

Nations in Default, City States and Minor Nations

To avoid having to go into deficit and risk the enemy gaining a massive advantage, nations have the option to 'default' and relinquish any held counties, settlements and strongholds and become a 'Minor Nation' or 'City State' if the capital of the nation is a server run city.

This means (on Tale of Banners) that they default to their nation's capital stronghold/settlement/city, become a 'Minor Nation' OOC and receive the following effects:

Default tax changed to:

Home County - 50 Kura.

Home Town / City - 100 Kura.

Home Stronghold - Watchtower: 50 Kura. Fort: 100 Kura. Castle: 300 Kura.

(If the nation's capital is a settlement with no stronghold when they default then they simply become a settlement once more.)

If a nation defaults it is not at risk of the attacker gaining a buff to their siege weapons. It also gives nations who are struggling financially a chance to regain their strength if they are not conquered by another nation and can't afford to pay upkeep for their capital settlement or city.

If a City State cannot pay even this upkeep they lose their PvP protection and are no longer guaranteed safety by combat rule 4.a. (see server rules)

If a nation defaults, it will become a 'Minor Nation' (Effectively becoming a “City State” until it meets the requirements again.)

Creating a Minor Nation

Many nations start out as a 'Minor Nation', this is done very simply by posting an application providing you have a location to start and a noble house. As a minor nation you cannot expand past the county you are based in but get to operate as a OOC nation without having to pay a large amount of upkeep. If accepted as a minor nation keep in mind that you are still not a full nation until you meet the requirements.

Keep in mind that not all Minor Nations are created independent, nations can be formed inside another players nation if the creator has access to a settlement/stronghold at medium size or a city and a canon noble family.

Minor Nation Requirements:
  • Administrative control of an active player settlement, stronghold or server run city to become the nation's capital. If settlement or stronghold, it must be at least medium size (fort/village). You do not have to be the mayor or castellan of the fort/village, but you do require their permission to establish a nation with their settlement/stronghold as a capital for your nation. (They must also post a reply to this thread verifying this.)
  • Either administrate, or be part of an officially accepted noble house.

Creating a Major Nation

To create a new major OOC nation, several requirements need to be fulfilled. First of all you need a settlement of the size of “town” to act as the central hub of your new nation or be in control of a server run city. Secondly we suggest you have a big enough group of people to fulfill all of the key player roles required for the nation. While not necessary, it is also recommended that you have enough funds and resources to be able to set up a stronghold and be able to pay upkeep your nation (If independent). If you lack a stronghold any attack on your capital will be an “open field battle”.

Major Nation Requirements:
  1. Administrative control of an active player settlement, stronghold or server run city. If settlement or stronghold, it must be at its largest size (town/castle). You do not have to be the mayor or castellan of the town/castle, but you do require their permission to establish a nation with their settlement/stronghold as a capital for your nation.
  2. Either administrate, or be part of an officially accepted noble family.
  3. Pictorial evidence of 1,000 Kuras. (This money won’t be taken from you, it’s only used to prove you have money to run a nation. It will also be verified by staff on the server.)

Keep in mind that if a nation “defaults” it becomes a 'Minor Nation' nation and will have to meet these requirements again to become a full nation.

To apply for a nation just head over to the nation application and give it a read, it's a very complex and detailed application and its something we believe requires a lot of thought before going through with. If your nation is accepted its lore will become part of the servers official history and timeline.

Nations and Independence

A nation is a OOC construct therefore smaller nations can exist within larger nations OOC, this is simply referred to as “Independence”.

Just because a nation has been accepted on the servers forums does not guarantee the nation's independence, if currently situated in or under the rule of another independent nation the minor nation would simply be considered “A Nation” OOC and not independent.

Nations can rebel against the independent nation controlling them through the battle and combat system.

Nations can only lose their OOC recognized status as a nation if they default and become a City State.

Vassals and Being Conquered

If an independent nation is conquered by another nation, be it kingdom or empire, it is by no means the end. If your nation is conquered by another nation you always become a vassal of the attacking party, the specific rules are as follows.
  1. As a “Petty” King you must take a lower title on defeat.
    a. If a “petty” kingdom is conquered by another Petty/Grand Kingdom, or an Empire, the losing Petty Kingdom must take the appropriate title of duke or count.
  2. By defeating other noble houses the realm can grow.
    a. If a “grand” kingdom conquerors another grand kingdom, the winning grand kingdom can create an Empire. Petty Kingdoms can also become “Grand” through conquering other petty Kingdoms.
  3. When a nation is conquered they no longer pay the server upkeep.
    a. Conquered nations instead rely on the protection of their new liege (Independent Nation) who chooses to grant raid protection (Combat rule 4.a.) to the defeated nation in return for tax.
    Protection can be revoked from kingdoms by independent emperors etc allowing controlled realms to fall into chaos if the liege wills it or if they cannot afford to offer said protection. Individual Settlements within the conquered nation can individually choose if they wish to ask protection from their new controlling monarch and pay them directly instead. If the Vassal is loyal however the money can flow through them for ease and convenience of the monarch.

Cultural Terminology

Here are all the different cultural names for the various titles, if a nation of one culture captures land of a different culture the title will change appropriately, I.e “The Emirate of Elswhine”.


Oserian: County (Count/Countess)

Korsian: Sheikhdom (Sheikh/Sheikha)

Northern: Thanedom (Thane)

Drahl: Principality (Prince/Princess)


Oserian: Duchy (Duke/Duchess)

Korsian: Emirate (Emir/Emira)

Northern: Jarldom (Jarl)

Drahl: Grand Principality (Grand Prince/Princess)


Oserian: Kingdom (King/Queen)

Korsian: Khanate (Khan/Khanum)

Northern: Kingdom (High King/High Queen)

Drahl: Kingdom (King/ Queen)


Oserian: Empire (Emperor/Empress)

Korsian: Sultanate (Sultan/Sultana)

Northern: Empire (Emperor/Empress)

Drahl: Empire (Emperor/Empress)

Nation Key Player Roles

For each of the nations on there are a few key players that should optimally be present in each of them. One player can maintain several of these roles at the same time as long as it makes logical sense, and if they are capable of the tasks involved. Keep in mind that these roles are considered the minimum necessary to maintain a nation.

Every nation can decide if they wish to create additional roles, or to contact the administration about excluding or changing some of the already existing ones. Listed below is all of these key roles, and a short explanation about their everyday tasks. Note this list refers to OOC rank and the players who fill in these roles, for the individual cultural RP definitions please check each cultural lore.



The emperor is in charge of overseeing an Empire and all of its key personnel. Has another king (or several), with his own set of key personnel, under him that he receives tax from.

Emperors can revoke and grant protection (Combat rule 4.a.) to Kings under their control for an in-game annual cost (the upkeep).

Emperors can select up to two Regents to step in while not around. (Because of vacations, time zones, etc)


The king is in charge of overseeing a Kingdom and all of its key personnel. He is also in charge of running the capital city and stronghold.

In the case of a petty kingdom, the king only receives tax from the settlement or city that he owns.

In the case of a grand kingdom, the king has several dukes under him to keep under control and receive taxes from.

Can select up to two Regents to step in while he’s not around. (Because of vacations, time zones, etc)

Key Personnel


In charge of overseeing a Duchy.

Is in charge of collecting taxes from settlements and strongholds in his duchy, if any.

If he has a count under him, the count collects tax from their own county and pay the duke. (Or the King directly, whichever is easier)


In charge of overseeing a County.

Is in charge of collecting taxes from settlements and strongholds on his county, if any.


The regent steps in when the king or emperor is unavailable, and generally acts as his assistants otherwise. The regent will then maintain any task the king or emperor has entrusted them.

It is wise to have people of different timezones to act as regents, so that a nation can be operational in a variety of timezones.

Military Head

In charge of organizing the main military force of a nation (In game and OOC) as well as being the highest ranking guard force official.

Religious Head

In charge of organizing and further developing the nation's official religion (In game and OOC.)

Head Steward

The right hand of a nation leader.

In charge of the wider economics of the nation and ensures that taxes reach the King (or emperor) from each county. Without a steward this is entirely up to the monarch alone.

Can assign three people maximum to become stewards for the nation.

The Definition and requirements of an Empire.

In order for a nation to be an empire, it is required to be in control of its own kingdom in addition to another kingdom of another player. Your nation can lose its empirical status if the kingdom(s) you own rebel against you and break off, leaving you independent.

Maintaining an empire is no simple task, and requires a lot of resources and is almost impossible without a dedicated player base and lead house.

The Definition and requirements of a “Grand” Kingdom.

In order for a nation to be a Grand Kingdom it must be in control of

three Duchies. If a Kingdom is independent and is in control of less than three duchies it is a “Petty Kingdom”.

Kingdoms require many people working together well, if there is a break in the economic link, settlements are at risk of attacks and strongholds are at a greater risk of siege.

The Definition and requirements of a “Petty” Kingdom.

In order for a nation to be a Petty Kingdom it must be in control of at least one county and be independent.

Once a petty Kingdom contains three duchies it becomes a “Grand Kingdom”

The Definition and requirements of a Duchy.

A duchy contains two counties.

Every duchy can have a maximum of 1 Settlement 1 City and 1 Stronghold.

The Stronghold and the Settlement can be in the same county.

A duchy is only considered a duchy when under the control of a high ranking monarch such as a Grand King or Emperor, otherwise it is either an independent Petty Kingdom or “neutral land”.

The Definition and requirements of a County.

A county is the smallest category of controlled territory on the map.

Every county can have a maximum of 1 Settlement/City and/or 1 Stronghold.

If there is a Settlement and a Stronghold in the county, the other county in the duchy cannot have a Stronghold or Settlement.

Strongholds can be built in counties with Cities but Settlements cannot.

If there is a City in the county the other county can also have a Settlement and/or a Stronghold.

A county is only considered a county when under the control of a monarch such as a King or Emperor, otherwise it is either an independent Petty Kingdom or “neutral county”.

The Definition and requirements of a “Neutral County”.

A neutral county is a county which no nation has laid claim to.

A neutral country is not protected by raiding rules, (Combat rule 4).

Neutral countries can be claimed by noble bloodlines at any time providing they can afford the upkeep to maintain them.

When a neutral county is claimed and is independent it becomes a Petty Kingdom.

System Version 1.1
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