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A nation is the largest type of settlement, and has perks and a higher quality of standard than smaller settlements. This consists of:


Nations Startup

There are strict requirements to keep a nation up and running.

First, to start a new nation, you need the following:

  • You must have an existing settlement. 
  • Your settlement must have maintained 4% of global activity for at least a month.
  • You must pay an upfront cost of 10,000 minas.
  • The Administration will give final approval on new nations.

Click here to see the nation application form


Nation Maintenance

Once your nation is established, you must meet the following criteria to keep your nation status:

  • All nations are required to maintain 3% of global activity.
  • All nations must pay weekly upkeep on the tiles they own:
  • Upkeep is calculated as 100 minas per non-capital tile, and 50 minas per improvement, charged weekly.
  • If you fail to pay for upkeep, your nation will start to diminish (more on this below).

Nation Perks

  • You have full control of your capital tile, and the ability to purchase new tiles in the future.
  • You are provided a free banker and auctioneer for your playerbase to use.
  • You may purchase additional bankers and auctioneers for 500 mina piece (1000 for both). You are limited to one of each per tile.
  • You are provided a section under a racial/unaffiliated realms forum, and can have subforms created within it to organize.
  • You are provided a free green soulstone pillar with unlimited slots in your capital. 
  • You have the ability to purchase and build four tile improvements in your capital tile, and two in any territory tiles (more on this below).
  • All nation leaders will be invited to the LoTC staff discord for better communication with moderators, administrators, etc.
  • You are provided a nation treasury to store minas for nation upkeep, expansions, wars, etc.
  • You may request help with terraforming, this includes: WorldEdit and Limited Creative (contact World Team management).

Nation Bankruptcy

On the first week of missed upkeep, the tiles furthest from your capital will be evaluated for eviction in the following order:

  • Empty tiles
  • Tiles with improvements and no settlements
  • Tiles with no improvements, but settlements
  • Tiles with improvements and settlements

Following the selection of a tile, the following will occur:

  • The chosen tile’s improvements (if any) will fall into disrepair, and 50 mina will be deducted from the balance owing. Disrepaired improvements can be repaired within six weeks for 100 minas, after which they are removed completely.
  • If the tile lacks improvements, it will be flagged for revocation from the nation’s holdings, and 50 mina will be deducted from the balance owing. The nation will have one week to repay this balance in order to keep possession of the tile.
  • If the nation fails to repay the 50 mina missed, as well as the 50 mina fee for the next week, the tile will be revoked from the nation, and any settlements will be given a one week eviction notice.

Note: Should a settlement wish to remain, it has the option of becoming an independent settlement as outlined in the Settlement’s section below. If multiple settlements wish to opt for this within the same tile during the one week eviction period, control of improvements on the tile will be granted on a first-come, first-serve basis.

The above process will be repeated until the balancing owing on maintenance is zero.


Nation Removal

  • If you are unable to maintain the 3% activity threshold, your nation will be flagged as ‘at risk’. 
  • A nation at-risk for three weeks consecutively, or for a majority of weeks out of the past two months, will be marked as ‘diminishing’.
  • A diminishing nation will lose non-capital tiles (one per week) as if it were bankrupt. These tiles will instantly have all improvements put into disrepair, and settlements given a one week eviction notice. This will occur until the nation holds only it’s capital tile, or activity is raised back to the threshold. Note: this loss will occur prior to upkeep calculations so that a tile that is being lost due to inactivity will not be charged upkeep.
  • If after the nation loses all but it’s capital tile and still lacks activity, it will be evaluated by the Administration for possible loss of nation status. Generally, this will only occur if activity has fallen significantly.
  • A nation who loses it’s status will be downgraded to a settlement, losing control of their capital tile.

Nation Tiles

Nations have two different types of tiles: a capital tile (their main tile) and territory tiles. 

  • Any major modifications to tiles (such as settlements, camps, forts, farms, manors, etc) must be within a sub-regions.
  • Nations should not be adding large amounts of people directly to tile regions, this should be limited to people who work on minor changes, roads, or terraforming.
  • The nation leader can request sub-regions to be made within nation tiles at no cost.


Capital Tiles

Nations have one core tile known as the capital tile. Most of the time, a capital tile holds the main city of the nation. You are granted a capital tile when your settlement upgrades into a nation, or when there is a map change (in this case, nations select a capital tile prior to transition transition).


Capital Tile Perks

  • You are provided four tile improvement slots.
  • You are able to circumvent some of the limits regarding tile improvement placement. For example:
    • Nation A is in the plains— mines are built in mountains. You will still be provided a mine due to your capital tile. However, this is under the discretion of the world economy team.

Territory Tiles

Nations are able to expand their territory by purchasing auxiliary tiles to supplement resources and roleplay. Additional tiles can be purchased for 10,000 minas given they share a border with existing tiles owned by the nation.

  • Should the tile share a border with another nation’s territory, and that nation opposes the purchase, the tile will be auctioned off through a secret bid from each neighboring nation, with the tile going to the highest bidder (minimum bid of 10,000 mina).
  • Expansion into a tile that shares a border with an active tile owned by another nation (i.e. next to their capital or other active tile) results in an instant Border Friction CB for that tile to be claimed by the other nation, should there be no diplomatic agreement beforehand (note: this does not apply to tiles granted upon the creation/setup of nations, or tiles that border the purchasing nation’s capital).
  • Expansion into a tile currently occupied by a settlement is resolved through diplomacy (consensual vassalization) or war (forced vassalization), the latter resulting in a warclaim on the settlement in question. Should the settlement win, the nation's expansion is prevented and the cost to expand into the tile will not be refunded. Should the settlement lose, it will be dissolved as an independent settlement and recreated as a sub-region of the nation’s new territory tile. 
  • In the case of expansion into a Lair-occupied tile, the lair will be consulted about the claim OOCly. If the claim is denied, the claim will have to be resolved through the same means as settlements. If the Lair agrees OOCly, the expansion will commence, and the lair will retain their independence, with their land unusable by the nation (as if it is it’s own mini-tile within the territory tile).
  • After a tile is purchased, all nation leaders will be informed of the acquisition.

Territory Tile Perks

  • You are provided two tile improvement slots.
  • You are able to have special improvements that can be taken depending on the location of the territory tile (contact world team management for more information).


A settlement is a group of players who create an immersive roleplay environment for their playerbase.  Though they are not as large as nations, they are able to build up their community and work their way into gaining nation status. 


How do you get a settlement?

In order to get an independent settlement for your playerbase, you must apply for it on the forums, ensuring you meet the set criteria to gain one. Settlement startup fees are 5,000 Minas.


Once you have an active settlement, you must maintain 1% of global activity to keep your settlement.


Click here to see the settlement application form


Settlement Perks

  • You are provided a 150x150 plot of land within your granted tile (there may be no more than one settlement within a given tile). 
  • You are provided a free green soulstone pillar with unlimited slots.
  • You are provided a free banker and auctioneer for your playerbase to use.
  • You are provided a section under a racial/unaffiliated realms forum.
  • You are able to purchase two tile improvements for the tile you are on, costing 5,000 minas.
  • You are provided a path connecting to the nearest road (likely leading to a nation, or a hub).
  • You may request help with terraforming, this includes: WorldEdit and Limited Creative (contact World Team management).
  •  You are provided a settlement treasury to store up to 15,000 minas. 
  • All settlement leaders will be added to a channel in the main LoTC discord where other settlement and lair leaders are.

Settlement Maintenance

Settlements need to pay 50 mina a week for each improvement on their tile. If they fail to pay this upkeep, the improvement will fall into disrepair. Disrepaired improvements can be repaired within six weeks for 100 minas, after which they are removed completely.


Settlement Removal

  • If you are unable to maintain the 1% activity threshold, your settlement will be flagged as ‘at risk’. 
  • A settlement at-risk for three weeks consecutively, or for a majority of weeks out of the past two months, will be flagged for removal.
  • Upon being flagged for removal, your settlement will be evicted in one week. This gives a chance for members to remove their belongings. After eviction the area will be turned into a ruin by the World Team.


Unlike settlements and nations, lairs are designed for more nontraditional roleplay communities: magical groups, secretive guilds and orders, etc. Normally, they exist as small areas for groups that are unable to exist within another settlement or nation. Lairs require 5-10 people who sign a charter that they will use/roleplay within the lair and are considered part of its “group”. The signatures can be either on a forum post or DMd to Story Management. 


How do you get a lair?

You must submit an application to the Story Team. Lair’s must be for lore-creature/races, magical groups, and secretive guilds/orders. In your application you must provide a reason for requiring the lair, and any writings or documentation pertaining to the lair (lore, theme, backstory, etc). The more detail, the better. 


Click here to see the lair application form


Lair Perks


  • Lairs will be provided a region of 75x75 blocks, though it can be expanded with appropriate communication with Story Team Management under special circumstances.
    • If a lair build is pasted in with WorldEdit, they will receive a discounted rate of 50% off the regular rate.
  • Lairs have no hard activity requirement, though the ST will remove lairs that are inactive at their discretion.
  • Lairs will be provided a free red soulstone pillar with 10 slots which can be further upgraded with tomes from the Cloud Temple.
  • Story Management may relocate lairs every 90 days upon request at a fee of 500 mina.
  • A lair's existence is considered secretive upon establishment, though may become publicly known through roleplay.
  • Lair-owned land may not be used or evicted by a nation if they are on one of their tiles. Lairs are considered independent, and nations may not dictate who their PRO is. If a nation wishes to evict a lair located on their land (and knows of its existence through roleplay), then they may warclaim them. Alternatively, lairs can integrate into a nation through vassalization (either through diplomacy or a warclaim), though they will lose lair status and will be treated as a regular subregion of the nation.
  • If a nation wishes to buy a tile that a lair exists in, or a settlement that shares a tile with a lair is gaining nation-status, they will be able to do so freely but must then follow the guidelines outlined above.
  • Lairs may not be warclaimed except as outlined above.



Lair Limits


  • Lairs must have a minimum distance of 300 blocks between other lairs, settlements, mercenary camps, and nations capitals. This is ignored with permission from the leader(s) of the nearby region(s).
  • Lairs are not protected by staff. However, staff will intervene should there be cases of metagaming or low-quality roleplay.
  • Lairs may not participate in wars unless they reside on nation-owned land and their tile is being warclaimed by another nation. Participating in the conflict will make the lair's existence known to both primary attacker and primary defender involved in the conflict.
  • If a lair’s land is granted to a nation through the systems outlined above, the build will not be rolled-back; the nation will be able to use the build and land as-is. Abandoned lairs outside of nation tiles may be turned into event sites.



Water Tiles
Water tiles are used to divide the waterways between land-masses so that it can be used for various purposes. Nations/settlements/lairs may not own/build on water tiles.

  • Land tiles across water from each-other are considered to ‘share a border’ should there be only one water tile between them.
  • Nations and settlements may only create ships and use them for war should they have a port built next to (or connected by a usable waterway to) a water tile or the open ocean, or an agreement to use another port.
  • Boats may only be moved to other water tiles or the open ocean if it is physically possible (the tiles are connected and not blockaded). The cost of moving a single boat is 250 minas each time (make a /wreq).

Map of water tiles:
Click to enlarge


Build Guidelines

These are guidelines and not strict rules. Leniency is allowed, but do not abuse this good faith to test the limits of the rules. If you need help or advice concerning these rules, it is always advisable to err on the side of caution and contact a member of the world team.


  • With regard to building shapes and street layouts, avoid completely square cities or "city blocks". In the previous map, most charters tried to maximise the amount of space they had by building squarely to the corners of their regions. We understand that you want to utilise as much of the space as you are given, but there still needs to be a level of aesthetic realism with regards to the terrain and surroundings and it is preferable you build with those in mind.
  • For the heights of walls, please try to retain some humility. It is understandable to want to have walls that are high enough to repel bandits or other threats to your security, but having the walls be high push the settlement from possessing realistic defences to becoming a pvp fort. Fortifications and defensive structures are allowed, but do not build them outside of the realm of realism.
  • If you want an area around your settlement (and outside of your tile) beautified, the world and story team builders are free to use LC to enhance the natural terrain.
  • Please build within and around the terrain. Elevated pvp forts that cut through the landscape scar the land are not allowed. They don't make your settlement look better. If your terrain isn't suited for the fort you wish to build, reconsider where and subsequently why you want to build that fort. 
  • The settlement build style in your application is the build style your settlement must follow. Nobody wants to state they are building in one style, complete building in a differing style, and be told to rebuild their settlement post-fact.
  • Please keep pvp defenses tasteful. No full rows of buttons around walls to prevent laddering or other structure that only provides a mechanical defensive purpose. You are free to make moats, portcullises and gate traps, but please keep them within the realm of feasibility. A city is a roleplay setting and not a pvp death-cube, just don't go overboard with it or the world team will request changes be made.
  • Please keep underground spaces realistic, with adequate structure and support. Keep in mind that giant basements are considered land scars. Working and building structures underground are fine, but please make it look nice and not just giant squares.
  • It is always advisable to plan out your settlement prior to building. The world team is always available to help if this is proving difficult.
  • Please keep builds within the realm of realism. Fantasy structures are possible, but nothing outside of the realm of possibility. Don't make your city a giant fort.

World Team Services

To make it easier for players to build their settlements, we provide three services: fly, world edits and having a world team member beautify the surrounding area (terraforming etc.).


Purchasing Fly

A region owner can pay 50 minas through the command /purchasefly. Once paid, a specified member of the region will have fly mode for one day.

  • Fly mode may only be used for building.
  • Fly mode may not be referenced in roleplay whatsoever.
  • Those abusing fly mode will be banned.

World Edit

You can make a ticket with /wreq, and pay 250 minas to have an area world edited. World Edit may be used to clear an area, remove a build, or shift a build over a reasonable number of blocks. A World Team member will come to perform this.


Beautifying / Terraforming 

You can make a ticket with /wreq,  and then a World Team member will come and help you beautify the surrounding terrain. This does not cost anything, and we will gladly help in improving the terrain around your settlement.

Disclaimer: All prices on this page, including upkeep, startup fees, tile costs, and fees for services are subject to change. Revisit this page on occasionally to stay updated.

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