Realm Charter
Much like a guild, a realm rule must select a charter. Realm charters can only be obtained as a random drop from mobs on Maelstrom or Oblivion. There are benefits and drawbacks to each:
Belligerent Realm Charter
Belligerent realms focus their efforts on war and siege, placing might above other goals.
- CITY ASSET HEALTH MODIFIER: +15% Warlike realms focus on withstanding sieges, and build sturdy structures.
- UPGRADE TIME MODIFIER: +10% stronger buildings are harder to build.
- MAINTENANCE COST MODIFIER: +10% maintaining a city on a warlike footing is expensive.
- TAXATION RATE: 10% is the maximum allowed to tax any one city per week
Mercantile Realm Charter
Mercantile Realms are focused on trade and commerce, putting wealth first.
- CITY ASSET HEALTH MODIFIER: -15% Trade, not war, is the focus of these realms.
- UPGRADE TIME MODIFIER: -10% Rapid growth is a key focus of commerce.
- MAINTENANCE COST MODIFIER: -10%
- TAXATION RATE: 20% is the maximum allowed to tax any one city per week
Feudal Realm Charter
Feudal Realms take a balanced approach to government.
- CITY ASSET HEALTH MODIFIER: Normal
- UPGRADE TIME MODIFIER: Normal
- MAINTENANCE COST MODIFIER: Normal
- TAXATION RATE: 15% is the maximum allowed to tax any one city per week
Realm Run
Once a charter is selected, a guild or nation leader may double click it to begin what is known as the "realm run". The realm run is a ritual required before obtaining realm leadership. Once this process begins, a message is broadcast to everyone on the server. This could lead to interruption or canceling of the ritual.
For more information, see Realm and Rulership.