Live a lifein Kuttenberg, 1403

Built by the developers of GTA World
KCD Roleplay crest

The gamemode

One realm, every system bound together

Not a sandbox of separate features: the ore a miner digs becomes a lord's armour, the toll of a town fills a faction's coffers, and the court of every town answers to a Lord. Here is how it holds together.

  1. WorkNine trades
  2. CraftEvery piece of gear
  3. TradeAuction houses, convoys
  4. OwnHouses, taverns, horses
  5. Band togetherFactions, ranks, coffers
  6. RuleTowns, courts, Lords
A lord's retinue on the road through the Bohemian countryside, banners and wagons
Bohemia, 1403 - every banner on the road is someone's story.

What KCD Roleplay is

Kingdom Come: Deliverance II, lived together

A persistent medieval world where every player is a person of 1403 - a smith, a miner, a guard, a merchant or a cutpurse - and every story is written by the people who live it.

  • An economy that breathesNine trades, nine crafts, auction houses, convoys, shops and taverns of your own - every groschen is earned.
  • Politics with depthThree Lords give the towns to factions, every town raises its court of Bailiff, Stewards, Reeve and watch, and citizens rise from Settler to Patrician.
  • A world that remembersYour levels, your map, your house, your horse and your name are kept. So are your debts and your crimes.

Kuttenberg, 1403

A city of silver, held by a foreign king

King Wenceslas IV is a prisoner in Vienna. His half-brother Sigismund has taken Kuttenberg, the silver city whose mint strikes the groschen of all Bohemia. The miners who held its walls have knelt, the council answers to new masters, and the roads outside are full of mercenaries and desperate men.

Into this you bring a character of your own. You might be a smith's journeyman, a miner, a watchman, a chaplain or a cutpurse. What you do is kept, and the city remembers your name, your debts and your reputation.

On the Strict RP server, roleplay means staying in character, keeping to the rules of the age, and letting every choice carry its weight. Crime is allowed. So is the pillory.

The realm's politics

Three Lords, and a court in every town

The land around Kuttenberg is no scatter of prizes. Three great Lords rule it from their castles, they hand each town to a faction, and every town raises a court of its own to keep its houses, its money, its justice and its watch. Above them stands the King's city; below them, every citizen who might be called to serve. Here politics is played by people, at every rung.

An illustrated map of the Kuttenberg region: the Lordships of Raborsch, Suchdol and Maleshov with their castles, and the Crown lands of Kuttenberg and Old Kutna
  • Lordship of RaborschRaborsch castle · Bohunowitz · Horschan · Grund
  • Lordship of SuchdolSuchdol castle · Opatowitz · Miskowitz · Wysoka
  • Lordship of MaleshovMaleshov castle · Pschitoky · Bylany
  • The Crown landsKuttenberg · Old Kutna
  1. I
    The King's city

    The Crown

    Kuttenberg and Old Kutna answer to no Lord. The royal city is held ward by ward, each ward given by the staff; the City Council governs it and takes 2% of every sale made there, and the City Guard is the law of the whole realm - its bounties, its wanted notices, its trials.

    City CouncilCity GuardFive wards
  2. II
    Three seats, three castles

    The Lords

    Raborsch, Suchdol and Maleshov each have one Lord, chosen by the staff among the realm's finest roleplayers - the three most powerful people on the server. A Lord holds every right of every court of the lordship, may overrule any of their acts, gives each town to a faction, and writes to all their Bailiffs at once.

    Gives the townsOverrules the courtsA letter to every Bailiff
  3. III
    One in every held town

    The Bailiff and the court

    A faction given a town has 48 hours to name its Bailiff, or the town slips from its grasp. The Bailiff then calls the court - and anyone may be called, from the ruling faction or from none.

    Castellan2 StewardsTreasurerReeveCaptain of the Watch8 Watchmen
  4. IV
    Everyone else - and the whole game

    Factions and citizens

    Factions hold the towns and take their toll, petition the town's treasury, sign alliances and wage wars; found your own for 500 groschen. Citizens rise from Settler to Patrician, ask the court for a house, and may be called to its seats.

    AlliancesWarsSettler···Patrician

How a town changes hands

  1. The Lord gives itFrom the Lordship window, the Lord hands a town to a faction - and may not hand it on again for seven days.
  2. Forty-eight hoursThe faction names its Bailiff and raises its court, or the town goes back to no one and the Lord may give it again at once.
  3. The court sitsPurchases, upkeep, the treasury, the town's justice and its watch: from now on the town runs on its people.
Ask the court for a homeBuying a house, a stall, a shop or a tavern is a request to the court: your price is held, the court answers within 48 hours, and if it declines or stays silent, your coin comes back.
A treasury in every townHalf of every upkeep paid in the town, and the court's fines, fill the town's own chest. It pays the officers and the watch each week, and the ruling faction must petition it for funds.
The Reeve's justiceFines up to 200 groschen, an hour in the town's cell, banishment for up to seven days, a pardon: the town's own justice, under the City Guard's law.
Dissident townsA Bailiff may renounce the Lord. The Lord loses every right over the town, the live map rings it in red, and the staff hear of it at once - until it comes back under its Lord.
Allies and enemiesAllied factions cannot hurt each other. Wars are declared with a cause and ended by peace on terms, or a withdrawal. A war on a great House, a Lord's own, is a matter of state, agreed first with Faction Management.
No town is seizedIn the Lordships a held town is never claimed, challenged or besieged: only its Lord gives it. A town nobody holds stays open to all, and the faction that claims it has 48 hours to raise its court.
Words that carryA Lord writes to every Bailiff of the lordship at once, a Bailiff to every citizen of the town, and the town's message greets everyone who rides in.
Titles earned, not takenLord and Bailiff are worn before the name - over the head, in the chat, on every letter - for as long as the seat is held. No character's first name may begin with Lord, Baron or King.
All of it, liveThe live map draws the three Lordships in their colours, with their Lords, who holds each town, its Bailiff, its citizens and what is for sale.

On the International Roleplay server the Lordships are open: every town can still be claimed, challenged and besieged, and a Lord there watches over the land without ruling it.

Citizenship

Be somebody in your town

Every town keeps a register. Write your name in it at the town hall, and rise from Settler to Patrician by what you do for the town: your work in and around it, its market, its orders and works, the raids and brigands you drive off. Only its citizens may buy a house there, and the higher you rise, the more the town does for you.

  1. 1Settleryour name in the register
  2. 2Residenta familiar face
  3. 3Householdertrusted by the neighbours
  4. 4Burghera voice in the town
  5. 5Notablea name the clerk knows
  6. 6Aldermanheard at the town hall
  7. 7Patricianamong the first families
A long roadPatrician is dozens of hours of work for the town - a title the whole town knows.
One town at a timeYour name is written in one register. Move to another town, and you start again as a Settler.
A town forgets the idleA week doing too little for it costs you a rank. Come back, or fall back.

Factions

A house of your own making

A noble House, a merchants' guild, a mercenary company, a parish or a band of outlaws: found your own for 500 groschen, or swear to one of the realm's. Each runs itself, with its ranks, its coffers, its houses and its word.

  • Ranks that mean somethingName your ranks and give each its rights, one by one: who draws on the coffers, who takes people in, who holds the keys, who may declare a siege.
  • Coffers and a ledgerWages paid every hour your people play, tolls from the towns you hold, and every groschen in and out kept in a ledger your officers can read and download on the account site.
  • Allies and enemiesSign alliances, declare wars with a cause, end them by peace on terms. Allied factions cannot hurt each other.
  • Houses, quarters and vaultsOpen your houses to your ranks, cut a castle's keep into the lord's chambers, the armoury and the treasury, each with its own doors and its own people.

The ranks' rights 27, rank by rank

MoneyDraw on the coffersRead the ledgerSet the wages
MembersTake people inPut members outRaise and lowerEdit the ranks
PropertyFaction housesStore roomsDomainsFaction vehiclesRun the businessesBuy and sell propertyPay the upkeep
WarClaim townsGive up townsDeclare siegesWork the gatesThe town courtDiplomacy
WordFaction chatMessage of the day
Law and faithThe watch's powersThe watch of our townsPost bountiesHold trialsAbsolve

The master holds them all, and sees in the account site who took what from the coffers and the store rooms.

A market of your ownA faction may keep its own auction house, set its cut, and sell what its people bring in.
Faiths with their serviceA religious community keeps one faith, and its clerics lead its service twice a day: whoever stays leaves blessed for an hour.
The Right of the SwordA Lord may swear in one faction as the Constables of the lordship: the law in its towns, under the Lord's banner.

Property

A door that answers to your key

Houses are real doors in the world, not a menu. Walk into one for sale, look around, buy it, furnish it piece by piece, and decide who else may hold a key.

Deed of property

  • Bought with coin you have earned, from about 2,500 to 10,000 groschen, by the citizens of the town it stands in.
  • Your lock and your key. Up to six spare keys, lent and taken back with one click.
  • A strongbox, chests and a storeroom that keep what you leave for good, and grow as you enlarge them.
  • No lock gives way. A locked house opens only for its owner and those who hold its key.

Sealed at the Town Hall of Kuttenberg

Houses

Two a character, every door of the building locked as one. Sell it back to the town, or to a player at your own price.

Taverns and stalls

Buy a market stall or a tavern, alone or as a faction. Its keeper sells for you, even while you sleep.

Rooms at the inn

Fifty numbered rooms in every tavern: a bed, a chest and a door only those you choose can pass.

Furniture that works

228 pieces of the game's own furniture, set down exactly where you want them. A forge or an alchemist's table at home is your own bench.

Open to your faction

Give your ranks the keys and the store rooms, cut a keep into quarters and vaults, and see who took what.

Horses and wagons

Up to three horses with their saddlebags and two carts or wagons, named, whistled for and lent to your friends.

What you own costs its keep: each week a house costs 12% of its price, a shop or a tavern 8%, a horse or a cart 5% - less for a town's higher citizens.

A life in Kuttenberg

Everything a life needs

A life here has more to it than a banner and a roof.

Characters that are kept

Several characters, each with a name of the age and a face you shape. The barber can change your look, and a fall in a fight ends in the infirmary, not a respawn.

Every groschen earned

Carry coin in your purse, where it can be taken from you, or leave it with the money-changer. Wages come every hour you play, from your faction or from the parish's alms.

Horses of your own

Buy your own horses, name them and whistle them to you. Leave one untethered and it may be gone when you return.

Letters by courier

Write to anyone in the realm, even when they are away, and seal the letter to hide who sent it. Burn what should never be found.

In good company

Ride out with a band of friends and keep word between you across the land, whether you are travelling, hunting or up to no good.

Chance and fate

When the outcome is uncertain, roll the dice or flip a coin, and let fortune decide instead of the players.

Honest work

Nine trades to master

Take a trade at the Town Hall and rise in it, from novice to grandmaster. Every trade has perks to unlock along the way: faster work, rarer finds, richer yields and better pay. Your character also grows skills of their own in bargaining, horsemanship, toil and lockcraft, and the Town Hall posts new work orders every day. If you put a trade down, what you learned stays with you.

  • WoodcutterTimber for a city that never stops building
  • MinerIron and silver from the Kuttenberg pits
  • HerbalistRoots and herbs for the apothecary
  • FisherThe ponds and rivers of the region
  • CourierParcels carried across the land
  • CoachmanTravellers driven wherever they are going
  • Night watchmanThe round walked with a lantern after dusk
  • HunterDeer, boar and wolves in the king's forests
  • FarmerThe village fields, tilled, sown and harvested

What you gather goes up for sale at a town's auction house, or straight to another player. Prices are set by the people who sell and buy, and a convoy carried to a far town sells dearer still.

Made by hand

Nine crafts, and every piece of gear

The land gives no weapons or armour away: every blade, every suit of mail and plate, every gambeson, bow and arrow, every ring, every tankard and every chair of the game is made by a crafter: 1189 recipes, ten levels a craft, and the finest pieces take hundreds of loads of goods.

Smithing

The forge · 129 pieces

Every blade of the realm - daggers, swords, axes, maces, polearms - and the steel bars the other crafts need.

ore · coal · steel · logs

Armouring

The armourer's anvil · 128 pieces

Mail, brigandines, gauntlets, plate and every helmet, up to a suit of Milanese plate.

steel · hide · padding

Tailoring

The tailor's table · 402 pieces

Gambesons, coats, hose, boots, gloves and hoods - and the leather and padding armour is lined with.

nettle · hide · pelt · feathers

Bowyery

The bowyer's bench · 61 pieces

Bows, crossbows, arrows and bolts - from a village hazel bow to a lord's crossbow.

logs · resin · antler · strings

Alchemy

The apothecary's bench · 81 pieces

Bandages, decoctions and potions from the herbalists' gatherings.

herbs · resin · feathers

Cooking

The tavern's kitchen · 105 pieces

Fish, venison, boar and hare made into the realm's dishes.

fish · game · herbs

Jewelling

The goldsmith's bench · 27 pieces

Rings, brooches and necklaces to wear, from a cheap ring to a solid gold one - at the Kuttenberg mint.

silver · gold · fine silver · steel

Brewing

The tavern's brewing vat · 13 pieces

Beer, wine, mead and plum schnapps to drink - from a plain beer to a wedding beer.

malt · hops · honey · grapes · plums

Carpentry

The carpenter's bench · 228 pieces

Beds, tables, chairs, chests, shelves and benches: every piece of furniture a house, a room or a tavern can hold.

logs · resin · hide · cloth · ore

  1. GatherMiners, woodcutters, herbalists and hunters bring in ore, timber, herbs, hides and pelts - or buy them at a market.
  2. Make the partsSteel bars, leather, padding, bowstrings, fine silver - each craft makes its own, and they are never sold, only made.
  3. Forge a masterpieceUp to level 7 a crafter works alone. The great pieces of levels 8 to 10 take one part of another craft.

Three professions a life. Two trades and a craft, or a trade and two crafts - a faction that wants its whole kit needs its smith, its armourer, its tailor and its bowyer.

The struggle for the land

Every deed weighs in the balance

Each faction has an influence in every town: it grows with the work, the trade and the service of its people there, and it fades if they stay away. The live map shows who weighs where.

Influence and renown

Weigh in a town by being there: its holder takes a larger toll while it leads the influence. Outside the Lordships, and in every town of the International Roleplay server, a holder who lets it fade loses the town to a rival. Every Monday the most powerful house of the land is proclaimed, and every character earns a name, from an unknown face to one famed across Bohemia.

Merchant convoys

Load your wagon with crates at one market and drive them to a far town's: the farther, the dearer they sell. Bring your party as an escort, because word of a laden wagon travels fast, and brigands can take it on the road.

Town works

Mend the bridge, strengthen the walls, fill the granary: every town builds something with the gatherers' timber, ore, herbs and fish. When it is finished the whole town gains for a week, and the next work begins.

Brigands in the wilds

Bands of brigands make camp away from the towns, and the bailiff puts a price on every head. Go in numbers, share the bounty, and win your faction influence in the town nearby.

Tournaments

The marshal opens the lists, fighters pay to enter, and the bouts are drawn by lot. It is a knock-out before the whole town, and the champion takes the purse and a name the land remembers.

Sieges at a fixed hour

For the Cuman camp and Devil's Den - and every town of the International Roleplay server - a faction's leaders declare war on the holder, and the siege falls on a Wednesday or Saturday evening. For one hour the side with more of its people in the town gains ground, and twenty minutes of it take the town. A held town of a Lordship is never besieged: it answers to its Lord.

Also: contracts on every town clerk's board, treasure maps sold in the taverns, masterpieces that make you a master of your trade, and a weekly dice league.

Crime and consequence

Crime is allowed. So is the pillory.

Poachers, cutpurses and horse thieves have a place here. So does the Kuttenberg City Guard, which keeps the king's peace across the land, and every town's Reeve and watch, with rope, fine and cell.

I
The deedA lock picked, a horse led away, a purse cut in the crowd.
II
The noticeThe victim is told. A wanted notice goes up across the realm, with a bounty on your name.
III
The judgementBound, fined, and put in the pillory in the square for the whole city to see.

The rules of the age

Value your life

Death is not a respawn button. It costs you coin, time and pride. Play as if your character wants to see tomorrow, and the realm will feel alive.

IStay in character

What your character says, they say in character. Keep out-of-character talk in its own channels.

IINo powergaming

Give others a fair chance to answer your actions. Never force an outcome on another character.

IIINo metagaming

Your character knows only what they have seen, heard or been told in the realm.

IVCrime, with weight

Villainy is welcome if it makes a story. Be ready to face the City Guard when it comes.

Lately in the realm

What the realm holds now

New every week, and written up in the changelog.

The hunt

Roe and red deer, hares, boar - and wolves after dark. Buy the week's licence at the lodge, bring the beast down, butcher it where it lies and sell its meat, hides and trophies. Read more.

The auction houses

Put the goods of your sack up for the whole town, buy what others sell straight into your sack, or sell at once to the realm's stock. The town or the faction that owns the house sets its cut. Read more.

The coffers' ledger, online

A faction's officers read every groschen in and out of its coffers on the account site, filter it by member or period, download it whole, and see every load put into or taken from its store rooms.

A calendar of 1403

The realm keeps its own date: one day of 1403 for every real day, from the 14th of April, while the sun still rises and sets at the game's pace.

Every faith its service

The Catholic Mass, the Orthodox liturgy, the Jewish prayer, the Cuman rite: a religious community's cleric leads it, and whoever stays to the end is blessed for an hour. Read more.

Forbidden draughts

Eleven draughts brewed in secret at a hidden still - an hour or two of a real edge in a fight, at work or at the market. Then the crash, the craving, and the watch searching your pack. Read more.

Who raises this realm

From the makers of GTA World

KCD Roleplay is built by the development team behind GTA World, which has run strict English roleplay since 2017. We bring the same standards and the same care to a new age.

The gamemode is written from scratch for this server. Characters, factions, housing, the economy, the law and the trades are all our own systems, built for roleplay first.

  • A full roleplay gamemode, written for this server
  • Voice chat that carries only as far as it would
  • Staff who watch over the realm and answer every report
Visit GTA World ↗

The features wiki

Every system of the realm, explained

How to join, every trade and its perks, every recipe of the forge, the bench and the kitchen, businesses, houses, horses, factions and diplomacy, the Lords and the town courts, and the law of the City Guard. Written from the server's own code, so it says what the realm does.

Questions

What is KCD Roleplay?

Roleplay servers for Kingdom Come: Deliverance II, played through the KCD:MP multiplayer mod, from strict roleplay to a casual international Roleplay server: Strict RP for serious voice roleplay in English, a Czech and Slovak voice server, and International Roleplay for a lighter roleplay, open to every language. All are set in and around Kuttenberg in 1403, on a roleplay gamemode written for them.

Is there a multiplayer roleplay server for Kingdom Come: Deliverance 2?

Yes: KCD Roleplay. Kingdom Come: Deliverance II has no official multiplayer, so our servers run on KCD:MP, the community multiplayer mod, with a full roleplay gamemode of its own: characters that are saved, trades, crafts, houses, horses, businesses, three Lordships whose Lords give the towns to factions, a court of officers in every town, and the Kuttenberg City Guard for crime.

How do I play Kingdom Come: Deliverance 2 online with other people?

Install the KCD:MP multiplayer mod on your PC copy of the game, open its launcher and join KCDRoleplay.com in the server list, or connect to play.kcdroleplay.com:7777 (Strict RP) or play-rpg.kcdroleplay.com:7780 (International Roleplay). The joining guide walks you through it.

What is there to do on the server?

You can work one of nine trades and craft blades, potions and dishes, run a shop or a tavern, and own houses, horses and wagons. You can join or found a faction, sign alliances and wage wars, and be given a town by its Lord; serve in a town's court as its Bailiff, Steward, Treasurer, Reeve or watchman, or rise as a citizen from Settler to Patrician. You can also run merchant convoys, build the town works, take contracts, hunt brigands, fight in tournaments, dig up treasure, and gamble at the taverns' dice. Or you can live outside the law and answer to the City Guard and the town's Reeve.

Who rules the towns?

Three Lords, each ruling a Lordship from its castle - Raborsch, Suchdol and Maleshov - chosen by the staff among the finest roleplayers. A Lord gives each town of the lordship to a faction, which has 48 hours to name its Bailiff and raise the town's court: a Castellan, Stewards, a Treasurer, a Reeve and a watch, open to anyone the town calls. Kuttenberg and Old Kutna are the Crown's, and the Kuttenberg City Guard keeps the law of the whole realm.

How does the voice work?

You speak as your character, through the game's own 3D sound: push to talk, and only those near you hear you, as they would in the street. A whisper stays a whisper. One account works on every server; your characters belong to the server you made them on.

What do I need to play?

Your own copy of Kingdom Come: Deliverance II on PC and the free KCD:MP multiplayer mod from kcd-mp.com. Make your account, then join play.kcdroleplay.com:7777 for strict voice roleplay in English, play-rpg.kcdroleplay.com:7780 for the casual International Roleplay server, or play-czsk.kcdroleplay.com:7779 for roleplay in Czech and Slovak. Your account page walks you through every step.

Can I play Henry, Žižka or another character from the game?

No. The figures of the story belong to the world, and you play a person of your own. You might have heard of them, served under them or crossed them, but you are not them.

What does "strict" roleplay mean?

It is the way of the Strict RP server. You stay in character and keep out-of-character talk to its own channels. No powergaming, no metagaming, and you value your character's life. Crime is allowed, and so are its consequences. The International Roleplay server has no strict roleplay rules: play as you like, with fair play.

What is the International Roleplay server, and how do I join it?

A casual international server - every language welcome, the game in your own - for a softer roleplay that leans towards the RPG: the same Kuttenberg, the same trades, crafts, factions and law, towns that stay open to every faction's claims and sieges, and no strict roleplay rules - play as you like, with fair play. In the KCD:MP launcher, join [ALL] KCDRoleplay.com - International Roleplay, or connect to play-rpg.kcdroleplay.com:7780. Your account works there too; the characters you make there are its own.

Is the realm only Kuttenberg?

No. The realm spans two lands of the game: Kuttenberg and the country around Trosky Castle, with Sedletz Monastery besides. A coachman at each road's end takes you between them for free, your horse comes along, and your purse, pack, bank, faction and citizenship go with you. Each land has its own towns, Lordships, houses and courts, and a new character can start in either. The wiki tells you how to travel.

I have never roleplayed before. Can I still join?

Yes. New characters get a short tutorial and guides written for newcomers, and the community on Discord will help you with the rest.

Who is behind the server?

The development team of GTA World, which has run strict roleplay on GTA V since 2017.

Are the servers open?

Yes. Join play.kcdroleplay.com:7777 (Strict RP) or play-rpg.kcdroleplay.com:7780 (International Roleplay) in KCD:MP and make your account. News and help are on our Discord.

KCD Roleplay crimson crest

Play now

The gates of Kuttenberg are open. Join play.kcdroleplay.com:7777 for strict roleplay or play-rpg.kcdroleplay.com:7780 for International Roleplay, bring a name worthy of the age, and make your mark.