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.
The gamemode
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.
The Lords give the towns to factions, every town raises its court of Bailiff, Stewards, Treasurer, Reeve and watch, and the Crown holds Kuttenberg ward by ward.
3 Lordships14 townsTown courtsTreasuriesDissident towns See how power works II · FactionsRanks with their own rights, wages, a treasury with its whole ledger online, alliances and wars.
27 rank rightsCoffersDiplomacy Found a faction III · PropertyHouses, taverns, stalls and rooms at the inn, furnished piece by piece, locked to all but your key holders.
HousesTaverns228 furnishings Find a home IV · EconomyNine trades, nine crafts and 1189 recipes: the land gives no gear away.
Learn a trade V · ConflictWars declared with a cause, sieges at a fixed hour, war bands on the towns.
Take up arms VI · The lawThe City Guard, the Reeve's justice, wanted notices, trials and the pillory.
Know the law
What KCD Roleplay is
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.
Kuttenberg, 1403
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
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.
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.
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.
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.
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.
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
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.
Factions
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.
The ranks' rights 27, rank by rank
The master holds them all, and sees in the account site who took what from the coffers and the store rooms.
Property
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
Sealed at the Town Hall of Kuttenberg
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.
Buy a market stall or a tavern, alone or as a faction. Its keeper sells for you, even while you sleep.
Fifty numbered rooms in every tavern: a bed, a chest and a door only those you choose can pass.
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.
Give your ranks the keys and the store rooms, cut a keep into quarters and vaults, and see who took what.
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
A life here has more to it than a banner and a roof.
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.
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.
Buy your own horses, name them and whistle them to you. Leave one untethered and it may be gone when you return.
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.
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.
When the outcome is uncertain, roll the dice or flip a coin, and let fortune decide instead of the players.
Honest work
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.
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
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.
Every blade of the realm - daggers, swords, axes, maces, polearms - and the steel bars the other crafts need.
ore · coal · steel · logs
Mail, brigandines, gauntlets, plate and every helmet, up to a suit of Milanese plate.
steel · hide · padding
Gambesons, coats, hose, boots, gloves and hoods - and the leather and padding armour is lined with.
nettle · hide · pelt · feathers
Bows, crossbows, arrows and bolts - from a village hazel bow to a lord's crossbow.
logs · resin · antler · strings
Bandages, decoctions and potions from the herbalists' gatherings.
herbs · resin · feathers
Fish, venison, boar and hare made into the realm's dishes.
fish · game · herbs
Rings, brooches and necklaces to wear, from a cheap ring to a solid gold one - at the Kuttenberg mint.
silver · gold · fine silver · steel
Beer, wine, mead and plum schnapps to drink - from a plain beer to a wedding beer.
malt · hops · honey · grapes · plums
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
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
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.
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.
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.
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.
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.
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.
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
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.
The rules of the age
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.
What your character says, they say in character. Keep out-of-character talk in its own channels.
Give others a fair chance to answer your actions. Never force an outcome on another character.
Your character knows only what they have seen, heard or been told in the realm.
Villainy is welcome if it makes a story. Be ready to face the City Guard when it comes.
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.
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.
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.
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.
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.
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
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.
The features wiki
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Yes. New characters get a short tutorial and guides written for newcomers, and the community on Discord will help you with the rest.
The development team of GTA World, which has run strict roleplay on GTA V since 2017.
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.