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A player can choose to rebel in their kingdom. Kingdom masters and officers cannot rebel. Starting a rebellion costs some favor amount, scaled by number of player's lordships.
When a player starts a rebellion, all of the towns where they are the lord will become rebellious.
Rebellious towns kick all members that are kingdom master or officers.
Rebellious towns start a countdown timer to wait until the rebellion is complete, scaled by number of towns.
Once the rebellion is complete, all rebellious towns become a new kingdom.
All residents of rebellious towns are marked as rebels.
Players use a command to stop being a rebel, which makes them leave all towns in rebellion to be a regular kingdom member.
PvP is enabled between kingdom members and rebels.
During the rebellion, members can attack and capture monuments of rebellious towns. Doing so reverts the town to kingdom control and kicks all residents, making the capturing member the new lord.
If all rebellious towns are captured (by members or enemies) before the timer ends, the rebellion is stopped and all rebels are exiled from the kingdom.
If no rebels remain, either by becoming members or leaving the kingdom, the rebellion is stopped.
If the rebel leader (started the rebellion) uses a command to forfeit, the rebellion ends and all towns revert to kingdom control, and all rebels are exiled.
Admin features
Admins can't directly start rebellions, but they can choose a set of towns to "instantly rebel" and forced to become a new admin kingdom.
The residents of these towns are preserved unless they are a kingdom master or officer, then they're kicked.
Rebellion mechanic
Admin features