Pantheon of the Seven


Description: Father of all gods, keeper of balance between chaos and order. He also appoints individuals in certain events to help keep balance. He is rumored to have the ability to shapeshift, and has been prominent in Arkacia the entire time.

Origin: All of Arkacia, rumored to be born from the mountains in the Frozen Forest.

Symbology: Wolf

Imperitis Mithris

Description: God of Light, and first born of Jysgrimar and Kyrnn. Worshiped mostly by non-humans.

Origin: Forged from dragon bone and ash, and molded in Jysgrimar’s image, given reign over the heavens.

Symbology: Dragon


Description: God of Nature and Guardian of the Forests. Treantus is the last born of Jysgrimar and Kyrnn, and is worshipped mostly by the Anari.

Origin: Rumored to be once an Anari chieftain, and praised in the afterlife by Jysgrimar, given the powers to tend to nature and the creatures of Arkacia as they see fit.

Symbology: Stag


Description: Wife of Jysgrimar, and mother of the Gods. She is goddess of fertility and abundance. She could be called upon for assistance in childbirth and conception, to aid with marital problems, or to bestow fruitfulness upon the land and sea.

Origin: Born half mortal, due to unknown limitations of her surfacing, and is more keen to the mortal realm, Jysgrimar bestows her given gifts in effort to give some aid to those in need of it.

Symbology: Rabbit


Description: Third born of Jysgrimar and Kyrnn, and is the God of Ressurection. He is is often connected to the cycle of death and rebirth. Borbas was beautiful and radiant, and was often worshiped by all races.

Origin: Forged from Jysgrimar’s own skin and bone, Borbas was given reign over the underworld. Those who passed on in the real realm, would be sent to him for judgement before gaining access to Vaniheim(Heaven) or being sent to eternal purgatory.

Symbology: Tree of Life


Description: Fourth born of Jysgrimar and Kyrnn. Altir is the God of the Sea. Many sailors and pirates worship him and pray for safe voyage at sea.

Origin: Born in the Northern Sea, often revered as the god of Pirates.

Symbology: Ship Helm


Description: Fifth born of Jysgrimar and Kyrnn. Syv is the Goddess of Prophecy. Many scribes have documented, what they feel is a prophecy passed onto them by Syv herself.

Origin: Strongest of the Gods, with the ability to forsee nearly all possible outcomes of the future. Syv tends to keep to herself, and not tamper with the mortals less the threat be to great that the people of Arkacia is in need of her gift

Symbology: Infinity Symbol

Beginner’s Guide to Arkacian Crafting

This is a tutorial on how to use the new crafting system. This system does not involve using the normal vanilla crafting table.

Gold: Crafting Stations
Cyan: Materials
Blue: Custom Crafted Item
Red: Times or Delays

The new crafting system begins by crafting together 2 logs of any kind. Just like you would sticks with planks.

After you have crafted the crafting stump you can right click it and get a new gui. This is the starting gui for crafting. What you want to do now is break tall grass, dirt and leaves for sticks, rocks and twine. Once you have everything you can work towards making a rock pickaxe. Once you have 10 rocks, 10 twine and 2 sticks you are good to go! Click the rock pickaxe in the stump gui. Once you have done that you will have to wait 10 seconds. After that you can take it out on the bottom row with all the glass panes. The stump can have 10 items crafting at once.After you get a pickaxe you want to gather some cobblestone to craft into rocks(or take the long way of breaking dirt).

Finally you want to create your kiln. Your kiln will allow you to make a smeltery, casts, and lava crystals! Once you make your kiln you want to go out and either buy or break clay and craft dry clay. Dry clay can be made into all the above and more.

In order to progress into tools you want to gather gravel, sand and a lot of dry clay.Once you have all this you can make seared bricks to seared brick blocks and finally into a smeltery. The smeltery has requirements for crafting which can be seen in /profile. The requirements go up for every tier of tools or armor you want to make.

Guide to Feudalism


Profession determines both social class (how much land a person can claim) and their way in which they will level up their attributes. Shepherds herd sheep, scribes write books, and kings collect taxes.

When setting up your character you get to choose a social class and a profession. Throughout your journey you can level up and change your profession. Unlike actual medieval times, you can rise through the ranks. Each profession will level up certain attributes. Some professions can sell items related to their job for a higher price on the market. Once a profession is mastered (Max level is reached) you can change your profession with no repercussions. Do /f changeprofession to change your profession. If you change your profession before mastering your current profession, higher professions will remain locked, you will lose reputation, and progress for your current profession will be lost.


The peasant social class begins with the highest number of attribute points, but has the fewest land claims.

These professions are in the lowest social class. These professions are hard working, but they tend to level up easier than higher social classes. Without peasants the world will not function the way it should. Starting as a peasant will leave you with more setup points to spend on attributes. In other words, a peasant will start stronger and faster than a player starting as a king or knight.

Plants and harvests food.
**(Can’t Trample Farmland, Auto Plants Wheat, Gains XP through wheat)

Punches trees, IN A COOL WAY!

Kills animals for meat and sport. (Unless you’re vegetarian)

Mines the earth in search of precious ore.
**(While mining Ores, Auto smelts Iron/Gold.)

Makes raw food, INTO TASTY FOOD!

Catches fishies!

Constructs things with certain blocks. (Earns xp for building on kingdom land)

Breeds and herds animals.

Writes books and unenchant items.


The commoner social class begins with an average amount of attribute points, and an average amount of land claims.

These professions are essentially the middle class. They work hard like peasants, but they do more skilled jobs. Choosing a commoner profession to start with will leave you with less setup points to spend on attributes as peasantry, but you will still have plenty.

Patrols and defends their kingdom.

Attacks designated targets with special instruments. Earns money per kill.

Makes potions and poisons.

Craft weapons and armor.

Restores the life of others.

The only person capable of buying and selling on the global market for their own price.


These professions are the highest of all social classes. If you choose one of these when setting up your character you will start with a large amount of land, but with very low leveled attributes. This may be good to start off with if you are playing with a large group of friends, however, it is not recommended. It is best to level your way up to nobility.

Serves under the knight. (Lowest level of nobility)

The elite of the fighting force. Can own their own land, but they serve under their king.

Controls under the king. Can act as knight if not a leader.

The leaders. Acts as knights if not leader.

The noble social class begins with the lowest attribute points, but the highest amount of land claims.


There are 5 attributes that a player will choose after they choose a profession: Strength, Toughness, Speed, Stamina, and Luck. A player with a higher social class starts with less attribute points.

Attributes are specific to each player. They are leveled up as your profession levels up. Each profession levels up attributes best associated with that profession’s job. Attributes come in very handy for PVP or PVE.

Increases Damage, and mining speed.

Default Damage Multiplier: 0.5 – 1.5
Haste: 0 – 2

Increases hit points, and health regeneration rate.

Default Health: 16 – 40
Default Regen Multiplier: 0.5 – 1.5

Increases movement speed.

Default: 0.80 – 2.0 Speed
Max: 10.0 Speed
Min: 0.0 Speed (Can’t move)

Increases hunger regeneration rate. This makes it possible to run for a much longer time without eating.

Hunger regeneration Default: 0 – 4

Increased chance of rare drops (75%), survival of a mortal wound (10%) (reverts damage that would have taken you to below 0 HP, to put it back to HALF HP), double xp (100%), higher enchantments (75%), better potion effects (90%), critical hits (50%), tool damage canceled (100%), reduced damage (40%), and catching a fish (90%).

Each player has a 0% – 40% chance depending on their luck level. The chance is multiplied by the chance of a specific event.

Max Attributes

By default, there is a total attribute cap. This limits how many levels you can have in TOTAL of all attributes. The default limit is 3250 levels. This allows for unique characters and unique game play. As you level up, you can choose you [professions] accordingly to increase the attributes you want before you reach this cap.

Redistribute Attributes

This is disabled by default. By using the command /f attributes, a player can redo their attribute levels. For example, a player with 1000 levels of speed can take 500 from speed and put 500 into strength.

Feudal is fitted with a high-caliber market. The market is an inventory GUI which players can click on items to cycle through the market and buy items. The market is designed for very easy use, and it can be accessed by anyone, anywhere. The market is made up of items sold to the market, and any player can sell items to the market. All default prices are set up to avoid any chance of a money dupe. This market is key to making the server’s economy function with different profession-using players.

  • Default Categories

The Global Market is split into 10 different Categories, each with different types of items listed

  • Food Stuff

Anything that can be eaten by the player, like Meat, Fish, Bread, or Cake (the cake is a lie), to (usually) restore hunger.

  • Tools

Tools that are used to gather resources. Axes, Pickaxes, Shovels, and Hoes and more can be found here.

  • Combat

Used in either PvP (Player Versus Player) or PVE (Player Versus Environment) to both protect yourself and hurt anything,or anyone, that may harm you.

  • Brewing

Potions, Ingredients, and utilities related to brewing (I.E. Brewing stand or Cauldron) can be found here.

  • Materials

Nearly everything used to craft anything in the game can be found here.

  • Building Blocks

Any breakable block that can be placed down and used in construction is found here.

  • Decoration Blocks

Utility blocks like Enchantment Tables, Anvils, Mob heads, Banners, Crafting Tables, etc. can be found here.

  • Redstone

Mostly contains various redstone items used for redstone circuits, but also TNT id you want to blow stuff up.

  • Transportation

Minecarts, Rails, Boats, and Saddles are here.

  • Miscellaneous

Items that have more than one use are found here, like slimeballs, Ender Pearls, Eyes of ender, Various filled buckets, and Enchanted books are found here.


Players can group together and form what is called a kingdom. A kingdom can claim land and have it protected. Owning land costs a small hourly tax on the kingdom’s treasury. Professions like the king have special perks for kingdoms which impact the tax and max land amount. Kingdoms have four ranks within it: Leader, Executive, Member, and Guest. Each kingdom has a custom banner to represent them. Kingdom land can be destroyed or taken with Challenges.

Kingdoms are a group of players and any territory owned/protected by those players. In order to build up a Kingdom it will be necessary to invite other players to the Kingdom by doing /f invite [Player]. If you are the receiver of an invitation to join simply do /f join <Kingdom>.

NOTE Nobility is at a distinct advantage when it comes to leading a Kingdom as they will by default be able to claim more land. 

To claim land simply type /f claim. By configuration default Kingdom land is not destructible by other players. To balance part of the world being protected and inaccessible to other players a kingdom must pay a tax on each chunk of land that they own.

  • Taxes

Tax is taken from a kingdom’s treasury which is contributed to by the players of the kingdom /f treasury add amount. If a Kingdom fails to pay taxes, random chunks of Kingdom land will be taken to compensate for the taxes. If a Kingdom has more land than it can pay for, it may be wise to unclaim some land by doing /f unclaim {radius/all}. It is also possible to win extra money for your Kingdom’s treasury by winning challenges against other Kingdoms (which gives you a percent of their treasury).

Challenges are not just a way to earn extra tax money though. Challenges are the core mechanic of Feudal, winning or losing a challenge can determine the fate of a Kingdom. A challenge is essentially a battle between two Kingdoms over claimed land.

  • Issuing a challenge

To issue a challenge a kingdom must /f enemy <Kingdom> and place a banner within 1 block of another Kingdom’s claimed land. To set a custom made banner as your Kingdom’s banner do /f banner. To make a randomly designed banner your Kingdom’s banner do “/f setbanner {Random}“. Once the challenge is issued the defender begins to lose money (default config) $15 per hour + $50 up front. Hour 1 defender lose $75, hour 2 you lose $80. So by hour 2 the defender has lost $135 from their treasury(the summation formula can be used here). The defender’s lost money does not go to the attackers it is simply lost to the server. If the defender’s treasury reaches 0 before they accept the challenge, the attackers win by default. If the attacker wins a challenge they are given a percent of the defender’s treasury, additional reputation, the defender’s land, and the defender’s inventories.

  • Answering a challenge

To answer a challenge as the defender type /f challenge accept <Kingdom>. When the challenge is accepted both attacker and defenders will receive a message notifying them of the challenge. Once a challenge has been accepted by the defender, the defenders stop losing money from their treasury. By default if both sides have 15% of their total members online the challenge will begin. A Kingdom’s fighters are the exception to this rule and if any fighters are online the challenge will begin regardless. Fighters are of the Guard, Assassin, or Noble profession(s). The Kingdom leader also always counts as a fighter. If the defender wins the challenge they are given the attacker’s Kingdom base coordinates, reputation, and attacker’s inventories.

NOTE If neither the attack or the defender answer the challenge within 7 days. Then the attackers must be online 70% more than the defenders to win the challenge.

  • Challenge begins

When a challenge begins both sides will be prompted to teleport to the battlefield by typing /f challenge tp <Kingdom>. A scoreboard will be displayed on the right hand side of the screen that shows crucial information to the current challenge: How many lives each Kingdom has remaining, what Kingdom your fighting against, and how long a Kingdom has to get back to the battlefield if they leave the area. To win a challenge one side must eliminate all of the Kingdom’s lives.

  • Kingdom Shields

A regular kingdom shield lasts for a designated amount of time in weeks and prevents any challenges from happening on your land. To purchase type /f shield {1/2/3}. A vacation shield works the exact same as a kingdom shield except that it prevents ANY player from accessing the land for a set amount of time. If an entire Kingdom is leaving for a period of time this shield is probably best.

  • Relations

/f ally will ally you with another Kingdom and prevents you from damaging members of this Kingdom. /f neutral will make you indifferent another Kingdom. /f enemy will allow you to challenge another Kingdom.