The town’s sovereign leader. Has full access to all town and plot commands, including inviting members, managing land, controlling finances, and creating nations.
Second-in-command to the mayor. Handles most town operations including inviting/kicking players, land claiming, financial management, and plot control. Can also manage ranks and town settings.
The enforcer of town law. In charge of the jail system — can jail or unjail players and access jail lists. Often tasked with keeping order in town during conflict.
The town’s architect and construction expert. Has full permissions to build, destroy, use items, and interact with switches in town-owned claims.
Manages trade and commerce within the town. Can set shop plots, manage shop toggles, and mark plots for sale or not for sale. Ideal for setting up marketplaces or selling real estate.
The town’s official record keeper and communicator. Can change the town’s MOTD, bulletin board.
Frontline town security. Can add or remove outlaws and view the outlaw list, helping protect the town from enemies and rulebreakers.
The leader of the nation. Has full control over nation commands, diplomacy, economy, and administrative functions.
Handles high-level administration and diplomacy. Can invite or remove towns, manage allies and enemies, and deposit into the nation’s bank.
Acts as a diplomat. Can add/remove allies and enemies, representing the nation in external relations.
Responsible for legacy and structure. Can rename the nation and move the capital — typically a trusted royal advisor or successor.
In charge of nation identity and public communication. Can set the MOTD, bulletin board, player titles and surnames.