⚔️ Realm Tiers in Borlock​


In Borlock, civilizations rise and fall. Every player begins their journey as a Nomad, but through cooperation, growth, and strategic choices, groups can ascend into Guilds, Divisions, Nations, and even mighty Empires. Each tier has its own requirements, perks, and risks.




🏕️ Nomads​

  • Size: Solo (1 player).
  • Playstyle: Free agents who do as they please — run a business, work as mercenaries, explorers, or hitmen.
  • Season Midpoint Choice:
    • Remain a Nomad and gain the Power of Invisibility (toggleable) for the rest of the season.
    • Or join a open Guild / Division / Nation and pursue the path of civilization.
  • Important: Nomads who choose invisibility cannot join any Realm for the remainder of the season.



🐑 Guilds​

  • Size: Minimum 5 members.
  • Playstyle: Entry-level groups. Can be casual (farms, friends) or competitive (building toward Divisions).
  • Expansion Requirement: Must declare as a Division upon reaching 20 members.
  • Season Midpoint Choice:
    • If not yet a Division, Guilds may choose to embrace the Infector’s Curse or merge into an open Division/Nation.



⚔️ Divisions​

  • Size: Minimum 20 members.
  • Role: The backbone of Nations and Empires.
  • Playstyle: Strong, organized factions that influence world balance.
  • Perks:
    • Greater safety and protection in numbers.
    • Recognized as a major power in Borlock’s political landscape.
  • Expansion Requirement:
    • If 5 Divisions form an alliance → They become a Nation.
    • If a Division grows past 40 members → It automatically becomes a Nation.



👑 Nations​

  • Size: 40+ members, or formed by 5 Divisions uniting.
  • Leadership: Divisions keep their leaders, but a King/Queen is chosen to rule the Nation.
  • Perks:
    • Borlock Market Discount → All members get 5% off purchases.
    • Access to large-scale armies and organized warfare.
  • Risks:
    • A Nation can collapse if a Division disbands or if the King/Queen is killed.
    • If it falls, members return to their Divisions or seek new alliances.
  • Expansion Requirement:
    • If 3 Nations ally, or the member count breaks 100+, the group ascends into an Empire.



🦅 Empires​

  • Size: 100+ members, 2+ Nations, or 5+ Divisions.
  • Leadership: Led by an Emperor, the most powerful ruler in Borlock.
  • Perks:
    • Absolute power — vast territory, armies, and influence.
    • Near-total control of the Market, politics, and war.
  • Risks:
    • Empires fall if 2 or more of their Divisions are destroyed or if the Emperor is killed.
    • They can rebuild if divisions return, but to truly topple an Empire, coordination is required.


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