Source & full guide: github.com/teamdemivfxfish-dev/war-n-nobility-wiki
Climb from Outsider to Emperor, one conquered rival at a time.
War 'n Nobility lays a living ladder of noble rank over your MineColonies server: titles you earn, peers who swear to you, vassals you bind, and a crown you have to take. This is the politics of rank. War 'n Nobility owns who you are and who answers to you; its companion War 'n Taxes runs the wars and the economy, and every victory there feeds your standing here.
Eight titles run from Outsider to Emperor. The lower rungs are granted by admins, NPCs, or quests; the high seats are taken, not given. You do not climb them alone, and you cannot skip them: you rise on the seals of your peers, you bind those peers as vassals, and you paint your growing county, duchy, or realm onto the map. Nothing about the ladder is hard-coded, so a server can rename or reshape the whole hierarchy to fit its own lore.
Early alpha: this mod is still experimental and being tested in multiplayer. Back up your world before you add it.
This is a MineColonies add-on that integrates directly with War 'n Taxes and Easy Factions. It never edits another mod's code: every integration is reflection or a fail-soft Mixin that lives entirely in this jar, so the nobility ladder still runs when its optional partners are absent.
The default ladder, lowest first, is Outsider, Artisan, Knight, Baron, Count, Duke, King, Emperor. Every rank wears its own color in chat and on the tab list, and every rank has a feminine form a player can switch to at will.
| Rank | Feminine form | How you reach it |
|---|---|---|
| Outsider | Where everyone begins | |
| Artisan | Granted by admins, NPCs, or quests | |
| Knight | Dame | Granted by admins, NPCs, or quests |
| Baron | Baroness | Granted by admins, NPCs, or quests |
| Count | Countess | Earn two seals from fellow Barons |
| Duke | Duchess | Earn two seals from fellow Counts |
| King | Queen | Two Duke seals, faction land, and a forged Crown |
| Emperor | Empress | Be first to the throne, then hold it against usurpers |
Each rank declares how you enter it, and the mechanics follow that requirement, not the title text. That means you can rename the titles, add or remove ranks, or move the war bracket without touching a line of code.
| Requirement | How you advance into the rank |
|---|---|
COMMAND |
A simple /nobility promote; hook quests, NPCs, or boss kills here. The early ranks use this |
SUPPORT |
A number of same-rank peers must pledge their seal to you; on promotion those sealers become your vassals |
BUYIN |
Pay a configured item, consumed on promotion (unused by the default ladder) |
SCORE |
Your score must reach a threshold (unused by the default ladder) |
CROWN |
The King step: collect Duke seals, lead an Easy Factions faction over the claim threshold, and consume a Crown |
HIGHEST |
The Emperor seat; the first King is crowned automatically, and afterward the throne changes only by usurpation |
Every rank, threshold, and name is editable in config, so your server can rename the whole hierarchy to fit its own lore.
A seal is a pledge of fealty, and it is the currency of every ascension from Count upward. You do not climb the high ranks alone; you climb on the backs of your peers.
/nobility seal, revocable with /nobility unseal), and you rise to the next title./renounce only after the sentence is served.Rank is won on the battlefield, through War 'n Taxes. When it is installed, a bridge polls its vassal state and mirrors each colony vassalization into a nobility bond, so you never touch a command: win the war, gain the seal.
Becoming King is not a grind; it is a conquest. Three things must all be true at once:
The Crown is forged from a Shard from the Crown of Unification, which has no recipe on purpose. It is admin-granted or dropped by an out-of-band event (for example a POIs & Raid Bosses boss), so nobody simply buys the throne; the road to a crown runs through a real challenge.
There is one imperial seat. The first King ever to rise takes it unopposed, as though the empire were an empty throne waiting for its first claimant. After that, the crown changes hands only through usurpation: a challenger must seize every Duke the sitting Emperor holds, take the throne claim, and win the decisive war, all three at once. A live checklist shows exactly which conditions a challenger has met and which they still lack.
Craft the Chancery Table, a lectern that serves as your seat of power, and right-click to hold court. It opens a rank-filtered console where every action a noble can take (advance, seal, declare, name a domain) is a button that runs the same server-side logic as the matching command, then refreshes. Only the lines that matter at your rank are shown.
The commands still work alongside it; the table is simply the graphical seat of governance.
Recipe (Chancery Table):
G
G L G
B
G = Gold Ingot, L = Lectern, B = Writable Book
A Count and up commands a named domain: a county, then a duchy, then a realm, set with /nobility domain. When MineColonies and Antique Atlas 4 are installed, the map becomes a political chart drawn straight over the terrain.
Campaigns are planned on a wall-mounted War Table. Six War Frames craft at once; mounted like item frames, nine like-facing frames form a 3x3 grid, and inserting an atlas activates it as a live, drawable briefing map with a shared view, a marker lock, and a persistent plan. A completed grid resists mining and takes three hits to dismantle, so nobody wipes a briefing mid-sentence. When Hundred Years War is present, the board gains a company-style command layer over HYW's army units and freecam commander mode; it stays dormant otherwise.
Recipe (War Frame, makes six):
S S S
S P S
S S S
S = Stick, P = Paper
A vassal past their sentence may /renounce. They keep their own title, but the break is open defiance: the rebel is marked hostile in every colony the ex-liege owns, so MineColonies guards turn on them until the quarrel is settled. Loyalty, once sworn, is not walked away from cleanly.
Everything lives in config/warnnobility-common.toml.
[ranks] ladder defines the whole hierarchy, lowest first. Each line is name;REQUIREMENT;param;entryScore;show;advanceText;femaleName (only the first four are required), letting you rename titles, reshape rungs, choose which Chancery lines appear, and write custom "how to advance" text for a questline.[vassalage] vassal_sentence_days (default 7): real-world days a vassal stays bound before it may break free. Conquered vassals serve the same term once the conqueror ascends.[economy] buyin_item (default minecraft:emerald): the item consumed for a BUYIN promotion.[integration] toggles the War 'n Taxes bridge (tribute_enabled, tribute_poll_seconds), feudal war protection (protect_higher_rank_from_war), and the King gate (king_requires_faction, king_faction_claim_threshold default 50, king_consume_crown).All /nobility ... subcommands require permission level 2 (ops, command blocks, quest rewards). /renounce is player-facing.
| Command | What it does |
|---|---|
/nobility promote|demote <player> |
Advance or drop a rank |
/nobility setrank <player> <rank> |
Jump a player to any rank, ignoring requirements |
/nobility setscore <player> <value> |
Set a player's score |
/nobility seal <supporter> <target> / unseal <supporter> |
Pledge or revoke a voluntary seal |
/nobility subjugate <aggressor> <defender> |
Force a seal, the outcome of a vassalization war |
/nobility vassal release|leave ... |
End a bond |
/nobility emperor throne|war|usurp|status <challenger> [...] |
Feed throne and usurpation outcomes |
/nobility gender <player> male|female |
Switch a player's title form |
/nobility domain <player> <name|clear> |
Name or clear a domain (Count and up) |
/nobility directive <rank> <text|clear> |
Set custom "how to advance" text for a rank |
/nobility info [player] |
Print a player's title, domain, liege, vassals, seals, and next step |
/renounce |
Break from your liege once your sentence is served |
This is an integration mod that sits on top of a stack of others. Integrations are reflection- or Mixin-based and fail-soft, so the ladder runs even when the optional partners are missing.
| Mod | Role |
|---|---|
| MineColonies (required) | The colonies and claimed land everything is built on |
| War 'n Taxes (required) | The war and vassalage engine whose outcomes become your seals, plus the tax book that gets the (Provisional) tag |
| FTB Teams (required) | Needed by War 'n Taxes at runtime |
| Easy Factions (optional) | Backs the King land-gate and draws the faction map layer |
| Antique Atlas 4 (optional, client) | Paints the domain map; on NeoForge it also pulls in Sinytra Connector, Forgified Fabric API, and Surveyor |
| Hundred Years War (optional) | Supplies the army units and commander mode the War Table's command layer overlays |
Built for Minecraft 1.21.1 on NeoForge.
| Loader | Minecraft | Mod version |
|---|---|---|
| NeoForge | 1.21.1 | 1.0.6 (primary) |
| Forge | 1.21.1 | 1.0.0 (variant) |
From Outsider to Emperor. Take your seat.
Part of The Warborn Realm, by barunn
<sub>MineColonies: War 'n Nobility is a MineColonies add-on. Because MineColonies is licensed under the GNU General Public License v3.0, War 'n Nobility is distributed under GPL-3.0 as well.</sub>