Gameplay roadmap - the player journey
New here and wondering what the "point" of the server is? This page is the map. Everything below is one connected journey: you arrive as a Peasant recruit, earn coin and standing, climb the feudal rank ladder, and end up commanding armies against Fallen Varrock. Every activity on the server - bossing, PKing, skilling, minigames - feeds that climb somewhere.
The journey at a glance
| Stage | Rank | Rough cost | What it feels like |
|---|---|---|---|
| 1. First hour | Peasant | free | The Last Free City - Lumbridge is probed; hold the east camp, ends in full steel |
| 2. First unlocks | Peasant → Commoner | 10k | War-Prep chain, spellbooks unlocked, first Marches |
| 3. Early game | Squire → Soldier | 50k-150k | Money-making loops, mithril/adamant, finding your playstyle |
| 4. Mid game | Knight | 500k | Rune armour, first companion, world-boss shares, real PKing |
| 5. Late game | Lord | 2m | ALL armour (dragon, barrows, GWD), 2 companions, commander powers |
| 6. Endgame | Minister → King | 10m-50m | Launch campaigns and conquests - the assaults on Fallen Varrock |
Check where you are anytime with ::title - it shows your rank, your armour ceiling, and the price of the next rung.
Stage 1 - Your first hour (The Last Free City)
Every new account auto-starts The Last Free City, Main Story Quest 1: Lumbridge is being probed, so you hold the east goblin camp beside the Knights of Lumbridge, claim your first rank from Duke Horacio for it, hunt the stragglers for Vannaka, and replace what the defence consumed with one skilling supply loop in The Mire. The Quest Journal guides you the whole way, and by the end you're wearing full steel, have touched all three pillars of the server - combat, rank, and supply - and know why the war lies north.
While you're at it, walk the castle courtyard market (every shop in one place) and open the teleport portal to see the whole world map of content.
The main story picks up straight away with First March (Main Story Quest 2): General Zo sends the Knights of Lumbridge across the river at the goblin camp and you march with them - your first public March, and the muster call explained. Then The North (Main Story Quest 3): Zo sends you to Edgeville to see what the Fall did to the kingdom - a short, combat-free trip that shows you where the Wilderness (and real PvP) begins.
Stage 2 - First unlocks
The War-Prep chain picks up straight after the trials: Vannaka trains you to Prayer 37, gears you in mystic, and sends you to the Wizard Tower - clearing it permanently unlocks the Ancient, Lunar and Arceuus spellbooks (see Unlocking the magic books).
This is also when the War first pays you: scheduled Marches on the hostile camps and roads around the realm (and, for the bold, the Varrock outskirts) are free, need no rank, and run on a timer - join one with ::march, fight alongside allied knights, and take a share of the pooled spoils.
Stage 3 - Early game: build your bankroll
Straight out of the Wizard Tower, War-Prep II picks you up (Vannaka's bow lesson - the road to Lord), and the Recruiting Sergeant has an optional assignment for anyone who wants to learn to fight players: The Rogue Problem - thin the rogues' rank and file (a soldier's purse when the hunt clears), then climb the Rogue Knight ladder, the camp-by-camp PK schooling whose spoils fund your ranks. Say no and nothing on the main road waits on it; say yes and the Quest Journal guides the whole climb.
Beyond (and after) the quest, ranks are raised for coins plus a floor of lifetime War Effort (from Soldier up), so the early game is about finding the money-making loop you enjoy - and every one of them also builds your service record. All of these work from day one:
- Monster drops - every NPC in the world uses its real OSRS drop table. Grinding anything pays.
- Slayer & resource contracts - Vannaka pays coins + War Effort for kill tasks and gathering orders.
- Skilling in The Mire - sell finished goods to the Quartermaster; the Mire Run agility course pays coins and supplies with a streak multiplier.
- Daily & vote rewards - free tickets and coins for showing up.
- Marches - the pooled spoils scale with your contribution.
Spend it on the ladder: Squire (50k) puts your title in colour above your head, Soldier (150k) unlocks mithril and adamant. Sell your surplus on the Trading Post.
Stage 4 - Mid game: Knight (500k)
Knight is the first big power spike:
- Rune, granite and void armour (with mystic and blessed d'hide for the other styles).
- Your first companion - a levelable bot ally who fights beside you.
- The Corporeal Beast opens up in practice - take a team into its cave for sigils and spirit-shield parts. (The wider boss roster is retired for a rebuild and returns one fight at a time.)
- The Rogue Knight ladder keeps climbing with you - mid-ladder knights teach real switches, freezes and spec combos, and pay the Blood Money and unlocks to gear up for the next.
This is also when the wilderness starts making sense. The ladder's safe road camps are your PK schooling; then hunt for real: player kills pay Blood Money and drop their risk as a loot key, and PK bots guarantee you fights at every depth - and pay half-rate Blood Money themselves. Death here is OSRS-standard - keep 3, risk the rest.
Stage 5 - Late game: Lord (2m)
Lord removes the armour ceiling entirely - dragon, barrows, Armadyl, ancestral, everything - and turns you from soldier into commander:
::operation <target>- sponsor your own public march on any target from::marches; anyone can join, and you take the commander's tithe if it wins.::sendtroops- sponsor a knight squad and earn a damage share on everything they kill.::summonboss- summon a city boss to the World Boss Arena for a pooled, damage-split raid (no boss is on the event roster right now).- A second companion joins your warband.
Your gear ceiling rises to match: Boss tickets buy the endgame chase gear at the Warlord's Armoury, the Forge upgrades rune into dragon, the Royal Smith's war-forge turns war Commendations into Torva, Masori and Ancestral, and Blood Money buys the wilderness prestige sets (Vesta's, Statius's, Morrigan's, Zuriel's) that only PKers can wear proudly. The retired elite bosses (God Wars, Vorkath, Nex and the rest) return here, one rebuilt fight at a time - see What's coming next.
Stage 6 - Endgame: Minister and King
Minister (10m) unlocks ::campaign; King (50m) unlocks ::conquest. These are the server's biggest events - full offensives against Fallen Varrock with dozens of allied knights, supply-meter requirements filled by the realm's skillers, and pooled rewards split by every participant's contribution (the sponsor keeps a 10% tithe - rank has its privileges).
This is the loop the whole server bends toward: skillers fill the Realm Supplies, soldiers fight the marches, Lords sponsor operations and summon bosses, and Ministers and Kings spend fortunes to carry the war into Fallen Varrock - a city that stays fallen, and stays worth fighting for. Where it goes next - more cities, more fronts - is on What's coming next.
One journey, many roads
The rank ladder is the spine, but you climb it however you like to play:
- The PvMer - drop tables → slayer contracts → the Corporeal Beast's cave → the Armoury's ticket catalogue (and the rebuilt boss roster as it returns). Currency: coins + Boss tickets.
- The PKer - the Rogue Knight ladder → wilderness loot keys → Elo climb → spec weapons and prestige sets. Currency: Blood Money.
- The skiller - Mire loops → Quartermaster deposits → supply meter → contracts. Currency: coins + War Effort (and campaigns literally can't launch without you).
- The soldier - marches → captain bounties → Lord operations → campaigns → troop command. Currency: pooled spoils + Commendations + prestige.
All four roads pay coins, all four feed the War, and all four meet at the top of the ladder.
This page was last edited on 2026-09-12.
