Creating a Group
Establishing a group in Landfall SMP helps define your role in the world—whether you're founding a mighty empire, running a merchant company, leading a small village, or forming a covert rebel cell. This guide outlines how to create and formally declare each recognized group type, based on the Types of Groups system.
📖 Overview of Group Types
| Group Type | Requires Registration? | Can Hold Territory? | Can Declare War? | Requires Legal Docs? |
|---|---|---|---|---|
| Town | ⚠️ (Depending on size and activity) | ⚠️ (Local) | ❌ | ⚠️ (Strongly Encouraged) |
| Nation | ✅ | ✅ Yes | ✅ Yes | ✅ Required |
| Empire | ✅ | ✅ Yes | ✅ Yes | ✅ Required |
| Corporation | ❌ | ⚠️ (As allocated by nations it operates within) | ❌ | ❌ (Charter encouraged) |
| Guerilla | ⚠️ (Depending on size, activity, and narrative) | ❌ (Except via Rebellion) | ❌ | ✅ (Narrative Justification) |
🏛️ Nations & Empires
Nations and Empires are sovereign states with formal war, conquest, and diplomacy powers. To declare one:
1. Choose a Nation Identity
- Name and Color: Unique and symbolic
- 2-Letter Code: Used as the official shorthand (e.g.,
EG) - Officers: The characters designated to lead the nation
2. Write Legal Documentation
- Include: governance type, laws, leadership structure, succession method
- Host on Google Drive, Notion, or similar
3. Establish within Statecraft
Create your nation within Statecraft and invite your citizens.
4. Maintain Your Nation
- Edit when leadership changes
- Keep documents up to date
🛍️ Corporations
Corporations are non-sovereign economic entities. They do not require registration, but must have permission from a host nation to hold land.
Corporations must be formally established within their host nation to participate in any form of espionage, sabotage, or contract-based warfare. Unregistered corporations that interfere in conflict will be considered rogue entities and may be penalized or disbanded by the Divine Entity.
🏠 Towns
Towns are independent or semi-autonomous communities. Registration is not required but encouraged based on the town's size and activity for visibility, protection, and roleplay.
While registration is not required, unregistered towns are not protected under divine oversight and may be absorbed, claimed, or targeted in narrative warfare without official recourse. Only registered towns receive divine recognition. Additionally, towns that align with a Nation or Empire gain protection under that group's military defense, and access to shared infrastructure, trade, and diplomacy.
🕵️ Guerilla Factions
Guerilla groups are non-sovereign asymmetric factions that engage in sabotage, rebellion, and/or fear-based influence. These groups are often declared publicly, but their existence must still be discovered in-character to be acted upon—players may not metagame knowledge of a group's presence or base.
Public declaration does not equate to in-character discovery—enemy factions must still uncover your presence through RP. Once declared, your group may operate under guerilla rules. If you claim territory or start a rebellion, you must declare a siege and, if successful, transition into a Nation.
✨ Final Notes
- All groups must obey the Rules of War, Sabotage Mechanic, and Frontline Mechanic where applicable.
- Proxy groups created to evade rules (e.g., fake towns masking nations) may be reclassified by Divine Entity.
- Groups may evolve over time: Town → Nation, Corporation → Nation, Guerilla → Nation via rebellion.
Declare wisely, and shape the world with purpose.