THE KINGDOM ARCHIVE

Before your banner.

Four original stories set in Build A Kingdom. The battles that left their mark on its people.

WORLD EVENTS

Enter the chronicles.

Blackwake, Winterglass, Glass Meridian and Rootbound bring these stories into faction battles. Fight for your coalition against opposing forces that return throughout the event.

Between event starts
3 hours
Battle duration
Up to 1 hour
Quiet time between battles
At least 2 hours

The four battles share a nine event rotation with the existing world events. A full rotation takes 27 hours. Times follow UTC, so each battle moves through different local times. Check the event menu and in game announcement for the next opening.

Rewards from your victories

Each hostile NPC defeat credited to you makes three independent reward rolls. Rewards belong to the defeated NPC’s nation. Allied defeats do not grant rewards.

Reward chance per credited hostile NPC defeat in a chronicle battle
RewardChance
Recruit spawn egg4%
Leader spawn egg0.001%
Faction equipment25%

Join through an eligible faction with travel unlocked. Pelia requires trader access; the other participating nations require full membership. New event loot remains at risk until you leave safely. Bring recruit eggs home and use them to add followers to your kingdom.

A Dragon Knight confronting an Elven Pirate on the stone quay at Blackwake
Year 143 · Blackwake Quay

The burning of Blackwake

Dragon Knights · Elven Pirates · Iron Claw

Before the battle

For three winters, the Iron Claw had paid the Dragon Knights to protect its grain ships. When two ships vanished beyond the southern shoals, the Company sealed the harbour and impounded every vessel without its mark. Among them was the Mercy of Tides, an elven cutter carrying medicine and families displaced by the coastal raids.

Captain Maerra believed the missing ships had been sold by a Company factor. Her evidence was a duplicate cargo manifest hidden in the customs house. She brought thirty sailors through the tidal channel at night, intending to seize the ledger and free her ship before the harbour chain could rise.

The battle

The first boarding party crossed from the cutter to the quay while a second crew drew the tower guards toward the eastern stairs. DragonSire refused the obvious pursuit. He moved his reserve behind the warehouses and ordered the chain raised, trapping the cutter against the stone.

At the customs steps, shields held long enough for the clerks to escape. Then a struck lantern fell into a damaged powder crate. The blast tore open the warehouse, scattered the front ranks and set the mooring ropes alight. Maerra abandoned the ledger to cut the Mercy free. DragonSire redirected his riders over the roofs, keeping the fire from reaching the grain stores rather than burning the retreating ship.

What remained

The cutter escaped with its passengers. The manifest burned, leaving neither faction able to prove who had taken the grain ships. The Iron Claw reopened the harbour under joint inspection, but its lost cargo remained unpaid.

Blackwake became a warning repeated in both camps: a commander can win the quay and still lose the reason for fighting. The surviving sailors remember the guard who lowered his shield to carry a child out of the fire. The Dragon Knights remember the pirate who went back for him.

Blackwake world event

A fight for the quay, its warehouses and the passage between ship and shore.

  • Dragon Knights
  • Iron Claw
VS
  • Elven Pirates

Meet these factions

Explore the Dragon Knights and Corsair headquarters, then meet the Iron Claw through its caravan quest line.

Explore quests
A medicine convoy and mounted escort crossing Winterglass Causeway
Year 147 · Winterglass Causeway

The last span of Winterglass

Sun Empire · Frost Clan · Iron Claw · Cult of Nuri

Before the battle

A failed harvest had left the northern watchposts short of food and fever remedies. Aureon Suncrest sent a convoy across the mountains with Iron Claw drivers and a small mounted escort. Skjold Icevein promised passage through Winterglass, the only crossing still open after the first snow.

Before the convoy arrived, raiders carrying copied Sun Empire standards attacked a Frost watchfire. Skjold rode to the causeway expecting betrayal. The convoy saw his warriors blocking the western approach and prepared to charge. Hidden beneath the bridge, followers of Nuri waited for the two escorts to destroy each other.

The battle

The first arrows struck the lead wagon. Its driver pointed beneath the span before he fell, revealing the ambush. Skjold turned his shield toward the gorge. Aureon ordered the riders off the narrow deck so the loaded wagons could pass.

The raiders pressed onto the western span while the last medicine cart crossed the middle support. Skjold cut the damaged retaining rope. Planks folded into the ravine one after another. He ran along the failing deck and jumped the final gap as a Sun rider wheeled back to cover his landing. The bridge fell between the convoy and its pursuers.

What remained

The medicine reached the watchposts, but Winterglass was closed for an entire season. Sun engineers and Frost masons rebuilt it together, using stone piers in place of the old timber supports. The cost was divided equally, though each treasury insisted the other had offered first.

A torn false banner was recovered downstream. It did not end the suspicion between the nations, but it gave both leaders a reason to keep talking. The rebuilt bridge bears two standards and a plain iron plaque with the names of the drivers.

Winterglass world event

Hold the causeway against the ambush and keep the crossing clear for your coalition.

  • Sun Empire
  • Frost Clan
  • Iron Claw
VS
  • Cult of Nuri

Meet these factions

Meet the Sun Empire and Frost Clan, follow their escort stories and discover the Iron Claw traders.

Explore quests
The damaged Meridian reactor glowing above the observatory floor
Year 151 · The Glass Meridian observatory

The night the Meridian broke

Mage Order · Arcane Engineers · Cult of Nuri

Before the battle

The Mage Order mapped a repeating disturbance in the night sky. Orin Brasswright offered a machine capable of holding the alignment long enough to study it. His engineers built three rotating conduits around the observatory’s ancient lens, while Aurelion Starweaver placed wards through the surrounding stone.

Nyxar Riftseer arrived with a star chart whose missing section matched the disturbance exactly. He was admitted as an adviser. By the time the engineers discovered that his chart reversed the lens, the outer conduits were already feeding power into a widening breach.

The battle

The first rupture severed the eastern stair. Orin crossed the lower gallery under falling masonry and pulled the manual isolation lever. One conduit stopped; the other two continued to turn. Aurelion held a ward between the machine and the scholars escaping below.

Nyxar struck at the ward to keep the alignment open. Aurelion stepped outside its shelter, drew the next discharge away from the evacuation route and sent it into the reactor housing. The resulting blast broke the lens. The engineers locked the remaining rings around the breach, containing it inside a lattice of cooling glass. Nyxar disappeared through the fractured light before the last ring closed.

What remained

The observatory survived without its upper dome. No one could restart the lens, and the glass lattice continued to hum after every other instrument had stopped. The Mage Order sealed the site. The engineers kept a workshop below it, convinced the failure could still be understood.

Aurelion’s report names every evacuated scholar. Orin’s names every failed component. The two documents disagree about the cause, but end with the same instruction: never align the third ring without an observer at the isolation lever.

Glass Meridian world event

Fight through the observatory around the reactor and its containment pillars.

  • Mage Order
  • Arcane Engineers
VS
  • Cult of Nuri

Meet these factions

Discover the Mage Order, Arcane Engineers and Cult of Nuri through their headquarters and quest lines.

Explore quests
A bone hound emerging from its cage with the rival factions gathered in the grove
Year 154 · The drowned groves of Pelia

The lanterns beneath the roots

Order of Pelia · Nela · Necromancers · Chitin Realm

Before the battle

Veyrath Noctis sent a small expedition to recover names from a flooded burial chamber. Its workers broke through an older tunnel belonging to the Chitin Realm. The disturbance drove creatures into nearby farms, where Nela’s handlers began trapping them for study.

When villagers vanished along the cage route, Pelia demanded their return. Nela denied holding them. Vespara Ambercrown insisted that outsiders had taken her brood. Each accusation contained part of the truth: a damaged binding crystal beneath the tomb was drawing every living thing toward the same chamber.

The battle

Pelia’s scouts found a captive tied behind the outer tomb. Nela opened a cage to draw the pursuing creatures away from the rescue path. A bone hound burst into the grove, scattering the search party but clearing the approach to the stairs.

A Pelian archer broke the exposed binding crystal. Its stored force recoiled through Veyrath’s wards, and a discharge crossed the clearing toward the rescuers. Vespara’s vanguard intercepted it long enough for the villagers to run. Nela’s handler held the cage gate open until the final creature passed, then cut its counterweight. The gate fell between the escaping party and the tomb.

What remained

All three villagers returned. The brood tunnel was closed with resin and stone, and the Order marked a narrow route through the grove where cages, excavation and armed pursuit were forbidden. Nela agreed to return the captured young. Veyrath kept copies of the burial names, but surrendered the broken crystal.

No alliance followed. The four factions still tell the rescue differently. At the edge of the grove, however, the villagers hang four lanterns every autumn, one for each party that helped someone else leave alive.

Rootbound world event

The grove becomes a battlefield between the rescuers and the forces around the tomb.

  • Order of Pelia
  • Chitin Realm
VS
  • Nela
  • Necromancers

Meet these factions

Visit Pelia, Nela, the Necromancers and the Chitin Realm. Their quests introduce the people and creatures behind these stories.

Explore quests

Original fictional histories created for Build A Kingdom. The world events adapt these stories into repeatable faction battles; they are not records of past player matches. The images are scenes from the Kingdom film.