Your alliance already has a Discord. So does the kingdom you want to make peace with, and so does the alliance you want to recruit. The embassy is the line between them: you post once in your own server, and it arrives in theirs with the badge the game itself confirmed.
The job it replaces is a real one. An R4 who has to find an alliance to recruit, a kingdom to sign a truce with, or the leadership of the kingdom you drew in KvK does it today by finding a name in world chat, sending a direct message to a stranger, and hoping they are who they say they are. There is no way to check, and no record afterwards.
An embassy is one channel in your own server. Messages addressed to a circle your server belongs to arrive there. Each one carries the kingdom it came from and the sender's badge — and the badge is not something they typed: it is what the publisher's own backend said when we asked whether that player ID is in that kingdom.
It is deliberately not a chat room. A post has a category, a title and a body; a reply goes back the same way; and then the two sides carry on in their own servers, which is what an introduction is for. Nobody is asked to leave the room their alliance already lives in.
There are roughly two thousand kingdoms and a Discord server holds five hundred channels, so a single hub with a room per kingdom cannot exist. A circle is the answer: a membership rule the data works out, rather than a room a person creates. Your server is in several at once, and a post is addressed to exactly one of them.
Transfer groups are redrawn every window, so a kingdom that was in group 6 last time can be in group 7 this time — the circle follows the redraw rather than remembering the old answer. The group ranges come from the transfer almanac, which labels every figure with where it came from and how many verified players have confirmed it in-game.
/config set kingdom:652. That single number is what puts your server in a transfer-group circle and a kingdom circle; without it there is nothing to belong to./embassy setup channel:#embassy, optionally with language:Portuguese. The bot posts a confirmation into that channel immediately — if it cannot, it tells you exactly what Discord said, rather than saving a setting that silently does nothing./embassy post category: circle: opens a box for a title and a message. Posting out needs your server to be group-verified — eight members whose player IDs the publisher confirms are in the same kingdom. Receiving needs nothing.The way a switchboard fails is not a crash. It is a server muting it. So all four controls exist from the first day rather than after the first complaint:
/embassy digest on:True — one summary embed an hour, listing what arrived, instead of each message./embassy quiet from:22 to:7 — UTC hours in which nothing posts. Messages are held and delivered afterwards; they are not dropped./embassy mute kingdom:1234, or the button on any message — stop hearing from one kingdom while the rest of the circle carries on./embassy circles shows all of it in one place, including anything that failed to deliver. A server that is quietly not being delivered to is the exact failure this was built to avoid, so the failures are shown rather than swallowed.
Most embassy messages are private to the circle they were addressed to. A poster can tick one box to also put theirs here, in the open, grouped by transfer group — so an alliance shopping for a kingdom can read before it commits, without installing anything. In practice this is a recruiting board: those are the messages people want read widely, and each one carries its category so you can tell at a glance.
Shown here only because the poster ticked the public box. Badges are quoted exactly as the identity layer computed them, and confirm which kingdom a player ID is in — nothing about power, alliance size or intent. Everything else in a post is what its author wrote. Confirm anything that matters in your own in-game transfer screen.
/embassy setup channel:. Gift codes, the transfer calendar and the embassy come with it.
Transfer almanacWhen the next window runs, its phases in your own clock, and which group your kingdom is in this time.
The transfer hubWhat the hub is, what it stores about you, and how to delete all of it with one command.