Structural Tile & Placeable Allowances
The ser #2 Section Image Gallery The server enforces limits based entirely on active clan size + the amount of donators in the clan. To track your exact allowances you can reference our up to date tables directly at the Ash & Blood Allowances Portal Baseline Allocation: A solo player receives a baseline of 500 structural tiles and 200 placeable items. Clan Scaling: Each additional clan member increases the pool by +250 structural tiles and +100 placeable items. Clan Size Total Tiles Allowed Total Placeables Allowed 1 Player Clan 500 200 2 Player Clan 750 300 3 Player Clan 1,000 400 4 Player Clan 1,250 500 5 Player Clan 1,500 600 6 Player Clan 1,750 700 7 Player Clan 2,000 800 8 Player Clan 2,250 900 9 Player Clan 2,500 1,000 10 Player Clan 2,750 1,100 11 Player Clan 3,000 1,200 12 Player Clan (Max) 3,350 1,350 ❌ Enforcement: Exceeding these hardcoded database limits without administrative approval will result in partial structural removal by staff without notice.Chars: 784Words: 161 Powered by Jodit
The server enforces limits based entirely on active clan size + the amount of donators in the clan. To track your exact allowances you can reference our up to date tables directly at the Ash & Blood Allowances Portal
- Baseline Allocation: A solo player receives a baseline of 500 structural tiles and 200 placeable items.
- Clan Scaling: Each additional clan member increases the pool by +250 structural tiles and +100 placeable items.
| Clan Size | Total Tiles Allowed | Total Placeables Allowed |
|---|---|---|
| 1 Player Clan | 500 | 200 |
| 2 Player Clan | 750 | 300 |
| 3 Player Clan | 1,000 | 400 |
| 4 Player Clan | 1,250 | 500 |
| 5 Player Clan | 1,500 | 600 |
| 6 Player Clan | 1,750 | 700 |
| 7 Player Clan | 2,000 | 800 |
| 8 Player Clan | 2,250 | 900 |
| 9 Player Clan | 2,500 | 1,000 |
| 10 Player Clan | 2,750 | 1,100 |
| 11 Player Clan | 3,000 | 1,200 |
| 12 Player Clan (Max) | 3,350 | 1,350 |
❌ Enforcement: Exceeding these hardcoded database limits without administrative approval will result in partial structural removal by staff without notice.
3,975 / 65,535 ver enforces limits based entirely on active clan size + the amount of donators in the clan. To track your exact allowances you can reference our up to date tables directly at the Ash & Blood Allowances Portal
Building Rules & Structural Standards
All structures and clan construction projects must serve a clear in-character roleplay purpose and visually reflect the technological limitations of the Hyborian Age.
📐 Aesthetics over Exploitation
Players must build with explicit RP intent and aesthetic mindfulness.
- Prohibited Designs: Massive, cubic meta-PvP structures, deliberately exploitative choke point designs, extensive honey-combing abuse, and immersion-breaking sky-bridges are completely banned.
- Visual Beams: Placed items, furniture, or crafting stations that generate global map markers or projecting colored light beams are strictly prohibited. Players must utilize Less Building Placement Restrictions (LBPR) alternatives instead.
🧱 Structural Realism & Physics
The server strictly enforces structural realism across all biomes.
- Builds must respect terrain logic, natural gravity, and low-technology construction techniques.
- Prohibited Structures: Floating foundations, suspended palaces with zero visible supports, foundation line spamming to claim territory, or vertical stacking purely for mechanical height advantages. Non-compliant builds will be removed without warning.
🏰 Settlement Claims & Temporary Outposts
- Primary Holdings: Each independent solo player or established clan is restricted to one primary settlement location across the map.
- Temporary Builds: Small-scale, utilitarian structures—such as thrall taming outposts, temporary event decorations, or forward staging camps—are permitted to stand for a maximum of 3 consecutive days.
- Extensions: Keeping a temporary structure active beyond the 3-day limit requires prior administrative authorization secured through an official staff ticket.
Territory Limits & Restricted Zones
🗺️ Points of Interest (POIs)
If you establish a camp or structure within reasonable proximity of a major Point of Interest, you must open a general ticket to notify the administration. Major POIs are automatically registered upon discovery (e.g., The Circle of Swords, Kaldheim).
🚫 Restricted Building Zones
To preserve server progression, performance, and narrative freedom, you are strictly prohibited from building within the following parameters:
- Natural Blockades: You may not block regional biome entrances, rare resource nodes, or unique named thrall spawn camps, or bosses.
- Proximity Buffer: You cannot build within half a map tile of major POIs, named thrall encampments, dungeons, caves, or administrative NPC hubs.
- Neighboring Buffer: You cannot build within half a map tile of another player's established base unless a mutual boundary agreement is signed and logged via a staff ticket.
- Sanctuaries: Building inside or directly adjacent to Safe Zones is entirely forbidden.
- Lore Hazards: Construction within high-hazard lore areas—such as the Unnamed City or the Volcano—is banned unless explicit permission is granted via an approved staff ticket.
⚠️ Administrative Oversight: Staff reserve the absolute right to remove, modify, or trim any structure that threatens server performance, violates world immersion, or unbalances regional mechanics without notice.
Clans, Alliances & Political Limitations
- Maximum Clan Cap: Clans are hard-capped at a maximum of 12 players. Solo players are obligated to form single-member administrative clans for streamlined tracking.
- Abandonment: Inactive, decaying, or abandoned clan structures will be completely purged from the database after a staff-defined grace period.
🚫 Prohibited Clan Exploits
- No Sister-Clanning: Multiple separate clans are strictly prohibited from functioning as a single macro-faction. Staff will dismantle networks that share a unified command structure, split resource stockpiles across bases, or coordinate macro-PvP combat operations as a single massive entity.
- No Alpha-Clanning: Behavior intended to systematically suppress server diversity or monopolize the map is illegal. This includes locking down high-tier resource zones, gatekeeping roleplay opportunities from newer players, or enforcing map-wide dominance that stifles fresh narrative growth.
🤝 Acceptable Alliance Protocols
Organic, in-character alliances are permitted and encouraged, provided they respect the following boundaries:
- Each allied clan must maintain completely independent leadership, distinct narrative goals, and separate political structures.
- Cooperation for trading, public events, or temporary warfare campaigns is allowed, provided it does not permanently degrade into sister-clanning behavior.
- When inviting real-world friends to join the server, their characters must establish all alliances naturally through active in-game roleplay rather than assuming pre-existing OOC relationships or instant political treaties.
Thralls, Pets & Follower Regulations
🏷️ Naming Protocols & Utility
Standard Format: All placed followers must explicitly display ownership using the following nomenclature: Thrall-Name (Clan-Name).
Example: Thunderbolt (Sanctuary Fortress)
Wheel Management: Thrall breaking wheels must be treated as temporary installations. They must be dismantled or picked up immediately after a taming cycle concludes to prevent global server lag.
🧮 Follower Limitations
The number of active followers (including combat thralls, mounts, and pets) allowed out in the world scales with your clan headcount:
- Solo Players: Restricted to a maximum of 3 total followers.
- Clan Escalation: Each additional member adds +2 followers to the global clan pool.
⚔️ Thrall Roleplay Conduct & PvP
- No Puppeteering: Thralls and pets cannot be used as chat puppets or PvP assistants. They cannot send or receive textual information, speak independently, or act as message proxies for your character.
- No Infiltration Exploits: You are strictly forbidden from disguising a playable character as an NPC thrall to ambush rivals, or conducting multi-character roleplay through stationary followers.
- Observational Deterrents: Guard thralls stationed inside private base parameters act as legitimate observational deterrents. If an infiltrator or thief enters their visual line of sight, the infiltrating player must explicitly acknowledge their detection within their subsequent point-of-interest or theft report.
- PvP Restrictions: Placed followers are strictly prohibited from participating in active PvP combat. Followers must be set to PASSIVE or GUARD inside your base parameters when not in use. Standard horseback PvP remains fully permitted.
🐎 Public Hub Conduct & Stable Mechanics
- Hub Ban: Horses, mounts, and pets are completely barred from entering the interior spaces of Al-Zarah or Sanctuary.
- The Return Command: Mounts must have an active home location assigned. Hold E over your mount to open the radial menu, select SET HOME, and use the SEND HOME command before logging off.
- Scouting Mode: When visiting public trading posts or hubs, set your mounts to SCOUTING mode rather than GUARDING. This ensures that if you accidentally disconnect or log off, your mount will automatically path back to your base stable. Avoid setting followers to guard directly inside public caravan networks.
Supernatural Pets, Mounts & Cursed Companions
Possessing corrupted, undead, or sorcerous companions is permitted, but these entities are never consequence-free. Their presence carries immense narrative risk and must be roleplayed realistically.
⚠️ General Principles
- No Special Immunity: Owning a supernatural entity grants zero mechanical protection, social authority, or combat advantages.
- Narrative Volatility: Displaying an unnatural companion in public is an intentional roleplay choice that will likely provoke heavy suspicion, religious hostility, or direct defensive violence from conventional characters, witch-hunters, or local guards.
🔥 Public Hub & Caravan Restrictions
- Unattended Ban: Supernatural companions must never be left unattended within rendering distance of public hubs, trade markets, or caravan stations. Unattended corrupt entities found in these sectors will be deleted via administrative intervention.
- Reaction Rights: Passersby and local factions are fully authorized to express immediate fear, defensive aggression, or physical hostility when encountering an unnatural beast.
🧮 Companion Constraints & Corruption Effects
- Hard Cap: Each individual character is restricted to a maximum of one supernatural companion at any given time. Dismissing or placing a creature into a storage vault does not bypass this restriction to summon a second entity.
- Mandatory Corruption Roleplay: Prolonged exposure to sorcerous, unholy, or unnatural companions causes severe mental and spiritual decay. Players must actively integrate these psychological burdens into their long-term character arcs.
Examples of Approved Corruption Progression:
- Varek grips his staff with trembling hands, his eyes darting frantically around the empty tavern as the whispers from his shadow-bound wolf grow louder.
- Sariel stares blankly into the hearth fire, her empathy entirely eroded by months of practicing dark necromancy alongside her unholy familiar.