Introduction
BOOK IV
Building, Settlements & Clan Management
Every Settlement Tells A Story
Every fortress, village, temple and humble homestead contributes to the living world of Ash & Blood. The structures you create become permanent landmarks that influence trade, politics, exploration and the stories experienced by every player who encounters them. Building is not simply a game mechanic, it is one of the primary ways players shape the history of the server.
This book establishes the complete rules governing construction, settlement ownership, protected locations, clan organization and follower management. These regulations exist to preserve server performance, maintain visual authenticity, encourage believable worldbuilding and ensure that every settlement serves a meaningful role within the Hyborian Age rather than existing solely for mechanical advantage.
Before placing your first foundation, remember one simple principle:
Construction
Learn the standards governing building limits, structural realism, architectural quality and immersive construction.
Settlements
Understand settlement claims, temporary outposts, protected locations and responsible expansion across the world.
Communities
Discover how clans, alliances and followers are regulated to encourage fair gameplay and long-term roleplay.
- Every structure should serve a believable in-character purpose.
- Build for immersion before mechanical advantage.
- Respect neighboring settlements and the shared world.
- Staff may intervene whenever construction harms gameplay, performance or immersion.
✖ Poor Worldbuilding
- Building solely for mechanical advantage.
- Floating structures and unrealistic architecture.
- Blocking important areas or restricting exploration.
- Creating oversized settlements with no roleplay purpose.
✔ Good Worldbuilding
- Create believable settlements with clear purpose.
- Respect terrain, neighboring players and the surrounding environment.
- Use architecture that complements the Hyborian setting.
- Build locations that encourage roleplay rather than discourage it.
📚 What You'll Learn
Unlike the previous books, which focused on roleplay, conflict and warfare, this volume explores the systems that shape the physical world itself. It explains how settlements are constructed, how clans are expected to organize themselves, and how followers should be managed to preserve both immersion and server performance.
CHAPTER I — Building Limits & Construction Standards
CHAPTER I
Building Limits & Construction Standards
Every Settlement Begins With Responsible Construction
Construction is one of the defining features of Ash & Blood, allowing players to transform wilderness into thriving villages, fortified castles and bustling settlements. Because every structure permanently occupies space within the shared world, building is carefully regulated to preserve server performance, maintain visual authenticity and ensure every community has an equal opportunity to establish its place within the Hyborian Age.
Building limitations should never be viewed as restrictions upon creativity. Instead, they exist to encourage meaningful worldbuilding while preventing excessive territorial expansion, unnecessary server strain and construction practices that negatively impact other players. Every permanent structure owned by a player or clan contributes toward its total construction allowance regardless of where it is located.
📐 Construction Allocation
Every clan receives a structural allowance based upon its legitimate active membership. A solo player begins with a baseline allocation, while each additional clan member increases the total amount of permitted construction and placeable objects available to the entire clan.
| Clan Size | Structural Tiles | Placeables |
|---|---|---|
| 1 Player | 500 | 200 |
| 2 Players | 750 | 300 |
| 3 Players | 1,000 | 400 |
| 4 Players | 1,250 | 500 |
| 5 Players | 1,500 | 600 |
| 6 Players | 1,750 | 700 |
| 7 Players | 2,000 | 800 |
| 8 Players | 2,250 | 900 |
| 9 Players | 2,500 | 1,000 |
| 10 Players | 2,750 | 1,100 |
| 11 Players | 3,000 | 1,200 |
| 12 Players (Maximum) | 3,350 | 1,350 |
✔ General Building Standards
- Construction limits apply to the combined total of every permanent structure owned by a player or clan.
- Foundations, walls, ceilings, defensive structures and all permanent buildings count toward structural limits.
- Decorative and functional objects count toward the total placeable allowance.
- Multiple settlements do not create additional construction capacity.
- Players are responsible for monitoring their construction as their settlements expand.
📈 Clan Growth
Larger communities naturally require additional infrastructure. As legitimate clan membership increases, construction allowances increase according to the allocation table above, allowing settlements to expand alongside their population.
Clan membership should accurately represent active participation. Recruiting inactive members solely to increase construction capacity may be reviewed by the Administration Team.
🚫 Circumventing Construction Limits
Building allowances exist to maintain a fair and stable environment for every player. Deliberately attempting to bypass these limits constitutes a violation of server policy.
- Creating additional clans solely to obtain more building capacity.
- Using alternate characters to own permanent structures.
- Splitting a single settlement across multiple clans.
- Recruiting inactive members exclusively to increase tile allowances.
- Transferring ownership to avoid administrative enforcement.
Administrative reviews are based upon how a settlement functions in practice rather than technical ownership alone. Structures that clearly operate as a single settlement while intentionally bypassing established limits may be treated as one construction project for enforcement purposes.
⚖ Enforcement
Exceeding your authorized construction allowance without prior administrative approval may result in staff removing excess structures without prior notice. Players planning exceptional projects should consult the Administration Team before exceeding their assigned allocation.
CHAPTER II — Aesthetics Over Exploitation
CHAPTER II
Aesthetics Over Exploitation
Build With Purpose, Not With Exploits
Every permanent structure should contribute to the world as a believable location with a clear in-character purpose. Whether constructing a humble village, a fortified keep, a merchant outpost or a hidden shrine, players are expected to build with roleplay and immersion as their primary objective rather than seeking mechanical advantages through architecture.
The Hyborian Age is a grounded, low-technology setting. Settlements should reflect the culture, resources and geography surrounding them. Construction that exists solely to maximize defensive efficiency, exploit game mechanics or create unrealistic advantages undermines both immersion and the shared experience of every player.
✔ Expected Building Philosophy
- Every structure should serve a clear roleplay purpose.
- Design settlements that naturally fit the surrounding environment.
- Prioritize architectural quality over mechanical efficiency.
- Create locations that encourage exploration and player interaction.
- Respect the technological limitations of the Hyborian Age.
✖ Prohibited Designs
- Massive cubic meta-PvP structures.
- Deliberately exploitative choke-point designs.
- Excessive honeycombing used solely for defensive advantage.
- Immersion-breaking sky bridges.
🏛 Roleplay Before Optimization
Efficient construction is perfectly acceptable when it remains believable within the setting. However, architecture should never become a substitute for roleplay. Buildings designed primarily around exploiting game mechanics rather than representing realistic settlements may be considered non-compliant even if they technically remain within construction limits.
Administrative decisions will always prioritize immersion, fairness and the long-term health of the shared world over purely mechanical considerations.
💡 Visual Beam Restrictions
Placed objects, furniture and crafting stations that generate visible global map markers or projecting colored light beams are prohibited. Players should instead utilize the alternatives provided through Less Building Placement Restrictions (LBPR) to maintain immersion while avoiding unnecessary visual clutter.
✓ Administrative Expectation
Staff may require players to redesign or remove constructions that rely upon exploitative architectural practices or significantly detract from the visual quality and immersion of the server, even when those structures remain within otherwise permitted building limits.
CHAPTER III — Structural Realism & Physics
CHAPTER III
Structural Realism & Physics
Build As Though The World Truly Exists
The world of Ash & Blood is built upon believable architecture inspired by the Hyborian Age. Every permanent structure should appear capable of existing through practical engineering rather than game mechanics. Mountains, cliffs, forests and rivers should influence how settlements are constructed, encouraging players to work alongside the landscape instead of exploiting it.
Realistic construction improves immersion while preventing building techniques that provide unfair mechanical advantages. Players are therefore expected to consider weight distribution, visible support, terrain and accessibility whenever designing permanent settlements.
✔ Structural Expectations
- Build naturally around the surrounding terrain.
- Use visible supports where large overhangs or elevated sections exist.
- Respect natural gravity and realistic construction techniques.
- Create settlements that appear practical for the people who inhabit them.
- Maintain architectural consistency with the Hyborian setting.
✖ Prohibited Structures
- Floating foundations or unsupported buildings.
- Suspended palaces with no visible structural support.
- Foundation line spam used to reserve territory.
- Vertical stacking performed solely to gain mechanical height advantages.
- Construction that intentionally ignores realistic physics.
🏗 Building With The Landscape
Terrain should enhance a settlement rather than become something to bypass. Hillsides, cliffs, valleys and rivers naturally influence where buildings can reasonably exist. While creative engineering is encouraged, structures should always appear stable and believable within their surroundings.
Players are encouraged to incorporate existing terrain into their designs rather than forcing the environment to accommodate unrealistic construction methods.
⚒ Administrative Review
Structures that disregard structural realism may be modified or removed without prior warning. Compliance is determined by the practical appearance of the construction rather than whether the game engine technically allows it to exist.
Remember
- Respect gravity and natural terrain.
- Build with visible structural support.
- Avoid foundation spam and unrealistic stacking.
- Prioritize believable architecture over mechanical advantages.
- If a structure appears impossible, expect administrative intervention.
CHAPTER IV — Settlement Claims & Temporary Outposts
CHAPTER IV
Settlement Claims & Temporary Outposts
Claim Only What Your Story Can Sustain
Every permanent settlement represents an investment in the shared world. Castles, villages, camps and strongholds become recognizable landmarks that influence travel, politics, trade and roleplay for every player who encounters them. Because of their lasting impact, settlement ownership is intentionally limited to encourage meaningful development rather than unchecked expansion.
Rather than scattering permanent structures across the Exiled Lands, players are encouraged to concentrate their efforts into believable communities that evolve naturally through roleplay. Temporary facilities remain available when practical needs arise, but they must never become substitutes for permanent settlements.
🏰 Primary Settlement
Each independent player or established clan is limited to one permanent primary settlement across the map. This settlement serves as the organization's principal home, administrative center and long-term roleplay location.
⛺ Temporary Outposts
Small utility structures such as thrall taming camps, forward operating camps or temporary event decorations are permitted, provided they remain temporary and serve a practical roleplay purpose.
📜 Temporary Construction Rules
- Temporary structures may remain in the world for a maximum of three consecutive days.
- These structures should remain modest in scale and exist only to fulfill short-term practical needs.
- Examples include temporary thrall taming outposts, forward staging camps and event decorations.
- Temporary construction must never evolve into an undeclared permanent settlement.
📋 Extension Requests
If a temporary structure must remain beyond the three-day limit, players are required to obtain prior administrative approval through an official staff ticket before the expiration period. Approval is never automatic and is evaluated according to the project's roleplay purpose and ongoing necessity.
✔ Acceptable Examples
- A temporary thrall capture camp.
- An event venue awaiting a scheduled community event.
- A short-lived military staging camp.
- A temporary hunting or expedition shelter.
✖ Violations
- Maintaining multiple permanent settlements.
- Allowing temporary camps to become permanent bases.
- Leaving abandoned utility structures indefinitely.
- Extending temporary construction without staff approval.
Remember
Permanent settlements should be meaningful centers of roleplay, while temporary structures should remain exactly that—temporary. Concentrating development into believable communities creates a richer world, reduces unnecessary server load and ensures every location has lasting narrative value.
CHAPTER V — Points of Interest (POIs)
CHAPTER V
Points of Interest (POIs)
Preserving The World's Landmarks
The world of Ash & Blood contains numerous landmarks that naturally attract exploration, trade, conflict and roleplay. These Points of Interest form part of the server's shared narrative and often become gathering places for entire regions. Building too close to these locations can unintentionally disrupt their accessibility or interfere with future storylines.
For this reason, settlements established near recognized Points of Interest require administrative awareness. This allows staff to preserve important locations while ensuring nearby construction remains compatible with future events and world development.
🗺 Building Near Points of Interest
If you establish a camp, settlement or permanent structure within reasonable proximity of a major Point of Interest (POI), you must open a General Ticket informing the Administration Team of the construction.
This notification allows staff to review nearby development, avoid conflicts with future server events and maintain the long-term integrity of important locations throughout the world.
📍 Registered POIs
Major Points of Interest become officially recognized as they are introduced or discovered throughout the server. Examples include locations such as The Circle of Swords and Kaldheim, alongside any future landmarks designated by the Administration Team.
📨 General Tickets
Opening a General Ticket does not automatically prohibit construction. Instead, it allows staff to review the location, identify any potential conflicts and provide guidance before permanent development creates future issues.
✔ Best Practices
- Notify staff before major construction near important landmarks.
- Leave sufficient space for travel, exploration and future events.
- Respect the roleplay significance of established locations.
- Consult Administration whenever uncertain about a site's proximity.
✖ Avoid
- Constructing beside major landmarks without notifying staff.
- Assuming an unclaimed landmark is free for unrestricted development.
- Building in ways that interfere with access or future roleplay.
- Expanding toward important locations without administrative review.
Remember
Points of Interest are shared assets that enrich the entire community. Informing the Administration Team before building nearby helps preserve future storylines, public accessibility and the immersive character of the world.
CHAPTER VI — Restricted Building Zones
CHAPTER VI
Restricted Building Zones
Protecting Progression, Performance & World Freedom
Not every location within the Exiled Lands is available for settlement. Certain regions exist to preserve world progression, guarantee access to important gameplay features and ensure every player has equal opportunities to explore, gather resources and participate in roleplay.
Building inside these protected areas interferes with the shared world and may prevent other players from accessing essential locations. For this reason, the Administration Team maintains several categories of restricted construction zones that every builder is expected to respect.
🌄 Natural Blockades
Construction may not obstruct regional biome entrances, rare resource locations, unique named thrall camps or world bosses. These locations must remain freely accessible to every player.
📍 Proximity Buffer
Permanent construction is prohibited within half a map tile of major Points of Interest, named thrall encampments, dungeons, caves and administrative NPC hubs.
🤝 Neighboring Buffer
You may not establish a settlement within half a map tile of another player's existing base unless both parties have reached a mutual boundary agreement that has been formally logged through a staff ticket.
🛡 Safe Zones
Building inside or immediately adjacent to designated Safe Zones is strictly prohibited under all normal circumstances.
🌋 High-Hazard Lore Areas
Construction inside dangerous lore regions, including the Unnamed City and the Volcano, is prohibited unless explicit permission has been granted through an approved staff ticket.
Restricted Areas At A Glance
- Do not block biome entrances.
- Do not block rare resources, bosses or named thrall camps.
- Remain at least half a map tile away from major POIs, caves, dungeons and administrative hubs.
- Maintain the required distance from neighboring settlements unless a mutual agreement has been approved.
- Never construct inside or directly beside Safe Zones.
- Hazardous lore regions require explicit administrative approval.
⚠ Administrative Oversight
The Administration Team reserves the right to remove, modify or trim any structure that threatens server performance, interferes with world progression, damages immersion or disrupts regional gameplay mechanics. These actions may be taken without prior notice whenever necessary to preserve the health of the server.
CHAPTER VII — Clan Regulations
CHAPTER VII
Clan Regulations
Maintaining Fair, Organized & Competitive Communities
Clans exist to encourage cooperation, long-term storytelling and meaningful political organizations. To preserve server balance while ensuring every group competes under the same limitations, Ash & Blood enforces standardized clan regulations governing membership, settlement ownership and long-term maintenance.
These rules are designed to prevent oversized organizations from dominating the server while ensuring abandoned settlements do not permanently occupy valuable locations.
👥 Maximum Clan Size
Clans are limited to a maximum of twelve active players. This cap applies to every clan regardless of status, ensuring that no organization gains an overwhelming advantage through unrestricted recruitment.
🛡 Solo Players
Players choosing to adventure alone must still create a single-member administrative clan. This allows staff to accurately track construction allowances, ownership and settlement administration.
🏚 Abandoned Settlements
Inactive, decaying or abandoned clan structures do not remain in the world indefinitely. Following a staff-defined grace period, abandoned settlements may be completely removed from the database to preserve performance and free space for future communities.
Players returning after extended inactivity should not assume abandoned constructions will remain available forever.
✔ Expected Conduct
- Remain within the twelve-player clan limit.
- Use a single-member clan when playing solo.
- Maintain active settlements responsibly.
- Remove abandoned projects whenever possible.
✖ Violations
- Exceeding the maximum clan size.
- Avoiding administrative tracking by remaining clanless.
- Leaving inactive settlements to decay indefinitely.
- Attempting to bypass clan regulations through alternate organizations.
Remember
Clan regulations exist to create a healthier world for everyone. Balanced membership limits, organized ownership and the removal of abandoned settlements help ensure that every new story has room to grow.
CHAPTER VIII — Prohibited Clan Exploits
CHAPTER VIII
Prohibited Clan Exploits
Competition Must Never Become Domination
Ash & Blood encourages rival kingdoms, political coalitions and military alliances, but every organization must remain an independent entity with its own leadership, goals and identity. Clans may cooperate through roleplay, diplomacy and shared interests, yet they may never circumvent server limitations by functioning as a single organization under multiple clan tags.
These regulations exist to preserve political diversity, prevent map-wide monopolies and ensure that every faction, regardless of size, has meaningful opportunities to participate in the evolving story.
🚫 No Sister-Clanning
Multiple clans may not operate as a single macro-faction. Organizations that share unified leadership, divide resources across several bases or coordinate large-scale military operations as though they were one clan are considered to be circumventing clan limitations.
🚫 No Alpha-Clanning
Behavior intended to suppress server diversity or monopolize the world is prohibited. This includes systematically denying opportunities to other players, controlling major regions or attempting to establish unquestioned dominance across the server.
What Constitutes A Clan Exploit?
- Splitting one organization into multiple clans to bypass member limits.
- Maintaining a single command structure across several clans.
- Sharing centralized resource stockpiles between "separate" organizations.
- Conducting coordinated macro-scale PvP as though multiple clans were one faction.
- Monopolizing large portions of the map or preventing healthy competition.
✔ Healthy Competition
- Independent clans with separate leadership.
- Distinct political ambitions and storylines.
- Temporary diplomatic cooperation.
- Wars, treaties and rivalries that emerge naturally through roleplay.
⚖ Why These Rules Exist
The objective is not to discourage diplomacy or alliances. Instead, these rules ensure that every clan remains accountable to the same limitations, preserving fair competition and preventing a handful of organizations from overwhelming the political landscape.
Remember
Alliances are encouraged. Shared identities are not. If multiple clans effectively function as a single organization, they will be treated as one for administrative purposes and may be subject to enforcement.
CHAPTER IX — Acceptable Alliance Protocols
CHAPTER IX
Acceptable Alliance Protocols
Independent Kingdoms, Shared Stories
Political alliances are one of the foundations of roleplay in Ash & Blood. Kingdoms rise together, merchants establish trade agreements and neighboring realms unite against common enemies. Such relationships are encouraged, provided every participating clan remains an independent political entity rather than becoming fragments of a larger organization.
An alliance should strengthen the world through diplomacy and storytelling, never serve as a method of bypassing clan limitations or creating an unofficial mega-faction.
🤝 Independent Leadership
Every allied clan must maintain its own leadership, political objectives and narrative identity. Alliances are partnerships between independent organizations, not extensions of a single command structure.
⚔ Temporary Cooperation
Trading agreements, public events and temporary military campaigns are fully permitted, provided this cooperation does not gradually evolve into prohibited sister-clanning.
Alliance Standards
- Maintain completely independent leadership.
- Develop distinct political goals and long-term stories.
- Cooperate naturally through diplomacy, trade or warfare.
- Ensure temporary military cooperation never replaces clan independence.
🌍 Real-World Friends
Players who join the server together may not assume automatic political alliances simply because they know one another outside the game. Every relationship, treaty and alliance must be established naturally through in-character roleplay rather than relying upon existing out-of-character friendships.
✔ Acceptable
- Trade agreements between kingdoms.
- Joint festivals and public events.
- Temporary wartime coalitions.
- Diplomatic treaties formed entirely through roleplay.
✖ Not Permitted
- Shared command structures across multiple clans.
- Permanent alliances functioning as one organization.
- Using alliances to bypass clan limitations.
- Instant political alliances based solely on OOC friendships.
Remember
The strongest alliances are forged through roleplay, diplomacy and shared history. Every clan should contribute its own leadership, ambitions and identity while respecting the boundaries that keep the political landscape fair and diverse.
CHAPTER X — Followers Naming Protocols & Utility
CHAPTER X
Followers Naming Protocols & Utility
Organization, Ownership & Server Performance
Followers, mounts and utility structures should always be easily identifiable by both players and administrators. Consistent naming conventions simplify ownership verification during investigations while proper management of temporary utility structures helps reduce unnecessary server load.
These standards are intentionally straightforward. A properly named follower and a well-maintained settlement make administration faster, reduce confusion and contribute to a cleaner roleplay environment for everyone.
🏷 Standard Naming Format
Every placed follower must clearly identify its owner using the following format:
Example: Thunderbolt (Sanctuary Fortress)
⚙ Utility Structures
Thrall breaking wheels are considered temporary utility installations. Once a taming cycle has finished, they should be dismantled or picked up immediately instead of remaining permanently deployed throughout the world.
Quick Reference
- Name every placed follower using Thrall-Name (Clan-Name).
- Use consistent clan names across all followers.
- Treat breaking wheels as temporary installations.
- Remove or pick up breaking wheels immediately after taming concludes.
✔ Correct Examples
- Thunderbolt (Sanctuary Fortress)
- Brutus (Black Wolves)
- Nefru (Kingdom of Khemi)
- Immediately removing finished breaking wheels.
✖ Avoid
- Unnamed followers.
- Follower names that omit clan ownership.
- Inconsistent ownership naming.
- Leaving breaking wheels permanently placed after use.
Remember
A consistent naming convention allows staff and players to immediately identify ownership, while removing temporary utility structures helps maintain server performance and keeps settlements visually organized.
CHAPTER XI — Follower Limitations
CHAPTER XI
Follower Limitations
Scaling With Your Clan, Not Your Ambition
Followers are valuable companions that help bring settlements and adventures to life. However, every active thrall, mount and pet contributes to server performance. To maintain fairness and ensure stable gameplay for the entire community, Ash & Blood limits the number of active followers based upon clan size.
As your organization grows, your available follower pool expands alongside it. This system rewards legitimate clan growth while preventing excessive numbers of followers from overwhelming the server.
📊 Follower Allocation
| Clan Size | Maximum Active Followers |
|---|---|
| 1 Player | 3 |
| Each Additional Member | +2 Followers |
✔ Included Followers
The global follower pool includes every active:
- Combat Thrall
- Mount
- Pet
📈 Scaling System
Every additional clan member increases the total follower allowance by two. Larger organizations therefore gain additional logistical capacity while remaining subject to predictable server-wide limits.
Example
A solo player may have a maximum of three active followers. If a second member joins the clan, the total allowance increases to five. Every new member thereafter contributes an additional two followers to the clan's overall pool.
Remember
Follower limitations exist to preserve server performance and maintain fair gameplay for every player. Build your retinue responsibly and ensure your clan remains within its allotted follower capacity at all times.
CHAPTER XII — Thrall Roleplay Conduct & PvP
CHAPTER XII
Thrall Roleplay Conduct & PvP
Followers Are Companions, Not Additional Characters
Thralls, mounts and pets exist to support immersion, settlement life and gameplay, but they are never treated as independent roleplay characters. They cannot replace player interaction, serve as additional voices during scenes or become mechanical advantages during PvP.
Their role is intentionally limited to preserve fair encounters and ensure that every meaningful interaction originates from actual player characters rather than AI companions.
🗣 No Puppeteering
Thralls and pets may not 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
Players may not disguise playable characters as NPC thralls to ambush rivals or conduct multi-character roleplay through stationary followers.
👁 Observational Deterrents
Guard thralls positioned within your settlement function solely as passive observational deterrents. If an infiltrator or thief enters their line of sight, the infiltrating player must acknowledge that their character has been observed when submitting any subsequent point-of-interest or theft report.
Detection alone does not begin combat or automatically alert nearby players.
⚔ PvP Restrictions
- Placed followers are prohibited from participating in active PvP combat.
- Followers must be set to PASSIVE or GUARD inside your base when not in use.
- Standard horseback PvP remains fully permitted.
🚫 Passive Means Passive
Guard thralls may not shout warnings, raise alarms, call reinforcements, chase intruders, surround trespassers, issue commands or otherwise participate as active NPCs during roleplay scenes.
📖 Example
If a thief is seen by a guard thrall while infiltrating a settlement, the thief must acknowledge being observed. However, the defending players may not roleplay the thrall shouting for help, alerting nearby guards, chasing the thief or otherwise participating directly in the scene.
Remember
- Followers never speak or relay information.
- They never replace player characters during roleplay.
- Detection does not automatically escalate into confrontation.
- Any response to an intrusion must originate from actual player characters through legitimate roleplay.
CHAPTER XIII — Public Hub Conduct & Stable Mechanics
CHAPTER XIII
Public Hub Conduct & Stable Mechanics
Managing Mounts Responsibly Within Shared Spaces
Public settlements and caravan hubs are communal locations intended for trade, diplomacy and roleplay. To reduce clutter, improve server performance and keep these locations accessible to everyone, mounts and followers must be managed responsibly whenever visiting public hubs.
Before leaving a public area or logging off, players are expected to ensure their mounts return safely to their designated home rather than remaining behind within public caravan networks.
🚫 Hub Ban
Horses, mounts and pets are completely prohibited from entering the interior spaces of Al-Zarah and Sanctuary.
🏠 The Return Command
Every mount should have an assigned home location. Before logging off, hold E, open the radial menu, choose SET HOME, then use the SEND HOME command.
🐎 Scouting Mode
When visiting public trading posts or caravan hubs, mounts should be placed in SCOUTING mode rather than GUARDING. This allows them to automatically return to their home stable if you unexpectedly disconnect or log off.
Avoid placing followers on permanent guard duty within public caravan networks.
✔ Expected Conduct
- Keep mounts outside the interiors of Al-Zarah and Sanctuary.
- Assign a home location to every mount.
- Use the SEND HOME command before logging off.
- Use SCOUTING mode while visiting public hubs.
⚠ Avoid
- Taking horses, pets or mounts into the interiors of public hubs.
- Leaving mounts behind after disconnecting.
- Leaving followers guarding public caravan routes.
- Failing to assign a home location to your mount.
Remember
Responsible mount management keeps public hubs clean, accessible and immersive. Proper use of home locations, the SEND HOME command and SCOUTING mode helps prevent abandoned followers while reducing unnecessary server clutter.
CHAPTER XIV — Supernatural Companions
CHAPTER XIV
Supernatural Companions
Power Always Carries Consequences
Possessing corrupted, undead, or sorcerous companions is permitted. However, these entities are never consequence-free. Their presence carries immense narrative risk and must always be roleplayed realistically.
⚠ General Principles
- No Special Immunity: Owning a supernatural entity grants no mechanical protection, social authority or combat advantages.
- Narrative Volatility: Displaying an unnatural companion publicly is an intentional roleplay choice that may provoke 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 discovered in these areas will be removed through administrative intervention.
- Reaction Rights: Passersby and local factions are fully entitled to respond with fear, defensive aggression or physical hostility when encountering an unnatural creature.
🧮 Companion Constraints & Corruption Effects
- Hard Cap: Each individual character may possess only one supernatural companion at any given time.
- Placing a creature into storage or dismissing it does not allow another supernatural companion to be summoned.
- Mandatory Corruption Roleplay: Long-term exposure to sorcerous, unholy or unnatural companions causes severe mental and spiritual decay, which must be actively incorporated into your character's ongoing roleplay.
Examples of Approved Corruption Progression
Remember
Supernatural companions are intended to create narrative opportunities, not mechanical advantages. Every unnatural servant carries visible consequences, social risks and long-term psychological costs that must be reflected through consistent roleplay.