Defines construction allowances, architectural standards, settlement placement, clan limits, alliances, follower management, public hub conduct and supernatural companion rules.
Introduction
BOOK IV
Architectural Guidelines, Clan Regulations & Follower Management
The Mechanical Companion to the Clan Codex
Book IV is the primary authority for construction limits, settlement placement, mechanical clan restrictions, alliances, followers, mounts and supernatural companions.
SCOPE
The Clan Codex owns clan identity
Founding a recognized organization, public Clan Profiles, government, heraldry, Influence, Wealth, Prestige, Standing, diplomacy, commerce and legacy are defined by The Clan Codex. Book IV only governs the hard limits needed for fairness, performance and anti-exploit enforcement.
BUILDING
Believable World
Construction should look grounded, purposeful and appropriate to the setting.
SERVER HEALTH
Responsible Scale
Building, followers and settlement claims must respect technical and population limits.
CLANS
Independent Identity
Organizations may cooperate without becoming hidden mega-clans or bypassing restrictions.
RELATED BOOKS
Related books
Clan identity and development › The Clan Codex. PvP and raids › Book III. Guard-thrall detection during theft › Book V. Administrative removal and appeals › Book VIII.
CHAPTER I — Building Limits & Construction Standards
CHAPTER I
Building Limits & Construction Standards
Construction Capacity Scales With Active Clan Size
Construction Capacity Scales With Active Clan Size. These rules explain how that standard applies in play.
01
Construction Allowances
1 Player
Structural tiles500
Placeables200
2 Players
Structural tiles750
Placeables300
3 Players
Structural tiles1,000
Placeables400
4 Players
Structural tiles1,250
Placeables500
5 Players
Structural tiles1,500
Placeables600
6 Players
Structural tiles1,750
Placeables700
7 Players
Structural tiles2,000
Placeables800
8 Players
Structural tiles2,250
Placeables900
9 Players
Structural tiles2,500
Placeables1,000
10 Players
Structural tiles2,750
Placeables1,100
11 Players
Structural tiles3,000
Placeables1,200
12 Players
Structural tiles3,350
Placeables1,350
01.01
Limits apply clan-wide
All permanent structures owned by the clan count together, regardless of location.
01.02
Structural pieces and placeables are separate allowances
Foundations, walls, ceilings and permanent construction count as structural tiles; decorative and functional objects count as placeables.
01.03
Multiple settlements do not create more capacity
Splitting construction across locations does not multiply the allowance.
01.04
Membership must be legitimate
Recruiting inactive members solely to increase building allowance may be treated as circumvention.
01.05
Do not split ownership to bypass limits
Alt clans, alternate characters, fake ownership transfers or several clan tags operating one settlement do not create additional capacity.
APPROVAL
Exceptional projects
If a project needs more than the assigned allowance, obtain approval before exceeding it. Excess structures may otherwise be removed under Book VIII.
CLAN CODEX
Standing does not increase allowances
Influence, Wealth, Prestige, Standing or recognition in the Clan Codex never increases building limits. Construction capacity is based only on the legitimate active player count used by Book IV.
CHAPTER II — Aesthetics Over Exploitation
CHAPTER II
Aesthetics Over Exploitation
Build With Purpose, Not With Meta Tricks
Build With Purpose, Not With Meta Tricks. These rules explain how that standard applies in play.
02
Architectural Standards
02.01
Every permanent structure needs an IC purpose
Homes, forts, shrines, markets and workshops should exist because the world and characters need them.
02.02
Prioritize believable architecture
Design for culture, geography and Hyborian technology before pure defensive efficiency.
02.03
Meta-PvP structures are prohibited
Massive cubes, exploitative choke points, excessive honeycombing and immersion-breaking sky bridges are not acceptable.
02.04
Visual-beam objects are prohibited
Placeables or crafting stations that create global map markers or projecting colored beams should not be used. Use appropriate LBPR alternatives where available.
02.05
Technical legality does not guarantee approval
A structure may still require redesign if it substantially harms immersion, fairness or the visual quality of the world.
CHAPTER III — Structural Realism & Physics
CHAPTER III
Structural Realism & Physics
Build As Though Gravity Exists
Build As Though Gravity Exists. These rules explain how that standard applies in play.
03.01
Use visible support
Large overhangs, towers and elevated structures should appear physically supported.
03.02
Build with the terrain
Hills, cliffs, valleys and rivers should shape the settlement rather than be bypassed through unrealistic construction.
03.03
No floating or unsupported builds
Floating foundations, unsupported palaces and structures that visibly ignore gravity are prohibited.
03.04
No foundation-line territory spam
Do not reserve land by scattering structural pieces without a genuine building purpose.
03.05
No vertical stacking solely for height advantage
Height may be architectural; it may not exist only to exploit mechanics.
STRUCTURAL STANDARD
Practical appearance controls
If a structure appears impossible or exploitative, Administration may require modification even if the engine technically allows it.
CHAPTER IV — Settlement Claims & Temporary Outposts
CHAPTER IV
Settlement Claims & Temporary Outposts
Claim Only What Your Story Can Sustain
Claim Only What Your Story Can Sustain. These rules explain how that standard applies in play.
04.01
One permanent primary settlement
Each independent player or established clan may maintain one permanent primary settlement across the map.
04.02
Temporary outposts are permitted
Small taming camps, expedition shelters, forward camps and event structures are allowed when modest and temporary.
04.03
Temporary structures last three days
A temporary structure may remain for a maximum of three consecutive days unless staff approves an extension.
04.04
Extensions require a ticket before expiry
Open a staff ticket before the three-day period ends if the structure must remain longer.
04.05
Temporary means temporary
An outpost may not gradually become an undeclared second permanent settlement.
DESIGN PRINCIPLE
Concentrate worldbuilding
A few active, believable locations create more roleplay and less server clutter than scattered permanent structures.
CLAN CODEX
Settlement titles are descriptive
Camp, Hamlet, Village, Town, City and Capital are narrative classifications in the Clan Codex. They do not create additional building allowance or extra permanent settlement slots.
CHAPTER V — Points of Interest (POIs)
CHAPTER V
Points of Interest (POIs)
Landmarks Belong to the Shared World
Landmarks Belong to the Shared World. These rules explain how that standard applies in play.
05.01
Notify staff before building near a major POI
Open a General Ticket when establishing a camp, settlement or permanent structure within reasonable proximity of a recognized POI.
05.02
Notification is not an automatic denial
The ticket allows staff to check future events, public access and conflicts before permanent development causes a problem.
05.03
Leave room for travel and events
Do not crowd landmarks, obstruct approaches or expand in a way that prevents future public use.
05.04
Recognized POIs may change over time
Locations such as the Circle of Swords, Kaldheim and future administratively designated landmarks are protected as shared world assets.
IMPORTANT
POI notification does not replace distance rules
Chapter VI still applies even after staff is notified.
CHAPTER VI — Restricted Building Zones
CHAPTER VI
Restricted Building Zones
Do Not Block Another Player's Journey
Do Not Block Another Player's Journey. These rules explain how that standard applies in play.
06.01
Keep progression routes clear
Do not block biome entrances, rare resources, named thrall camps or world bosses.
06.02
Maintain the POI buffer
Permanent construction must remain at least half a map tile from major POIs, named thrall encampments, dungeons, caves and administrative NPC hubs.
06.03
Maintain the neighboring-base buffer
Do not settle within half a map tile of another player's existing base unless both sides agree and the boundary agreement is logged in a staff ticket.
06.04
Do not build in or directly beside Safe Zones
Protected hubs must remain free of ordinary private settlement construction.
06.05
High-hazard lore regions require approval
The Unnamed City, the Volcano and comparable restricted lore regions require an approved staff ticket before construction.
WORLD ACCESS
Administrative world protection
Structures that obstruct progression, damage performance or disrupt regional mechanics may be modified or removed when necessary.
CHAPTER VII — Clan Membership & Registry Alignment
CHAPTER VII
Clan Membership & Registry Alignment
Mechanical Limits Must Match the Organization
The Clan Codex defines what a recognized organization is. Book IV defines how that organization may exist mechanically inside Conan Exiles.
07.01
Maximum clan size is twelve active players
No in-game clan may exceed 12 active players.
07.02
Solo and duo ownership clans are administrative
A solo player or duo may use a small technical clan for ownership and allowance tracking. This does not make them a recognized organization under the Clan Codex, which requires three active members and staff approval.
07.03
Recognized clans should match their Registry identity
The in-game clan, leadership and settlement ownership should reasonably reflect the organization recorded in the Clan Registry. Do not use hidden ownership or shell arrangements that make the public Registry misleading.
07.04
Registration does not change mechanical limits
Discord roles, Standing, Influence, Wealth, Prestige or other Codex recognition never increase the 12-player cap, building allowance or follower allowance.
07.05
Keep significant Registry changes current
When a recognized clan materially changes leadership, name, government, identity or dissolves, update the Clan Registry through the normal ticket process.
07.06
Inactive recognition and abandoned structures are separate issues
The Codex may archive an inactive recognized clan, while abandoned buildings remain subject to Book IV and staff cleanup procedures. Losing recognition does not create a new allowance or ownership loophole.
CROSS-REFERENCE
Recognition starts at three active members
See The Clan Codex › Founding a Clan for recognition requirements. See Chapter I for building allowance and Chapter XI for follower allowance.
CHAPTER VIII — Prohibited Clan Exploits
CHAPTER VIII
Prohibited Clan Exploits
Separate Names Do Not Create Separate Limits
Cooperation is allowed. Splitting one organization across multiple technical clans to gain more members, land, buildings, followers or raid capacity is not.
08
Clan Exploit Standards
08.01
No sister-clanning
Separate clan tags may not function as one organization under shared leadership, centralized resources or a single long-term command structure.
08.02
No alpha-clanning
Do not use organization size or permanent coordination to monopolize regions, suppress server diversity or deny meaningful opportunities to others.
08.03
Do not split one organization to bypass limits
Multiple clans, alternate characters, ownership transfers or shell groups cannot be used to evade member, building, follower or raid restrictions.
08.04
Independent clans need independent leadership
Allied groups may share goals, but they must retain their own leadership, political interests, resources and long-term identity.
08.05
Staff review function, not labels
If several clans operate as one macro-faction in practice, staff may treat them as one organization for enforcement regardless of the names displayed in game or on Discord.
CLAN CODEX
Public identity must match practice
The Registry exists so other players can understand who an organization is. Using several profiles or tags to hide a single real organization undermines that system.
CHAPTER IX — Alliances & Independent Organizations
CHAPTER IX
Alliances & Independent Organizations
Diplomacy Is Cooperation, Not a Mechanical Merger
The Clan Codex encourages treaties, defensive pacts, trade agreements and coalitions. Book IV ensures those relationships do not become a permanent hidden mega-clan.
09.01
Allied clans remain independent
Each allied clan keeps its own leadership, political objectives, resources, Registry identity and long-term narrative direction.
09.02
Temporary military cooperation is allowed
Coalitions and joint operations may occur when justified through roleplay. They must remain alliances rather than a permanent shared chain of command.
09.03
Trade and diplomacy are encouraged
Treaties, markets, festivals, embassies and negotiated cooperation are normal parts of clan roleplay and should be documented through the Codex systems when useful.
09.04
OOC friendship does not create an automatic IC alliance
Players who know one another outside the server must establish political relationships through roleplay like everyone else.
09.05
Alliances never bypass hard limits
Cooperation does not increase clan size, building allowance, follower allowance, permanent settlement count, raid caps or any other specialist restriction.
CROSS-REFERENCE
Two systems govern alliances
Diplomatic agreements and political relationships are described in The Clan Codex › Diplomacy & Politics. Any alliance participating in PvP or raids must also follow Book III.
CHAPTER X — Follower Naming & Utility Structures
CHAPTER X
Follower Naming & Utility Structures
Ownership Should Be Immediately Clear
Ownership Should Be Immediately Clear. These rules explain how that standard applies in play.
10
Follower Identification
10.01
Use the standard follower name
Every placed follower must identify ownership using Thrall-Name (Clan-Name).
10.02
Use consistent clan naming
Do not use inconsistent owner tags that make follower ownership difficult to verify.
10.03
Breaking wheels are temporary utilities
Pick up or dismantle thrall-breaking wheels when the taming cycle is complete.
NAMING FORMAT
Example
Thunderbolt (Sanctuary Fortress)
CHAPTER XI — Follower Limitations
CHAPTER XI
Follower Limitations
Scale The Retinue With The Clan
Scale The Retinue With The Clan. These rules explain how that standard applies in play.
11.01
Solo allowance
A one-player clan may have a maximum of 3 active followers.
11.02
Additional members add two
Each additional clan member adds 2 followers to the clan-wide active follower pool.
11.03
The pool includes all active followers
Combat thralls, mounts and pets all count toward the same allowance.
1 Player
Maximum active followers3
2 Players
Maximum active followers5
3 Players
Maximum active followers7
Formula
Allowance3 + 2 per additional member
SERVER HEALTH
Follower limits are performance rules
The allowance is clan-wide and should be monitored like construction limits.
CLAN CODEX
Standing does not increase followers
Clan reputation, Standing, Influence, Wealth or Prestige never changes follower allowance. The follower pool is calculated only from the legitimate active member count in Book IV.
CHAPTER XII — Follower Roleplay Conduct & PvP
CHAPTER XII
Follower Roleplay Conduct & PvP
Followers Support The World, They Do Not Replace Players
Followers Support The World, They Do Not Replace Players. These rules explain how that standard applies in play.
12.01
No follower puppeteering
Thralls and pets cannot independently speak, relay messages, issue warnings or function as extra player characters.
12.02
No NPC disguise exploits
Do not disguise a playable character as a stationary thrall to ambush others or simulate multiple characters at once.
12.03
Guard thralls are passive observers
A guard with clear line of sight may count as a witness for infiltration rules, but does not automatically shout, chase, arrest or summon reinforcements.
12.04
Followers do not participate in active PvP
Placed or following thralls, pets and companions may not provide combat assistance during PvP. Standard horseback PvP remains permitted.
12.05
Idle base followers must be passive or guarding
When not actively used, configure followers so they do not roam into unintended combat.
CROSS-REFERENCE
Thievery detection
Book V explains how guard-thrall line of sight affects theft reports and investigations.
CHAPTER XIII — Public Hub Conduct & Stable Mechanics
CHAPTER XIII
Public Hub Conduct & Stable Mechanics
Shared Spaces Must Remain Clear
Shared Spaces Must Remain Clear. These rules explain how that standard applies in play.
13.01
No mounts or pets inside Al-Zarah or Sanctuary interiors
Keep horses, mounts and pets outside the interior spaces of both major hubs.
13.02
Assign every mount a home
Use SET HOME so the mount has a valid return location.
13.03
Send mounts home before logging off
Use SEND HOME rather than leaving mounts abandoned in public hubs.
13.04
Use SCOUTING at public hubs
SCOUTING mode is preferred over GUARDING at caravan and trading hubs so a disconnected player's mount can return home.
13.05
Do not permanently guard caravan networks
Followers should not become fixtures that clutter or control public transport locations.
CHAPTER XIV — Supernatural Companions
CHAPTER XIV
Supernatural Companions
Power Always Carries Consequences
Power Always Carries Consequences. These rules explain how that standard applies in play.
14
Supernatural Companion Standards
14.01
One supernatural companion per character
Each character may possess only one supernatural companion: corrupted, undead or sorcerous. Storing or dismissing it does not create a second slot.
14.02
No special immunity or authority
Possession of an unnatural companion grants no automatic combat advantage, political status or protection.
14.03
Public display has IC consequences
Openly displaying an unnatural creature may reasonably provoke fear, religious hostility or defensive reactions from characters and local factions.
14.04
Do not leave supernatural companions unattended near public hubs
Unattended unnatural companions within rendering distance of public hubs, markets or caravan stations may be administratively removed.
14.05
Corruption must affect the character
Long-term exposure to sorcerous or unholy companions should create visible mental, spiritual or behavioral consequences in ongoing roleplay.
CROSS-REFERENCE
Combat rules still apply
A supernatural companion does not override Book III's PvP restrictions or create an exception to follower participation rules.
Ash & Blood Principle
Build places, organizations and households that make the shared world richer rather than merely stronger.