Clans are built through stories, not levels. Earn recognition by leading events, diplomacy, trade, warfare, exploration, and community contributions. Every organization leaves its mark on the Exiled Lands by creating memorable roleplay and lasting history.

Introduction


📖 THE CLAN CODEX

Founding, Governing & Shaping the groups of Ash & Blood

❖ Introduction


Our community was never meant to be explored solo... Every erected fortress, every busy tavern, every sacred temple, every feared raider group, every noble house and every abandoned ruin exists because a handful of exiles chose to build something greater than themselves... together!

The Clan Codex serves as an official infrastructure governing every recognized group throughout the community.

Within these pages you will find the principles, responsibilities, expectations and systems that define how clans interact with the world around them.y


UNDERSTAND
  • Roleplay creates progression. Progression should never replace roleplay.

❖ WHY DOES THIS SYSTEM EXIST?

Every mechanic described throughout this Codex exists for one purpose... To create stories.

A clan is not just an ingame mechanic.. It is not a shiny role on Discord and it is more than just a shared base or a collection of players, a recognized clan is a living commune within our world. It possesses leadership. Identity. Traditions. Ambitions. Allies. Enemies. Territory. History. Reputation and Legacy.

Whether your organization becomes a prosperous merchant house, an infamous pirate brotherhood, a respected religious order, a sorcerous cult or a conquering kingdom is entirely determined by the stories your members create together.

A merchant's business should become respected because its caravans feed entire settlements. A religious order should become influential because pilgrims seek its wisdom. A scholarly circle should become legendary because it uncovered knowledge lost for centuries. No organization is expected to follow the same path. Every clan writes its own history.. and every history becomes part of Ash & Blood's legacy.


4fumx4h8 o


This codex exists to provide a common framework for every clan within Ash & Blood. Rather than forcing clans into predetermined progression paths, this encourages each group  to pursue its own ambitions while remaining connected to the larger living world. Throughout the following chapters you will learn how to:

  • Found and register a recognized clan.
  • Select an official Clan Charter.
  • Develop your organization's Influence, Wealth and Prestige.
  • Build political relationships with other clans.
  • Participate in diplomacy and warfare.
  • Create settlements, institutions and businesses.
  • Leave behind a lasting legacy that becomes part of server history.
OFFICIAL CLAN REGISTRY
THE CLAN CODEX
TABLE OF CONTENTS
I
Establish your organization and identity.
II
Official records, banners and identity.
III
Leadership, hierarchy and administration.
IV
Influence, Prosperity and Prestige.
V
Recognition throughout the Exiled Lands.
VI
Treaties, alliances and influence.
VII
Conflict, campaigns and conquest.
VIII
Markets, wealth and prosperity.
IX
Territories, castles and villages.
X
History, achievements and remembrance.

❖ BEFORE YOU CONTINUE...

In Howard's Books, every great kingdom began with only a handful of exiles. Some built cities. Some built empires... and others vanished into the sands, remembered only through forgotten ruins and weathered stories. The sections that follow will determine how your organization leaves its mark upon the Exiled Lands. The question has never been... "How powerful will your clan become?" The better question is... "What will the world remember after your banners have fallen?"


Chapter I — Founding A Clan

CHAPTER I

FOUNDING A CLAN

1zgu310o o

"Every kingdom was once nothing more than a campfire shared by strangers."


Every great organization begins with a simple decision...  To build something that will outlive its founders.

Whether your ambition is to establish a prosperous merchant house, unite wandering tribes beneath a single banner, spread the teachings of your faith, or conquer other kingdoms through the steel and shedding blood... Every clan begins its journey here. Recognition marks the moment your group officially becomes part of the server-wide story..

❖ WHAT IS A RECOGNIZED CLAN?

A recognized clan is an clan officially acknowledged by the A&B Administration & Moderation Team as an active institution within the Exiled Lands.

Official recognition does not make your clan stronger. It does not provide combat advantages. It does not place your organization above others and it does not give you special priviliges in story-telling...

Instead, recognition allows your clan to become part of the server's evolving narrative. Recognized clans become eligible to get their own discord role and a discord rank, create official events, world storylines and future clan systems described throughout this Codex.

Recognition is the beginning of your story. Not its reward.

OFFICIAL CLAN RECOGNITION
Minimum Registration Requirements
Before a clan can receive official recognition, it must satisfy every requirement listed below.
These standards ensure that every recognized organization contributes meaningful and sustainable roleplay to the world.
Three Active Members
Maintain a minimum of three active members participating within the organization.
Leadership
Designate at least one leader responsible for managing the clan and representing it to the community.
Identity & Purpose
Possess a clearly defined identity, long-term vision and roleplay objective.
Headquarters
Maintain a permanent headquarters, settlement or established meeting place.
Established Activity
Demonstrate consistent roleplay before applying for official recognition.
Clan Banner
Submit a transparent PNG representing your clan's official banner or heraldry.
Registration Ticket
Submit a completed Clan Registration ticket for staff review and approval.
Registry of Clan Identities
Official Classification of Recognized Organizations
Every recognized clan must establish an official identity before receiving recognition from the Registry.

A clan's identity grants no mechanical bonuses, exclusive progression or special privileges. Instead, it communicates your organization's purpose, reputation and expected role within the Exiled Lands.

This classification serves as a guide for diplomacy, politics, public perception and roleplay expectations throughout the world.
Classification System
■ GREEN Peaceful organizations that rarely initiate armed conflict.
■ GOLD Neutral organizations capable of diplomacy or warfare depending upon circumstance.
■ RED Hostile organizations whose nature encourages conquest, raiding or violent conflict.
Merchant House
Peaceful Commerce
Merchant Houses pursue prosperity through trade, negotiation and economic influence rather than military conquest. They establish caravan routes, finance settlements and supply kingdoms with valuable goods.

Examples: Trading companies, merchant guilds, banking families, caravan consortiums, financiers and commercial enterprises.
Scholarly Circle
Peaceful Knowledge
Dedicated to preserving knowledge, documenting history and expanding mankind's understanding of the Hyborian Age through research and discovery.

Examples: Archives, historians, libraries, philosophers, chroniclers, cartographers and academies.
Healing Sanctuary
Humanitarian
Sanctuaries devoted to healing the wounded, preserving life and providing aid regardless of politics, alliances or noble blood.

Examples: Physicians, herbalists, hospices, healers, infirmaries and charitable sanctuaries.
Artisan Guild
Industry & Craftsmanship
Guilds of highly skilled craftsmen whose reputation is forged through engineering, architecture and production rather than military ambition.

Examples: Blacksmiths, architects, engineers, builders, masons, shipwrights and master artisans.
Noble House
Political Authority
Noble Houses govern through diplomacy, law, inheritance and political influence. While capable of raising armies, their greatest weapon is often legitimacy rather than steel.

Examples: Noble dynasties, royal courts, governors, aristocratic families and feudal rulers.
Nomadic Clan
Independent Society
Wanderers who reject permanent settlements, surviving through migration, hunting, herding and life upon the open frontier.

Examples: Desert tribes, wandering clans, horse peoples, caravan societies and frontier nomads.
Religious Order
Faith & Devotion
Organizations united beneath a shared faith, sacred purpose or divine calling. Some spread wisdom through peaceful guidance, while others defend their gods with unwavering zeal.

Examples: Temples, priesthoods, monasteries, sacred guardians and holy orders.
Mercenary Company
Contract Warfare
Professional soldiers who sell their swords to nobles, kingdoms and merchants alike. Their loyalty is earned through contracts rather than bloodlines or national allegiance.

Examples: Mercenary bands, caravan guards, city watches, military contractors and companies of sellswords.
Ranger Lodge
Frontier Wardens
Organizations devoted to surviving beyond civilization. Rangers protect roads, hunt dangerous beasts and serve as guides across the harsh wilderness.

Examples: Scouts, trackers, wardens, beast hunters and frontier patrols.
Free Company
Independent Brotherhood
Independent adventurers united by shared ambition rather than politics. Free Companies pursue exploration, fortune, discovery and opportunity wherever it may be found.

Examples: Expedition companies, adventurers, treasure hunters, explorers and wandering companions.
Warband
Conquest & Raiding
Warbands exist for conquest. Their strength is measured through battlefield victories, territorial expansion and martial dominance rather than diplomacy or commerce.

Examples: Barbarian clans, raiders, conquerors, reavers and warrior tribes.
Criminal Syndicate
Organized Crime
Secretive organizations operating beyond the law through intimidation, extortion, smuggling, theft and assassination. Their influence spreads through fear, corruption and hidden networks.

Examples: Thieves' guilds, smugglers, assassins, black markets and underground criminal organizations.
Cult
Fanatical Devotion
Secretive organizations devoted to forbidden gods, ancient powers or dangerous doctrines. Their influence spreads through unwavering faith, manipulation and hidden rites.

Examples: Serpent cults, occult sects, demon worshippers, dark priesthoods and hidden religious conspiracies.
Slaver Company
Ruthless Enterprise
Organizations whose wealth is built upon capturing, transporting and selling slaves throughout the kingdoms of the Hyborian Age.

Examples: Slave caravans, gladiatorial houses, slave traders and professional captors.
Pirate Brotherhood
Maritime Raiders
Corsairs and sea raiders who dominate coastlines, rivers and trade routes through piracy, intimidation and naval superiority.

Examples: Pirate fleets, corsairs, river bandits, reavers and maritime raiders.
Independent Institution
Custom Classification
Organizations that do not naturally fit within any established identity but provide meaningful roleplay and enrich the living world through a unique purpose.

Examples: Diplomatic embassies, arbitration councils, messenger services, royal commissions and other approved concepts.
A CLAN IS REMEMBERED NOT BY ITS NAME, BUT BY THE LEGACY IT LEAVES UPON THE EXILED LANDS.

❖ LEADERSHIP

Every recognized clan must maintain a clearly identifiable leadership structure.

The exact titles are entirely determined by your organization. Some clans may be ruled by a King. Others by a Council. Others by a Guildmaster, High Priest, Chieftain, Elder or Captain.

Our server does not dictate how your organization governs itself. We only require that responsibility ultimately rests with one identifiable leader capable of representing the clan during diplomacy, disputes and administrative matters.

❖ CLAN RESPONSIBILITIES

Recognition brings opportunities, but it also carries responsibilities. Every recognized clan is expected to contribute positively to the roleplay environment.

This includes maintaining activity, encouraging interaction with other players, respecting server rules and fostering stories that benefit the wider community.

Inactive organizations may lose official recognition if they remain abandoned for an extended period (usually 21 days unless an excuse is given)

Recognition is maintained through participation, not permanence.

❖ LOOKING AHEAD

Once your organization has been recognized, the next step is to determine how it intends to exist within the Exiled Lands.

Will it become a respected Chartered Order devoted to civilization?
A Free Company seeking fortune wherever opportunity appears?
A fearsome Warband pursuing conquest through steel?
Or a Hidden Society manipulating events from the shadows?

These paths are defined through your Clan Charter, the subject of the next chapter of this Codex.


Chapter II — Registration & Heraldry


CHAPTER II

REGISTRATION & HERALDRY

Wotddc49 o

"A banner without a name is forgotten. A name without a banner is never seen."


Recognition begins long before your clan influences kingdoms or wages wars. Every organization must first establish an identity worthy of being remembered. Its name. Its banner. Its leadership. Its purpose. These become the foundation upon which every future achievement is built. Registration serves as the official record of your organization within Ash & Blood and ensures that every recognized clan possesses a clear identity, a responsible leadership, and a place within the world's ever-growing history.

❖ CLAN REGISTRATION

Before an organization may receive official recognition, it must submit a Clan Registration to the Administration. The registration serves as the permanent public record of your organization and allows other players to understand who you are, what you represent and how your clan contributes to the living world. Registration is completed through the official Clan Registration ticket. Once approved, your clan becomes an officially recognized organization within Ash & Blood.

❖ REQUIRED INFORMATION

Mandatory Registration Requirements

Every Clan Registration should contain sufficient information to accurately represent your organization within the official Registry. The Administration may request additional clarification whenever submitted information is incomplete, unclear or inconsistent with the organization's intended role.

Registration Field Purpose
Clan Name The official name under which the organization will be recognized throughout the Exiled Lands.
Leader The individual responsible for representing the organization and communicating with the Administration.
Organization Identity The official identity selected from the Registry, such as a Noble House, Merchant House, Religious Order or another approved classification.
Primary Purpose A concise summary explaining the organization's ambitions, activities and role within the living world.
Headquarters The settlement, fortress, estate or primary location from which the organization operates.
Active Roster A current list of active members belonging to the organization.

ARCHIVIST'S NOTE

Every entry recorded within the Clan Registry serves as an official historical record. Applications lacking sufficient detail may be returned until the required information has been provided.

❖ CLAN NAMES

Official Naming Conventions

A clan's name becomes part of the world's history. Long after kingdoms rise and fall, an organization's name is often the first thing remembered by allies, rivals and future generations. Choose a name that reflects your organization's identity, culture and purpose while remaining appropriate to the Hyborian setting.


Examples of Appropriate Naming Styles
House Valerius The Circle of Ash
The Iron Banner The Sapphire Company
The Black Jackals The Order of Mitra
The Crimson Caravan The Children of Set

IMMERSION NOTICE

Modern references, internet memes, copyrighted franchises, intentionally comedic names or titles that do not naturally belong within the Hyborian Age are unlikely to receive official recognition.
A memorable clan name should feel as though it could be spoken by kings, feared by enemies and recorded within the chronicles of history.

❖ HERALDRY & BANNERS

Every great organization is recognized long before its leaders arrive. Its banner carries its reputation. Its heraldry represents its history. Although custom banners are optional, every recognized clan is encouraged to adopt a unique emblem that reflects its identity. Consistent heraldry strengthens immersion and allows players to immediately recognize your organization during diplomacy, warfare and public events.

Examples of Heraldry

  • Animals representing strength or heritage.
  • Religious symbols associated with the organization's faith.
  • Weapons representing military tradition.
  • Merchant insignias representing commerce.
  • Ancient runes or historical emblems.
  • Family crests passed through generations.

    Sbjoinuc o

❖ OFFICIAL RECORDS

Once recognized, every clan maintains an official record maintained by the Administration. This record serves as the authoritative reference for your organization and may include:

  • Official Name
  • Clan Charter
  • Leadership
  • Settlement
  • Clan Identity
  • Heraldry
  • Date of Recognition
  • Current Standing
  • Public Description

Organizations are encouraged to keep their records accurate as their stories evolve.

Miqirmia o

❖ AMENDING A REGISTRATION

Organizations naturally evolve. Leadership changes. Kingdoms divide. Religious orders reform. Merchant guilds become noble houses. Whenever significant changes occur, the clan's official registration should be updated to accurately reflect its current identity.

Minor administrative changes (such as changing the heraldry, leader, name, etc) may be submitted through a ticket request.

❖ DISSOLVING A CLAN

Not every organization survives the passage of time. Some fall during war. Others disappear through inactivity. Others achieve their purpose before peacefully dissolving.

When a clan permanently ceases to exist, its registration may be archived by the Administration. Archived organizations remain part of our discord's historical record and may continue to be referenced through chronicles, monuments, treaties and historical events long after their banners have fallen.

History does not forget those who shaped it.

❖ LOOKING AHEAD

Every recognized organization now possesses a name, a banner and a place within the records of Ash & Blood. The next decision is far more important. What path will your organization follow? Will it become a respected Chartered Order devoted to diplomacy and civilization? An independent Free Company seeking fortune wherever opportunity appears? A conquering Warband feared across the Exiled Lands? Or a Hidden Society whose influence is felt only from the shadows? The answer lies within your Clan Charter, the subject of the next chapter.


Chapter III — Governance & Organization

CHAPTER III

GOVERNANCE & ORGANIZATION

Tnd0aeil o

"The strength of a kingdom is not measured by its walls, but by the people who choose to follow its banner."


Two clans can never be the same.

Some are ruled by ancient bloodlines whose authority has passed from parent to child for generations.
Others answer only to elected councils, respected elders or the collective voice of their members.
Some exist to accumulate wealth.
Others pursue knowledge, faith, conquest or political influence.

For this reason, Ash & Blood does not force organizations into rigid archetypes or predefined classes.
Instead, every recognized clan defines its own identity through a series of organizational characteristics.
Together, these characteristics describe how your organization governs itself, what goals it pursues and how it presents itself to the world.

❖ OLD CLAN PROFILES

The Official Face of Every Organization

Every recognized organization maintains an official Clan Profile within the Registry. More than a simple application, this profile becomes your organization's public identity. It is often the first thing allies, rivals and newcomers will read before ever encountering your clan in roleplay.

Your profile should clearly communicate who you are, what your organization represents and how it fits within the living world. Rather than restricting creativity, it provides a shared understanding that encourages meaningful interaction and consistent roleplay.


Example Clan Profile we used to have
Clan Profile Example

REGISTRY GUIDELINE

A Clan Profile should evolve alongside your organization. Significant changes to leadership, government, diplomacy, territory, ideology or long-term objectives should be reflected within your Registry entry so that it remains an accurate public record.

❖Forms of Government
Official Registry of Leadership Structures
Every organization requires a method of governance. Leadership determines how authority is exercised, how decisions are reached and how succession is resolved.

No single form of government is considered superior. Each creates its own political dynamics, internal conflicts and unique roleplay opportunities.
Monarchy
Hereditary Rule
Authority rests with a sovereign ruler or hereditary dynasty whose legitimacy is often passed through bloodlines or noble succession.
Council
Collective Leadership
Authority is shared between several appointed or elected individuals who govern through discussion, negotiation and majority consensus.
Theocracy
Divine Authority
Religious doctrine governs the organization through priests, prophets or other spiritual authorities believed to represent divine will.
Tribal Leadership
Traditional Authority
Leadership belongs to respected elders, clan chiefs or accomplished warriors whose authority is earned through tradition, wisdom or personal strength.
Military Command
Chain of Command
Leadership follows military hierarchy where rank determines authority and orders flow through a disciplined chain of command.
Guild Leadership
Professional Administration
Senior craftsmen, merchants or experienced professionals administer the organization through merit, expertise and established guild traditions.
Independent
Custom Governance
Organizations may establish their own unique system of governance provided it remains lore-appropriate and clearly defined during registration.
Registry Notice
Your chosen form of government serves as a roleplay guideline for leadership, succession and decision-making. Organizations may evolve over time through coups, reforms, elections, civil wars or other in-character events, provided such changes are properly reflected within their official registry.
Registry Classification

❖ Primary Purposes

Every organization is remembered for something. While your clan may engage in diplomacy, trade, warfare and countless other pursuits, your Primary Purpose records the role your organization wishes to become known for throughout the Exiled Lands. It reflects your reputation, not your limitations.

Peaceful Pursuits
◆ Commerce
◆ Scholarship
◆ Craftsmanship
◆ Agriculture
Neutral Pursuits
◆ Politics
◆ Religion
◆ Exploration
◆ Any Lore Appropriate Purpose
Hostile Pursuits
◆ Conquest
◆ Mercenary Work
◆ Piracy
◆ Slavery
Registry Notice
Selecting a Primary Purpose does not prevent your organization from participating in other activities. It simply records the pursuit for which your clan wishes to become recognized throughout the world and serves as a quick reference for other players.
Registry Classification

❖ Organization Types

The Organization Type defines what your institution represents within the political and social landscape of the Exiled Lands. This classification helps other players immediately recognize the role, influence and expected behavior of your organization.

Registry Types
Noble House
Merchant Guild
Religious Order
Knightly Order
Mercenary Company
Tribe
Additional Types
Academic Circle
Government
Pirate Fleet
Criminal Syndicate
Exploration Company
Custom Organization
Organizational Identity

❖ Core Values

Every organization is encouraged to establish three Core Values. These values provide the philosophical foundation of your organization, influencing diplomacy, leadership, traditions and everyday roleplay. They are not mechanical bonuses or mandatory restrictions, but ideals your members actively strive to uphold.

Suggested Registry Values
Honor Justice Faith Wealth Tradition Knowledge Ambition Discipline Freedom Order Innovation Loyalty Courage Prosperity Mercy Power
Registry Note
Organizations are free to create their own Core Values, provided they remain consistent with the setting and are reflected through meaningful roleplay rather than existing solely as written concepts.
Pazmira Registry
Official Clan Registry

HOUSE PAZMIRA

Registered Noble House
ACTIVE
House Crest
Leader


Condessa Necrinia

Organization


Noble House

Government


Monarchy

Primary Purpose


Politics

Alignment


Lawful Neutral

Core Values


· Honor
· Tradition
· Justice

Registry Summary

House Pazmira is an aristocratic dynasty devoted to diplomacy, governance and preserving the traditions of noble civilization. Through political influence, commerce and honorable alliances, the House strives to shape the future of the Exiled Lands while maintaining the legacy of its ancestral bloodline.

❖ LOOKING AHEAD

An organization's identity defines who it is, but reputation is earned through action rather than declaration. As your clan negotiates alliances, wages wars, establishes trade routes and shapes the political landscape of the Exiled Lands, it will gradually acquire Influence, Wealth and Prestige. These three measures form the foundation of every great institution and determine how history remembers your banner. The next chapter introduces the Three Pillars of Power.


CHAPTER IV — The Three Pillars of Power

CHAPTER IV

THE THREE PILLARS OF POWER

Jiosprov o

"No kingdom endures by the sword alone. Power is sustained through reputation, prosperity and the loyalty of those who believe in its banner."


The rise and fall of every great clan is determined not by arbitrary numbers or permanent rewards, but by the reputation it builds throughout the world.

Some clans become wealthy enough to finance kingdoms.
Others command respect through diplomacy and honorable leadership.
Others are feared because every exile knows the consequences of opposing them.

In our community, the strength of an organization is measured through three interconnected pillars that represent its influence upon the world around it. these pillars are not levels, currencies or experience systems... They are a reflection of the stories your organization creates and the legacy it leaves behind.

❖ UNDERSTANDING THE THREE PILLARS

Every recognized clan develops its reputation through three distinct measures. Each pillar reflects a different aspect of your organization's presence within the Exiled Lands. Together they create a complete picture of your clan's standing in the eyes of allies, rivals and the wider world.

No pillar is inherently more important than another. A merchant business may possess immense wealth while holding little military influence. A religious order may command extraordinary prestige despite controlling no territory. A mercenary company may wield tremendous influence through strength of arms while possessing little accumulated wealth.

Every organization follows its own path.


           Ciccncxp o



I • INFLUENCE

Shape Kingdoms

Political influence, diplomacy, alliances, treaties, religious authority, fear, loyalty and control over the balance of power.
II • WEALTH

Build Empires

Commerce, taxation, industries, infrastructure, trade routes, production and every resource capable of sustaining your ambitions.
III • PRESTIGE

Become Legend

Honor, renown, legendary victories, cultural achievements and the stories that will be remembered long after kingdoms crumble.

Ⅰ. INFLUENCE

Influence represents your organization's ability to shape the political, social and military landscape of Ash & Blood. It reflects how seriously other organizations regard your words, your promises and your threats. Influence cannot be purchased. It must be earned through consistent leadership, diplomacy and meaningful participation in the world and the events.

Examples of Influence

  • Leading military coalitions.
  • Successfully mediating disputes.
  • Holding positions of regional authority.
  • Forging alliances between rival organizations.
  • Maintaining respected diplomatic relationships.
  • Hosting public gatherings, councils or political summits.
  • Becoming a trusted institution that others actively and willingly seek.
Nltx4rdz o
Influence is not measured by how loudly a clan speaks, but by how many people choose to listen.

Ⅱ. WEALTH

Wealth reflects the economic strength and prosperity of an organization. It represents more than coin alone. Prosperity may be demonstrated through thriving businesses, successful trade networks, valuable holdings, rare resources or investments that benefit both your members and the wider community. A wealthy organization creates opportunities for others. Its prosperity fuels commerce, attracts travelers and encourages interaction throughout the Exiled Lands.

Examples of Wealth

  • Establishing trade agreements.
  • Financing community projects.
  • Maintaining active marketplaces.
  • Developing profitable industries.
  • Operating successful businesses.
  • Supporting craftsmen and artisans.
  • Managing prosperous settlements.
Njruzn7m o
The richest organizations are remembered not for the coin they possessed, but for the prosperity they created.

Ⅲ. PRESTIGE

Prestige reflects your organization's reputation, honor and historical significance. Unlike wealth or influence, prestige cannot be seized by force. It is granted by the respect, admiration or fear your organization inspires in others. Prestige often survives long after kingdoms have fallen. It is the reputation carried by your banner and the stories told about your people.

Examples of Prestige

  • Displaying unwavering honor.
  • Preserving ancient knowledge.
  • Accomplishing legendary deeds.
  • Winning respected tournaments.
  • Serving the community consistently.
  • Constructing remarkable landmarks.
  • Creating memorable roleplay that shapes server history.
Y3poppqb o
Prestige is measured not by what your organization claims to be, but by what others remember it for.

❖ BALANCE BETWEEN THE PILLARS

Few organizations excel equally in every pillar. Nor should they. A prosperous merchant guild may become extraordinarily wealthy while remaining politically neutral. A knightly order may enjoy immense prestige despite controlling little commerce. A conquering kingdom may wield enormous influence while struggling to maintain economic stability. These differences create opportunities for diplomacy, trade and cooperation between organizations whose strengths complement one another. The diversity of ambitions is what gives life to the political landscape of Ash & Blood.

❖ A WORLD SHAPED BY ROLEPLAY

2kf6wapy o

The Three Pillars are not tracked through repetitive tasks, automated statistics or mandatory objectives. They evolve naturally as your organization participates in the world. Every treaty signed. Every caravan protected. Every battle fought. Every festival hosted. Every alliance forged. Every monument constructed. Every story remembered. Each contributes to the identity your organization builds over time. Your actions determine your reputation. Your reputation becomes your legacy.

❖ LOOKING AHEAD

Reputation alone does not define an organization. Over time, the Administration may formally recognize the impact a clan has had upon the world through its accomplishments, contributions and enduring presence. This recognition is reflected through a clan's Standing, a measure of how history regards your organization within Ash & Blood. The next chapter introduces the various levels of Clan Standing and explains how organizations earn, maintain and strengthen their place within the chronicles of the Exiled Lands.


Chapter V — Clan Standing

CHAPTER V

CLAN STANDING

6a5sox4o o

"The greatest kingdoms are remembered not for how long they endured, but for the mark they left upon the world."


Every recognized group leaves an impression upon the Exiled Lands, some pass unnoticed, remembered only by those who once carried their banners.

Others become trusted allies, feared rivals, prosperous kingdoms or legendary institutions whose names survive long after their founders are gone.

Clan Standing reflects how the world perceives your organization. It is not a measure of mechanical strength, wealth or military power alone. Rather, it represents the Administration's recognition of your clan's contribution to the living world through meaningful roleplay, community participation and lasting impact upon the history of Ash & Blood.

❖ WHAT IS CLAN STANDING?

Standing serves as a historical recognition rather than a progression system.

Unlike traditional ranks or levels, Standing does not unlock combat advantages or permanent gameplay bonuses...  Instead, it acknowledges the reputation your clan has earned through its actions.

A respected merchant guild, an influential religious order and a victorious kingdom may all possess similar Standing despite pursuing entirely different ambitions. There is no single path toward recognition. Every organization writes its own story.

❖ THE LEVELS OF STANDING

Standing Description
Recognized An officially registered organization beginning its journey within the Exiled Lands.
Respected An active organization known for consistency, reliability and meaningful participation.
Prominent A major political, military, economic or cultural institution that regularly shapes events across the server.
Powerful A dominant organization whose influence extends across multiple regions and whose decisions affect numerous other clans.
Legendary A rare distinction reserved for organizations whose accomplishments permanently become part of Ash & Blood's history.

❖ HOW STANDING IS EARNED

Standing cannot be requested through an application alone. It develops naturally as an organization demonstrates continued commitment to the server and its community. When evaluating a clan's Standing, the Administration considers the overall impact the organization has had upon the world rather than isolated achievements.

  • Leadership within the community.
  • Diplomatic activity with other organizations.
  • Consistent roleplay over an extended period.
  • Economic development and public contributions.
  • Creation of stories that become part of server history.
  • Construction of memorable settlements or landmarks.
  • Reliability, maturity and adherence to server standards.
  • Meaningful participation in server events and storylines.

❖ MAINTAINING YOUR REPUTATION

Standing reflects an organization's current reputation rather than its past achievements alone. Even the most celebrated kingdom must continue contributing to the world if it wishes to remain influential. Organizations that become inactive, abandon their roleplay or consistently damage the community may see their Standing reviewed or reduced. Likewise, newly founded organizations are encouraged to focus on building meaningful stories rather than pursuing recognition as quickly as possible. History rewards consistency far more than short-lived success.


5hpux2nm o

❖ STANDING IS NOT A COMPETITION

Clan Standing should never be viewed as a scoreboard.

Different organizations pursue different ambitions, and success is measured according to how effectively they fulfill their chosen role within the world.

A peaceful monastery may become Legendary through centuries of scholarship and diplomacy.... a mercenary company may become Powerful through military excellence... and a merchant business may achieve Prominence by establishing trade that benefits the entire server.

Each follows a different path, yet all contribute equally to the richness of the shared narrative.

❖ A LIVING HISTORY

Organizations may rise, decline, divide or disappear altogether.

Their Standing represents a chapter in an ongoing history rather than a permanent title, even after a clan has dissolved, its accomplishments remain preserved through chronicles, treaties, monuments and the memories of those who witnessed its rise.

The goal of Standing is not simply to recognize greatness. It is to preserve the stories that shaped Ash & Blood for those who come after.

❖ LOOKING AHEAD

No organization exists in isolation. As clans grow in reputation, they inevitably begin negotiating alliances, resolving disputes, signing trade agreements and influencing the balance of power across the Exiled Lands. The next chapter explores the systems of Diplomacy & Politics, where kingdoms are forged through negotiation as often as they are through war.

Chapter VI — Diplomacy & Politics

CHAPTER VI

DIPLOMACY & POLITICS

Ccncriiv o

"Every war begins with words. Every peace ends with signatures."


No kingdom stands alone forever.

Whether through necessity, ambition or survival, every organization eventually finds itself negotiating with its neighbors.
Some relationships grow into lasting alliances, others descend into bitter rivalries, while many exist somewhere between cooperation and cautious distrust.
Diplomacy is the foundation upon which civilizations are built, it determines borders without bloodshed, resolves disputes before swords are drawn and allows organizations with different ambitions to coexist within the same world.

We encourage diplomacy as one of the most rewarding forms of roleplay, successful negotiation creates stories that often endure far longer than even the greatest victories upon the battlefield.

❖ THE PRINCIPLES OF DIPLOMACY

Diplomatic relationships are entirely player-driven. The Administration does not dictate who may become allies, enemies or trading partners, provided those relationships remain consistent with server rules and the established lore. Diplomacy is expected to develop naturally through roleplay rather than through out-of-character agreements. Organizations are encouraged to communicate openly, negotiate honestly and resolve disputes through meaningful interaction whenever possible.

Remember
  • A treaty signed through compelling roleplay carries far greater value than one created merely for convenience.
International Relations

❖ Diplomatic Agreements

Organizations may establish formal agreements to define the nature of their relationships. While entirely voluntary, documenting diplomatic accords through roleplay creates continuity, strengthens worldbuilding and provides clear expectations for all participating parties.

Agreement Description
Alliance A formal commitment to mutual friendship, cooperation and assistance between organizations.
Trade Agreement Regulates commerce, trade routes, caravans and broader economic cooperation.
Non-Aggression Pact A pledge that both organizations will refrain from hostile actions for an agreed duration.
Defensive Pact Members agree to provide military assistance should either signatory be attacked.
Coalition Multiple organizations temporarily unite to pursue a common political or military objective.
Peace Treaty A formal accord ending hostilities and restoring diplomatic relations between opposing organizations.
Registry Notice
Diplomatic agreements are entirely roleplay-driven. Organizations may negotiate additional clauses, conditions or unique treaties, provided all participating parties acknowledge and roleplay them accordingly.

❖ EMBASSIES & ENVOYS

Diplomacy is strengthened through communication. Organizations are encouraged to appoint ambassadors, envoys or official representatives responsible for maintaining relations with neighboring clans. Likewise, settlements may welcome foreign representatives through embassies, council halls or diplomatic quarters where negotiations may occur under agreed conditions. These institutions provide valuable opportunities for political roleplay, trade discussions, conflict resolution and ceremonial gatherings.

❖ DISPUTES & MEDIATION

Not every disagreement must end upon the battlefield. Organizations are encouraged to resolve conflicts through diplomacy whenever practical. Negotiation, arbitration, compensation, mediation or the involvement of respected neutral parties often creates richer and more memorable stories than immediate violence. When diplomacy succeeds, every participant gains an opportunity to expand the world's political landscape without unnecessary destruction.

❖ BREAKING AGREEMENTS

Treaties are only as valuable as the honor of those who sign them. Organizations remain free to violate, abandon or betray diplomatic agreements if such actions arise naturally through roleplay. However, broken promises often carry lasting political consequences. Former allies may become lifelong enemies. Trade partners may refuse future negotiations. Neutral organizations may reconsider their trust. In Ash & Blood, reputation often proves more valuable than victory itself.

❖ POLITICS IS A LIVING STORY

Political landscapes are never static. Kingdoms expand. Coalitions dissolve. Successions create uncertainty. Religious movements gain followers. Merchant guilds become governments. Former enemies become trusted allies. Every diplomatic decision contributes another chapter to the evolving history of the Exiled Lands. The strongest political systems are not those that avoid conflict, but those that continue evolving because of it.

❖ LOOKING AHEAD

Even the greatest diplomats cannot prevent every conflict. When negotiations fail, kingdoms march to war, alliances are tested and banners rise across the horizon. The next chapter examines Warfare & Conflict, the rules, expectations and roleplay surrounding military campaigns, raids, sieges and the resolution of armed disputes throughout Ash & Blood.

Chapter VII — Warfare & Conflict

CHAPTER VII

WARFARE & CONFLICT


Fjfrwgx4 o

"War is the failure of diplomacy, but history is often written by those willing to fight for their convictions."


Conflict has shaped every civilization that has risen across the Hyborian Age.

Empires have been forged through conquest, kingdoms have fallen beneath siege, and ancient rivalries have echoed across generations.
Yet the greatest stories are not born from random violence... but from meaningful conflict driven by believable ambitions, political tensions and personal rivalries.

The purpose of warfare within Ash & Blood is not to determine who possesses the strongest equipment or the largest army. Its purpose is to create memorable stories. Every campaign should have a reason. Every battle should have consequences. Every victory should change something.

❖ THE PHILOSOPHY OF CONFLICT

Conflict should always emerge naturally through roleplay. Political disagreements, territorial disputes, religious differences, economic competition and personal rivalries provide believable reasons for organizations to oppose one another. Violence should never exist for its own sake. Organizations are expected to pursue diplomacy whenever practical, but they should never fear allowing negotiations to fail if doing so creates a compelling narrative. The best wars are those that players continue discussing long after the fighting has ended.

N3kjyby9 o
A memorable defeat often creates a better story than a meaningless victory.
Laws of Conflict
❖ Just Cause
"Wars remembered by history are never fought for nothing."

Before declaring war, organizations are encouraged to establish a believable Casus Belli, a recognized cause that explains why conflict has become necessary. A well-developed justification transforms a simple PvP event into a meaningful chapter of your organization's story.

⚔ Territorial Disputes 🤝 Broken Alliances
⛪ Religious Persecution 💰 Trade Conflicts
🕵 Espionage & Sabotage 👑 Succession Crisis
🛡 Retribution 🏰 Liberation
Registry Principle
Not every disagreement deserves a war. Every war, however, deserves a story worthy of being remembered.

❖ CAMPAIGNS

Most wars unfold over time rather than through a single battle.
Campaigns provide an opportunity for diplomacy, espionage, reconnaissance, logistics, negotiations and military engagements to develop gradually.

Clans are encouraged to treat warfare as an ongoing narrative rather than an isolated event. Individual victories and defeats become chapters within a larger story that evolves through the decisions of every participant.

❖ SIEGES & SETTLEMENTS

Fortified settlements represent months of construction, planning and roleplay. They should never be viewed as disposable structures. Whenever a siege occurs, organizations are encouraged to create opportunities for diplomacy, ultimatums, negotiations, evacuations, heroic defenses and dramatic final assaults before the conflict reaches its conclusion. The greatest sieges are remembered because of the stories they produce, not because of how quickly they end.

Vripvb6s o

❖ CONSEQUENCES

Every meaningful conflict leaves lasting consequences. Territory may change hands. Trade routes may be disrupted. Political alliances may dissolve. Entire dynasties may fall. Former enemies may eventually become trusted allies. Organizations are encouraged to embrace these consequences rather than seeking to immediately return the world to its previous state. A living world evolves because its history matters.

❖ HONOR IN VICTORY, DIGNITY IN DEFEAT

Victory should create opportunities for future roleplay rather than ending it. Likewise, defeat should never be viewed as failure. Some of the most memorable organizations in history earned their reputation through resilience rather than conquest. Organizations are encouraged to negotiate surrender, ransom, occupation, reparations or peace whenever such outcomes strengthen the shared narrative. Every ending should become the beginning of another story.

❖ THE PURPOSE OF WAR

War should always create opportunities for roleplay beyond the battlefield. Refugees seek shelter. Merchants adjust their trade routes. Diplomats negotiate peace. Priests minister to the wounded. Scholars record history. Builders reconstruct shattered walls. Every organization, whether directly involved in the conflict or not, should feel the effects of a changing political landscape. The battlefield is only one part of a much larger story.

Zi2abszu o

❖ LOOKING AHEAD

Kingdoms cannot survive through warfare alone. Behind every army stands a thriving economy, skilled craftsmen, prosperous settlements and merchants willing to risk the roads between distant cities. The next chapter explores Commerce & Economy, the systems that allow organizations to build wealth, establish businesses and create opportunities that benefit the entire world.


Chapter VIII — Commerce & Economy

CHAPTER VIII

COMMERCE & ECONOMY

Dvvivra2 o

"An empire may be conquered by steel, but it is sustained by commerce."


Prosperity is the foundation upon which civilizations flourish. Every kingdom requires farmers to feed its people, craftsmen to supply its armies, merchants to connect distant settlements and financiers willing to invest in the future.
Commerce is far more than the exchange of coin. It is the movement of people, resources, information and opportunity.

Within Ash & Blood, a thriving economy creates reasons for strangers to meet, for rivals to negotiate and for organizations to depend upon one another.

The strongest economies are those that encourage interaction rather than isolation.

❖ THE ROLE OF COMMERCE

Every recognized organization contributes to the economy in its own way. Some produce raw materials. Others transform those resources into finished goods. Some provide transportation, security or financial services. Others establish marketplaces where merchants and customers may gather. An active economy benefits every player regardless of their profession or ambitions. Organizations are encouraged to seek opportunities for cooperation, specialization and long-term partnerships rather than attempting to become entirely self-sufficient.

Remember
  • Trade creates relationships. Relationships create stories.

❖ BUSINESSES & ENTERPRISES EXAMPLES

Clans are encouraged to establish businesses that naturally fit their identity and contribute to the wider community. Businesses should provide meaningful roleplay opportunities rather than existing solely as sources of profit.

Business Type Examples
 
Craftsmanship Blacksmiths, armorers, carpenters, masons, leatherworkers.
Hospitality Taverns, inns, bathhouses, caravanserais.
Trade Merchant guilds, caravans, marketplaces, importers.
Services Mercenary contracts, shipping, banking, scribes, physicians.
Agriculture Farms, ranches, fisheries, vineyards, plantations.

❖ TRADE ROUTES

Trade routes are among the most valuable assets within any civilization. Whether maintained through formal agreements or informal cooperation, they encourage regular travel between settlements and create countless opportunities for interaction. Caravans transporting valuable goods may require armed escorts. Border crossings may become centers of commerce. Roadside inns flourish where travelers gather. Entire regions may prosper because merchants choose to pass through them. Trade routes transform distant settlements into connected communities.
Qfsfa8ej o

❖ CONTRACTS & COMMISSIONS

Commerce thrives upon trust. Organizations are encouraged to negotiate contracts for construction, transportation, protection, manufacturing and countless other services. Written agreements provide roleplay opportunities before, during and after the work itself. Successful partnerships often develop into lasting economic relationships that strengthen both organizations and the wider community.

❖ INVESTMENT & GROWTH

Prosperous organizations often possess the resources to support projects beyond their own borders. Investing in settlements, sponsoring festivals, financing expeditions or contributing to public infrastructure benefits the entire server while strengthening the organization's reputation. Generosity and cooperation frequently produce greater long-term rewards than simple accumulation. A wealthy organization is measured not only by what it owns, but by what it enables others to accomplish.

❖ A LIVING ECONOMY

Markets rise and fall. Resources become scarce. New settlements create fresh opportunities. Political unrest disrupts established trade. Peace encourages prosperity. War demands production. The economy should respond naturally to the changing world created by its players.

Clans that adapt to these changes often become the driving force behind future stories, ensuring that commerce remains an active and evolving part of Ash & Blood rather than a static background system.

8dzed1zy o

❖ LOOKING AHEAD

Commerce provides prosperity, but prosperity must be given a home. From humble frontier camps to magnificent capitals, every settlement reflects the ambitions of those who built it. The next chapter explores Holdings & Settlements, the communities, strongholds and cities that become the beating heart of the Exiled Lands.

Chapter IX — Holdings & Settlements

CHAPTER IX

Tnijqc5b o

HOLDINGS & SETTLEMENTS

"A camp shelters exiles. A settlement gives them something worth defending."


Every civilization begins with a place to call home. Some settlements emerge from little more than tents surrounding a campfire. Others grow into bustling trade centers, sacred temples, towering citadels or magnificent capitals whose names echo throughout history. Within Ash & Blood, settlements are far more than collections of buildings. They are living communities. They are where laws are written, markets flourish, festivals are celebrated and wars are remembered. A well-developed settlement becomes a destination that encourages visitors, inspires roleplay and contributes to the evolving history of the Exiled Lands.

❖ A SETTLEMENT IS MORE THAN A BASE

Building a fortress is easy. Creating a believable settlement is far more challenging. Recognized settlements should feel alive even when no one is present. Visitors should immediately understand who lives there, what its people value and how the community survives. Architecture, decoration, public spaces, businesses and institutions all contribute to telling that story. The strongest settlements are those that invite interaction rather than simply providing security.

Remember
  • People rarely remember walls. They remember the stories that happened within them

❖ TYPES OF SETTLEMENTS

Official Registry of Civil Settlements

Settlements naturally develop over time. While every organization is free to build according to its own vision, the following classifications provide a standardized method for describing the size, influence and purpose of a community throughout the Exiled Lands.

Settlement Official Description
Camp A temporary encampment, expeditionary base or frontier outpost established for survival, military campaigns or exploration beyond civilization.
Hamlet A small permanent settlement supporting a modest population with only the essential services required for daily life.
Village A growing community featuring public gathering places, local commerce and an expanding residential population.
Town A regional center containing established institutions, skilled professions, active marketplaces and organized residential districts.
City A major political, economic or cultural center whose influence is recognized throughout the Exiled Lands.
Capital The principal seat of government from which a kingdom, coalition or major institution administers its territories and authority.

ARCHIVIST'S NOTE

Settlement classifications are descriptive rather than mechanical. They exist to communicate how a community functions within the world and how it is commonly recognized by travelers, merchants and neighboring organizations. Classification is determined by the settlement's influence, purpose and role within the setting, not solely by its physical size, foundation count or decorative pieces.

Settlement Progression

❖ PUBLIC SPACES

Every memorable settlement contains places where strangers naturally meet. Organizations are encouraged to create public spaces that support roleplay beyond their own membership. Examples include:

  • Market squares.
  • Town halls.
  • Temples and shrines.
  • Libraries.
  • Public gardens.
  • Arenas.
  • Taverns and inns.
  • Harbors and docks.
  • Training grounds.
  • Courthouses.

These locations become the heart of community interaction and often serve as the setting for future events, festivals and political gatherings.

❖ DEFENSIVE DESIGN

Security remains an important consideration, particularly in a world shaped by conflict. Walls, gates, watchtowers and fortifications all contribute to the identity of a settlement. However, defenses should complement the settlement rather than define it. A fortress that exists only for war often feels lifeless. A city worth defending is one that possesses homes, commerce, culture and people whose stories make its survival meaningful.

❖ GROWTH THROUGH ROLEPLAY

The evolution of a settlement should reflect the story of the organization that inhabits it. A humble fishing village may become a prosperous port through years of trade. A frontier outpost may grow into a fortified city after surviving repeated invasions. A monastery may expand into a renowned center of learning visited by scholars from distant lands. Every new district, building and institution should represent another chapter in the settlement's history. Growth achieved through roleplay creates a far stronger sense of accomplishment than growth achieved overnight.

❖ SETTLEMENTS CREATE STORIES

The most beloved settlements are not necessarily the largest. They are the places players choose to visit. The tavern where friendships began. The courthouse where kingdoms negotiated peace. The arena where champions earned renown. The temple where rulers sought guidance before war. When a settlement becomes woven into the daily lives of the community, it ceases to be a build. It becomes part of the world itself.

❖ LOOKING AHEAD

No settlement flourishes without institutions that educate its people, administer its laws, preserve its faith and sustain its economy. The final chapter of this Codex explores Legacy & The Chronicle, where the triumphs, failures and enduring memories of Ash & Blood are preserved for every generation that follows.

Chapter X — Legacy & The Chronicle

CHAPTER X


Ph0vul5x o

LEGACY & THE CHRONICLE

"Stone crumbles. Kingdoms fall. Only memory defies time."


Every banner raised above the Exiled Lands will one day be lowered. Every ruler will eventually relinquish the throne. Every city, no matter how magnificent, will one day know peace, ruin or rebirth. Such is the nature of history. Yet civilizations are not measured solely by how long they endure. They are remembered for the lives they shaped, the discoveries they made, the wars they fought and the stories they left behind. The Chronicle exists to preserve those stories. It ensures that the accomplishments of one generation become the inspiration of the next, allowing Ash & Blood to evolve as a living world whose past continues to influence its future.

❖ THE LIVING CHRONICLE

The Chronicle is the permanent historical record of Ash & Blood. It documents the rise and fall of kingdoms, the founding of settlements, the signing of historic treaties, legendary battles, influential leaders and every other event that leaves a lasting mark upon the world. Unlike ordinary records, the Chronicle is never truly complete. Each new generation contributes another chapter, ensuring that history remains a living narrative rather than a forgotten archive.

Remember

The greatest reward for meaningful roleplay is knowing that future generations will remember it.

❖ WHAT IS RECORDED?

The Chronicle may preserve any event that significantly shapes the history of the server. Examples include:

Historical Record Examples
Kingdoms Founding, expansion, succession, dissolution and reunification.
Organizations Recognized clans, guilds, religious orders and institutions.
Wars Major campaigns, decisive battles, sieges and peace settlements.
Treaties Historic alliances, trade accords and diplomatic agreements.
Great Works Monuments, roads, universities, temples and other enduring achievements.
Notable Figures Rulers, scholars, priests, generals, merchants and other influential individuals.

❖ MONUMENTS & MEMORIALS

Not every legacy is preserved through written words alone. Statues, memorial gardens, tombs, shrines and monuments serve as lasting reminders of those who shaped the world before them. Organizations are encouraged to commemorate significant events through permanent landmarks whenever appropriate. These places become destinations for remembrance, ceremony and storytelling, allowing history to remain visible within the world itself.

❖ FALLEN KINGDOMS

The end of an organization does not erase its accomplishments. Kingdoms may collapse. Guilds may dissolve. Dynasties may come to an end. Yet each leaves behind traditions, architecture, relics and stories that continue influencing those who remain. The Chronicle preserves these histories so that future organizations may inherit the world rather than beginning anew. A forgotten kingdom is not one that has fallen. It is one whose story was never told.

❖ EVERY PLAYER LEAVES A MARK

Legacy is not reserved for rulers or powerful organizations. The merchant who established the first trade route. The builder who designed a city's walls. The priest who united rival faiths. The scholar who uncovered a forgotten ruin. The soldier whose sacrifice ended a war. Every player contributes to the shared history of Ash & Blood through the choices they make and the stories they help create. No contribution is too small when viewed through the lens of history.

❖ THE PURPOSE OF THE CODEX

The Clan Codex was never intended to serve as a list of rules. Its purpose is to provide a framework through which organizations can create stories together. Every chapter, from founding a clan to preserving its legacy, exists to encourage cooperation, meaningful conflict, creativity and long-term worldbuilding. The Administration provides the foundation. The community gives it life. Together they transform Ash & Blood from a survival server into a living world whose history belongs to everyone who inhabits it.

❖ FINAL WORD

There will come a day when your banner no longer flies above your walls. Your halls will stand empty. Your rulers will become names spoken only by historians. The roads you built will carry travelers who never knew your people. The treaties you signed will become faded parchment. The victories you celebrated will pass into legend. Yet somewhere, a young exile will enter the world and hear your name for the very first time. Perhaps they will walk through your abandoned city. Perhaps they will study your laws. Perhaps they will swear an oath beneath a monument your builders raised years before they were born. That is the purpose of legacy. Not to live forever. But to build something that continues long after you are gone.

May your banners fly proudly.
May your stories endure.
May history remember your name.