A practical guide to founding, registering and developing recognized clans in Ash & Blood, covering identity, governance, reputation, diplomacy, warfare, commerce, settlements and legacy.

Introduction

OFFICIAL CLAN REGISTRY
The Clan Codex
Founding, Governing & Shaping the Groups of Ash & Blood
The Clan Codex

Ash & Blood is built around people creating places, institutions and histories together. A recognized clan is more than an in-game mechanic, a Discord role or a shared base: it is an organization with leadership, identity, ambitions, relationships, territory, history, reputation and legacy.

CORE PRINCIPLE
Roleplay creates progression
Progression should never replace roleplay. The systems in this Codex exist to reward and preserve stories, not to create a race for ranks, bonuses or numerical power.
01
What the Codex Is For

The Codex gives every recognized organization a common framework while leaving the actual direction of the clan in the hands of its players. A merchant house, religious order, pirate brotherhood, scholarly circle or kingdom should not be forced down the same path.

›
Found and register a recognized clan.
›
Establish a public identity, leadership structure and heraldry.
›
Develop Influence, Wealth and Prestige through roleplay.
›
Build diplomatic and political relationships with other organizations.
›
Participate in meaningful conflict without turning the Codex into a PvP ruleset.
›
Create businesses, holdings, settlements and public institutions.
›
Preserve achievements and history through the Chronicle.
02
Contents

Recognition, requirements and organization identities.
Official records, names, banners and amendments.
Leadership structures, purpose, values and Clan Profiles.
Influence, Wealth and Prestige.
How the world and Administration recognize lasting impact.
Treaties, envoys, alliances and political consequences.
Narrative causes, campaigns and consequences of war.
Businesses, trade routes, contracts and investment.
Settlement identity, public spaces and growth.
How organizations and achievements enter server history.
RELATED RULES
Codex vs. rulebooks
The Clan Codex describes the narrative and registry systems for organizations. Hard mechanical limits for buildings, clan size, alliances and followers belong to Book IV. PvP, raids, siege procedure and PK belong to Book III.
Before You Continue
The question is not how powerful your clan becomes. The better question is what the world will remember after your banners have fallen.

Chapter I — Founding A Clan

CHAPTER I
Founding a Clan
Recognition Is the Beginning of the Story
“Every kingdom was once nothing more than a campfire shared by strangers.”
Founding a Clan

Every organization begins with a decision to build something larger than its founders. Official recognition is the point at which that organization becomes part of Ash & Blood's public registry and server-wide history.

01
What Recognition Means

A recognized clan is an active organization formally acknowledged by the Ash & Blood Administration & Moderation Team. Recognition may make the organization eligible for its own Discord role or rank, official events, world storylines and future clan systems.

IMPORTANT
Recognition is not power
Recognition does not provide combat advantages, superior narrative authority or special permission to ignore ordinary rules. It gives the organization a public place in the world's ongoing story.
02
Minimum Recognition Requirements

RequirementStandard
Three Active MembersMaintain at least three active members. Smaller technical clans may exist for ownership under Book IV, but they are not recognized organizations until they meet Codex requirements.
LeadershipDesignate at least one identifiable leader responsible for the organization and its communication with staff.
Identity & PurposeHave a clear long-term identity, roleplay purpose and direction.
HeadquartersMaintain a permanent headquarters, settlement or established meeting place.
Established ActivityDemonstrate consistent roleplay before applying for official recognition.
Clan BannerSubmit a transparent PNG representing the clan's official banner or heraldry.
Registration TicketSubmit the completed Clan Registration ticket for review and approval.
03
Registry of Clan Identities

Every recognized clan chooses a public identity that communicates its general place in the world. The classification is descriptive rather than mechanical: it helps other players understand what kind of organization they are meeting.

GREEN · Peaceful
Organizations that rarely initiate armed conflict and are primarily associated with commerce, knowledge, healing or craftsmanship.
GOLD · Neutral
Organizations that may pursue diplomacy or warfare depending on circumstance, including political, religious, mercenary and independent groups.
RED · Hostile
Organizations whose purpose naturally encourages conquest, raiding, piracy, organized crime, slavery or other violent conflict.
ClassIdentityWhat It Represents
PeacefulMerchant HouseCommerce and economic influence. Examples: trading companies, merchant guilds, banking families, caravans and financiers.
PeacefulScholarly CircleKnowledge, history and discovery. Examples: archives, historians, libraries, philosophers, chroniclers, cartographers and academies.
PeacefulHealing SanctuaryHealing and humanitarian service. Examples: physicians, herbalists, hospices, infirmaries and charitable sanctuaries.
PeacefulArtisan GuildIndustry and craftsmanship. Examples: blacksmiths, architects, engineers, builders, masons, shipwrights and master artisans.
NeutralNoble HousePolitical authority through law, inheritance, legitimacy and diplomacy. Examples: dynasties, courts, governors and feudal rulers.
NeutralNomadic ClanIndependent societies built around migration, hunting, herding and frontier life.
NeutralReligious OrderOrganizations united by faith or sacred purpose, from temples and priesthoods to holy orders.
NeutralMercenary CompanyProfessional soldiers and guards whose loyalty is based on contracts rather than blood or nation.
NeutralRanger LodgeScouts, trackers, wardens and beast hunters devoted to the frontier and wilderness.
NeutralFree CompanyIndependent adventurers pursuing exploration, fortune, discovery and opportunity.
HostileWarbandConquest and raiding. Examples: barbarian clans, conquerors, reavers and warrior tribes.
HostileCriminal SyndicateOrganized crime through intimidation, extortion, smuggling, theft, assassination and hidden networks.
HostileCultFanatical or secretive devotion to forbidden gods, ancient powers or dangerous doctrines.
HostileSlaver CompanyOrganizations built around capturing, transporting and selling slaves, including gladiatorial houses and professional captors.
HostilePirate BrotherhoodCorsairs and raiders who dominate coasts, rivers or trade routes through piracy and maritime force.
CustomIndependent InstitutionA unique lore-appropriate institution that does not fit another identity, such as an embassy, arbitration council, messenger service or royal commission.
04
Leadership & Responsibility

›
One accountable representative
A clan may be ruled by a king, council, guildmaster, high priest, chieftain, elder, captain or another lore-appropriate structure, but one identifiable leader must ultimately be able to represent it in diplomacy, disputes and administrative matters.
›
Participation maintains recognition
Recognized clans are expected to remain active, encourage interaction, follow server rules and create roleplay beyond their own membership.
›
Inactivity can end recognition
An organization abandoned for an extended period may lose recognized status, usually after 21 days unless staff has been informed of an absence.
Registry Principle
A clan is remembered not by its name, but by the legacy it leaves upon the Exiled Lands.

Chapter II — Registration & Heraldry

CHAPTER II
Registration & Heraldry
Names, Records and a Recognizable Identity
“A banner without a name is forgotten. A name without a banner is never seen.”
Registration & Heraldry

Registration creates the official public record of a recognized organization. The goal is simple: another player should be able to understand who the clan is, what it represents and who is responsible for it.

01
Clan Registration

Registration is completed through the official Clan Registration ticket. Staff may return incomplete or unclear applications for clarification before approval.

Registration Field Purpose
Clan Name The official name under which the organization is recognized.
Leader The individual responsible for representing the organization and communicating with Administration.
Organization Identity The Registry identity selected for the clan, such as Noble House, Merchant House or Religious Order.
Primary Purpose A concise summary of the organization's ambitions, activities and role in 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
The Registry is a historical record
Approved entries are treated as the authoritative public record of the organization. Keep them accurate as the clan changes.
02
Clan Names

Choose a name that fits the clan's culture, purpose and the Hyborian setting. Modern references, internet memes, copyrighted franchises and intentionally comedic names are unlikely to receive recognition.

Examples Examples
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
03
Heraldry & Banners

Custom heraldry is optional but strongly encouraged. A consistent emblem gives the organization a recognizable visual identity and helps other players identify it during diplomacy, public events, trade and conflict.

Examples of Heraldry
›
Animals associated with strength, heritage or a clan tradition.
›
Religious symbols connected to the organization's faith.
›
Weapons representing a martial tradition.
›
Merchant insignias associated with trade or industry.
›
Ancient runes, historical emblems or inherited family crests.
Example clan heraldry
EXAMPLE › Clan heraldry should remain recognizable at both banner and profile size.
04
Official Records

The clan's public record may include the official name, Clan Charter or governing identity, leadership, settlement, organization identity, heraldry, date of recognition, current Standing and public description.

05
Amendments & Dissolution

›
Update significant changes
Leadership, name, heraldry, government, territory or identity changes should be reflected in the Registry. Minor administrative updates may be requested through a ticket.
›
Archive dissolved clans
When an organization permanently ends through war, inactivity or completion of its purpose, its registration may be archived rather than erased.
›
History remains
Archived organizations may still appear in chronicles, monuments, treaties and historical events.
Archive Principle
History does not forget those who shaped it.

Chapter III — Governance & Organization

CHAPTER III
Governance & Organization
The Public Face of a Recognized Clan
“The strength of a kingdom is not measured by its walls, but by the people who choose to follow its banner.”
Governance & Organization

Ash & Blood does not force every organization into the same archetype. A Clan Profile records how the group governs itself, what it wants to be known for and how it presents itself to the world.

01
Clan Profiles

A Clan Profile is more than an application. It is the public identity allies, rivals and newcomers can read before meeting the organization in roleplay. It should evolve whenever leadership, government, diplomacy, territory, ideology or long-term objectives materially change.

Legacy Clan Profile

REGISTRY GUIDELINE
Keep the profile current
The Registry should describe the organization that exists now, not a version of it that disappeared months ago.
02
Forms of Government

Government Style How It Works
Monarchy Hereditary Rule Authority rests with a sovereign or dynasty, usually passed through bloodline or noble succession.
Council Collective Leadership Several appointed or elected members govern through discussion, negotiation and consensus.
Theocracy Divine Authority Religious doctrine governs through priests, prophets or spiritual authorities.
Tribal Leadership Traditional Authority Elders, chiefs or accomplished warriors lead through tradition, wisdom or personal strength.
Military Command Chain of Command Rank determines authority and orders flow through a disciplined hierarchy.
Guild Leadership Professional Administration Senior craftsmen, merchants or experienced professionals lead through merit and established guild traditions.
Independent Custom Governance A lore-appropriate custom system clearly defined during registration.
REGISTRY NOTICE
Government may change
Coups, reforms, elections, civil wars and succession crises may change how a clan is governed. Update the Registry when those changes become established.
03
Primary Purpose

A Primary Purpose records what the clan wants to become known for. It is a reputation marker, not a restriction; organizations may still trade, fight, worship, explore or negotiate outside their chosen focus.

Category Common Purposes
Peaceful Commerce · Scholarship · Craftsmanship · Agriculture
Neutral Politics · Religion · Exploration · Any lore-appropriate purpose
Hostile Conquest · Mercenary Work · Piracy · Slavery
04
Organization Type

Organization Type tells other players what the institution actually is within the social and political landscape.

Noble HouseMerchant GuildReligious OrderKnightly OrderMercenary CompanyTribeAcademic CircleGovernmentPirate FleetCriminal SyndicateExploration CompanyCustom Organization
05
Core Values

Clans are encouraged to select three Core Values. They provide a roleplay foundation for leadership, diplomacy, tradition and everyday behavior, but grant no mechanical bonus.

HonorJusticeFaithWealthTraditionKnowledgeAmbitionDisciplineFreedomOrderInnovationLoyaltyCourageProsperityMercyPower
06
Example Clan Profile

fficial Clan Registry · Clan Profile
HOUSE PAZMIRA
Registered Noble House
YELLOW STANDING
House Pazmira Crest
› Clan emblem of House Pazmira.
Registry Field Entry
Leader Condessa Necrinia
Organization Noble House
Government Monarchy
Primary Purpose Politics
Alignment Lawful Neutral
Core Values Honor · Tradition · Justice
Headquarters J4
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.

CROSS-REFERENCE
Mechanical clan rules live in Book IV
Clan size, shell clans, alliance limits, building allowances and follower limits are governed by Book IV. The Codex governs the public identity and narrative development of recognized organizations.

Chapter IV — The Three Pillars of Power

CHAPTER IV
The Three Pillars of Power
Influence, Wealth and Prestige
“No kingdom endures by the sword alone. Power is sustained through reputation, prosperity and the loyalty of those who believe in its banner.”
The Three Pillars of Power

The Three Pillars describe the reputation a clan builds through actual play. They are not levels, currencies or automated statistics, and none of them grants a mechanical advantage.

01
The Three Pillars

I · Influence
Political weight, diplomacy, alliances, treaties, religious authority, fear, loyalty and the ability to shape the balance of power.
II · Wealth
Commerce, industries, infrastructure, trade routes, production and resources capable of sustaining the clan's ambitions.
III · Prestige
Honor, renown, great victories, cultural achievements and stories remembered long after the moment has passed.
The Three Pillars
› The pillars describe different kinds of reputation; no clan is expected to excel equally in all three.
02
Influence

Influence reflects the organization's ability to shape the political, social and military landscape. It cannot simply be purchased; it is earned when other people take the clan's words, promises and threats seriously.

›
Leading military coalitions.
›
Successfully mediating disputes.
›
Holding positions of regional authority.
›
Forging alliances between rival organizations.
›
Maintaining respected diplomatic relationships.
›
Hosting councils, summits or public gatherings.
›
Becoming an institution others actively seek out.
Influence
› Influence is not measured by how loudly a clan speaks, but by how many people choose to listen.
03
Wealth

Wealth means more than coin. It can be demonstrated through businesses, trade networks, valuable holdings, rare resources and investment that creates opportunity for other players.

›
Establishing trade agreements.
›
Financing community projects.
›
Maintaining active marketplaces.
›
Developing profitable industries.
›
Operating successful businesses.
›
Supporting craftsmen and artisans.
›
Managing prosperous settlements.
Wealth
› The richest organizations are remembered not for the coin they possessed, but for the prosperity they created.
04
Prestige

Prestige reflects reputation, honor and historical significance. It comes from what others remember about the clan rather than what the clan claims about itself.

›
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.
Prestige
› Prestige is measured not by what your organization claims to be, but by what others remember it for.
05
Balance & Roleplay

Different strengths create reasons for clans to depend on one another. A wealthy merchant guild may remain politically neutral; a knightly order may earn prestige without controlling trade; a conquering kingdom may wield influence while struggling economically.

A World Shaped by Roleplay
› Treaties, caravans, battles, festivals, alliances and monuments naturally shape reputation over time.
Codex Principle
Your actions determine your reputation. Your reputation becomes your legacy.

Chapter V — Clan Standing

CHAPTER V
Clan Standing
Historical Recognition, Not a Scoreboard
“The greatest kingdoms are remembered not for how long they endured, but for the mark they left upon the world.”
Clan Standing

Standing reflects how the world and Administration recognize an organization's long-term contribution. It is not a combat rank, wealth score or mechanical progression system.

01
Levels of Standing

StandingDescription
RecognizedAn officially registered organization beginning its journey within the Exiled Lands.
RespectedAn active organization known for consistency, reliability and meaningful participation.
ProminentA major political, military, economic or cultural institution that regularly shapes events across the server.
PowerfulA dominant organization whose influence extends across multiple regions and whose decisions affect numerous other clans.
LegendaryA rare distinction reserved for organizations whose accomplishments permanently become part of Ash & Blood's history.
02
How Standing Is Earned

›
Leadership within the community.
›
Diplomatic activity with other organizations.
›
Consistent roleplay over an extended period.
›
Economic development and public contributions.
›
Stories that become part of server history.
›
Memorable settlements or landmarks.
›
Reliability, maturity and adherence to server standards.
›
Meaningful participation in server events and storylines.
Clan Standing
› Standing recognizes impact and consistency rather than a single victory or project.
03
Maintaining Reputation

Standing describes a living reputation. Inactivity, abandonment or repeated harm to the community may lead to review or reduction, while new clans are encouraged to build stories rather than rush toward recognition.

IMPORTANT
Standing is not a competition
Different organizations pursue different ambitions. A monastery, mercenary company and merchant house may all become historically important through completely different kinds of roleplay.
Living History
Standing records a chapter in an organization's history, not a permanent entitlement.

Chapter VI — Diplomacy & Politics

CHAPTER VI
Diplomacy & Politics
Treaties, Relationships and Political Consequences
“Every war begins with words. Every peace ends with signatures.”
Diplomacy & Politics

Diplomacy is player-driven. The Administration does not choose a clan's allies, enemies or trading partners, but those relationships should develop through roleplay and remain consistent with the rulebooks.

01
Principles of Diplomacy

›
Build alliances, rivalries and trade relationships through in-character interaction rather than OOC convenience.
›
Use negotiation, compensation, arbitration and neutral mediation when they create better stories than immediate violence.
›
Appoint ambassadors or envoys when the clan wants consistent political representation.
›
Embassies, council halls and diplomatic quarters are encouraged where they create public roleplay.
02
Diplomatic Agreements

AgreementPurpose
AllianceA formal commitment to friendship, cooperation and assistance.
Trade AgreementDefines commerce, trade routes, caravans or other economic cooperation.
Non-Aggression PactA pledge to refrain from hostile action for an agreed duration.
Defensive PactSignatories agree to provide military aid if either party is attacked.
CoalitionSeveral organizations temporarily unite for a common political or military objective.
Peace TreatyA formal accord ending hostilities and restoring diplomatic relations.
REGISTRY NOTICE
Treaties are roleplay documents
Clans may negotiate additional clauses and unique terms. Agreements matter because players acknowledge and roleplay them, not because the Codex automatically enforces every promise.
03
Breaking Agreements

Organizations may betray, abandon or violate treaties when that choice arises naturally through roleplay. Broken promises may permanently alter trust, trade and future negotiations. Reputation is often more valuable than a short-term victory.

04
Independent Alliances

CROSS-REFERENCE
Alliances do not merge clans
Book IV governs the mechanical limits of alliances and prohibits hidden mega-clans or split organizations. If diplomacy escalates into violence, Book III governs PvP, raids and siege procedure.
Political Principle
A treaty created through compelling roleplay carries more weight than one created merely for convenience.

Chapter VII — Warfare & Conflict

CHAPTER VII
Warfare & Conflict
Narrative Framing for Wars and Campaigns
“War is the failure of diplomacy, but history is often written by those willing to fight for their convictions.”
Warfare & Conflict

The Codex explains how organizations frame war as a story. It does not replace the PvP and raiding rules. Every mechanical conflict must still follow Book III.

RULE AUTHORITY
Book III governs the fight
PvP initiation, raids, attacker limits, sieges, injuries, captivity, PK and other mechanical conflict rules are controlled by Book III. The Clan Codex only describes narrative causes, campaigns and political consequences.
01
The Philosophy of Conflict

Meaningful war grows from believable ambitions, political tension and rivalry. It should change relationships or circumstances rather than exist only to determine which group has stronger gear or more players.

Meaningful Conflict
› A memorable defeat often creates a better story than a meaningless victory.
02
Just Cause

Clans are encouraged to establish a believable casus belli: a reason the conflict has become serious enough to justify war.

Common CauseExample
Territorial DisputesCompetition over land, borders or control of a strategically important place.
Broken AlliancesBetrayal, abandoned obligations or a major diplomatic breach.
Religious PersecutionSustained conflict over faith, temples, sacred authority or religious oppression.
Trade ConflictsBlockades, disrupted routes, broken economic agreements or competition over valuable commerce.
Espionage & SabotageSpying, infiltration, theft of critical information or deliberate damage.
Succession CrisisCompeting claims to leadership, inheritance or legitimate rule.
RetributionA response to serious past harm that has developed through roleplay.
LiberationAn attempt to free people, territory or an institution from another power.
03
Campaigns

Most wars should unfold through more than a single battle. Diplomacy, espionage, reconnaissance, logistics, ultimatums, negotiations and individual engagements can all become chapters in the larger campaign.

04
Sieges & Settlements

Sieges & Settlements
› Fortified settlements represent substantial building and roleplay. Use diplomacy, ultimatums, evacuations and dramatic defenses to make a siege more than a demolition event.
05
Consequences

›
Territory may change hands.
›
Trade routes may be disrupted.
›
Political alliances may dissolve.
›
Dynasties may fall or reform.
›
Enemies may eventually become allies.
›
Surrender, ransom, occupation, reparations or peace may create future roleplay instead of ending it.
War Beyond the Battlefield
› War creates refugees, trade disruption, diplomacy, healing, rebuilding and history. The battlefield is only one part of the story.
Conflict Principle
Every campaign should have a reason. Every battle should have consequences. Every victory should change something.

Chapter VIII — Commerce & Economy

CHAPTER VIII
Commerce & Economy
Trade Creates Reasons for People to Meet
“An empire may be conquered by steel, but it is sustained by commerce.”
Commerce & Economy

Commerce is the movement of people, resources, information and opportunity. The strongest economy is one that encourages clans to interact and specialize rather than becoming entirely self-sufficient.

01
Businesses & Enterprises

Business TypeExamples
CraftsmanshipBlacksmiths, armorers, carpenters, masons and leatherworkers.
HospitalityTaverns, inns, bathhouses and caravanserais.
TradeMerchant guilds, caravans, marketplaces and importers.
ServicesMercenary contracts, shipping, banking, scribes and physicians.
AgricultureFarms, ranches, fisheries, vineyards and plantations.
02
Trade Routes

Trade routes connect distant settlements and create regular reasons to travel. Valuable caravans may need escorts; border crossings can become markets; inns grow around traffic; political unrest can redirect commerce.

Trade Routes
› Routes turn isolated settlements into connected communities and create natural opportunities for travel, escort and negotiation.
03
Contracts & Commissions

Written agreements for construction, transport, protection, manufacturing or specialist services can create roleplay before, during and after the work. Reliable partnerships may grow into long-term economic relationships.

04
Investment & Growth

Prosperous organizations are encouraged to fund projects beyond their own walls: settlements, festivals, expeditions, infrastructure and public institutions. Wealth becomes more meaningful when it enables other players to do something.

A Living Economy
› Peace encourages prosperity, war demands production and political change can disrupt established trade.
Commerce Principle
A wealthy organization is measured not only by what it owns, but by what it enables others to accomplish.

Chapter IX — Holdings & Settlements

CHAPTER IX
Holdings & Settlements
Build Places People Want to Visit
“A camp shelters exiles. A settlement gives them something worth defending.”
Holdings & Settlements

A settlement should tell visitors who lives there, what those people value and how the community survives. Architecture, public spaces, institutions and businesses matter more than raw size.

RULE AUTHORITY
Book IV governs construction
The classifications below are narrative descriptions. Building allowances, settlement placement, temporary outposts, restricted zones and technical construction rules belong to Book IV.
01
Settlement Classifications

SettlementOfficial Description
CampA temporary encampment, expeditionary base or frontier outpost used for survival, a campaign or exploration.
HamletA small permanent settlement supporting a modest population with only essential services.
VillageA growing community with public gathering places, local commerce and an expanding residential population.
TownA regional center with established institutions, skilled professions, active markets and organized residential districts.
CityA major political, economic or cultural center recognized across the Exiled Lands.
CapitalThe principal seat of government from which a kingdom, coalition or major institution administers its authority.
ARCHIVIST'S NOTE
Classification is descriptive
A city is not created simply by placing more foundations. Classification comes from the settlement's role, influence, institutions and recognition in the world.
02
Public Spaces

Memorable settlements include places where strangers can naturally interact.

Market SquaresTown HallsTemples & ShrinesLibrariesPublic GardensArenasTaverns & InnsHarbors & DocksTraining GroundsCourthouses
03
Defense, Growth & Story

›
Defenses should support the settlement
Walls, gates and watchtowers can be important, but a place built only for war often feels lifeless.
›
Growth should reflect roleplay
A fishing village may become a port through trade; an outpost may become a fortified town after conflict; a monastery may grow into a center of learning.
›
The best settlements become destinations
Players remember the tavern where a friendship began, the courthouse where peace was negotiated and the temple where a ruler sought counsel.
Settlement Principle
People rarely remember walls. They remember the stories that happened within them.

Chapter X — Legacy & The Chronicle

CHAPTER X
Legacy & The Chronicle
What Remains After the Banner Falls
“Stone crumbles. Kingdoms fall. Only memory defies time.”
Legacy & The Chronicle

The Chronicle is Ash & Blood's living historical record. It preserves organizations and events that meaningfully shaped the world so future characters inherit a setting with a past rather than starting from nothing.

01
What the Chronicle Records

Historical RecordExamples
KingdomsFounding, expansion, succession, dissolution and reunification.
OrganizationsRecognized clans, guilds, religious orders and institutions.
WarsMajor campaigns, decisive battles, sieges and peace settlements.
TreatiesHistoric alliances, trade accords and diplomatic agreements.
Great WorksMonuments, roads, universities, temples and other enduring achievements.
Notable FiguresRulers, scholars, priests, generals, merchants and other influential individuals.
02
Monuments & Memorials

History can also be preserved through statues, memorial gardens, tombs, shrines and monuments. Appropriate landmarks can become places for remembrance, ceremony and future storytelling.

03
Fallen Kingdoms

The end of a clan does not erase its achievements. A dissolved kingdom may leave behind architecture, traditions, relics, laws and stories that continue influencing the world.

UNDERSTAND
A fallen clan can still matter
A forgotten kingdom is not one that has fallen. It is one whose story was never told.
04
Every Player Leaves a Mark

›
The merchant who established a 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.
05
The Purpose of the Codex

The Codex is a framework for organizations to create stories together. Founding, reputation, diplomacy, conflict, commerce and legacy all exist to encourage cooperation, meaningful rivalry, creativity and long-term worldbuilding.

Final Word
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.