Introduction
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.
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.
Chapter I — 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.
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.
| Requirement | Standard |
|---|---|
| Three Active Members | Maintain 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. |
| Leadership | Designate at least one identifiable leader responsible for the organization and its communication with staff. |
| Identity & Purpose | Have a clear long-term identity, roleplay purpose and direction. |
| 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 the clan's official banner or heraldry. |
| Registration Ticket | Submit the completed Clan Registration ticket for review and approval. |
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.
| Class | Identity | What It Represents |
|---|---|---|
| Peaceful | Merchant House | Commerce and economic influence. Examples: trading companies, merchant guilds, banking families, caravans and financiers. |
| Peaceful | Scholarly Circle | Knowledge, history and discovery. Examples: archives, historians, libraries, philosophers, chroniclers, cartographers and academies. |
| Peaceful | Healing Sanctuary | Healing and humanitarian service. Examples: physicians, herbalists, hospices, infirmaries and charitable sanctuaries. |
| Peaceful | Artisan Guild | Industry and craftsmanship. Examples: blacksmiths, architects, engineers, builders, masons, shipwrights and master artisans. |
| Neutral | Noble House | Political authority through law, inheritance, legitimacy and diplomacy. Examples: dynasties, courts, governors and feudal rulers. |
| Neutral | Nomadic Clan | Independent societies built around migration, hunting, herding and frontier life. |
| Neutral | Religious Order | Organizations united by faith or sacred purpose, from temples and priesthoods to holy orders. |
| Neutral | Mercenary Company | Professional soldiers and guards whose loyalty is based on contracts rather than blood or nation. |
| Neutral | Ranger Lodge | Scouts, trackers, wardens and beast hunters devoted to the frontier and wilderness. |
| Neutral | Free Company | Independent adventurers pursuing exploration, fortune, discovery and opportunity. |
| Hostile | Warband | Conquest and raiding. Examples: barbarian clans, conquerors, reavers and warrior tribes. |
| Hostile | Criminal Syndicate | Organized crime through intimidation, extortion, smuggling, theft, assassination and hidden networks. |
| Hostile | Cult | Fanatical or secretive devotion to forbidden gods, ancient powers or dangerous doctrines. |
| Hostile | Slaver Company | Organizations built around capturing, transporting and selling slaves, including gladiatorial houses and professional captors. |
| Hostile | Pirate Brotherhood | Corsairs and raiders who dominate coasts, rivers or trade routes through piracy and maritime force. |
| Custom | Independent Institution | A unique lore-appropriate institution that does not fit another identity, such as an embassy, arbitration council, messenger service or royal commission. |
Chapter II — 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.
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. |
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 |
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.
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.
Chapter III — 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.
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.
| 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. |
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 |
Organization Type tells other players what the institution actually is within the social and political landscape.
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.
Chapter IV — 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.
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.
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.
Prestige reflects reputation, honor and historical significance. It comes from what others remember about the clan rather than what the clan claims about itself.
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.
Chapter V — 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.
| 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. |
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.
Chapter VI — 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.
| Agreement | Purpose |
|---|---|
| Alliance | A formal commitment to friendship, cooperation and assistance. |
| Trade Agreement | Defines commerce, trade routes, caravans or other economic cooperation. |
| Non-Aggression Pact | A pledge to refrain from hostile action for an agreed duration. |
| Defensive Pact | Signatories agree to provide military aid if either party is attacked. |
| Coalition | Several organizations temporarily unite for a common political or military objective. |
| Peace Treaty | A formal accord ending hostilities and restoring diplomatic relations. |
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.
Chapter VII — 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.
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.
Clans are encouraged to establish a believable casus belli: a reason the conflict has become serious enough to justify war.
| Common Cause | Example |
|---|---|
| Territorial Disputes | Competition over land, borders or control of a strategically important place. |
| Broken Alliances | Betrayal, abandoned obligations or a major diplomatic breach. |
| Religious Persecution | Sustained conflict over faith, temples, sacred authority or religious oppression. |
| Trade Conflicts | Blockades, disrupted routes, broken economic agreements or competition over valuable commerce. |
| Espionage & Sabotage | Spying, infiltration, theft of critical information or deliberate damage. |
| Succession Crisis | Competing claims to leadership, inheritance or legitimate rule. |
| Retribution | A response to serious past harm that has developed through roleplay. |
| Liberation | An attempt to free people, territory or an institution from another power. |
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.
Chapter VIII — 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.
| Business Type | Examples |
|---|---|
| Craftsmanship | Blacksmiths, armorers, carpenters, masons and leatherworkers. |
| Hospitality | Taverns, inns, bathhouses and caravanserais. |
| Trade | Merchant guilds, caravans, marketplaces and importers. |
| Services | Mercenary contracts, shipping, banking, scribes and physicians. |
| Agriculture | Farms, ranches, fisheries, vineyards and plantations. |
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.
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.
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.
Chapter IX — 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.
| Settlement | Official Description |
|---|---|
| Camp | A temporary encampment, expeditionary base or frontier outpost used for survival, a campaign or exploration. |
| Hamlet | A small permanent settlement supporting a modest population with only essential services. |
| Village | A growing community with public gathering places, local commerce and an expanding residential population. |
| Town | A regional center with established institutions, skilled professions, active markets and organized residential districts. |
| City | A major political, economic or cultural center recognized across the Exiled Lands. |
| Capital | The principal seat of government from which a kingdom, coalition or major institution administers its authority. |
Memorable settlements include places where strangers can naturally interact.
Chapter X — 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.
| 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. |
History can also be preserved through statues, memorial gardens, tombs, shrines and monuments. Appropriate landmarks can become places for remembrance, ceremony and future storytelling.
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.
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.