




Clan System
A Clan ranges from a ragtag group of adventurers, to a religious brotherhood, to the royal family itself. Each is represented via the Clan System.
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No Clan exists in Bloodline that has staff backing, can be considered 'more official' than others, or starts out with innate benefits that others may not. We believe in utilizing the Clan System to its fullest, to empower players and allow them to dictate the course of their aligned Faction through the roleplay they perform.
Every Clan can gauge their prowess in comparison to others aligned under their own Faction, or another, by their Clan Perks and Reputation. Clan Perks and Faction Reputation have IC implications attached to them and represent a group becoming more powerful under one of the major Factions.
When your Clan has 4 or more people, including your Leader, the Clan's Leader can make a Clan Request ticket. Your Leader will get the Leader perk which gives access to abilities that cost Influence, Silver, Gathering Tokens, and sometimes Experience Tokens, but grant permanent and temporary buffs. They can also use the /settlement menu within your clan's land claim to access Clan Perks and Settlement Upgrades.
I. Becoming a Leader
​a. Characters who lead a Noble House, Mercenary Company, Circle Cabal, or a Clan of any kind with 4 or more members, including the leader, may request a Leader role via a Clan Request Ticket in the Admin Ticket section.
b. In the Admin Ticket, the Leader provides proof of having 4 members in their clan with a screenshot of their Clan roster.
c. If your group’s membership falls below 4, you have until the end of the current IRL month to recruit more members, or the Leader status is lost (the faction's influence dissolves or is absorbed by another IC) The end of each month is when Clan membership is checked, and more time will be given if it was recent to the check.
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The following is the template for requesting via an Admin Ticket to align your Clan
**DESIRED FACTION:** [Tevinter Imperium, Orlesian Empire, Alamarri Freeholds, Freelancers]
**CLAN NAME:**
**CLAN DESCRIPTION:**
**CLAN HISTORY:**
**BASE LOCATION:**
**LEADER:** [Please provide the character name you whitelisted with.]
**FOUNDING MEMBERS:** [4 minimum.]
Attach an Emblem to represent your clan, if possible.
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II. Faction Upkeep & Influence
​a. Leaders manage a resource called Influence which grows each week.
b. Influence represents a Clan's overall sway in Thedas. Political influence, military might, coin, personal charisma of the Clan's Leader, and so on.
c. Influence is gained by other players using the ability "Support Cause", which grants +1 Influence.
d. Influence can be spent to acquire: Short-Term Buffs, Clan Perks, Story Arcs, Experience Tokens, Silvers.
III. Clan Perks
Clan Perks are unlocked by spending Influence in the following Paths:
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Forces (military, guard, martial expertise)
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Secrets (espionage, infiltration, hidden knowledge)
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Connections (trade, nobility, negotiations)
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A clan may focus on one path or diversify. A militaristic mercenary clan might invest heavily in Forces perks, while a cunning Thieves ring invests mostly in secrets, so on.
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Forces Perks
“Endurance training fit for a soldier.”
This path focuses on military might, combat training, and martial advantages for the clan.
Perks in Forces grant bonuses to combat skills, physical stats, and battlefield abilities.
Tier One
Miners
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your Clan's members gain access to Mine Ore Ability
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IC: Your clan establishes a cadre of miners, they teach your people how to extract ore from the earth.
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Martial Training
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain +1 Combat Style
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IC: Your clan's members receive basic combat drills.
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True Grit
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain +1 to Endurance.
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IC: Time spent sparring makes your clan tougher.​​
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Mounted Training
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain +1 Ride, and +1 Athletics
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IC: Your clan runs drills in cavalry tactics.
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Quartermaster
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain -2 Encumbrance
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IC: Your clan's improved packing techniques allow easier carrying of gear.
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Tier Two
Master Miners
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Cost: 15 Influence, 200 Silver
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Requirements: Miners
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Effect: Your clan's members gain access to Improved Mine Ore Ability.
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IC: Your clan is well taught in how to mine for ore.
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Weapon Master
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Cost: 15 Influence, 200 Silver
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Requirements: Martial Training
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Effect: Your clan's members gain +1 Combat Style
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IC: A well trained expert teaches your clan member's in combative tactics.
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Ironclad
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Cost: 15 Influence, 200 Silver
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Requirements: True Grit
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Effect: Your clan's members gain +1 to Endurance and +1 to Willpower.
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IC: Your dietary options make your clan members more resilient.​
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Armory
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Cost: 15 Influence, 200 Silver
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Requirements: Quartermaster
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Effect: Your clan's members gain -2 Encumbrance.
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IC: Your storages expand, durable and lighter armor is near uniform.
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Tier Three
Elite Training
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Cost: 20 Influence, 300 Silver
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Requirements: Weapon Master
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Effect: Your clan's members gain +2 Combat Style, and +2 Initiative Bonus
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IC: Regular patrols and well-armed caravans grant better safety at home.
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Thick Skin
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Cost: 20 Influence, 300 Silver
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Requirements: Ironclad
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Effect: Your clan's members gain +1 Hit Points to all Hit Locations.
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IC: Each member has high physical conditioning.
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Veteran Warriors
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Cost: 20 Influence, 300 Silver
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Requirements: Armory
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Effect: Your clan's members gain +1 Damage Modifier.
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IC: Your group has been forged in countless battles.
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Forces - Tier Four
Bloodlust
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Cost: 25 Influence, 400 Silver
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Requirements: Elite Training
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Effect: You clan's members gain +1 Damage Modifier, and +3 Initiative Bonus.
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IC: Your warriors fight with frightening fury, their joy in bloodshed becoming a deadly weapon.
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Steadfast
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Cost: 25 Influence, 400 Silver
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Requirements: Thick Skin, Veteran Warriors
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Effect: Your clan members gain +1 Hit Points to all Hit Locations, -2 Encumbrance, as well as being immune to Fear.
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IC: Their minds are as unbreakable as their bodies - Your warriors resist fear, spell, and pain alike.
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Forces - Tier Five
Siegecraft
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Cost: 30 Influence, 500 Silver
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Requirements: Bloodlust, Steadfast
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Effect: All clan members gain access to the Catapult ability which can only be used if combat has lasted longer than 4 rounds, and only once by those sides fighting. It deals 8d6 damage to all Hit Locations in a 5 Tile Sphere.
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IC: You have long distance weaponry for defeating hordes of enemies or great foes. Your mastery of siegecraft can turn the ride of any drawn-out conflict.
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Secrets Perks
“Developing keen eyes and an inquisitive mind.”
Tier One
Herbalists
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain access to Gather Herbs.
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IC: You have a network of herbalists who teach your people how to spot valuable herbs.
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Deft Hands
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain +1 to Conceal, Stealth, and Mechanisms
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IC: Basic spycraft training.
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Evasion Specialists
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain +1 to Evade, Acrobatics, and Willpower.
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IC: Training on evading danger, physical and social.
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Eagle-Eyed
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain +3 to Perception.
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IC: Training in spotting where the pattern breaks, in nature or in civilization.
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Smugglers
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain +1 to Initiative Bonus.
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IC: Your clan has supply lines with illicit dealers and has learned to be always prepared due to it.
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Tier Two​
Trained Herbalists
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Cost: 15 Influence, 200 Silver
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Requirements: Herbalists
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Effect: Access to Improved Gather Herbs.
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IC: Your clan is well taught in how to gather the best of herbs.​
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Whisper Network
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Cost: 15 Influence, 200 Silver
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Requirements: Deft Hands
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Effect: Your clan's members gain +2 to Deceit, Persuasion, and Sleight.
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IC: Your rogues have infiltrated many social groups, granting a better confidence in trickery.
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Trading Tongue
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Cost: 15 Influence, 200 Silver
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Requirements: Evasion Specialists
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Effect: Your clan's members gain access to the Thieves' Tongue, allowing for body language and symbols to speak entire sentences or give short phrases.
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IC: Your clan learns the Thieves' Tongue, a unique language for covert communication.
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Forward Scouts
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Cost: 15 Influence, 200 Silver
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Requirements: Smugglers
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Effect: Your clan's members gain +1 to Initiative Bonus.
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IC: Your clan has active eyes on land ahead of your arrival, allowing preparation.
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Tier Three
Arcane Secrets
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Cost: 20 Influence, 300 Silver
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Requirements: Whisper Network
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Effect: Your clan's members gain +3 to Insight, Persuade, and Deceit.
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IC: Your agents now delve into magical codes and political subterfuge. They speak the language of secrets, gaining sway in both mystical and social circles alike.
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Pathfinders
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Cost: 20 Influence, 300 Silver
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Requirements: Forward Scouts
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Effect: Your clan's members gain +3 Initiative Bonus.
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IC: Your scouts are now master trackers and route-finders. Whether navigating a battlefield or spying an ambush before it happens, they guide your people swiftly and safely.
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Escape Plan
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Cost: 20 Influence, 300 Silver
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Requirements: Trading Tongue
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Effect: Your clan's members gain +1 Movement.
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IC: Routes are always planned in advance. Your clan knows where every trapdoor, hidden path, or sewer tunnel lies.
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Tier Four
Cloak
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Cost: 25 Influence, 400 Silver
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Requirements: Pathfinders, Escape Plan
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Effect: Your clan's members gain an Immunity to Tracking
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IC: Your clan no longer just hides in the shadows - They are the shadows. No trail remains, no sound escapes, and even the sharpest hunters are led astray by your ghostlike precision.
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Dagger
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Cost: 25 Influence, 400 Silver
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Requirements: Arcane Secrets
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Effect: Your clan's members gain an Immunity to Surprised.
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IC: You know the perfect strike isn't about strength, it's about timing. Whether through whispers or poisons, you make sure when the knife falls, it falls deep.
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Tier Five
Master of Secrets
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Cost: 30 Influence, 500 Silver
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Requirements: Cloak, Dagger
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Effect: Once per war, you can inflict a -2 Renown (Win Points) on the enemy at any time.
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IC: At the heart of every network it the one who pulls the strings. Your clan now shapes events from the shadows - Seeing all, knowing all, and striking when it matters most.
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Connection Perks
“Training in the fine arts of persuasion.”
Tier One
Lapidary
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain access to Gather Gems.
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IC: You have a network of gem collectors who teach your people how to discern valuable gems.
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Tavern Shows
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain access to Perform a Show, which grants Silvers.
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IC: You have a network of tavern hosts who allow your people to perform shows in their establishment.
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Guest Rights
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain +3 Persuade and +5 Courtesy.
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IC: You are welcomed as honored guests due to your diplomatic reputations or blood ties.
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Silver Tongues
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain +2 Deceit and +2 Oratory.
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IC: Your clan trains its members in the art of persuasive speech and subtle misdirection. You never lie, you reframe.
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Written Word
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Cost: 10 Influence, 100 Silver
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Requirements: None
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Effect: Your clan's members gain +1 to Lore, Literacy, and Insight.
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IC: Your clan values the written word - Be it ancient history, modern contracts, or the subtle art of penmanship. Knowledge is power, and your people wield it well.
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Tier Two
Trader's Guild
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Cost: 15 Influence, 200 Silver
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Requirements: Lapidary
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Effect: Your clan's members can purchase Dwarven Enchanting Runes, though still at regular prices.
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IC: You have official membership in a merchant consortium.​
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Ambassadors
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Cost: 15 Influence, 200 Silver
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Requirements: Tavern Shows
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Effect: Your clan's members gain access to a weekly kit Performance Kit that grants 25 Silvers.
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IC: Silver-tongued couriers speak of your group favorably, earning coin in every town.​
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Diplomatic Immunity
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Cost: 15 Influence, 200 Silver
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Requirements: Guest Rights
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Effect: Your clan’s members gain +3 to Persuasion, Oratory, and Deceit.
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IC: Official charters shield you from being targeted by greater powers that may wish to snuff your group out.
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Cultural Archives
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Cost: 15 Influence, 200 Silver
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Requirements: Written Word or Silver Tongues
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Effect: Your clan’s members gain +2 Lore, +2 Literacy, and +1 Customs.
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IC: Your clan maintains a collection of schools, oral traditions, and regional tomes. Preserving knowledge often lost to war or time. People seek you out when they want to know how things used to be.
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Tier Three
Merchant Fleet
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Cost: 20 Influence, 300 Silver
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Requirements: Trader's Guild
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Effect: Your clan's members gain access to an ability that grants 2 common gathering materials from each gather ability.
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IC: Owning or partnering with a shipping fleet (by sea or land caravans) drastically boosts your trade reach.
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Noble Patronage
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Cost: 20 Influence, 300 Silver
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Requirements: Diplomatic Immunity
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Effect: Your weekly Claim Influence ability grants an additional 5 Influence.
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IC: You have the ability to reach those in the Altus caste easily across Tevinter and similar ranks in other societies.
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Social Reign
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Cost: 20 Influence, 300 Silver
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Requirements: Ambassadors
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Effect: Your clan's members gain +3 Courtesy, +3 Oratory, and +3 Persuasion.
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IC: You've become celebrities, icons, or influencers in every city you pass through. Performers and public figures with cultural sway.
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Tier Four
High Connections
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Cost: 25 Influence, 400 Silver
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Requirements: Merchant Fleet, Noble Patronage
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Effect: You can sell anything for a higher price.
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IC: Your clan's relationships stretch into royal courts, knightly orders, and powerful foreign houses.
Cultural Icon
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Cost: 25 Influence, 400 Silver
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Requirements: Social Reign
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Effect: Your clan's members gain a weekly Perform a Show that generates double Silver.
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IC: Your names alone fill venues. Audiences gather before you've even arrive, and your words carry the weight of art and diplomacy.
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Tier Five
Grand Diplomat
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Cost: 30 Influence, 500 Silver
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Requirements: All Connections Perks
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Effect: In War, you can call on an additional Ally clan.
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IC: When war looms, entire nations listen to your voice. Through favor, fear, or loyalty, armies rise when you call.
V. War
Factions can declare war for territory, revenge, and Influence. A war requires spending Influence and Silver to reflect the cost of mustering forces. The War spans a set and decided upon duration, during which Battles and Skirmishes determine the outcome.​
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Declaring War
A Leader opens a War Ticket and spends Influence depending on their goal, selecting one or multiple courses of actions available below.
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Destroy a Clan's Base:
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Cost: 15 Influence, 200 Silver
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Attacker Victory: The defender's base is ruined; the defending clan must relocate, keeping only half of their Clan Perks.
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Defender Victory: The defender's base stands, and defenders gain Influence as a reward.
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Loot a Clan's Base:
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Cost: 20 Influence, 250 Silver
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Attacker Victory: They loot the defending Clan's resources, gaining Silver and materials commensurate with the Clan's size and perks.
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Defender Victory: The defender's loot caches remain untouched, and defenders gain Influence as a reward.
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Seize a Clan's Perks:
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Cost: 25 Influence, 300 Silver
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Attacker Victory: The attacking clan can select 1/4 of the defending clan's perks to become their own. The defending clan does not lose their perks, however.
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Defender Victory: The defender's base stands, and defenders gain Influence and Silver as a reward.
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War Stages
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​Preparation (Days 1 & 2): Both sides gather troops, plan, and may select one Ally clan to aid them.
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Skirmishes: These are smaller PvP engagements or infiltration attempts (such as to look at battle plans or damage siege equipment). Victories in Skirmishes or successful Infiltrations grant 1 Renown.
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​Major Battles (Days 3-7): Scheduled events where both sides field their forces. Victories in Major Battles grant 3 Renown.
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Resolution: After a Clan has reached 9 Renown or greater, or the OOC timeframe of the war is up, the outcome is enforced based on who has the highest Renown, and the War Ticket closes.
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Allies​​
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Each side in a War may name 1 Ally (another clan) to officially join the War and to have its leader added to the War ticket. Their Clan members can participate in Skirmishes and Major Battles.
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Each side in a War can select up to 3 specific Mercenary or 'free agent' type players to join their Skirmishes and Major Battles. They can be apart of the same clan, but only these specific players are able to join war efforts.
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Defeating an Ally Clan or any chosen Mercenaries in Skirmishes grants the same war "Renown" as defeating a main foe. Infiltrating an enemy's Ally Clan also grants renown, but not their Mercenaries.
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Aftermath​​
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Once a War ends, a Truce between the warring clans is enforced for 2 OOC weeks, preventing immediate re-declaration of war.
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A clan cannot be called as an Ally to attack a clan if they have a truce with the defending clan. This prevents the truce being circumvented
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IC negotiations, espionage, alliances, and diplomacy are all encouraged to happen leading up to the War ticket, and even during it. The mechanical system is there to support the story, not overshadow it. It is a failsafe to keep things moving on the server, not hinder your narrative.
