Warring States Era: Clan System

Drackos

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Warring States Era: The Clan System​

Continuing the trend of transparency started with the WSE Q&A thread, this thread will be bringing you guys a good look at the upcoming Clan System for the Warring States Era. This is arguably the most important aspect to the Warring States Era because it will affect the greatest number of people that are actively roleplaying. Without further pause, let's take a look.

The heart of the entire Warring States Era will consist of numerous small clans vying for landmarks, resources, and completing missions in order to progress toward the ultimate goal: Village status, the endgame objective of all clans. How you get to the endgame objective of Village status is entirely up to you and your clan; one can proceed on a diplomatic path and form alliances with other clans in order to achieve common interests, or a clan can walk the path of war and subjugate other clans in order to strengthen and enlarge their own. There are many options between these two that are listed here and create hundreds of potential roleplay scenarios between clans and their individual members.

The Clan System is essentially a tier/level system. Everyone who participates and creates a clan will start at the lowest level. From there, clans will ascend and progress towards the ultimate level: a village. This reflects what happened in the canon Naruto story: hundreds of competing clans eventually coming together to form a single village. It also reflects sort of what happens in our actual human history; bureaucracy and government developed and changed over time. Clans are essentially small governments which grow into much larger diverse bodies. How it happens is entirely up to you, your clan, and the people you interact with. In total, there are 6 levels (listed below). Progressing will take time and effort.

Building on the mission system released a few months ago, clans will progress based on the completion of ninja world events and missions. In conjunction with normal missions which are designed to progress the self (ranking up from Genin to Kage), there will also be missions available to award the clan as a whole with experience (XP). Once a threshold of experience has been attained and other requirements have been met (also outlined below), the clan will ascend to the next level. Higher levels enable people to gain access to a wider array of clan missions, as well as increasing their member limits.

In order to prevent clans from congealing in such a way that is blatantly unfair to others (three sages uniting at the start, for example), clans are limited in two ways to promote a better balanced playing field. The first is a hard member limit cap; this is a "hard" cap because it is a static cap which simply places a limit on the number of people allowed in a single clan. The second limit placed on clans are an arbitrary value placed on them called "Clan Points" (Subject to change). These Clan Points act as a "soft" cap and are essentially a currency to "purchase" your members. The value of your members is determined by their rank (the rank assigned to you in the battle thread). For example, a Sage is worth 7 points. If a clan is allotted 15 points, one could only have two sages in their clan at any given time (value: 14, 1 point to spare). There will be examples posted at the end of the thread to better understand how these two limits work together. These are the values and clan levels listed below:

Genin: 0
Chuunin: 0
S-Jounin: 0
Jounin: 1
S-Class: 2
Sannin: 3
Kage: 5
Sage: 7

Titular Clan: the Titular Clan is a band of brothers and sisters in a titular, or unofficial sense. This small group of individuals is loosely bound by similar goals, interests, and purposes. Typically they are friends or companions grouped together for the sake of mutual protection. There are no formally established laws, guidelines, or hierarchy within the group. These clans may adhere to a single leader or decide on actions as a collective. Titular Clans are limited to a maximum of five members. Additionally, a Titular Clan is given a total of 15 Clan Points to allocate toward their members. They may only claim a single landmark (their home landmark). This acts as a home base or headquarters for that clan.

De Jure Clan: the De Jure Clan constitutes the second stage of a clan. Titular organizations can become De Jure after completing the mission to organize their clan structure; this entails agreeing upon and composing a set of laws to follow, leaders who will govern, and establishing a set of common interests and purposes. These clans, unlike Titular Clans, are able to claim 4 landmarks outside of their home landmark. Claimed landmarks must be adjacent to currently owned landmarks, establishing a continuous territorial system. A De Jure Clan, while an upgrade to their Titular counterpart, still possesses a five member limit and are allocated 15 total Clan Points.

Coterie: the Coterie follows the De Jure Clan as the third stage. Coterie status is achieved after a clan obtains 300 experience, acquired through the Ninja World Mission System, and after completing the required mission to ascend their clan. Coteries can only be unlocked after a 1 month period has passed when a clan obtains De Jure status. Coteries become able to claim an additional 4 landmarks outside of their home landmark (total: 8). Clans at this stage become able to possess a maximum of ten members and are allocated an additional 10 Clan Points (total: 25).

Faction: Factions are the fourth stage in clan development, unlocked after a Coterie gains 500 experience. Coteries must complete the required mission in order to ascend to a Faction, once the required experienced has been obtained. A Coterie must also wait two months after obtaining Coterie status before ascending to a Faction. Factions become able to claim unlimited landmarks adjacent to their owned landmarks, maintaining the requirement for continuous territory. Factions become able to possess a maximum of twenty members and are allocated an additional 15 Clan Points (total: 40).

Assembly: This is the penultimate developmental phase of a clan. It is unlocked after a Faction gains 500 experience and completes the required mission to ascend. Assemblies cannot be unlocked until after a three month period has passed after a clan gains Faction status. Assemblies become able to possess port landmarks; essentially this allows an Assembly to establish a port city not adjacent to their currently owned landmarks on the sea. Clans that reach this stage can possess a maximum of thirty members and are allocated an additional 15 Clan Points (total: 55).

Village: The ultimate stage and dream of any clan; the Village is unlocked after an Assembly obtains 1,000 experience and completes a special mission assigned by a Moderator (typically the RP Foreman or managing Ninja World Moderator). This mission typically will be a world event that any Assembly-level clan can participate in to gain Village status. The Village can only be unlocked after holding Assembly status for a minimum of three months. Villages have no member limit placed on them but are limited to a total of 80 Clan Points to allocate to their members. Villages obtain a wide array of benefits: tournaments, new types of missions with material rewards, and the ability to wage organized and official war.​

Clans will be able to be structured according to how you want it to be. A clan can be a democratic group of individuals who vote to take actions, it can be a council-system with a few high level officials, or it could be an authoritarian group with all power concentrated in a single leader. This is probably the coolest part about clans. It can all be determined by you guys in how you structure and work it. It won't be rigid like the current village system is where everyone has the same officials, everyone has a kage, etc. You don't have to call yourself a kage, you don't have to have a peace general. You could have an emperor, a president, or a king. They are very easy to custom build to you and your clans needs/desires.

There are a lot of options to expanding your clan when it comes time to level it up. You can unite with another clan and form a single clan from that union, you could subjugate another clan and 'conquer' them, or you could simply recruit from other clans/rogues to add to your ranks. There are a lot of options here for expansion.

So here are some examples to make sure everyone understands how the point system will work with the hard limit cap. So let's say you're a Titular Clan and you have 15 points and a 5 member hard limit cap. If you want to go for the strongest possible set up with the fewest possible members, you can have two sages and one jounin (total: 15). So if that happens, it means you actually have two more free spots in your hard limit left (5-3=2). But you can't use them on any ranks that have a value because you don't have any points left. This means you could only add up to two S-Jounin, Chuunin, or Genin because these ranks are worth zero.

One issue that came up and I'm sure people will be asking about is what happens if someone ranks up while your clan is at its Clan Point cap? No, your member wouldn't be kicked out. It is under this situation that a clan can exceed the Clan Point cap. But if that happens, you can't add anyone until you either ascend to the next level or remove someone to go back under the limit. So that isn't very much of a concern.

You can use this thread to ask questions, post suggestions, or discuss it. Whatever you'd like really. Also, here are some of the stats on the current members ranks (except sages since they never got re-ranked):
You must be registered for see images

Note: Names used in this thread, values for Clan Points or member limits, etc are all subject to change and are not finalized yet.
 
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Kai NB

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I'd like an explanation on Port Landmarks for Assembly Level Clans.

So I get they can now choose a landmark that isn't adjacent to their own territories, but does it have to be a landmark that is net to the water? And are Assemblies and Villages the only ranks able to have landmarks not adjacent to their previous territories?
 

Drackos

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I'd like an explanation on Port Landmarks for Assembly Level Clans.

So I get they can now choose a landmark that isn't adjacent to their own territories, but does it have to be a landmark that is net to the water? And are Assemblies and Villages the only ranks able to have landmarks not adjacent to their previous territories?
Yeah, it would need to be a port on the water. That would be an ocean and maybe a river as well. It would depend on the river really. And yeah, they can have ports. But overall territory is established in a continuous way over land. This way it isn't a completely mess, if you can imagine that on a map. Basically, it's for organization's sake. During the era of villages they all had their territory neatly outlined in each country. Now a state/clan/country can be literally anywhere.
 

Vayne

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Would territories be granted unique traits? Somewhat similar to CC Lands and specific village locations. If yes, to what extent would they be customisable? If not, what happens to already established location traits(thick shadow/dust storm/mist/etc? Would they be simply treated as a basic land?
 

ZK

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Would territories be granted unique traits? Somewhat similar to CC Lands and specific village locations. If yes, to what extent would they be customisable? If not, what happens to already established location traits(thick shadow/dust storm/mist/etc? Would they be simply treated as a basic land?
Well, customization is an important factor and something we wanted to encourage and help thrive... but there are also some very real limitations to what we can do. We need customization that requires very little input from the Staff and, quite frankly, does not allow a Clan to break the whole system because of an oversight or loophole in the rules.
So, yeah, it will definitely be possible to change a landmark and have that change reflected in the description. We want players to feel like the their choices matter and to experience their impact on the world... but as for unique traits? That depends on what you mean by that. There's nothing wrong with dust storms being a part of the description of a desert landmark, but we don't want people using these RP-oriented tools to give them advantages in battle, unless clearly specified. We will, however, have some landmarks contain explorable 'dungeons' that can be RP'd through in order to obtain a number of artifacts that can impact your clan and/or character in a number of ways.

We're changing a lot of the landmarks in very fundamental ways. The Land of Wind will still be a desert, but since our WSE history diverges from the Canon from the time of Hagoromo a lot of things are simply different, including the names, history and layout of a number of landmarks.

I hope that answered your question?
 

Vayne

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Well, customization is an important factor and something we wanted to encourage and help thrive... but there are also some very real limitations to what we can do. We need customization that requires very little input from the Staff and, quite frankly, does not allow a Clan to break the whole system because of an oversight or loophole in the rules.
So, yeah, it will definitely be possible to change a landmark and have that change reflected in the description. We want players to feel like the their choices matter and to experience their impact on the world... but as for unique traits? That depends on what you mean by that. There's nothing wrong with dust storms being a part of the description of a desert landmark, but we don't want people using these RP-oriented tools to give them advantages in battle, unless clearly specified. We will, however, have some landmarks contain explorable 'dungeons' that can be RP'd through in order to obtain a number of artifacts that can impact your clan and/or character in a number of ways.

We're changing a lot of the landmarks in very fundamental ways. The Land of Wind will still be a desert, but since our WSE history diverges from the Canon from the time of Hagoromo a lot of things are simply different, including the names, history and layout of a number of landmarks.

I hope that answered your question?
Exactly what I mean xD If it's not currently planned, I suggest missions/events to allow clans to have a unique battle oriented trait on their landmark(s), somewhat similar to Konoha's forest thick shadow that makes invaders only see up to mid range. Dungeons aspect is pretty cool.

Since LM will be modified, will existing battles be stored? Or will they be kept?
 

Onii Chan

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Well, customization is an important factor and something we wanted to encourage and help thrive... but there are also some very real limitations to what we can do. We need customization that requires very little input from the Staff and, quite frankly, does not allow a Clan to break the whole system because of an oversight or loophole in the rules.
So, yeah, it will definitely be possible to change a landmark and have that change reflected in the description. We want players to feel like the their choices matter and to experience their impact on the world... but as for unique traits? That depends on what you mean by that. There's nothing wrong with dust storms being a part of the description of a desert landmark, but we don't want people using these RP-oriented tools to give them advantages in battle, unless clearly specified. We will, however, have some landmarks contain explorable 'dungeons' that can be RP'd through in order to obtain a number of artifacts that can impact your clan and/or character in a number of ways.

We're changing a lot of the landmarks in very fundamental ways. The Land of Wind will still be a desert, but since our WSE history diverges from the Canon from the time of Hagoromo a lot of things are simply different, including the names, history and layout of a number of landmarks.

I hope that answered your question?
What? Are you kidding me right now? Huh? Are you trying to throw down right now bro? What kind of shit is this? You owe me 25 shekels for that grammar mistake.

Legit question, might've been answered already but I'm the village fool so I'm gonna have to go ahead and act stupid and ask anyways. Will there be rank restrictions on these clans? For example, people below any said rank can't make a clan?
 

Vayne

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What? Are you kidding me right now? Huh? Are you trying to throw down right now bro? What kind of shit is this? You owe me 25 shekels for that grammar mistake.

Legit question, might've been answered already but I'm the village fool so I'm gonna have to go ahead and act stupid and ask anyways. Will there be rank restrictions on these clans? For example, people below any said rank can't make a clan?
From what was posted no, you can have a clan of genin if you want, but it would fall under the initial 5 people per clan limit, so 5 Genins in a clan. The only limits right now are 5 people per clan, and the 15 points system.
 

Drackos

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What? Are you kidding me right now? Huh? Are you trying to throw down right now bro? What kind of shit is this? You owe me 25 shekels for that grammar mistake.

Legit question, might've been answered already but I'm the village fool so I'm gonna have to go ahead and act stupid and ask anyways. Will there be rank restrictions on these clans? For example, people below any said rank can't make a clan?
Nope. You can be any rank and make a clan.
 

ZK

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Exactly what I mean xD If it's not currently planned, I suggest missions/events to allow clans to have a unique battle oriented trait on their landmark(s), somewhat similar to Konoha's forest thick shadow that makes invaders only see up to mid range. Dungeons aspect is pretty cool.

Since LM will be modified, will existing battles be stored? Or will they be kept?
Your suggestion has been passed on

I don't know about that; that's a technical question.
 

Pyro NB

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Question on LM's. If a clan claimed let's say the land of keys and eventually level up would they have to create custom LM's in that country similar to how the land of fire has LM's 1-25 or is there a whole new map being created?
 

ZK

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Question on LM's. If a clan claimed let's say the land of keys and eventually level up would they have to create custom LM's in that country similar to how the land of fire has LM's 1-25 or is there a whole new map being created?
You would not necessarily be able to claim The Land of Keys, because no such thing might exist in our lore. There might be one or multiple LMs covering the territory of what was the Land of Keys, but that is not a given.
...so, yeah, we're creating a whole new map. Of course the geography stays the same, but the 'countries' do not.
 

Shady Doctor

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You would not necessarily be able to claim The Land of Keys, because no such thing might exist in our lore. There might be one or multiple LMs covering the territory of what was the Land of Keys, but that is not a given.
...so, yeah, we're creating a whole new map. Of course the geography stays the same, but the 'countries' do not.

Ok lemme redo this. If he claimed land of Shady (once known as hidden moon village) would he have to make the LM when they leveled up ?? So LM 1-15 (for example) with them creating each individual lm themselves
 

ZK

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Ok lemme redo this. If he claimed land of Shady (once known as hidden moon village) would he have to make the LM when they leveled up ?? So LM 1-15 (for example) with them creating each individual lm themselves
We are not going to let you take one LM and then split it into 15 different LMs, and you won't have to do the descriptions for LMs you take over. Those will be pre-written.
However, since you are able to change your LM using jutsus, or through events/artifacts, you can impact your LMs description or change it entirely, though there will be a process for that.
 

Hiko

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We are not going to let you take one LM and then split it into 15 different LMs, and you won't have to do the descriptions for LMs you take over. Those will be pre-written.
However, since you are able to change your LM using jutsus, or through events/artifacts, you can impact your LMs description or change it entirely, though there will be a process for that.
That sounds cool =) great way to personalise your area
 

Pyro NB

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You would not necessarily be able to claim The Land of Keys, because no such thing might exist in our lore. There might be one or multiple LMs covering the territory of what was the Land of Keys, but that is not a given.
...so, yeah, we're creating a whole new map. Of course the geography stays the same, but the 'countries' do not.
Thanks. What happens to the current VCJ now that I think about it?
 
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