Dynasty & Succession

You do not begin as anyone. You begin as a ronin — no lord, no house, no name that means anything yet. Everything that follows is what you build.

The founding

The ronin's vow.

A masterless swordsman has nothing but a blade and a reputation still to be earned. You take service where you can find it, prove yourself in the eyes of a lord, and in time swear allegiance. That oath is the seed of a house — the first page of a line that, if you play it well, will still be turning long after this life ends.

The household

Building a house.

A house needs people. Marriage — arranged, or won through honest courtship — brings a spouse into the family. Children follow, each one carrying something of both parents in their bearing and their blood. Retainers swear to serve the house directly, adding hands and swords to a household that is no longer yours alone.

Marriage & courtship

An arranged match or a courtship you conduct yourself — talk, gifts, invitations, a walk together — before a proposal is ever on the table.

Children

Born into the house over time and aging with the world, each one a blend of their parents rather than a copy of either.

Retainers

Sworn hands who serve the house, not a single head — so the household outlasts its founder.

House prestige & mon

A family standing and a treasury of its own, built up by the choices of everyone who has carried the name.

The succession

The line continues.

Death is not the end of the save — it is a succession. When the head of the house falls, a living child takes up the name, and the world carries forward unbroken: the coin, the gear, the villages, the retainers sworn to the house, and the family that passes with the generation. With no heir at all, the house ends.

What passes on, and what doesn't. An heir inherits the house — its people, its holdings, its prestige — but not their predecessor's earned standing. Service rank under a lord and rank at court are earned by the person who holds them, in their own lifetime, and reset to nothing at succession. Every generation still has to make its own name.

That single rule is what keeps a dynasty a game rather than a foregone conclusion. A storied ancestor buys the heir a roof and a family — never a rank they haven't earned for themselves.

An in-game view inside a lord's manor — a dais, gold folding screens, braziers, and a bath
Inside a lord's manor. The kind of house a rising name comes to hold.

Alongside the house

Where the house stands.

Standing with a lord, a school, or the court is a separate thread from the dynasty — it belongs to whoever is currently holding the sword. See how service, rank, and commissions work on the standing page.

Found your house.

Start as a ronin. Leave behind a name.

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