Creation: a player founds a clan for a gold cost and a unique name and crest (the crest appears on capes, shields and territory banners).
Size: up to 100 members at launch (adjustable).
Ranks with configurable permissions: leader, officers, treasurer, recruiter, member, recruit.
Clan bank: gold, items and token (token only with the signature of two officers, to protect against internal theft).
Headquarters: an urban or rural plot owned by the clan (see 15), with a hall, shared workshops with bonuses, a stable and a board for internal orders.
Clan progression: clan level and achievements (clan quests, dungeons, events) unlock modest bonuses (more bank space, travel discount, one clan ritual per week). Nothing that makes a large clan unbeatable in combat.
Internal taxes: the clan can charge a percentage of members' market sales, if members accept it when joining.
Alliances
Up to 5 clans per alliance, with a council (one vote per clan) and its own name and color.
They share: chat, event calendar, access to allies' territories and their defense.
They do not share a bank (each clan keeps its own).
Alliances have a limit so that territory contests do not become a single bloc (rule of at most 3 territories per alliance per region at launch).
Cap on concessions per clan and per alliance (not just per account): at launch, at most 2 concessions per clan and 3 per alliance at Mina Velha (Old Mine) (6 in total). Alt accounts under the same KYC do not bypass the limit.
Territories (see 13)
Concessions and forts in contested zones can be taken in clan war, at scheduled times (the defender chooses the window, within rules).
The owner of a territory receives part of the concessions' tax and can charge a modest toll on the road that passes through it.
Territories require upkeep (NPC garrison paid in gold, walls repaired by builders): abandoning costs the territory.
Diplomacy
States between clans: ally, neutral, rival (PvP allowed between members in consent zones), war (PvP allowed in contested zones without warning).
Treaties with a term and a gold penalty for breaking them, recorded in the game.
A public board in each city shows wars, treaties and territories: politics visible to everyone.
Social
Clan and alliance chat; proximity voice in the world (important in VR).
Group and clan search in the taverns.
Clan events: raids, group-escorted caravans, internal tournaments, festivals at the headquarters.
Protections
Anti-monopoly of materials: every rare material has a smaller alternative source (08, 15); hard-to-reach places have safe arrival zones at the entrance (no PvP), so a clan cannot block access.
Clan wars: 50 vs 50 at most; alliance wars: 100 vs 100, on instanced battlefields (05).
Limits on alliance size and on territories per region prevent the monopoly of a giant alliance.
Changing clans has a cooldown (7 days) to prevent mass switching during a war.