These rules guide the building of settlements.

1. Respect the atmosphere

As per Strive to uphold the atmosphere, you are expected to build in a way that nourishes the ambiance of the Exiled Lands. This means that settlements should be architecturally sound (no breaking the laws of physics), be appropriate for the culture they represent, be functional for the region they are located in, and not contain any elements which are not appropriate for the lore or atmosphere (such as unnatural lighting).

Be mindful that the Exiled Lands are a brutal land of raiders and worse. This is not a place where civilisation thrives—it is a place where one finds mere mimicries of civilised refinement. Wealth is guarded or it is taken. This is not a place for decadent resorts—not unless they are tightly guarded against plunder.

2. One settlement

Each clan is allowed to build a settlement in a single location.

3. One temporary outpost

Each clan is allowed to build a temporary outpost. An outpost is understood to be a few tents and maybe a shed.

When building such an outpost, put down a point of interest in or near it like the one below:

This is a temporary outpost of <clan name>.

When choosing a location for a temporary outpost, please be mindful about not picking the most desired plots of land. Those are reserved for primary settlements.

There is no strict time limit for temporary outposts. Ideally they are used for a few days, but it is possible to use it for a somewhat longer period with a caveat—if someone makes a ticket asking to occupy the site of an outpost for their primary settlement, then the site will be ceded to them if the outpost is older than seven days.

When you are done with an outpost, you are expected to destroy it.

4. Be neighbourly

There is no hard and fast rule on how far your settlement should be from other settlements. Here are some general rules:

  • Your settlement should not inhibit the expansion of neighbouring settlements.
  • Your settlement should not cause lag to neighbouring settlements.
  • Ideally, your settlement should be out of sight from neighbouring settlements.

You may ‘break’ these rules if neighbouring clans mutually agree to disregard one or more of the above guidelines.

5. Blocking pathways and access to resources

The server uses the default Conan Exiles no-build zones. Attempting to circumvent them is not allowed.

You are, however, allowed to block pathways that connect regions in the Exiled Lands. When you do this, you may expect this to be a source of conflict, and should be willing to lose that conflict in such a way that you must provide passage to the victors. See Play to lift.

You may also block access to some resources. As a general rule, you may not block access to dungeons or caves. Building around, for instance, rich deposits of iron is allowed. Like with blocking pathways, you may expect this to be a source of conflict.

6. Ravencrest mailboxes

Each clan may only have a number of mailboxes capable of receiving bird messages equal to the number of members plus one.

Each mailbox should have an appropriate name, typically the name or title of the recipient or something akin to ‘common mailbox’.

7. Locks and doors

Any place in your settlement may not be behind more than three locked doors. These are typically a building’s front door, an interior door to a private area, and another interior door to a more private area.

Any areas which can be climbed into are considered to be behind zero locks. This typically means that a settlement’s outer gate is not counted for this rule.

The goal of this rule is to facilitate infiltration.

8. Be mindful of lag

When building a settlement, you should not cause needless lag. This can be difficult to measure, but you are trusted with applying your own sound judgement.

For your information, these items especially contribute to lag:

  • Lighting.
  • Particle effects (e.g. fire, smoke).
  • Water features.
  • Tot mannequins.

9. Obey the build limits

Your build should not exceed the build limits described in Limits.

Keep in mind that just because you can build up to the limit, it doesn’t mean you should. The limit is not a goal. It’s a limit. See also the next rule.

10. Reflect the size and style of your settlement

The size and style of your settlement should reflect its inhabitants. If the inhabitants are poor, there should be no palaces. If the inhabitants are many, there should be ample housing. And importantly, if the inhabitants are few, you should not seek to use up your entire allotment of building pieces and placeables.

See also Wealth and influence.

11. Destroy builds before abandoning clan

When leaving the server or abandoning a clan, please completely destroy your build. It will reduce lag, and free up space for something new to be built. You can use the command /heatmap to find where you placed building pieces and decoration items.

If you do not destroy builds, then they will be automatically destroyed after two months. See Building and thrall decay.

12. Only one tier 3 altar on the map per god

Tier 3 altars show up on the map as icons for everyone, which is a bit annoying. Only one may exist on the map per god. If your clan is a centre of a god’s worship, please open an assistance ticket to gain permission to build a tier 3 altar.

Other tier 3 altars which are found will be summarily destroyed.


Limits

Any clan has the following limits:

  • 2500 building pieces.
  • 1000 placeables.

The limits are intended to be big enough that you can make a village with them, but small enough to prevent mega builds.

For clarification, the limit does not account for clan size, and—because we do not receive donations—neither accounts for donator status. This merits an explanation, so the reasons follow:

  • In a system where the limits increase by player count, some clans recruit for the purpose of increasing their limits, not for the purpose of role-play.
  • In a system where the limits increase by player count, clan downsizing is hard and painful, because it means destroying parts of a build.
  • In a system where the limits increase by donator status, a small group of donating players can create for themselves a mega build. This is not desirable.

The downside of this server’s system is that—theoretically—every individual on the server could have for themselves a whole village, lagging up the place. The Reflect the size and style of your settlement rule exists to curtail this.

Last updated 15 Aug 2026, 23:34 +0200. history