In Development · Coming Soon

THE FIRST FLAGSHIP WORLD ON CLIXY

Ten Thousand
Banners

Live a life inside a civilization that keeps going.

When Ten Thousand Banners opens, you will create a person and enter an age of kingdoms, families, merchants, officials, armies, property, and ambition. There is no role the story needs you to play.

NO FIXED PATH

You create a person. Not a class of protagonist.

Your life will begin in a place, a family, a social position, and a moment in history. From there, it will be shaped by what you attempt, what the world permits, and what other people choose to do.

The world was not made to revolve around you.

01

Merchant

Move goods, build relationships, own property, take risks, and become indispensable.

02

Soldier

Serve, desert, rise through command, survive defeat, or leave war behind.

03

Courtier

Win access, carry information, build alliances, and learn which promises survive power.

04

Wanderer

Travel without a prescribed destiny and discover a life through the people you meet.

Ten Thousand Banners experience preview showing a player speaking with a merchant in a living river district
Experience previewNatural language · relationship · property · history

YOU DO NOT CONTROL THE WORLD FROM ABOVE

You live inside it.

Natural language is the primary controller. The interface reveals state when it helps you decide: where you are, who you are speaking with, what you own, what you owe, and what has happened before.

The goal is an RPG interaction, not an omniscient strategy dashboard.

A CIVILIZATION, NOT A BACKDROP

Ordinary life and public power share the same world.

Markets, households, courts, farms, offices, river traffic, and military campaigns are not separate genres. They are parts of one society. A person can move between them over decades.

Busy Ten Thousand Banners civic market
Family life inside Ten Thousand Banners

WHAT THE WORLD KEEPS

Consequences do not disappear when the scene ends.

The important part of persistence is not remembering prose. It is preserving the people, resources, institutions, constraints, and events that make later consequences possible.

01

People

Named people can have relationships, knowledge, ambitions, obligations, possessions, and histories of their own.

02

Time

Travel, recovery, training, work, projects, campaigns, aging, and succession consume world time.

03

Property

Money, land, goods, custody, debts, and transfers remain attached to real owners and sources.

04

Institutions

Families, offices, armies, markets, settlements, and states can outlast a single character or scene.

05

Information

Orders, rumors, betrayals, and secrets matter because they have to reach someone before that person can act on them.

06

History

Earlier choices can return through children, enemies, titles, property, institutions, reputation, and changed borders.

A LIFE HAS STRUCTURE

Family, property, and obligations become part of who you are.

A spouse is not a temporary dialogue partner. A child can grow up. Property can be inherited. A debt can outlive the conversation that created it. The state is there to make the life coherent, not to turn the game into accounting software.

Ten Thousand Banners personal life record with family, property, obligations, relationships, and life events
Personal life recordFamily · property · obligations · life events

CONFLICT IS ONE SYSTEM AMONG MANY

War costs people, supplies, time, territory, and political aftermath.

Armies are not scenery and battles are not isolated encounters. Officers have relationships, soldiers can be lost, supply matters, and the people who survive return to a world that must absorb what happened.

Campaign planning in Ten Thousand Banners
Siege during rain in Ten Thousand Banners
Aftermath of conflict in Ten Thousand Banners
Ten Thousand Banners long-term consequence preview showing an older player character facing a younger officer years later
Long-term consequenceEarlier decision · years pass · another person inherits the history

YEARS LATER

Your past can become someone else's present.

A general you crossed can lose office, age, die, or leave behind a family. Years later, his adult son may hold authority you now need. The consequence exists because the history continued, not because the narrator rediscovered an old paragraph.

See how history persists →

A LIFE ACCUMULATES

Live long enough for your past to become the world.

Year 1

You begin as a person with circumstances, relationships, a location, and only the authority you actually possess.

Year 7

Work, allies, rivals, property, obligations, and reputation begin changing what is possible.

Year 16

Family, office, business, command, or long-term conflict may matter more than the person you started as.

Year 30

Older allies have aged. Children are adults. Institutions remember. Parts of the map and society may no longer be what they were.

COMING SOON

Ten Thousand Banners is in development.

This launch site previews the world and intended experience. Clixy is not publicly playable yet.