01
Merchant
Move goods, build relationships, own property, take risks, and become indispensable.
THE FIRST FLAGSHIP WORLD ON CLIXY
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
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
Move goods, build relationships, own property, take risks, and become indispensable.
02
Serve, desert, rise through command, survive defeat, or leave war behind.
03
Win access, carry information, build alliances, and learn which promises survive power.
04
Travel without a prescribed destiny and discover a life through the people you meet.

YOU DO NOT CONTROL THE WORLD FROM ABOVE
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
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.


WHAT THE WORLD KEEPS
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
Named people can have relationships, knowledge, ambitions, obligations, possessions, and histories of their own.
02
Travel, recovery, training, work, projects, campaigns, aging, and succession consume world time.
03
Money, land, goods, custody, debts, and transfers remain attached to real owners and sources.
04
Families, offices, armies, markets, settlements, and states can outlast a single character or scene.
05
Orders, rumors, betrayals, and secrets matter because they have to reach someone before that person can act on them.
06
Earlier choices can return through children, enemies, titles, property, institutions, reputation, and changed borders.
A LIFE HAS STRUCTURE
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.

CONFLICT IS ONE SYSTEM AMONG MANY
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.




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