Every Age, a new map.

Every world lives through one Age: 28 days, the same rules for everyone. On the final day the throne finds its ruler, and your story lives on in the chronicle.

Three acts

The land awakens and the houses take root. Grow your holding; the first days lay the foundation stones of your kingdom.

Armies take to the roads, altars change hands, Rare lots close and alliances are put to the test. The fate of the Age is written in this long middle act.

The final act begins. The boldest moves for the throne are made here; whoever holds their holding to the end takes their place on the last page of the Age.

When the Age closes

Everyone starts every Age from the same line; power is won anew each Age.

Chronicle

When an Age closes, a page is written for every player: what you won, where you held firm, whose path crossed yours. The Age itself receives a name too, and what happened during it decides that name.

Finished the Age in seventh place and earned the title Raider. Won their greatest victory defending their holding.

Titles

Titles are never sold, only earned. They're awarded at the end of every Age and live on your profile beside your name.

First of the Age, master of the throne.

Master of the bids.

Whose gates never broke.

Sentinel of the altars.

Master of the raid.

One of the Age's top three.

Worlds

Every world has 200 holdings. When a world fills up, a new one opens. Your place is drawn by lot, so everyone has an equal chance.

Seasons

Ages are gathered into seasons: winter, spring, summer and autumn. The season table brings together every Age of that season.

Guild

A guild outlasts the Ages: a name, titles gathered together and shared news. Its strength lies not in the sword but in the history written together.