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Ten Crowns

Build a culture. Hold a kingdom. Race the world to its ending.

Age of Light and Ruin is a persistent strategy world for ten cultures, four eras, and five ways to win. Lead your realm through faith, trade, conquest, alliance Wonders, or a hard-won peace — on a map that fights back.

Ten cultures

Each one fights, builds, and worships differently. Pick the realm that matches how you want to play.

A living map

Terrain, weather, roads, rivers, and ports decide where armies move and where trade survives.

Five ways to win

Faith, trade, a shared Wonder, conquest, or a peace coalition — every path is public and contestable.

Alliances that matter

Chat, polls, raids, diplomacy, treasury, and contracts all live inside the game.

What You Are Playing

A world, not a feature list

Five public victory races

Faith blocs, trade hegemonies, alliance Wonders, conquest coalitions, and peace pacts all push for the same world. Anyone can see who is close, and anyone can try to stop them.

Alliance command, in-game

Chat, polls, raid planning, diplomacy, treasury, contracts, and a news feed all sit inside the alliance hub. Run your coalition without leaving the world.

Politics, faith, and unrest

Legitimacy, laws, fanatic states, sacred sites, divine favor, and succession press on your realm just as hard as armies do.

People and equipment with weight

Five social classes, housing pressure, veterancy, training tiers, equipment recipes, and culture-specific templates shape what your forces actually become.

Ports, roads, and chokepoints

Road condition, patrol coverage, harbor raids, sea forts, rivers, and bridges all feed straight into how fast you can move and how safely you can trade.

One world, one shell

World map, city panels, army orders, diplomacy, political dashboards, battle reports, and victory tracking all share a single interface.

Five Ways To Win

Five paths. One world. The clock is public.

Every victory has a visible threshold and a real-time hold timer. When someone gets close, everyone sees it — and everyone gets a chance to stop them.

Religious / Cultural

65% Divine Influence + 15-point lead

12 real hours

Economic / Trade

60% World Economy Score

16 real hours

Alliance World Wonder

Wonder completed and defended

20 real hours

Military / Domination

80% World Domination Score

20 real hours

Peace / Concordance

Valid Concordance + 60% player coverage

24 real hours

Choose Your Realm

Ten cultures, ten ways to wage a world

Cairnveil Tuatha
Sun Dune Sultanates
Azure Isles League
Fjordborn Clans
Thunder Lodge Confederacy
River Crown Kingdoms
Jade Lotus Empire
Condor Crown Confederacy
Red Earth Covenant
Ironpeak Holds

Alliance Hub

Run your alliance from inside the game

Coordinate raids, vote on decisions, post news, run a shared treasury, and write contracts — all in the alliance hub. No spreadsheets, no second app.

Coordinate

Chat, news, polls, raid planning, diplomacy, contracts, treasury, members, and settings.

Specialize

Role-locked channels, direct messages, an internal marketplace, and shared war-room planning.

Early game

Secure your homeland

Get food, materials, and roads working. Scout your neighborhood. Make sure your first city is hard to bully.

Mid game

Shape the region

Open trade, set treaties, raid rivals, and lock down the routes that feed your realm. Your borders start mattering to other players.

Late game

Race for a victory

Push a public win condition while opponents try to break it. Sacred sites, markets, Wonders, and capitals all become flashpoints.

Found your realm

Pick a culture, claim a coast or a mountain pass, and start writing the next age.