10
Cultures
Each one fights, builds, and worships differently.

Persistent strategy · Ten cultures · Live world
A persistent strategy world for ten cultures, four epochs, and five ways to win. Lead a desert sultanate, an island league, a mountain forge, a savannah covenant, or a hydraulic kingdom — on a map that punishes anyone who treats terrain as scenery.
10
Cultures
Each one fights, builds, and worships differently.
60
Patron gods
Six per culture, each with rivals, divine units, and Tier-V legendary heroes.
5
Victory races
Faith, trade, Wonder, conquest, peace — all public, all contestable.
4
Epochs
Settlement → city-state → kingdom → empire scale.
Ten cultures, ten oaths
Cairnveil Tuatha
“By oath, stone, and song, the land remembers.”
Sun Dune Sultanates
“Gold moves armies before steel arrives.”
Azure Isles League
“Own the sea, command every horizon.”
Fjordborn Clans
“Storms harden us. Coasts fall before us.”
Thunder Lodge Confederacy
“The fire remembers. The people rise together.”
River Crown Kingdoms
“Feed the realm. Outlast every rival.”
Jade Lotus Empire
“Order, learning, patience, then rightful supremacy.”
Condor Crown Confederacy
“Rise by the road. Rule by sun and root.”
Red Earth Covenant
“Remember the ancestors. Circle the enemy. Endure the sun.”
Ironpeak Holds
“Stone endures. Steel answers every siege.”
Choose your realm
Each culture pushes a different command emotion. Browse three of them here, then read the full dossier — gods, heroes, capstones, and the prose that pulls visitors in.

Silk Noose
“Order, learning, patience, then rightful supremacy.”
A disciplined imperial machine where records, roads, workshops, officers, and ritual all move in the same direction. Jade Lotus does not chase chaos; it arranges the world until rivals become less coherent than the war they face.
Read the dossier →

Storm Landing
“Storms harden us. Coasts fall before us.”
A winter-forged maritime war culture of clan halls, stockpiles, and raiding fleets that turns survival discipline into aggression. Fjordborn power comes from enduring the harsh season better than rivals and using that resilience to choose when violence begins.
Read the dossier →

Desert Mirage
“Gold moves armies before steel arrives.”
A disciplined desert state system of oasis courts, caravan power, intelligence networks, and precise mounted war. The Sultanates thrive where scarcity can be converted into leverage and timing matters more than brute mass.
Read the dossier →
Five ways to win
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.
65% Divine Influence + 15-point lead
12 real hours
60% World Economy Score
16 real hours
Wonder completed and defended
20 real hours
80% World Domination Score
20 real hours
Valid Concordance + 60% player coverage
24 real hours
What you are playing
Roads, rivers, weather, fatigue, supply, and patrol coverage all decide where armies actually move and where trade survives. Terrain is not scenery — it is the contest.
Legitimacy, laws, sacred sites, fanatic states, succession, and divine favor press on your realm as hard as any army. Belief tiers run Honored → Revered → Exalted → Mythbound → Consecrated.
Chat, polls, raid planning, diplomacy, treasury, contracts, and a news feed all sit inside the alliance hub. No spreadsheets, no second app.
Five social classes, housing pressure, veterancy, training tiers, equipment recipes, and culture-specific templates shape what your forces actually become.
Wins are visible. Once a power crosses a threshold, every player gets warning time and a 12–24 hour public hold timer before the world can actually end.
World map, city panels, army orders, diplomacy, political dashboards, battle reports, and victory tracking all share a single interface.
Ten realms on one map
Alliance hub
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
Get food, materials, and roads working. Scout your neighborhood. Make sure your first city is hard to bully.
Mid game
Open trade, set treaties, raid rivals, and lock down the routes that feed your realm. Your borders start mattering to other players.
Late game
Push a public win condition while opponents try to break it. Sacred sites, markets, Wonders, and capitals all become flashpoints.
End-game hold
Once a power crosses the threshold, the world watches a 12–24 hour public hold. The match ends only if no one breaks the lead.
Waitlist
Drop your email and we'll send your invitation when worlds go live. Pick your culture, claim a coast or a mountain pass, and start writing the next age.