Plan before you build
Buildings need a road to the Town Hall, space is limited, and a neighbour can grant a bonus or get in the way. Your city is part of the strategy, not decoration.
Find out whether you are one of them.
Build a realm, learn what your neighbours intend and lead an alliance to victory.
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From settlement to war
In this browser strategy nothing stands alone. The layout of your city shapes its economy, scouting shapes your march, terrain shapes the battle, and the outcome of that battle shapes the fate of the whole alliance.
Hover over the markers — this is a real frame from the game.
Buildings need a road to the Town Hall, space is limited, and a neighbour can grant a bonus or get in the way. Your city is part of the strategy, not decoration.
A small party learns the size of a garrison. A larger one uncovers walls, the hero and the stores — but it is easier to spot. You decide how much you risk.
Forest shields defenders, mountains halt cavalry, and a river crossing blunts an attack. An army needs more than strength: it needs a route, supplies and morale.
Sign formal pacts, gather a shared treasury and declare scored wars. A front runs for seven days, and its verdict goes into the World Chronicle.
Three stages
One settlement at three moments of a season. Every screenshot comes from the game — nothing here is drawn on top.

First hour
You begin with a single building and a hundred residents who need feeding. A sawmill and a quarry unlock everything else; a house makes room for people. The first-steps path walks you through sixteen tasks and tells you not only what to click, but why.

First week
A level-three Town Hall, an iron mine, a warehouse, barracks and a tavern. Here comes the first rule that can sting: a building with no road to the Town Hall produces nothing. Space on the grid is short, so the layout of a settlement is a real decision, not decoration.

First month
A level-five Town Hall, walls with a gate, a library, a market, a brewery and a smithy — nearly everything at its peak. The settlement takes on a character: fortress, trading hub or academic city. You choose whether you play for war, for trade or for science — and you start looking at your neighbours.
Four paths to victory
Not every ruler has to be a conqueror. Economy, research, faith and control of the map lead to different endings — which is why you can win a season without winning every battle.
Take control of three of the five provinces and hold them for 72 hours.
Raise a shared work beside an active world wonder and defend it against your rivals.
Bet on knowledge and be the first to complete the three Technologies of Destiny.
Claim the Temple of Five and prove the gods stand with your alliance.
If nobody meets a victory condition by day 112, the Chronicle names the alliance with the greatest prestige.
The rhythm of the world
Every seven days the conditions of the world change. A new week favours different plans and makes even a proven strategy worth revising.
A new week has begun — for seven days the world plays by different rules.
The heralds announce the change the first time you enter in a new week. A short message is enough to know what may help your realm this time — and what your alliance should prepare for.
The world
You choose a people at the start — and it is not a choice of heraldic colour. Each house plays differently, because each survived differently.
House of stone
From the high valleys of Vard, where stone is more plentiful than soil. They build slowly, and what they raise, nobody pulls down.
“You will not take my city.”
House of the steppe
People of the Kesh steppe, who build nothing they cannot fold away before dawn. Faster than other people’s messengers — and their decisions.
“I am already gone — and so is your grain.”
The harbour league
A league of free cities below Miren, who built the Great Port of Oros. They have neither mountains nor horses — they have the exchange rate.
“I do not train soldiers — I buy them.”
For three generations the Vards, the Keshites and the Mirenians shared one treaty and three roads: the stone road, the steppe road and the sea road.
The rift came when the last arbiter was gone. There was nobody left to rule whose the ford was, whose the mine, whose the sacred spring.
Since that hour every house works towards the day when the Chronicle writes a single name and closes the season.
On the night before the first sowing, a messenger from Vard reached the gates of Oros with a letter nobody would read aloud.
Three days later a Keshite patrol found his horse, his satchel and his seal by the ford. Nobody found the messenger.
That same autumn all three houses said: “it was not us.” And all three began counting their grain.
Chronicle · first entry
Strategy that respects your time
A realm should demand planning, not constant watching of the screen. You can step away and come back to a world that kept working while you were gone.
Every new realm gets full protection. You have time to learn the map, grow your economy and decide who can be trusted.
Production, building, research and travelling caravans do not stop when you close the tab. You come back to make decisions, not to watch a counter.
Before you click
Join the alpha world, build a realm and choose your own path to victory.
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