Getting started and resources
Four resources hold everything up:
Wood, stone and iron are kept in the warehouse, food in the granary. When storage is full, production is wasted, so keep capacity growing with output.
Buildings and builders
The town hall is the heart of your village: each level speeds up all construction, and levels 10 and 20 each add an extra builder so you can build several things at once.



Each faction also has a special building: the Forum for Romans, the Sun Temple for Egyptians and the Mead Hall for Vikings. Build orders let you queue upgrades in advance so they start on their own once resources arrive.
Armies and the war camp
Infantry and scouts train in the barracks, cavalry in the stable. To send any army (attack, raid, scouting or support) you need a war camp, built on its own reserved plot in your village.
- The wall raises the defence of every unit in the village.
- The armory upgrades your troops’ attack and defence.
- The forge crafts your faction’s own weapons and armour.
- The hideout hides part of your resources from raiders.
Bandit camps on the map make good first raids. Before attacking a player, send a scout so you know what you face.
Expanding and new villages
Once your town hall reaches level 5 you can send an expedition to found a new village on an empty spot of the map. Each village has its own production and army.
The other way is conquest: send your faction’s envoy (Tribune, Vizier or Skald) with a winning attack to lower an enemy village’s loyalty. When loyalty hits zero, the village is yours. A capital (each player’s first village) cannot be taken by envoys, and the court keeps your own people content.
Alliances and trade
Nobody wins the crown alone. You need an embassy to join an alliance; at embassy level 3 you can found one, and each level of the leader’s embassy opens room for 3 more members.
At the market, merchants carry resources between villages and you can post trade offers. Allies can send troops to defend each other.
Disasters, beasts and plague
This world is not quiet. Seers warn you before each calamity, and wardstones made with adamant from ore veins on the map turn disasters away.
- Plague: train healers in the infirmary and cure it with moonpetals.
- Wild beasts: defeat their lairs and wolves, boars, bears or crocodiles join your army.
- Moon shrines: earn slumber charms; burn one and all your villages are untouchable for a while.



The endgame: the crown
Some time after the world begins, the ancient citadels rise. Each hides a shard of the High Crown, guarded by spirits.
An alliance that holds shards can build the Throne of Crowns. The first alliance to raise it to level 100 rules the world and the round ends.


Protection and rules
Newcomers are protected for their first days and cannot be attacked; attacking another player ends your protection early.
- One account per person; a second account to help yourself is not allowed.
- No bots, scripts or bug abuse.
- No insults or offensive content in messages and names.
- No buying or selling accounts.
