A free turn-based war for a shared realm

THE WARDENS FELL.THE REALM IS YOURS.

Claim a barony. Then raise an army, raid the frontier, forge heroes, and take the realm.

~30 seconds to start · free · no download · runs in your browser

26 baronies at war right now
how it works ▼

The loop

Eight moves to a realm

Simple to start, deep enough to lose a month to. Here’s the whole game.

A ruined keep waiting to be claimed01

01 · The Founding

Claim a barony

Thirty seconds and the land is yours.

Name your house and take a foothold in a living, shared realm. You start landed and funded — 35 regions of coast, river, and industry, and a war chest of 100,000 gold — with a seven-day shield no rival can break while you find your feet.

100,000 gold35 regions50 soldiers7-day shield
The empire ledger overview02

02 · The Ledger

Grow the realm

Fifteen turns a day. Spend them well.

Buy land across eight kinds of country — coast, river, mountain, and more — each paying out differently. Set your tax, raise your tech, and every midnight the realm cycles: income lands, crops are eaten, your people multiply, your turns reset.

8 region types15 turns / dayTax & techMidnight cycle
An army on the march03

03 · The Muster

Raise an army

Grain feeds them. Gold arms them.

Field five kinds of fighter — soldiers, cavalry, ballistas, knights, and trebuchets — bought at market or forged in your own industrial holdings. A standing army is power on the board and a shield at your gates.

5 unit typesBuy or forgeStanding garrison
Planning a raid on the frontier04

04 · The Frontier

Raid the wild lands

The map is full of things worth taking.

Scout the frontier and put your war-parties on it — barbarian camps, drowned temples, the Warden’s Vault itself. Win and haul home gold, rare materials, and the gear that makes your heroes legends. This is the loop you’ll come back for.

Scout → raidLoot & materialsHero gear drops
A hero’s equipment armory05

05 · The Warband

Forge your heroes

Not just numbers — names.

Claim named Heroes — Warrior, Ranger, Mage, Thief — and level them raid by raid. Deck them from a growing armory of weapons, armor, rings and charms; fuse duplicates into something greater. A well-built hero turns a losing fight.

4 classesLevel & equipFuse duplicates
A covert operation summary06

06 · The Long Knife

Wage war & work the shadows

Some realms you break. Some you rob blind.

March on rivals with steel and siege-craft, or send a Thief in the dark to lift their gold, torch their granaries, and vanish. Build a Spymaster’s hall and turn the knives back on whoever sent them.

Open warCovert heistsCounter-intel
The banner of a great power07

07 · The Round Table

Forge alliances

No one takes the realm alone.

Swear truces, run trade agreements, and bind military alliances — allies muster to your defense when you’re attacked, and every fortified Realm you discover is shared between you. Then rally a coalition, up to six banners strong, and bring a fortress down together.

Truces & tradeMilitary allianceCoalitions
An army laying siege to a fortified court08

08 · The Endgame

Lay siege to a realm

March on the walls. Take it wall by wall.

Send your host against a fortified Realm. Camp and starve it, or storm the gate — then fight through it node by node in turn-based command, gate to keep. Break the regent’s guard and you decide his fate: his head, his ransom, or his banner in your colors.

Real-time marchTurn-based assaultClaim the land

The on-ramp

Your first week

DAY 1

Plant the banner

Claim your barony, buy your first land, muster your first spears. The shield holds — nobody can touch you while you learn.

DAY 3

First blood

Your scouts have found the frontier and your first raids come home heavy with loot. A hero rises. Rivals start writing to you.

DAY 7

The shield falls

You step into the war with an army, an ally, and a plan. From here, everything on this page is yours to use — or survive.

And beneath it all

The old gods are stirring

Whispers find the worthy — story-threads that pull at what you did today and end in secrets on a star-map of mysteries. Seven great powers watch from beyond your borders, keeping score of your deeds. And beneath it all, Titans turn in their sleep — when one wakes, the whole realm musters or the whole realm burns. Something vast is coming. Be there before it does.

Now open · and what's next

What wakes next

One door just swung open — the deeps are live. Another is being unbarred right now. Players already inside are first through both.

A drowned crypt, green light far belowLive now

Beneath the realm

The Delve

The deeps are open. Lead a party of your Heroes down into the dark — room by room through fights, treasures, and things that should have stayed buried, their nerve fraying with every step, something old waiting at the bottom. Go down far enough and the deep starts to remember you.

Party of 4Turn-based combatDread & breaking points
An arcane tower crowned by an open tomeSOON

Beyond level 40

Hero Ascension

At the peak of mortal skill, a summons comes. A Hero who has earned it walks into their Trial alone — and walks out something more: Spellblade, Starcaller, Hexhand, Archmagus, carrying true spells into every battle. More paths are being carved now.

4 arcane pathsA solo TrialSpells in battle

The Delve is open now — claim your barony and lead your first party down. Be inside when the next door opens too.

Live

The realm right now

26 in play
#BaronyScore
👑The Iron Bank1,654,307
#1The Third Luck2,704,190
#2Valhalla1,511,453
#3Krogmoor1,449,846
#4The Nineties617,270
#5Handsopolis576,689
#6Gil Imperium523,898
#7Cody330,448

Start today and the top is closer than it looks — sharp play and good allies climb fast.

The Wardens are gone.
Someone takes the realm.

Make it you.