The Eternal Realm
Ashenvale
Your keep, your army and your name, for as long as the realm stands. When a realm fills, a sister realm opens beside it, and quiet realms are merged so no one is left fighting alone.
The Sun-King is dead, and his crown lies broken in seven shards. Raise a keep, forge a Warlord, and take what remains before the Eclipse.
Two ways to rule
Keep a Warlord in the Eternal Realm, start fresh with every Age, or play both at once. Nothing that happens in an Age touches your eternal keep.
The Eternal Realm
Your keep, your army and your name, for as long as the realm stands. When a realm fills, a sister realm opens beside it, and quiet realms are merged so no one is left fighting alone.
Seasonal
An Age lasts 120 days and everyone starts from nothing. Start a seasonal Warlord beside your eternal one, or play only the Age. When the Eclipse comes, the clan holding the most Crown Shards rules.
Six bloodlines · Two curses
Each bloodline changes how you play, not just your numbers. Vampires and Werewolves are not chosen at the start. They are caught in battle, and every curse twists a bloodline into something new.
Humans
The Faithful
Shrines cure other players' curses for a fee, and holy fire burns the cursed and the dead.
Elves
The Deceivers
Glamour feeds enemy spies false numbers. Wayroads bring your garrisons to a clanmate instantly.
Orcs
The Unrelenting
Bloodlust: each attack in a row raises your offense, and it fades when you rest.
Giants
The Few
Every Giant counts for a company. Immune to sabotage and the best at breaking forts.
Dwarves
The Deep-Holders
Deep vaults protect more of your gold. The finest forts in the realm, and they hold under siege.
The Hollow
The Returned
Raise the dead from every battle, theirs and yours. The longer the war, the larger the host.


When a Vampire defeats you, they may Embrace you instead of taking your gold. Accept within a day, or find a Human shrine.


From a Werewolf's bite, or by surviving the Moonhunt.
Your Warlord
Your Warlord leads every attack you make. Gear is forged from what you hunt, titles are earned by what you do, and a bad defeat can leave your Warlord wounded or chained in an enemy dungeon until your clan pays the ransom or comes to break the door.
Clans
Send part of your army to guard a clanmate while they sleep. The Watch Rotation shows every hour your clan is uncovered, and a Call to Arms wakes everyone when a siege is on the march.
The hunt
World bosses wake on a schedule and the whole realm strikes them together. They strike back at whoever hurts them most.
Territory
Holdings on the realm map give your clan its edge. They only fall during scheduled Siege Windows, so every timezone gets its fight.
Fair play
Patrons pay for looks and a longer memory. Every advantage in the war is earned in the war, and the conveniences are free for everyone.
An open API will let clans run their own Discord bots, spreadsheets and dashboards. Attacks only happen inside the game, and anything that plays for you is removed from the realm.
The alpha is open
Choose a bloodline, raise a keep, and be among the first to hold Ashenvale.
Claim your keep