Features and skills
What hides beneath the simple conquest.
🗺️ Conquest
Each level is a randomly generated map of territories — but seeded by the level number. Level 47 is identical for the whole world, and level 999 exists from day one.
A territory's color reveals its resistance at a glance: green a sure win, orange ~80 %, red ~50 %. Difficulty grows from the center of the map outward.
A failed attack permanently raises the next chance (80 % → 100 %, 50 % → 75 % → …). Failure is not a punishment but an investment — a dilemma: risk it now, or save up for two tries?
Conquer 100 % of territories to advance. You can return to lower maps to farm resources and loot.
🏡 Homeland
The game does not open with a war but with an abandoned hall. Restore the field, send woodcutters into the forest and repair the hall — only then does the road lead to the map. And your first territory falls for sure.
A signpost in your Homeland shows exactly one next step and one button. The moment you do it for the first time, it points to the next — and when there is nothing to advise, it disappears. No wandering, no quests for rewards.
Your Homeland is a home in the landscape: mill, sawmill, mine shaft, the herbalist's cottage, a palisade with a gate, forge, watchtower, temple and mage tower. Buildings appear as you advance — and a citadel rises from the abandoned hall.
Every level of the palisade strengthens your patrols. At the gate a scout waits to take you on your first expedition into the unknown.










⚒️ Real-time economy
No "energy". You pay for attacks with resources produced in real time — whether you play or not. Pace is held by the economy, not screen time.
Every conquered territory adds production (fields, forests, mines, smelters). More territory means faster conquest, but pricier targets — the curve holds a fair band.
In the City you upgrade ten structures level by level — from home workshops to the citadel and the mage tower. The resource bar at the top shows your stores; tap it to open the production overview.
Storehouses have no cap. After a few days away you return to a full treasury and conquer several territories at once.
💎 Relic hunt
From common to legendary — and above them a handful of mythic world-unique treasures, the ones legends are told about.
Not a backpack but a gallery. What drops once is yours forever. Unowned ones glow as "???" silhouettes — a collector's pull.
Relics grant bonuses only while in your active loadout. Swaps "attune" over a few hours — so you plan ahead (production at night, combat in the morning).
Nothing drops twice. A cascade also promotes rolls once you complete a tier — collecting itself speeds the path to rarities.
Common and uncommon pieces form themed sets (Night Watch, The Harvest, Miner's Crew…). A complete set ACTIVE in your loadout grants an extra bonus - until you break it up for a better relic. And that is the point.






🌙 Daily rhythm
The army strip on the map tells the truth: home and ready, out on an expedition, or how long until there are provisions for the next attack. Tap it to open the Army sheet — patrols, campaign and expeditions in one place.
While the game is closed, your army patrols conquered territories. On return the game tells you what happened — skirmishes, spoils, finds.
From level 3 you can send an expedition into the unknown. Higher risk, higher reward — but also a chance it comes back empty-handed. It always brings amber and forest ingredients for the alchemist, though.
Twice a day (every 12 h) it waits at the bottom of your Homeland — a morning/evening rhythm without skipping sleep. Day streaks raise your chances.
The whole world shares the same event each day ("Silver Mountains +50 % today") — derived from the date, no server needed. A free community topic.
👑 The royal court
The Court tab belongs to the king's closest servants — each with a face, a job and a card of their own. At the top you as the king, below you the messenger, mage, alchemist, jester, seer and scribe.
Knocks when the chest is ready or an expedition returns, and brings news from the world — who found what. Notifications turn off with a single switch.
Jokes on demand and a Daily Challenge — four puzzles in rotation: Royal Dice, a chess problem, the Audience (remember the arriving nobles, the jester will ask) and a sokoban in the warehouse. The whole world solves the same one each day; a little gold and a streak as the reward.
The jester's historical quips come with an explanation of the real event behind them.
Mate in one and mate in two from real games (Lichess, public domain). The validator knows the rules — castling, en passant, promotion.
A new fortune every day — shaped by the actual moon phase and today's holiday.
Keeps the Court Almanac of your dear ones' celebrations and the Achievement journal.
Gold flows from all activity and buys ONLY finery: titles, portraits, frames. Prestige, not power — rule no. 1 holds.
⚗️ Alchemy and the herbalist
Combine up to three ingredients and discover recipes for your Book — there are 40 of them. And the world's first discoverer is recorded here forever.
Water, fire and stone are always at hand. Forest ingredients and amber have a stock, though, and every new attempt uses them up — even when it fails. A known recipe can be brewed again for free.
A new building in your Homeland. Every hour it gathers herbs, mushrooms, plantain, thyme, juniper and fly agarics — the higher the level, the more it gathers and the more it stores.
Every expedition brings amber and forest ingredients. The rare ones — spider silk or a phoenix feather — only come with luck on the road.
🧙 Court magic
Silver destroys magic, crystal binds it. The mage spins mana at +1 crystal per hour — the same for everyone, playing or not. No mine digs them, no relic speeds them up, they never drop as loot. A hard 24 a day for the whole world — rule no. 1.
Joins your court at level 10 and learns his spells as you advance. He does not cast idly — before an expedition you pick a spell, the crystals are spent, and the effect lasts for that single march. No permanent power.
🔥 Fire Seal (3) +15 pts to the odds · 🛡️ Warding Rune (5) even a failure brings home 70 % of the haul · 🔮 Alchemist's March (10) guaranteed rare spice · ✨ Blessing of Plenty (30) +25 % resources · 🪞 Mirror of Fate (35) a failed march is rolled a second time · 👁️ Clairvoyance (50) one more chance at a relic.
From level 25 the mage can hold two spells on a single expedition. The slot itself costs 20 crystals on top of their price — Plenty with Clairvoyance comes to a hundred, and that much is out of reach without a tower.
A building in your Homeland, and you may raise it the moment the mage arrives. Without it he holds fifty crystals; the tower raises the vault by fifty up to 300 — and a full vault lets the hours drain away.
🌍 The real world
The seer knows the actual sky — the moon phase is computed from the date, no location, no internet. On a full moon the court sleeps uneasily.
Christmas, the solstices, Hallowtide and Easter (yes, we compute the computus) — the court celebrates with you. The jester also marks each day with a historical event tied to it. Pure atmosphere, no bonuses.
With the court scribe, note the birthdays, name-days and anniversaries of those dear to you — the court celebrates them and the royal messenger reminds you even while the game sleeps. You will never again forget a wedding anniversary or your mother-in-law's birthday. Optional and hidden; no effect on the game.
Almanac names never leave the device — not in the ping, not on the server, not anywhere. The court's feasts are yours alone.
⚖️ Fairness and privacy
Exactly the same conditions for every player. Every decision in the game is checked against it.
A one-time price, no progress IAP, no ads. Everyone pays the same and inside they are equal.
Just a nickname you choose at the start and a secret ID. No name, no e-mail, no tracking.
The server checks plausibility (server time, pace caps) — a cheater quietly vanishes from the board without spoiling your game.