THE AGE OF SOVEREIGNS

Teristorial

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1012 · THE CONTINENT OF AURELIA

A realm is a thousand decisions,
and every one of them shows.

Seven crowns on a continent that has room for about four. A treasury that will not stretch, neighbours who are counting your soldiers, and a council that will tell you plainly when you are wrong. Real time, no turns, and nothing you do is free.

Take the crown

Playing alone needs no account, no connection and nothing installed.

Join a kingdom

One realm, one treasury, several people deciding what to do with it. Enter the six-letter code the host gave you.

Kingdoms open to anyone

Only kingdoms whose host has put them on the list. A game between friends stays off it and is reached by its code alone.

  • Sign in to see which kingdoms are open.

Who is here

Everybody signed in right now. Somebody has to open a kingdom before you can join one, so this is where you find out whether anyone is about.

  • Sign in to see who is about.

The hall

Everyone who is signed in, in one room. Find someone to share a kingdom with.

  • Sign in to read the hall.

Anyone with a Google account can read and write here, and there is no moderation beyond muting somebody in your own browser. Treat it as a public room.

What is in it

A world, not a board

92 provinces across 13 countries, generated coastlines, rivers, 232 towns and 103 sea lanes. The other courts buy soldiers out of their own treasuries and go to war with each other whether you are watching or not.

Law you write yourself

Compose a decree from subject, action and object — some nine thousand of them — and every group in the realm judges it on its own terms, argues with a real number, and remembers the last time you did this.

A council that answers back

Five portfolios who read the live state of your realm and object from it. Overrule them often enough and they resign, and that costs you.

Ships that are somewhere

A fleet lies in a harbour and going anywhere else takes time on real water. A blockade begins when the squadron arrives, not when you press the button.

A second land

The Outer Isles, east of the Sundered Reach, unsurveyed until you spend the gold and the time to find out. Your rivals are sailing east too.

Losing is survivable

A realm fighting for its life raises soldiers cheaper and faster, and can call a general muster. A defeat is dangerous rather than the end.