A world that waits for you
Nothing happens while you look away that you cannot answer. Build, send armies and come back when you can — the world settles accounts in real time, with protection for beginners and shields after hard nights.
Prepare while you can. Then the dragon wakes.
A dark-fantasy strategy world that lives in your browser. Build your settlement, raise a hero of your own, forge a clan — and face the Balaur together before the era ends.
Nothing happens while you look away that you cannot answer. Build, send armies and come back when you can — the world settles accounts in real time, with protection for beginners and shields after hard nights.
Ten races, eighteen classes, each with its own edge: specializations, a skill tree, gear from the forge, professions and beasts tamed on the road.
Found a clan under one of thirty emblems, hold the fronts around the lair, declare wars, share a treasury — and watch the rankings turn.
An era is a race against the dawn: build, arm and ally while the Balaur sleeps, because when it wakes the era is decided by those who dare its lair. The slayers enter the Hall of Fame; the world is born anew.
Veskari
Highland clans who cut their homes into ash-veined cliffs. They count wealth in walls that have never fallen and in debts they have never forgotten.
Thaleen
River-and-salt people of the Hollow Coast who read the tides like ledgers. Every Thaleen is part fisher, part haggler, and never truly far from a boat.
Drennai
Wardens of the Blackwood who speak to their trees by name and to strangers rarely. Nothing walks under their canopy without a Drennai knowing.
Cindrel
Born in the glow of the Emberlands, the Cindrel carry coals in their veins and forge-songs in their throats. They grow restless when nothing is burning.
Orrun
Broad-shouldered herders of the Storm Highlands who ride beasts no one else can tame. They build slowly and move like weather.
Quillari
Feathered star-scribes from the observatory spires, who believe the sky keeps a record of every war. They study it to learn the ending in advance.
Hollowen
Pale folk of the Mistfen who strike quiet bargains with the dead. Their fallen are rarely gone for long, but the bargains are never free.
Brasswrights
Artificers who treat every problem as a machine not yet built. Their cities hiss and clank, and their siege engines arrive before their diplomats.
Vaultari
Keepers of the frozen vaults under the Crystal Wastes. A Vaultari stores everything, trusts no one, and loses very little.
Wyrmkin
Descendants of the few who survived Balaur's last waking, marked by faint scales and dreams of fire. Few are born in any age, and the dragon is said to remember each of them.
Pick a race and a class, raise your capital, research in the Archive, trade at the market.
Clear the camps, tame companions, craft potions and gear, hold the fronts with your clan.
When the Balaur wakes, only the strongest alliances reach its heart. Then a new era, a new world.
Yes. You need an account and a browser, nothing else. There is nothing to download.
No. Buildings, research and marches finish on their own; beginners are protected and a settlement that loses too often gets a shield. Log in once or twice a day and you keep up.
English, Romanian and Hungarian — the whole game, not just the menus.
One account per person, a strength-gap rule against bullying, and a battle simulator so you see the odds before you march. Everything is decided by play, nothing by paying.
The dragon falls or the era runs out, the Hall of Fame is written, and a fresh world begins. Your account and your name stay.