Choose a faction and found a realm
Select one of seven playable factions, name your ruler and settlement, and create heraldry for the identity that will appear across the world.

Rise of the Dukes connects city building, a persistent economy, real-time marches and province politics in one shared European campaign.
Your first objective is not to rush towards one powerful unit or building. Build a stable realm that can produce, learn, move and recover before committing it to a wider war.
Select one of seven playable factions, name your ruler and settlement, and create heraldry for the identity that will appear across the world.
Secure food, wood, stone, iron and silver production. Growth is easier when upgrades follow a plan instead of consuming every reserve.
Place buildings on open plots, meet milestone requirements and watch the stronghold advance through visible city stages.
Train infantry, ranged troops, cavalry and scouts as they become available. Older troop tiers remain useful when cost matters.
Use intelligence to understand a target, then choose a raid, siege, trade mission or reinforcement order with a real arrival time.
Coordinate campaigns, build influence, defend occupations and compete for seasonal standing and the crown.
Lithuania, England, Scandinavia, the Teutonic Order, France, the Holy Roman Empire and Poland are playable from registration. Factions have recognisable homelands, city architecture, signature buildings and named troops.
Equivalent roles follow shared balance principles. Choose the identity and strategic character you want to carry through the campaign rather than looking for a hidden automatic winner.
Compare all seven factionsYour settlement depends on food, wood, stone, iron and silver. Production continues on the server, but every construction order and recruitment decision still consumes resources that could have served another goal.
Spearmen, swordsmen, ranged troops, cavalry and scouts fill different battlefield roles. Higher-tier units offer stronger formations at a greater cost, while earlier troops remain an economical option when numbers and replacement speed matter.
A garrison protects the city, but an army on the road cannot defend two places at once. Before launching a campaign, consider the strength left at home and the resources required after battle.
Scouting helps turn an unknown target into a calculated decision. Once an objective is chosen, marches resolve in real server time rather than as an instant click.
Influence and occupation connect battles to politics. A realm that begins an occupation must protect it long enough to secure control. Garrisons, approval and rebellion continue to matter afterwards.
Province rule can bring tribute and standing, but it also creates another place that rivals can challenge. Sustainable control is more valuable than expansion a realm cannot defend.
Alliances make timed operations, reinforcements and wider political plans possible. Communicate the target, arrival time and purpose of a march so that several armies become one campaign rather than unrelated attacks.
Explore alliances and diplomacyRankings, province control, campaign objectives and the crown give the persistent world a larger direction. The public Chronicle records important events created by player decisions.
A strong beginning creates options. A lasting legacy requires timing, intelligence, administration and allies.
Read the living ChronicleChoose a faction, design your heraldry and begin with a settlement of your own.