In Age of Eons you don't join a menu clan — you form a living one. Group up within your species' natural limits, claim ground the server actually enforces, settle rank through hunt and challenge rituals, and raise a brood that imprints on you. Everything here is grounded in the game's real social layer, not a cosmetic tag over your name.
Group size isn't a global cap — it's read from each species' registry. A pack of apex theropods is small and lethal; a herd of ornithopods is large and defensive.
Your maximum group size comes straight from your species' data — a small coordinated pack for hunters, a large herd for grazers. Group up with your own kind and the world reads you as one body.
Pressure prey from angles, screen your young behind the herd, and turn numbers into an advantage the combat model actually rewards. A lone apex is strong; a coordinated pack is decisive.
Hatchlings are vulnerable. A group that guards its nest and shepherds its juveniles is a group that keeps its bloodline — care is the difference between a lineage and a footnote.
Territory isn't a flag you plant and forget. Each zone is a server-authoritative record — claimed, contested, released, or violated — folded live from the territory event log.
A group takes a zone. The holder and their species become that territory's authority of record — the ground now answers to you.
A challenger moves in and the zone flips to contested, naming the contender. Contested ground is where rank is really decided — usually through a ritual.
Trespass on held ground is recorded against the intruder. Violations are counted, not waved away — the world keeps score of who broke whose border.
When a holder falls or moves on, the zone vacates and returns to unclaimed — open ground for the next group bold enough to take it.
Challenge and hunt rituals resolve to one of four honest outcomes — and the result is a server event, not a claim.
The challenger asserts rank without a kill — the loser yields the ground or the position.
The weaker party backs down. No blood, but the pecking order — and the territory — shifts.
The challenge goes all the way. A death lands on the signed combat stream and a lineage may end here.
One side breaks and runs. The ritual resolves unfinished — a border held, or a rank left unsettled.
A clan is only as permanent as its next generation. The reproduction loop is a real chain of server-authored steps that ends with a hatchling bonded to a parent.
Adults pair within their species. Fitness, size and a clean bloodline all weigh on who gets to breed — courtship is the gate to the genome your offspring will carry.
A guarded nest turns a pairing into a clutch. Location matters — a nest in held territory, screened by the group, is a nest that survives to hatch.
Each hatchling imprints on a parent — a recorded bond between the young and the adult it follows. That bond is the first link of a lineage that can climb the leaderboard for generations.
The social layer is server-authoritative — the latest rows are the state. These read-only feeds surface it, scoped to a world.
Current holder of each zone plus the set of contested zones and a running violation count, folded from the territory event log.
GET /api/social/territoriesThe most recent challenge and hunt rituals, newest first — winner, loser, kind and the resolved outcome.
GET /api/social/ritualsThe parent-to-child imprint bonds recorded at the nest — the raw genealogy of every clan in the world.
GET /api/social/imprintsPick a social species, find a world running now, and turn a pack into a dynasty.