Clans & factions

Survival is a
group sport.

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, build a reputation the world remembers, 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.

4
Territory states
4
Ritual outcomes
3
Nesting steps
Generations deep
How groups form

Packs, herds and the roster.

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.

Grouping by species

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.

Coordinated hunts & defence

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.

Parental care

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.

Karma & reputation

The world remembers.

Every clan and every creature carries a reputation the server keeps. Honour your borders, defend your herd and trade fair, and standing rises; raid, betray and trespass, and karma falls — and the whole world can read it.

Standing you earn

Reputation is a tracked score, not a vibe. Kept borders, defended kin and honest trades push it up; a good name opens alliances, calmer neighbours and better market terms across the world.

Karma you spend

Trespass, betrayal and needless killing are recorded against you. Fall far enough and the world treats you as an outlaw — hunted on sight, priced out of markets, and refused at the border.

Clan-level reputation

A clan carries the sum of what its members do. One clean, disciplined pack becomes a name others seek out for alliance; a band of raiders becomes a name the whole server organises to end.

Territory

Ground the server enforces.

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.

Holder set
Claimed

A group takes a zone. The holder and their species become that territory's authority of record — the ground now answers to you.

Rival flag
Contested

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.

Logged
Violation

Trespass on held ground is recorded against the intruder. Violations are counted, not waved away — the world keeps score of who broke whose border.

Vacated
Released

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.

Rituals

Rank is fought for, not assigned.

Challenge and hunt rituals resolve to one of four honest outcomes — and the result is a server event, not a claim.

Outcome

Dominant

The challenger asserts rank without a kill — the loser yields the ground or the position.

Outcome

Submit

The weaker party backs down. No blood, but the pecking order — and the territory — shifts.

Outcome

Kill

The challenge goes all the way. A death lands on the signed combat stream and a lineage may end here.

Outcome

Fled

One side breaks and runs. The ritual resolves unfinished — a border held, or a rank left unsettled.

The reproduction loop

Courtship → nesting → imprinting.

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.

Courtship

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.

Nesting

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.

Imprinting

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.

Under the hood

The live read surfaces.

The social layer is server-authoritative — the latest rows are the state. These read-only feeds surface it, scoped to a world.

Territory holders

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/territories

Ritual outcomes

The most recent challenge and hunt rituals, newest first — winner, loser, kind and the resolved outcome.

GET /api/social/rituals

Imprint bonds

The parent-to-child imprint bonds recorded at the nest — the raw genealogy of every clan in the world.

GET /api/social/imprints
Read-only by designworld-scoped

These feeds are read-only and world-scoped — they show the social layer, they never command it. Every claim, ritual and bond is authored by the server, so no client can forge a clan or a border.

Start a bloodline

Take ground. Raise a brood. Hold the line.

Pick a social species, find a world running now, and turn a pack into a dynasty.