Clans & packs

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, 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.

Grouping Territory Rituals Courtship & nesting Live read surfaces
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.

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.

Claimedholder set

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

Contestedrival flag

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.

Violationlogged

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

Releasedvacated

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
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.