Ancient Crowns

Fantasy conquest on a curving 3D world — with a captain you build, and captains who remember.

Ride out from the last lit tower across a curving 3D world, and build your own captain in 3D. Recruit armies, fight turn-based tactical battles and lead heroes who remember every winter. Three peoples, a fair AI, a map editor, hot-seat and online play. Fully playable in English and Hungarian.

Latest version: v0.15.0 · 28 September 2026 English · Magyar PC · Mac · phone · tablet
Warden Ilva
Ilva
Watchfires
Marshal Corvan
Corvan
Watchfires
Tidewarden Sova
Sova
Lanterns
Tidecaller Oriel
Oriel
Lanterns
Gravewarden Nyle
Nyle
Knells
Whisperkeeper Vespra
Vespra
Knells
3peoples
18named heroes
68creatures
93buildings
68spells
40skills
60artifacts
24missions in 3 campaigns

What the game offers

All features →

Three peoples

Watchfires, Lanterns and Knells — each with its own buildings, creatures, heroes and town.

Your own captain in 3D

Face, build, hair, beard, headgear, outfit and colours — and your captain rides the map and the battlefield exactly like that.

Tactical battles and sieges

A 12 × 10 grid, spells, war machines, walls and gates, morale and luck — or let the auto-battle settle it.

Captains who remember

What your heroes live through goes into a chronicle: traits, opinions, sworn comrades — and now and then a refusal to march.

The forge

30 recipes, six kinds of material; a unique piece carries the name of the captain who had it forged and a line from their chronicle.

Online, hot-seat, editor

Up to eight players on one computer or over the internet, 15 ready-made maps and a map editor of your own.

From the game

Gallery →

Adventure map
Siege
Town
Hero creator
The forge
Heraldry editor

The three peoples

Three peoples, three ways to keep a line

The Watchfires’ crest

Watchfires

humans, keepers of the fire

A sworn alliance of the highland holds and river towns of Valemarch. The Watchfires keep the old signal fires burning against what walks the deep passes. They hold the river with fires, not with walls: when one tower burns, the next lights its own, and by dawn the whole line knows what is coming up the water.

Town:HearthwatchMount:armoured warhorseCampaign:The Horn Line
Shieldwarden
Stag Lancer
Watchfire Drake
Vale Sunbreaker
The Lanterns’ crest

Lanterns

people of the water

A loose league of the reed-raft towns and salt-lantern harbours of Tidereach, strung along a coast the sea keeps taking back. Where the Watchfires hold a line, the Lanterns give ground on purpose and let the silt close behind them — but the silt does not forget, and the water comes back, eventually, to where it went out from.

Town:SaltmereMount:water-elemental steedCampaign:The Long Ebb
Reed Skirmisher
Stormgull Raider
Brine Leviathan
Tide Leviathan Lord
The Knells’ crest

Knells

the undead

A procession of the funeral towns of Hollowmere, sunk into the marsh, where burial only means setting someone down for a while. The Watchfires hold a line and the Lanterns give it to the silt; the Knells simply collect what fell and walk on. After a battle they win, some of their fallen get back up — but their dwellings refill more slowly, so for them a quiet week is a loss.

Town:GrimfenMount:bone wyrmCampaign:The Silent Procession
Charnel Hound
Gallows Rider
Bell Wraith
Hollow Grave Titan

Campaigns

Three campaigns, 24 missions

One captain carries the campaign: their level, skills, spells and a few artifacts stay with them from mission to mission.

Watchfires · 8 missions

The Horn Line

In the western passes the light does not carry from post to post, but sound does, through the rock — a line used to be held there with horns. It has stood silent for ten years: there was nobody to spare for it. Hearthwatch is sending someone now.

The Quiet Horn
The Last Horn
  1. The Quiet Horn
  2. The Drovers’ Road
  3. The Long Reach
  4. Smoke Over the Dale
  5. The Uninvited Procession
  6. The Second Watch
  7. The Long Winter
  8. The Last Horn

Lanterns · 8 missions

The Long Ebb

The Lanterns do not hold Tidereach with a wall, but with patience: they go out at low water, carry off what can be carried, and are home before the tide turns. This campaign is the once the Lanterns take back the coast they only ever lent out.

Low Water at Fenmoor
The Gates of Hearthwatch
  1. Low Water at Fenmoor
  2. The Wreckshore Muster
  3. The Landing at Farrow’s Quay
  4. Keep the Lantern Lit at Reedwick
  5. The Long Causeway
  6. The Siege of Farview Sound
  7. Landfall on the Grey Shore
  8. The Gates of Hearthwatch

Knells · 8 missions

The Silent Procession

The Knells do not bury: they set someone down for a while. But the marsh has lately been swallowing faster than the procession can find new high ground, and for the first time in two generations it has to look for land it did not choose.

The First Mound
The Last Knell
  1. The First Mound
  2. What Stands Back Up
  3. What the Marsh Still Gives
  4. Holding the Levee
  5. A Spy Under the Pass
  6. What the Marsh Kept
  7. The Bell’s Road
  8. The Last Knell

Captains

18 captains, each with a story

Six per people: warden, marshal, loremage, outrider, quartermaster and adept.

Warden Ilva

Watchfires · Warden · Rain Drill

Took the watch at Rhone Ford at nineteen and has not handed it back.

Marshal Corvan

Watchfires · Marshal · The Mason’s Word

Speaks to a company the way a mason speaks to stone: slowly, and only once.

Lorekeeper Aubrene

Watchfires · Loremage · Burned Ledgers

Believes the watchfires were lit to answer something, not merely to warn of it.

Outrider Tamsyn

Watchfires · Outrider · Goat Tracks

Says a map is a thing an enemy can steal, and a memory is not.

Ledgerwarden Osric

Watchfires · Quartermaster · Iron Strongbox

Counts the covenant’s grain, its iron and, when pressed, its dead.

Rootspeaker Bram

Watchfires · Adept · Root Speech

When he asks the ground for a wall of thorns, it usually obliges.

Tidewarden Sova

Lanterns · Warden · Turning Tide

Gave up two raft towns to the silt in one season and calls it the best trade she ever made.

Harbourmarshal Maerin

Lanterns · Marshal · Harbour Dues

Nobody has yet found the bottom of her ledger.

Tidecaller Oriel

Lanterns · Loremage · Tidecall

Reads the pull of the water the way a clerk reads a column of figures.

Siltrunner Kesh

Lanterns · Outrider · Silt Running

Crosses flats that swallow horses, at the hour nobody else will try them.

Tallykeeper Venn

Lanterns · Quartermaster · Shipwright’s Timber

Holds the salt tally for nine harbours and the grudges of about as many.

Deepsinger Callan

Lanterns · Adept · Deepsong

Sings to deep water until the water sings back.

Gravewarden Nyle

Knells · Warden · Grave Watch

Buried people for twenty-two years before she started walking.

Processionmarshal Orrin

Knells · Marshal · The Procession

Never raises his voice and is never asked twice.

Whisperkeeper Vespra

Knells · Loremage · Whispers

The crypt walls answer her and she writes down what they say.

Nightrunner Thessaly

Knells · Outrider · Night Running

Crosses the marsh at night, because the marsh sees better by day.

Reckoner Mors

Knells · Quartermaster · Bone Kiln

There is not a crossed-out line in his book.

Vigilkeeper Seren

Knells · Adept · The Vigil

Tends the vigil candles at the back of the procession and knows which flames burn for the dead and which against them.

Creatures of the wilds

They multiply every week — a slow start is a real cost.

Mirefang Hydra

More heads than there are sides to come at it from: it answers every blow. Surrounding it is the mistake.

Stormcaller Roc

It circles the bare ridges and the snow passes. It comes in low and takes the whole rank it passes straight over.

Glass Golem

A body quarried from sand a lightning strike fused to glass. No blind side, and planted where it stands.

Ashen Revenant

A corpse of the lava fields: it breathes fire, and it answers every blow it takes, not just the first.

Plagueback Ogre

Its bite does not close, and what it strikes from the side reels on its next turn.

Hoardwyrm

It lies atop a cinder cone, big enough to have glassed the rock under its own heat — and it does not sleep as deeply as your grandfather told it.

Did you know?

Did you know?

Small things that really work this way in the game.

40 skillsEach has three ranks and a hero can carry six — on level-up you pick from three cards.
68 spells, six schoolsEmberwright, Tidecalling, Galesong, Verdant Weave, Gloomwork and Radiant Choir — in battle and on the map.
Sworn comradesTwo captains who like each other become sworn comrades and get +1 morale when they are near each other. Rivalries happen too.
An item with your captain’s nameA unique piece forged in the workshop carries the name of the captain who had it made and a line from their chronicle.
Four siege enginesThe siege workshop sells a battering ram, a catapult, a siege tower and a siege ballista; walls come in three levels, and B breaches them.
A crest in one code10 field divisions, 30 emblems, 20 colours — and a banner, a whole captain or an entire world can be shared as one short code.
The gate remembersOn a magic-gate network of three or more gates, a hero remembers which gate they came through and can step back to it.
A waiting room with a codeOnline, a six-character code gets you into the waiting room, with chat; a match can be paused and resumed later.
Full GlobeOn the largest, 480 × 240 map the east and west edges meet: leave on one side and you arrive on the other.
A fair AIIn skirmish a harder AI plays better, not richer: no bonus gold, and it cannot see through the fog.

Tester programme

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The last lit tower is waiting

Ride out into a ruined world

Three peoples, an ancient crown, and a captain you shape yourself. Playable in your browser right now.