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The dynasties

Three houses.Three empty thrones.

Each dimension answers to one ruling house. None of them has crowned a ruler in Season I, which means every seat on this page is genuinely open.

01 · House of Crown

Overworld Kings

The Verdant ThroneUnclaimed

The Crown rules where everything begins — the farms, the roads, the markets and the walls that keep them. Overworld Kings do not win by striking first. They win by owning the ground every other dynasty has to cross, and by making the price of crossing it unbearable.

“Hold the land. Feed the war. Outlast everyone.”

Economy
92
Fortification
84
Raw Aggression
48
Mobility
61
Trade routesSiege defenceAlliance politicsGrand Market control

Sworn houses

  • The Ironroot Hold — Border wardens of the northern pass
  • The Merchant Guild — Keepers of the Grand Market ledger

The Verdant Throne has stood empty since the realm woke. Every season it stays empty, the vassal houses grow bolder.

02 · House of Fire

Nether Lords

The Ashen ThroneUnclaimed

Fire does not negotiate. The Nether Lords built their power in the one dimension where terrain itself is hostile, and they treat that as an advantage: everything that can be lost here has already been lost once. Their fortresses are staging grounds, not homes.

“Take it burning. Hold it burning.”

Raw Aggression
96
Mobility
88
Fortification
66
Economy
44
Fortress warfarePortal strikesBlaze economiesSiege offence

Sworn houses

  • The Cinder Wardens — Keepers of the fortress spine
  • The Emberborn — Raiders of the basalt deltas

The Nether remembers every soul that enters. The Lords keep the ledger — and they collect.

03 · House of Void

End Lords

The Hollow ThroneUnclaimed

The Void plays a longer game than anyone else is willing to play. End Lords rarely hold territory in the way the other dynasties understand it — they hold access: the gateways, the shortcuts, the routes between worlds. Whoever controls the gates decides who arrives, and when.

“Let them build. Take it at the end.”

Mobility
97
Raw Aggression
71
Economy
63
Fortification
58
Gateway controlAmbush doctrineElytra warfareVoid architecture

Sworn houses

  • The Gatewrights — Cartographers of the shattered gates
  • The Silent Choir — Watchers of the outer islands

There are more gates in the End than the Gatewrights have ever admitted to mapping.

Swear to one. Or start a rival house.

Dynasty choice is not permanent — houses change hands, and so do their members.