About the Game
A faction-based multiplayer battleground. Gather resources, build siege weapons, hold keeps, and fight for your banner alongside whoever was smart enough to pledge the same loyalty.
Built for Those Who Remember
The Last Banner is for players who remember when faction PvP actually meant something. When the banner you flew determined who was standing next to you, and the fights you got through together were still worth talking about weeks later.
Three factions keeps things honest. No matter who you're up against, you always have people on your side. The best teams aren't just skilled individually, they're actually working together. Griefing your own side has real consequences. Comraderie happens whether you planned on it or not.
It's a war game. But it's also about the people you're fighting it with.
Pledge Your Loyalty
Your faction isn't just a team, it's an identity. Choose carefully. Fight for it completely.
The Elderborn
Children of a dying divine order. They fight to reclaim what heaven promised them, what time has slowly stripped away. Disciplined, doctrinal, and completely certain the world still owes them.
Divine inheritance. Ancient authority.
The Hollow Oak
They didn't abandon the divine. They found something older underneath it. Wild faith that predates any scripture. The Hollow Oak trusts the roots over the temple, the storm over the sermon.
Wild faith. Older truths.
The Iron Pact
Mountain-hardened and thoroughly unimpressed by all of it. No gods, no myths, no patience for either. Just stone, iron, and the will to outlast everyone else. Winning is the only argument that sticks.
Pragmatism. Pure will.
One Realm, Many Wars
20min
Quick skirmishes
2hr+
Full siege battles
30+
Players per siege
Sessions scale to whatever the server can fill. The stakes feel real no matter the size. No two matches play out the same. Resources are scarce, positions shift. The keep that was holding last session is rubble now.
The Path to Victory
Combat is the outcome. Everything before it determines who wins.
01
Harvest wood, stone, iron, and gold from contested nodes across the battleground. Nothing out there is safe. The resources your faction needs are the same ones the other two factions want.
02
Turn what you've gathered into siege weapons, consumables, and defensive structures. A faction that can't craft can't hold a siege line.
03
Build walls, get the catapults up, repair what the enemy breaks. Holding a keep means holding a position.
04
Three factions hit the keep at the same time. Siege weapons firing, walls cracking, every class doing what it does. Only one faction's banner flies when the smoke clears.













Choose Your Role
Every class has its place in the war. None wins it alone. More are coming.
Warrior
The front line. Built for punishment and presence. Warriors hold the gate so the rest of the team can push through. Every inch costs the enemy.
Mage
Devastation at range. A Mage can flip a siege in seconds if someone's watching their back. Pure glass cannon. Position well or die fast.
Rogue
Quick, unseen, decisive. Rogues hit supply lines, collapse flanks, take out targets before anyone knows what happened. Speed is the whole thing.
Cleric
The backbone of any sustained push. Clerics keep people alive long enough for it to matter. In a long siege the team with a Cleric just outlasts the one without.
How You Fight
Siege 15v15v15
The flagship mode. Three factions drop into a living battleground and the war is yours to shape. Gather resources, hit outpost nodes, knock out NPC camps for materials and gold. Control points shift, keeps take damage, stockpiles grow. By the final push all three sides are converging on the center keep with siege weapons up and walls cracking. One banner flies at the end.
King of the Hill 8v8v8
Hold the point. Simple idea, brutal in practice. Three factions, one spot, no neutral ground.
Skirmish 8v8v8
Each faction plants a banner at their home base. Steal theirs, carry it to the center keep, plant it. Most banners delivered when the clock runs out wins. Carriers from all three factions converge at once. You'll spend the whole match deciding whether to push your own run or stop someone else's. Usually you can't do both.
Brawl 4v4v4
No gathering. No crafting. No siege. Three teams, pure combat. Last team standing wins the round.
Co-Op 4–8 players
Same maps, no faction war. Up to four players defend the keep against escalating NPC waves. Walls breach, doors come down, the battlefield shifts as the assault ramps up. Fight, build, or both. All core systems stay intact — looting, crafting, XP, progression. No headcount required to start.
Choose Your Banner.