
Command the March
Every march is a wager.
Send companies across the frontier, threaten enemy ground, and force House Vane to answer. Commit too far, and the road home may close behind you.

A realm divided. A crown contested.


The river has divided the March. Cross it. Break House Vane. Keep your crown.
Manoeuvre, supply, and the fight for ground — captured straight from the current game.

Every march is a wager.
Send companies across the frontier, threaten enemy ground, and force House Vane to answer. Commit too far, and the road home may close behind you.

An army without roads is already dying.
Take towns. Guard the crossings. Keep food and iron moving while the enemy works to sever every path behind you.

The ground remembers where the war began.
Rivers become chokepoints. Walls become killing grounds. Every survivor returns to the campaign carrying the cost of victory.
House Calder holds Greywatch. House Vane rules from Karnhold beyond the river Mor. Break their armies, secure the crossings, and take their seat before they take yours.
House Calder
Greywatch
The river Mor
House Vane
Karnhold
Greywatch stands behind you. Karnhold waits beyond the river. Everything between them must be won.
Take commandLast updated 4 October 2026
Crowns of the March is playable now—and still being forged. Here is what is on the field, what comes next, and what remains beyond the horizon.
Now · active work
Polish the playable solo campaign
Sharper clarity, pacing, and feedback, so a first session ends in confidence rather than confusion.
Next · intended, not scheduled
Broaden campaign variety
More authored situations, and stronger distinctions between strategic regions and the battles fought over them.
Exploring · questions, not promises
Deeper campaign storytelling
A campaign that remembers what its houses, settlements, and veteran formations have lived through.
Recently shipped · already in the game
The branded campaign entry
A first-run landing that explains the game and recommends where to begin.
Deterministic random worlds
Generated campaigns rebuilt exactly from a seed you can reroll, copy, and share.
Contested control and tactical battles
Armies live and die by their roads, and field battles decide the campaign's fights.