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Feature

Winds of Fate

The land battleground: a lane push for whole sides, ended by felling the enemy commander.

A lane push fought by whole sides at once. Companies march, hold ground and take it; the field is scored in kills and in captures, and it ends when the enemy commander falls.

The fields

  • the Meadowmarch: 6×4, grassland. Up to 30 a side. Open green downs under Albion skies — no cover, all to gain.
  • the Fjordlands: 8×6, tundra. Up to 44 a side. Rugged Norse country of frost-cracked stone and long shieldwalls.
  • the Wealdwood: 12×9, forest. Up to 60 a side. Deep old forest of hidden trails and ambush — the strategist's ground.
  • the Mirefields: 16×12, swamp. Up to 80 a side. A sprawling drowned moor of fen and causeway — spacious, grinding war.
  • the Dunes of Khareth: 36×16, desert. Up to 110 a side. A vast sun-scoured desert — endless marches, armies swallowed by sand.

The commander

the Field Commander, a level 50 worldlord worth 1000 points. Killing them ends the battle, which means a side that is losing on ground can still win on nerve.

The ground fights back

Holding territory is not only a score. Field control puts a penalty on the side that has lost it, up to a hard cap of 20%, enough to feel and never enough to make a comeback impossible. Each biome has its own hazard, and it strikes a random cell whether or not anyone is standing in it.

Generated from the game, 12 August 2026.