You're not climbing a tower of cards. You command a campaign across three asymmetric fronts you can't hold all at once. Every position you give up comes back to haunt the next battle, and the enemy doesn't wait — it telegraphs its plans and presses exactly where you're winning.
Three fronts, not one track
War wants strength. Influence wants cunning. The Expedition wants nerve. Choose what to give up — and pay for it later.
Morale isn't a bar, it's a decision
Every reaction to the Shadow's Intent costs the same scarce resource. Defend, or prepare your own push?
The Shadow watches and reacts
It counters your lead, presses where you're winning, and changes its plan in answer to yours. Not a pile of enemies — pressure.
Break your Oath — the finale remembers
Breaking saves the battle today; the Scar strengthens the last enemy. Each run writes its own chronicle.
Three factions, three styles
Kingdoms hold the line by force, the Forest Pact plays the Expedition and the mist, the Mountain Clans forge Runes. Different deck, different plan.
The world remembers between runs
Your Legacy carries renown and scars from one run to the next — every campaign leaves its mark on the one that follows.
A glimpse of the tension