
Arc I — Light
Desert Sands
Dunes, heat-haze and the Cobra’s court. Desert Sands is a Light-arc campaign with a colder heart: a neutral-evil faction that bargains, poisons and survives where the grass has already died.
You play the sands as they are — not as the Alliance wishes they were. Caravans, oases and old grudges decide who walks out of the desert.
From the campaign
More from this arc

Coral Tides
Orcas, dolphins and reef warriors hold the shining shallows. Lead the faction in a turn-based strategy campaign of Arc I — Light.
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Mire Hollow
Crocodiles and swamp hunters wait in the mud for the Kingdom to stumble. Lead the faction in a turn-based strategy campaign of Arc I — Light.
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Mountain Crest
The snow leopard's clans keep the high passes and the old mountain law. Lead the faction in a turn-based strategy campaign of Arc I — Light.
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Frostfall
Polar bears, seals and walruses endure where no other beast survives. Lead the faction in a turn-based strategy campaign of Arc I — Light.
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