
Arc I — Light
Mythic Grove
Enchanted timber and the Unicorn’s quiet. Mythic Grove is the good, strange heart of the Light: a campaign where the forest itself is a court, and old magic still answers if you ask in the right tongue.
You protect a place that should not have to go to war. The grove will, if the Dark reaches the roots.
From the campaign
More from this arc

Abyssal Trench
The giant squid and the deep-sea horrors rise from the black water. Lead the faction in a turn-based strategy campaign of Arc I — Light.
Open
Sunlit Yard
The war rooster and the farmyard beasts fight for every field and fence. Lead the faction in a turn-based strategy campaign of Arc I — Light.
Open
Wars and Alliances of the Light
The Alliance is forged: the Lion takes the lead, Aeron falls, and the first defectors come over from the Dark. A strategy game of Arc I — Light.
Open
The Gathering Dark
Finale of Arc I: the Dark breaks through openly, and the Kingdom learns what is coming. A strategy game of Arc I — Light.
Open



