
Arc I — Light
Sky Reach
Wind, cliff-nests and the Eagle’s watch. Sky Reach holds the peaks of the known world: scouts, messengers and a faction that sees farther than anyone on the ground.
The campaign is about air and oath — who you warn, who you leave in fog, and how a good faction learns that height is not the same as safety.
From the campaign
More from this arc

Desert Sands
The cobra's court trades in secrets, poison and patient revenge. Lead the faction in a turn-based strategy campaign of Arc I — Light.
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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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