Watched to the last blow
Fights play themselves, in the spirit of Battle Brothers: hard, swingy, and mostly settled before they start, by your gear, your road and your nerve. No skip button.
- “Nothing personal!”
- You turn the sellsword's blow aside.
- You cut the sellsword: 7.
- You turn the blow and strike back! The sellsword: 19!
- A vein opens: the sellsword is bleeding out!
- “Double pay for this. Double!”
- The sellsword falls. Nobody will pay for this one.
- Victory. +38 gold, 1 Iron Scrap.
- ParriedSome blades turn a blow aside. Some blows can't be turned.
- Knocked flatA two-handed swing or a shield in the face puts a man on his back.
- Wounds stayThe hurt look hurt. A bad blow leaves an injury that outlasts the fight.
- WordsFoes taunt, haggle and beg over their heads. Some say nothing at all.
- Good oddsThey are no match for you.
- Fair oddsYou should come through, but it will cost you.
- A gambleIt could go either way.
- Grim oddsFew would walk away from this.
- HopelessThis is how heroes die.
Sword
Balanced, and strikes back when a blow misses you.
Axe
Chops through armour and cleaves into a second foe.
Spear
Strikes first and reaches the back row.
Mace
Crushes armour and stuns. Breaks bones, even dead ones.
Dagger
Quick, and slips between the plates.
Bow
Hits any row, archers and casters first.
Staff
Strikes every foe at once, if you can wake the spark.
Tome
Dead weight in most hands. Wild in the rest.
Brigands on the road. Bears in the wood.
Highwaymen, deserters, footpads and sellswords work the roads, and some of them can be paid to look the other way. Off the road, bears maul and wolves hunt in packs. Every band has its own voice, and something to say about your purse.
Magic, when it comes, is wild. A spell can end a band, or the fool who cast it.
The Arena
Challenge other heroes while they're away, and climb the week's ladder of renown.
- Sparring, not slaughter. Full health, your own gear, builds and moves. Nobody is hurt and no gold is lost. Only renown changes hands.
- A fair match. Three heroes near your power, each with the odds in words.
- Three attempts, then rest. The third starts a three-hour rest.
- Champion's Chests for the week's top three, if they beat three different heroes.
The Arena opens at level 5.


Next on the road
Your Hero
A camp that travels with you, loot to find and trade, a guild to walk with.
Onward ›March with us
The closed test is mustering now. Put your name down and you'll be among the first to walk the Marches.
Join the muster