Creative Director
Ren Vashal
Keeper of the overall vision. Decides what stays, what burns, and which banners the game will march beneath.

The Campaign Begins
A war strategy epic set across a hand-painted continent of warring houses, forgotten relics, and alliances that outlast their oaths.
Six Houses
Placeholder motto
Placeholder description — lore pending.
Mass your banners and drive them through rival territory. Every league claimed shifts the border of the war.
From the Campaign
We walk through the design of the southern faction, their mounted vanguard, and the relic that binds them.
Limited slots for our first hands-on playtest. Founders receive an heirloom sigil in-game.
Eighty kingdoms. Three contested seas. One continent about to tear itself apart.
Pillars of the Campaign
Hand-painted 3D maps that shape every campaign.
Armies move through the world in true time.
Court houses, broker truces, or inherit old blood-debts.
Dozens of hand-written heroes with unique kits.
Set law, tax, and treaty through the great houses.
Recover lost weapons to tip the balance of a war.
Winter, flood, and fire remake the battlefield.
Deep siege mechanics — starve them or storm the wall.
Those Who Tend the Forge
A small, deliberate crew. Every banner on this site passed through their hands.
Creative Director
Keeper of the overall vision. Decides what stays, what burns, and which banners the game will march beneath.
World Architect
Draws the maps, inks the history, and argues with themselves about how many kings a continent can reasonably hold.
Art Director
Sets the painterly tone — armour plates, smoke, stone. Responsible for every frame that looks like it was pulled from an oil painting.
Systems Designer
Builds the spreadsheets beneath the swords. Balances the factions and makes sure no house is too gentle — or too cruel.