The Warborn March — walked
The Muster Camp
Two doors into the same war. Command it from above on the field, or walk it yourself: take the Quartermaster's steel, let the Master of the Forge judge your eye, learn the nine Disciplines of Forge Wisdom from the folk who hold them, and cross to the Sundered Ford when you are armed. Arrows or WASD to walk, SPACE to speak, J for the journal.
Not every door is opened by fighting. Look for the ember rings — the whetstone bench, the quench tank, the tempering oven, the collier's pit, the bloomery stack and the hafting block. Each is a working of real craft, and it opens only when you do the craft correctly: the true angle, the true heat, the true order. Get it wrong and you are told plainly why, and may try again. Nothing here punishes you for not knowing yet.
What you win in the field pays in Marks — the house's own tender, good for up to half of a reckoning at the Rite. A working pays no Marks at all; it pays in knowing, and knowing makes every blow you land in the field bite harder. Steel earns coin. Craft earns skill.
The Sutler's stall
Every blade in this world is a real blade
The March is not an advertisement dressed as a game — it teaches craft that is true whether you ever buy from us or not. But the steel you carry here is modelled on steel we actually sell, and Marks won in the field pay up to half of a reckoning at the Rite. Proof of age is required before any steel leaves these walls.
