Individual warriors face one another as companies gather beneath banners outside a medieval fortress

Solo · Group · Mega-group

Your fight. Your company. Your campaign.

Read an opponent. Hold the line with your company. Stand beneath the banners of a realm. Conflict in Marshlands has a place for every scale of ambition.

Marshlands world artwork

Three scales. One connected world.

Choose your
kind of battle.

Personal contests reward composure. Group encounters demand trust and coordination. Great campaigns draw on fighters, leaders and the businesses that keep them supplied.

Solo

Earn your own name.

A contest between individuals, where preparation and the decisions you make in the moment belong to you.

Find your challenge

  • Duels: challenge another player to an agreed encounter, with rules accepted by both sides and carried equipment protected from looting.
  • Tournaments: take part in organised bouts and build your reputation in front of the crowd.
  • Solo objectives: enter defined contests with a clear goal and a visible result.

Your route: learn your equipment, practise with rivals, enter contests and become a fighter others recognise.

Group

Trust the player beside you.

Fight as a coordinated unit. A dependable companion, a good plan and a well-timed decision can matter as much as an individual duel.

Take the field together

  • Skirmishes: contest local objectives with a group whose roles and responsibilities are clear.
  • Convoy encounters: protect valuable cargo, or contest a marked delivery along a declared conflict route.
  • Objective raids: strike a defined target, complete the operation and bring your company home.

Your route: meet reliable fighters, establish a company, practise together and take on contracts that need a team.

Mega-group

Carry the realm's banner.

Join multiple companies in a campaign where command, preparation and the movement of supplies shape the battle.

Fight for a shared purpose

  • Sieges: combine assault, defence and support around a fortified objective.
  • Campaign battles: coordinate companies across connected goals rather than a single crowd at one point.
  • Supply-line operations: secure roads, escort reinforcements and keep campaign resources moving.

Your route: serve a company, prove your reliability, take responsibility and help coordinate a force larger than yourself.

A smith works beside a market supplying tools, equipment and materials
The strength of a force begins long before it reaches the field.

The work behind the battle

Armies are built
by more than soldiers.

Armourers, weaponsmiths, farmers, cooks, carriers and repair trades keep a fighting force ready. Quartermasters turn a campaign's needs into contracts, giving producers a purpose and carriers a destination.

Organise supplies, commission equipment or protect a delivery. Supporting a campaign gives a peaceful profession a place in the same story as the fighters at its front.

Find your profession in the directory →

A campaign is a shared undertaking

Gather. Prepare.
Take the field.

Declared objectives and scheduled battle windows give companies time to muster and communities a reason to work together. Clear objectives keep a battle focused on more than the number of players standing in one place.

01 / MUSTER

Choose your responsibility.

Join a company, agree a role and follow its commander. Scouts, escorts and supporting businesses all contribute to the preparation.

02 / SUPPLY

Make the journey count.

Commission equipment and supplies, arrange their transport and bring them to the campaign's staging point.

03 / COMMIT

Work toward the objective.

Follow the battle plan, protect your supporting players and complete the goals that decide the encounter.

Clear terms. Meaningful choices.

Know what you are fighting for.

Can I build a peaceful life?

Yes. Protected settlements and chartered trade routes support everyday work. Duels require mutual agreement, while conflict routes and campaign areas are clearly identified so you can choose the risks you take.

How do I know what is at stake?

Every organised encounter states its objective, participation rules and consequences before you commit. A duel, a contested convoy and a siege serve different purposes; their terms are visible at entry.

How do mega-groups organise?

Companies keep their own commanders and responsibilities while coordinating under a campaign's war council. Shared objectives, muster times and supply assignments give each group a defined part in the wider force.

Does winning a fight make me a lord?

A victory builds your story, but a title carries responsibilities beyond combat. Service, allegiance and the standing you earn with other players shape your place in the realm.

Find your people

No great campaign
belongs to one player.

A company to return to. A rival to test yourself against. A community worth standing beside. The strongest reason to fight is the world you have helped build together.

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