Clash of Crests - The Wild Marches

The Real Z Studios

Past the edge of the kingdom lie the Wild Marches. Gather a company at three quest-fires, travel a map of 52 places and fight 27 battles, most on a fresh map every run: trolls, wolves, barrow-dead, a dragon, and the fae of the Elderwood beyond the Broken Gate.

Instant PlayNo download, stream instantly

Overview

Every kingdom has an edge.

Past the edge lies the country the surveyors gave up on: the greenwood that swallowed three royal roads, the high downs where the cairns outnumber the living, and beneath both, the under-roads of a trade older than any crown. Paths move. Mills stand where no mill stood. Something is always wrong out there, and at the quest-fires the people of the border keep their real treasury: tales that need finishing.

Three quest-fires

  • The Greenwood Door: a mill-hamlet on the forest edge, where the folk by the fire know every dark path in the greenwood
  • The High Door: the drove-camps of the whale-backed downs, trading in mutton, wool and warnings
  • The Lantern Camp: a ring of wagons at the mouth of the old under-roads, where delvers outfit and fewer come back

Travel the Marches

  • A travel map of 52 places across two realms: towns, ports, shrines, landmarks, dungeons and the wild between them
  • Seven taverns, each with its own sound and music, where rumours turn into clues
  • 40 camp and road events, five mysteries to piece together, oaths to swear and 26 hero arcs to earn
  • Wounds and weariness carry from one battle to the next
  • Markets, a forge, stables and kennels to outfit the company

Twenty-seven battles, twenty-two bosses

Most battles are fought on a map generated fresh for every run, so no two journeys are the same. Every quest has a goal, and most end with something that has to die: Old Wralg the Bridge-Troll under the mill wheel, the Unquiet Prior of the Chapel in the Oaks, Greyjaw on the drove-road, Ulgrim Elk-Skull of the Wendol, the Barrow King and his levy of the dead, the Mother of Nine in the Drowned Cells, the Tollkeeper Below, the Heartwood King, and the dragon Vermithrax Ashwound where the dragon drinks.

Beyond the Broken Gate: the Elderwood

Crown the greenwood, the downs and the under-roads, and the stone gate at the forest's heart cracks open with green light. Beyond it lies the Elderwood, a second realm of silver-barked trees as vast as keeps, the Pale Court of the fae, and the Thornbrood that grows in the dark beneath them. Six more battles, from the Silver Threshold to the Wyrdtree.

112 units

  • Wendol raiders, bear-claw berserkers and horse archers
  • The Pale Court: thorn knights, moonbow archers, glamour weavers and the Moondial Keeper
  • The Thornbrood, the Troll Warband, wolves, bears, boar and a baby dragon
  • The marchmen of the fyrd, and named heroes and sell-swords met on the road

Single-player. Requires Clash of Crests.

Genres

Strategy

Ways to play

  • Single-player

Weak PC? It still plays

Play Clash of Crests - The Wild Marches on a weak PC

Cloud PC is a Windows computer with a strong GPU in the cloud. You control it from your laptop, phone or desktop.

1

Turn on Cloud PC

Log in to Thinkmay and start your machine. You get a Windows desktop of your own.

2

Install the game

Install Clash of Crests - The Wild Marches from Steam as you would at home.

3

Play on any device

Play on a laptop, phone or desktop. Controllers and microphones work.

Try 3 hours for $1.12Experience plan, one purchase per account.What is Cloud PC?

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