The Kingdom of Zenithia is a bastion of light in an otherwise markedly dingy world. Following the victory by the great alliance of the humans, elves and dwarves nearly 400 years ago, Zenithia took up the Northwestern territories of the newly formed Treatylands.

They built an immense golden city upon the fossils of savage settlements that scattered the land. The once numerous tribes driven North across the treacherous Umbral Spine mountains and into the Veiled Steppes by the advancing allied armies.

The kingdom soon became a technological powerhouse, further augmenting their already powerful military capabilities. Their solar engineers learning to harness the power of the sun’s rays with ever more advanced machines and weaponry.

And not a moment too soon, like a waxing tide the displaced tribes began to surge back into the golden kingdom with worrying frequency. However, with a newly bolstered military, the Zenith Guard pushed back all invaders, securing their lands and bringing peace to the region.

Many years have passed and perhaps the kingdom has become complacent. For a threat, the likes of which has not been seen since the great war, has amassed in the Northern lands and is marching South with terrible intent.

The brave men and women of the Zenith Guard must gather their courage and face this threat head on!

In the savage and inhospitable Veiled Steppes, reside many scattered and feuding tribes. Only the most ruthless survive in such a place, constantly under threat from neighbouring tribes and all manner of twisted beasts that call the wasteland their home.

The land itself is cast into perpetual shade by the towering mountain range to the South. So massive is this wall of rocks and ice that it is almost completely impassable save for a single mountain pass.

For hundreds of years any daring warriors that made the journey were soon caught and despatched by the vigilant Zenith Guard.

Now, united under the burning eye banner of Belzen the Corrupter, a thousand tribes are moving with the same goal. To breach the mountain pass and claim fertile grounds beyond the mountains. Accompanied by a menagerie of terrible beasts, monsters and worse, this legion of corrupted warriors marches South.

The impending conflict will reach its apex in the Northwestern region, but the Treatylands are managed under the shared rule of the human, elven and dwarven alliance, each with their own territories. As the war for Zenithia sparks, allied forces are diverted as more threats begin to present themselves.

On the Southern coast an almighty armada of pirate rats has made landing. Led by the ruinous Screech Blacktooth, a cruel captain of unmatched power. Once a rather unremarkable upstart, Screech was quickly beaten, and his ship sunk to the bottom of the ocean along with his crew. Only Screech survived, returning from the black abyss with an otherworldly destiny. Bestowed with dark abyssal powers of unknown origin, Screech quickly brought his rival captains to heel and formed the first Pi-rat armada.

Upon making land, the fleet of ships have been promptly dismantled and fashioned into ramshackle artillery and weapons platforms. Why a pirate captain would destroy his own fleet is, yet a mystery.

In response the Elven Kingdom of Thalor dispatches their ariel defence force, the Seaward Talons. The young, and newly promoted, Commander Calandir utilises unconventional and unproven tactics, favouring the speed and manoeuvrability of the native sea eagles to strike with brutal results. And with a point to prove will he underestimate the tactical skill of the invading Pi-rat Captain?

To the west, Princess Kara has defied her father’s orders and led an elite attack force deep into Goblorc Underkhan territory with the intention to root out the infestation. The Stoneshaper Dwarves are elemental masters of stone, rock and earth. Using runic powers, the Stoneshapers can alter the properties of stone at will to make it flow like water or be as light as cloth. For the last decade Princess Kara has led innovation in military application, and it is with these prototype inventions that she sets off into hostile lands.

Beneath the ground, in the endless network of tunnels that worm within the Hollow Plains, reside the subterranean territories of the Goblorc Underkhans. Once this land was free of these pests, and a much safer place for it. Since the Goblorcs were driven from the Eastern lands some 200 years ago they have spread into every crevice and hole. Upon arriving on the plains, they found that the dominant fauna were a variety of mole-like species filling every biological niche imaginable. There are slow-moving herbivorous moles, predatory pack-moles that hunt like wolves and even gigantic behemoles weighing close to 10 tonnes. Quickly these animals were subjugated by the Goblorcs and have become formidable mounts and beasts of burden, ridden whilst on raids and set loose to wreak havoc behind enemy lines.

Making constant incursions into the grand Stoneshaper halls and tunnels beneath the mountains, the innumerable Goblorcs have drawn the fiery wrath of youth that may lead to their ruin.

Each of these three conflicts make up the Treatylands Saga, the first saga in the great Warfront adventure. Each army is compatible with all past and future releases, and with many more sagas in development Warfront is poised to be an expansive and thematically rich war game that belies its simplicity.