The Lowmarch

A fictional lowland of farms, canals and walled cities, 64 × 48 km, where three armies fight one long war.

PlannedUpdated 13 Oct 2026

The war takes place in the Lowmarch, a fictional lowland modelled on the Western Front of northern France and Belgium. It is flat farmland, canals, a long chalk ridge, forests, walled cities and many small villages. Brennhof, Velde, Kessel junction and the city of Altwasser are all places on it. Most of it you will only ever see through recon, from far above.

The Lowmarch
Lowmarch concept map. The Hearthguard home (blue) in the south-west, the Rustcoat home (red) in the north and the Mustard Company home (ochre) in the east, each with a fortified city behind its last line. Between them, the contested belt with the moving front, a river and canal, forests and rail lines. The amber glow on the front is the hot zone.

The shape of the land

PropertyValue
Size64 × 48 km
ArmiesHearthguard (south-west), Rustcoats (north), Mustard Company (east)
Home territoriesEach army's hinterland behind a fixed last line of forts; never captured
Contested beltA band 12–20 km wide between the homes, where all fronts move
Starting frontsDrawn through the belt at the start of each war
Rails3–4 main lines per army from its cities, junctions in the belt, sidings every 1–2 km

Static borders, moving fronts

The borders between the home territories and the belt never move. Each home has a fortified city behind its last line, and no home is ever captured, so the war cannot be won by overrunning one. Inside the belt, the fronts move with the fighting. See The three armies and The hot zone.

Places that matter

These places are fixed, and operations and fighting gather around them.

PlaceAbout how manyWhy they matter
Cities3 home cities, 4 in the beltRail hubs and story anchors; the belt cities are major prizes
Towns and villages60Supply, story letters, ruins that persist
Forts12, on the last lines and in the beltHeavy defence; artillery targets
Rail junctions and bridges25Supply and movement; prime targets
Ridges and hills1 long ridge, 10 hillsObservation: whoever holds them sees further
Depots and airfields20Supply and recon planes
Canal and river crossings15Natural front lines

See The rail network, Supply and Recon: spotters, balloons and planes.

Drawn by hand, detailed by the game

The Lowmarch is drawn by hand at large scale and filled in by the game. Borders, cities, rivers, ridges, rail lines and points of interest are fixed, and the same for every player. Fields, hedges, trees, village layouts and the fine shape of the ground are generated.

The look owes a lot to Paul Nash's paintings of the Western Front, especially We Are Making a New World (1918), for the dawn palette and the shapes of cratered, mounded ground. It also owes a lot to First World War trench maps and aerial photographs: the battlefield should read like a hand-coloured trench map. See Art direction: watercolour war, clay gun.

How a war ends

A war ends when one army holds a set share of the belt's key points for long enough. Then a new war begins from the same starting fronts. In the shared war, that works much like a campaign in Foxhole or Helldivers. See The shared war and One continuous war.