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The Marches Herald No. 2: Siege Tower "Black Fang" Threatens Вельхавен — Соборная площадь
Grey skies hang over the city as word arrives from the front: the orcs have raised the siege tower "Black Fang" at "Собор Семи Свечей". Our defenders held with 0 merit against a push of 320. In a day, the tower will roll to the walls of "Вельхавен — Соборная площадь". Burn it first: "⚔ War".
[Wanted] Meanwhile, the king seeks the lord who sells iron to the orcs. Clues found: 0 of 3. Reward: 5000 gold and 100 merit.
The war with Gharrak's horde enters its hottest week. The orcs are building siege towers at the walls of the besieged city — one a day, three in all. Burn a tower before it is rolled to the walls, or the city falls again. Every burned tower pays 2000 ◎ and 40 merit. Freshly forged blades of our island's iron are found on dead orcs — one of the lords is selling iron to the horde, and while his carts roll, the horde pushes harder. The king's inquisitor has named three places where traces were seen. Every clue is worth 20 merit, and whoever finds the last one will name the traitor and receive 5000 ◎ and 100 merit from the king. And the horde no longer waits to be invited: as soon as the heroes clear the front, a new wave lands from the sea and marches down the roads again.
open "⚔ War" — it shows the tower, the clue places and the "➜ Go" button.
Who sells iron to the orcs?
Freshly forged blades are found on dead orcs — iron from our own island. The king's inquisitor is sure: one of the lords sells iron to the horde, and while his carts roll, the horde pushes harder. Traces were seen here: «Тихие Ключи», «Узкая Трещина», «Каменный Брод». Whoever gathers every clue will name the traitor and earn the king's reward.
The Marches Herald No. 1: The Horde Advances on the Golden Star Crater
FROM THE FRONT: A grim dawn over the lines. The day's tally reads 0 merit against a push of 300 — the horde gave no ground and asked for none. Word from the field confirms the enemy has taken new places, among them Кратер Золотой звезды. The crater now flies a foreign banner, and the wind over the ridges carries the dust of a hard march. For our readers behind the walls, this is not distant thunder: the map has shifted, and the roads grow shorter. We hold the watch and wait for the next report.
The Game Master tells the story, and the System now checks every word. If the Game Master writes about something that did not happen in the game — a skill you don't have, an item spent, an NPC who isn't nearby — the System sends the turn back to be rewritten. Items in your bag are spent only when you name them yourself — no more lost bombs at the campfire or while waiting. Quest hints follow the real roads and name the places on the way, so even an entrance hidden underground can be found. NPCs who share a name now have their own voice and their own portrait — the one you spoke to is the one who answers. An item in your bag is recognised even if its name has a typo. The wandering lights burn from 18:00 to 05:00 Moscow time. Hired workers and companions remember more of what you did together. And the Manor and the Great Manor now have more room for your household. All of this came from your reports. Write to support — we read every message.
open a quest — the hint shows which places the road to the goal passes through.
With a year pass a hero travels the map for 900 minutes a day instead of the usual 600 — half a day's march more without a night at the inn. A monthly pass still makes turns free, and the year pass now also lengthens the road. The new minutes already work for everyone who holds a year pass.
open "Map" — the travel line shows 900 minutes a day.
The horde besieges Velhaven — Cathedral Square
The Black Tide has gathered at the walls of "Velhaven — Cathedral Square". Trolls drag rams, shamans burn violet fires. The king asks for catapults, iron and everyone who can hold a sword. While the siege lasts, the city waits for help.
On the steps of the throne hall in Altenkron, King Edric III spoke to the people. "The Black Tide did not come for gold or land — it came for us. Today there are no nobles and commoners, no rivals and old grievances. There is the island and those who defend it." Tournaments and festivals are cancelled while the horde stands on our shore. The king addressed everyone — knights and mercenaries, blacksmiths and ploughmen, lords and vagabonds. Whoever holds a sword, let him go to the coast. Whoever holds a hammer, let him forge weapons for the militia. Whoever holds a plough, let him bring bread and iron to the quartermasters. The horde already holds the southern and western shores, and every patch of land retaken from it is a victory for the whole island. Everyone who stands for the island will receive the Medal of the Black Tide from the king's hands, and the best defenders will share a royal reward of up to 100,000 ◎.
open "⚔ War" — there are battles with horde detachments, deliveries of iron and grain for the army, and a catapult forge. Every task brings merit.
Players told us what was getting in the way, and we fixed the main things. The map no longer shuffles when zooming in and out. You can no longer get stuck without energy — lodging and a horse are available in any part of the city, and a passing cart will take you out from anywhere. Experience in a party is shared for battles, quests, and troop battles. Buying a new home doesn't change your main home, and the merchant stays in place. Elders and building materials are available everywhere there are plots, and caravans and campaigns pay gold again. The "⚔ War" button is visible even during a regular quest, and the end of a chapter no longer covers the whole screen. And most important for clans — a shared clan chat where all allies can hear each other, wherever they are. For the outages of recent days, every hero receives 1 000 ◎ from the System and full travel for today.
open the game — the gift is already in your Wallet, and clan chat is enabled by the "To clan" button next to the input line.
The Black Tide: the orcs have landed
Forty galleys came out of the Mist. Warlord Gharrak's horde landed at: Haddar's Slave Camp, the Dry Riverbed, the Bridge of Seven Arches. Villages burn, people flee. King Edric III summons his vassals, the Councillor marches out his army. Royal quartermasters in every settlement take timber, iron, stone and grain, the smiths forge arms and the masters build catapults. Every day the horde takes a new place unless the heroes drive it back.
Black sails in the Mist
Fishermen of the south and west coasts came back with no catch and white faces: dozens of galleys under black sails were seen in the Mist. A dead orc with salt-braided hair washed up on the shoals. The old folk say the Orc Coast is drowning beyond the Mist and its people seek a new land. King Edric III ordered the watchtowers checked.
All Souls Night — the dead have risen to guard their hoards
Tonight is the eve of All Saints — All Souls Night. Pumpkins burn all over the Twilight Reach and ghosts walk the roads. In graveyards, in crypts beneath the temples, in caves and ruins the dead have woken, and each of them guards a hoard. Lay the restless dead to rest and take the gold — from 2,000 to 6,500 a place, the deadlier the place, the more. Up to 10 places pay each hero, and the first three earn the legendary "All Souls Pumpkin Lantern". The night lasts until dawn on November 2, 06:00 Moscow time.
The most active heroes kept hitting the daily limit of 400 moves and had to wait until morning. Now the subscription gives 600 moves per day without deductions — actions and conversations with NPCs. The limit resets every night at 03:00 Moscow time. And if that's still not enough, the game no longer stops — each move over the limit costs 2 tokens. Map travel is still 600 minutes per day, and a night at an inn or in your own home restores it immediately.
under the input field you can see how many moves are left for today, and the detailed terms are in the Wallet, section "Tokens and pass".
The Golden Star has fallen into the Golden Ridges
At 21:00 the sky flared and the Golden Star crashed with a blast into the untrodden mountains beyond Crow's Throat Pass, now called the Golden Ridges. A heap of gold, about half a million, lies in the crater; the Guardian of the Golden Star rose over it, and monsters swarmed to the star's light. But nobody knows where the crater is: no map shows a path up, and dozens of goat tracks vanish into the fog above the pass. Ask people who saw where the star flew — they will show the way. Whoever beats the guardian carries off part of the gold and a cloak of star dust.
Today at noon Moscow time, King Edric III rises to the royal box of the arena by Velhaven's southern wall, greets the heroes and spectators, and declares the Royal Tournament open. From this moment until 25 October, fights will be held in the arena — hero against hero, and if there is no living opponent, an arena fighter steps out against the hero. The king wished luck to all who will step onto the sand, and he himself watches the first fights from his box. After lunch his retinue will set off back to Altenkron along the same Royal Highway, and until evening the road will be under guard.
sign up with any village elder or burgomaster, open "Tournament" in the hero menu and go to the Royal Arena — the king can be seen on the map with the 🤴 icon.
The king has ridden out from Altenkron for the tournament's opening. The journey is no short one — more than five hours across the Bridge of Seven Arches and along the King's Highway to Velhaven. For safety, the king's guard has been doubled, mounted outriders have been sent ahead, and royal patrols are moving along the highway. The king will spend the night in Velhaven, and tomorrow by noon he will take his place on the arena tribune. While the retinue travels along the road, the places along its route are guarded as after a patrol, and it is calmer to spend the night there. The king and his retinue can be seen on the map with the 🤴 icon — you can go out to meet him.
open the map and find the 🤴 icon on the King's Highway. Tomorrow at 12:00 Moscow time — the opening of the tournament at the Royal Arena.
Road safety is now a shared concern. The king's army is split into small patrols of 5–10 fighters; they walk the highways, villages, and bridges around the clock — you can see them on the map with the 💂 icon. Where a patrol has passed in the last 24 hours, sleeping under the open sky is safer; where it hasn't been for three days, bandits grow bolder, and nearby lairs raise the risk. Patrols die too — the Chronicle writes about every defeated squad, and for several days it's dangerous there. During war, half the patrols leave the roads. A hero with an army can leave some fighters to guard the place where they stand. Fighters are paid wages every day, passing heroes pay a toll, and sleeping nearby is safer for everyone. The risk of sleeping away from home is 5 to 45%, every place on the map has a colored ring, and the place card explains why.
click a place on the map — you'll see the overnight risk, the last patrol, and whose warband is guarding the road. You can station your own fighters in the "Army" section.
Following a letter from player Edgar Shraus, we fixed several things at once. Sleeping outdoors remains risky, but the chance of a raid has been reduced to 30%. A raid now only happens when the hero actually goes to sleep, and the phrase "I won't sleep" no longer triggers it. If your energy for today runs out far from a village, a "Passing Cart" button will appear on the map. It will take you free of charge to the nearest settlement or to your home, and no turn is spent on it. Quests no longer break with the "no such character" error if the person you're talking to has already left the location. The map scrolls and zooms noticeably more smoothly, especially on a phone. And any Chronicle news item can now be opened in full by tapping its card.
open the map when today's turn is used up in a forest or a field. Under the turn bar there will be a "🛒 Passing Cart" button.
Now you can keep livestock at the hero's home. Chickens, goats, sheep, cows, and pigs are sold in markets and cities. Chickens lay eggs, goats and cows give milk, sheep give wool, pigs give meat. Supplies are sold at the market for full price, while the buyer at the gate will take them for less. Livestock eats every day, and feed is paid from the Wallet automatically. Hungry livestock gives nothing, and after two hungry days one animal leaves the yard. The yard dog drives off wolves, the cat keeps mice away from the supplies. A regular house holds four head, and with the "Livestock Yard" you can keep twelve.
buy a few chickens at the Grand Market of Velhaven and check "Home" in a couple of days. The first eggs for sale will be waiting there.
Pets are no longer only for the Ranger. Every class has its own beasts. The Warrior is served by a war dog, a hound, and a boar; the Mage by an owl, a raven, and a bat; the Rogue by a black cat, a raven, and a snake; the Priest by a temple dog and a white wolf. In markets and cities, a trapper brings new beasts for your class every day; sometimes a rare one turns up among them. The strongest are not sold anywhere. A bear cub, a falcon, a fire salamander, a shadow fox, and a moon doe join the hero on their own while he completes quests. Beasts have their own temperaments. Some take hits better, others strike past armor, drink the enemy's blood, or weaken him. Any hero can now build a home menagerie and keep up to five beasts in it.
go to the Grand Market of Velhaven and open "Character sheet". There the trapper will show the beasts for your class.
Seven hundred arena fighters have gathered in Velhaven for the Royal Tournament. Among them are novices from farmsteads and mercenaries from the Wastes, retiarii with nets, berserkers, knights behind tower shields, fire dancers, shadows with paired daggers, and several champions who have been through hundreds of fights. From October 18 to 25, the fighters clash from morning till night, and every fight changes the overall tournament standings. If there is no living opponent in the arena, the hero faces an arena fighter a couple of levels stronger and with a trick of their own. Only heroes receive the king's prizes. The best arena fighter will be named in the Chronicle on the final day.
sign up with any elder or burgomaster and open "Tournament" in the hero's menu. There you can see the standings and the fights taking place in the arena right now.
A wedding in Twilight Reach is now only the beginning. After the ceremony, your wife or husband moves into your home and runs the household there, while an apprentice takes over the business at the old place, so the shop and work in the village don't go empty. At home they greet you and wait for you. If you disappear for a couple of days, a letter will arrive, in five days a second one, and in nine days a warning that the marriage is cooling. Spouses have their own worries — sick relatives, a leaking roof, an old family debt, an uneasy dream — and family quests grow out of them. Solve the trouble, and the marriage will become warmer. An affair on the side won't stay a secret, your spouse gets jealous. And someone who abandoned home for a long time isn't waited for forever, and after a long separation the spouse will return to their former life.
if you're already married, drop by home. Your spouse is waiting for you there, and in the profile next to their name you can see the warmth of the marriage.
Now you're not alone on the road. In the very first village, a person with their own personality and their own secret will approach you and offer to come along. It could be a bold female mercenary, a quiet female herbalist, a bard looking for a heroine for a song, or a grim veteran. No one imposes themselves on you. If you want, take them along; if you don't, refuse — you can invite them later. A companion follows you into every location, hints where to go for a quest, jokes, argues with your decisions, and gets jealous if you flirt with others. The closer you become, the more likely they are to reveal their secret. A friend costs money, because they also need food for the road and a place to stay the night. You can leave a companion, but they won't wait long. After two days, they'll leave to live their own life in the nearest village, find work there, and maybe offer their company to another hero.
log into the game — a companion will come up to you with an offer on their own. Under their words will be the buttons "Take along" and "Not now".
Outside villages and cities, the Ranger can track a beast once a day. Wolves are more often found in the forest, snakes in the swamps, and bats in caves and ruins. Every beast found is common, rare, or epic, and the rarer the beast, the tougher and fiercer it is, but the harder it is to tame. You get one attempt, and if it fails, the beast leaves. At Home you can build a menagerie for five pets and take along whichever one suits the task. In the Blood Pit, a pet now shields its owner even from heroes. An archer with a bow can shoot straight at the owner; otherwise the arrow is taken by their beast.
head out as a Ranger into the forest or swamp and open "Character sheet"; there's a "Track beast" button there.
The Ranger no longer fights alone. Every Ranger gets an animal companion, starting with a hound. The pet has its own health, bites the enemy itself, and is the first to take melee hits while its owner shoots from a bow at range. An enemy with a sword first only closes in, and reaches the Ranger himself only when the pet falls. Spells fly past the beast straight into the hero. A fallen pet revives after lodging at an inn or resting at home. Next will come tracking and taming of wild beasts outside villages, wolves, bats, and snakes with their own quirks, rare pets, and a menagerie. At the same time, we fixed what players wrote about. Lodging at an inn via the map again charges a fee and restores moves, while resting at home once a day opens the road for free. A master hired into the house trades with the owner at his home. In combat, the hero always strikes with the weapon he holds in his hands. Skills are now unique to each class, and the subscription auto-renewal toggle shows its actual state. Thanks to Edgar Shraus for the detailed breakdown.
create a Ranger or open "Character sheet" if you already have one. It says who your pet is, and in combat its health is visible under the enemy's bar.
You didn't come to Twilight Reach alone. You had a sister, brother, or loved one with you, and on the very first night, people in grey cloaks took them away. No one but you will search for them. Every day brings a new clue. It could be a ribbon on the road, a dream, a scrap of a letter, or a knock from under the ground. And you're also an heir. Behind the village stands your grandfather's abandoned estate, and its steward knows where the prisoner was taken. Save your loved one, and the estate with its field, barn, and vegetable garden will become yours. This is the first home of your own, from which the path to a castle, an army, and your own court begins. The rescued one will stay to live beside you, and the truth about your grandfather will lead to the mystery of the Mist.
create a hero, and in the very first scene you'll be told who was taken and where to search. A new clue awaits you every day when you log into the game.
The rescued, the conquered, and the enamored can now live at your court. You can invite to court anyone whose path of courtship you've completed to the end, and they decide for themselves whether to move in with you. The size of your court depends on your housing. A home gives one slot, a mansion three, a castle ten, a palace thirty. The court costs gold every day — food and chambers — and upkeep is more expensive in a rich house. Gifts raise affection, and a favorite appears at court, bringing jealousy and intrigue with her. If you don't pay for two days and don't keep guards, the offended one will flee in the night, and the Chronicle will learn of it first. The runaway can be found and returned, but you'll have to pay for the offense. Heroines have a court of favorites instead of a harem.
open "Home" and tap "👑 Harem" — there you'll find upkeep, court guards, gifts, and those you can invite.
The Crown of Twilight Reach no longer belongs to the king forever. Any hero from level 30 can bring an army of at least 100 fighters into the Throne Hall of Altenkron and raise a rebellion. The battle follows the rules of tactical battles, like storming the wall. The Royal Guard is strong, and if another hero sits on the throne, their army and garrison defend it alongside the Guard. The winner becomes king. The Chronicle writes about this, and the kingdom's treasury pays them tribute every day. For two days no one touches the new king; after that the throne can be contested again. A defeated rebel loses fallen fighters and spends a week gathering a new army. The path to the crown is long. You need to buy land, build a castle or citadel with a palace and a gold mine, hire workers, a garrison and legendary bodyguards, close the gates to outsiders, and take the best squads on campaign.
open "Army" in the hero menu — there is the "👑 The island's throne" block with conditions and a "Raise a rebellion against the king" button.
Time on the Twilight Reach map follows Moscow time. At dawn the map grows warmer, by day it is light, at sunset it turns red, and from 21:00 to 5:00 night covers the island. Around the hero you can see clearly, but farther out everything drowns in mist. On horseback you can see farther. Quests also depend on the hour. At night by the fire they whisper about wandering lights over remote places. They burn only after sunset, and their master comes out only in darkness; by day it is empty there. Whoever makes it to the end will receive the Lantern of the Wandering Fire. By day in the square a merchant is looking for someone to deliver his goods to another city. Trading there is open only in daylight, and by night the stalls close. The reward for the caravan is the Merchant's Seal. The host also knows the time, so night in the game is not only visible on the map but also felt.
go into the game at night, talk by the fire, and you'll be invited to follow the wandering lights. By day, look for the merchant in the square.
The Twilight Reach map now works like in "Heroes". A hero has 600 movement points per day, replenished in the morning. Click a location on the map, and the path will be traced in footprints along the roads — green you'll travel today, red tomorrow. The highway is fastest to travel, forest and field are harder, swamp and mountains are hardest. Walking on foot is free; you can speed up for gold — an overnight stay at the tavern restores strength, a groom in any village will rent you a horse until midnight or sell his horse forever, and at the bridge they charge a toll, otherwise look for a ford twice as long. Find icons have appeared on the map. Piles of gold, abandoned timber and ore lie by the roads; guarded chests stand in ruins. Sanctuaries grant +1 to an attribute once a week. Mills and mines are guarded by troops, visible in advance. Whoever kills the guards becomes the owner and will receive gold every day until another hero captures the mine. This is how the war for the island's lands begins.
open the "Map", tap the ⛏ or 🧰 icon next to a place — you'll see the guards, income and the "Go here" button.
The game now has a leaderboard — the top-30 strongest heroes of Twilight Reach by level and experience. It can be seen on the main page and in the "Leaders" tab in the game. The first three places are taken by King's Legends Maximus, Tor, and Richard — open champions of the crown, not players. They started at level 250, grow every day, and roam the island, changing camp every 6–8 hours. You can meet them on the map and challenge them to battle, but defeating them is almost impossible. Whoever defeats all three will become a King's Legend themselves — receive a title and a crown and rise in the leaderboard to join them. Below the Legends are real heroes, and each new level raises you higher.
open "Leaders" in the hero menu — there you can see where the Legends are currently standing, and in their location a "Challenge to battle" button appears.
Those who climbed beyond the Ash Hills bring strange news. Beyond the edge of the familiar map stretch lands that appear on no elder's map — dozens of cities, thousands of villages, highways running off to the horizon. Somewhere out there, they say, stands a capital, and on its throne sits a king known in the Crossroads only by his coins. And the other day, messengers bearing the crown's seal passed along the Royal Highway — and after them there were more spears at the outposts than usual. Why the king needs troops on a peaceful island, the messengers do not say. Nor do they say who will lead the detachments if troops are needed. For now one thing is clear — soon the hero may have not only a sword, but also those who will follow him into battle.
listen to the village elders and burgomasters — they are the first to learn of royal affairs.
In Grey Vale, the Royal Arena has risen, and from today the preparation days for the first stage of the Royal Tournament are underway. For a week, from October 18 to 25, heroes fight each other on the arena sand, and if there aren't enough living opponents, the king's gladiators come out against them, each with a trick of their own — net and trident, berserker rage, shield wall, fire, shadow, and the undefeated champion Brand Zhelezny. The fights are hard, but no one is killed in the arena. Prizes — 1st place 30 000 ◎ and a war horse, 2nd — 15 000 ◎ and a war horse, 3rd — 5 000 ◎ and a laurel wreath. The horse carries you twice as fast and farther than the familiar roads — the destination is chosen right on the map, and the route is drawn before departure. Applications are accepted by village elders and city burgomasters. At the same time, skills with ranks have appeared in the game (a skill point every second level), and in the Blood Pit beneath the arena heroes can attack each other without a challenge.
go to Odelan, the elder of Perekrestye, and open "Tournament" in the hero menu — your application is accepted, and on October 18 head to the arena.
On Moneychangers' Street, east of Cathedral Square in Velhaven, the "Golden Scales" bank has opened. Guild banker Matilda Zlatover accepts gold and valuables for safekeeping (from 5 gold, except worn items and house deeds) — neither robbers at an overnight stop nor death can reach the vault. Storage is paid — for every day, 0.5% of the gold in the account and 1% of the value of each item, no less than 1 gold. The fee is deducted once a day from the account; if there isn't enough, from the wallet; the remainder becomes debt, and while it exists, items are not released from storage. And the map has come alive — wandering bards, a storyteller, a pilgrim and a peddler move across it (a new stop every 12 hours), and every day a guild merchant convoy and a caravan from the east travel it. At each stop, they have a task for heroes — protect a convoy that has been attacked, or track down a monster from a bard's song, for whose head the burgomaster or village elder pays a reward.
open "Bank" in the hero menu — there you can see the daily fee before each transaction; and the icons 🪕🐂🐫 ❗ on the map show where wanderers are now and who has a task.
The room above the tavern stays with every hero forever, but now you can grow further — rent an apartment, buy a house (1 500 ◎), a house with land (5 000 ◎), an estate (25 000–100 000 ◎), a castle or a palace. In Velhaven everything is more expensive — up to a million for a palace. Land is sold by the village elder and the Land Office at the town hall, a mortgage is given by the guild banker, and raw materials by foremen and stonemasons. Large estates have their own layout with floors and doors, rooms are furnished with furniture, and workers are hired for the household. Each estate is recorded in a beautiful deed — it can be sold to another hero right on the new Hero Market, and the new owner will be entered into the document.
open "Estates" — on the Perekrestye plan you can see which plot your house stands on and who your neighbors are.
New heroes now appear not only in Perekrestye Village, but also on the Grey Vale Fields and at the new Hamlet by the Barrow — each location has its own first quest with a reward. Every newcomer gets 50 gold as a gift, and in the
on the Fields of the Grey Valley, the shepherdess Mila will ask you to drive the rats away from under the headless scarecrow, and at the Homestead by the Barrow, Rowena — to light the candles on the old graves before sunset.
A "Friends" section with your hero's personal link has appeared in the game. Three friends opened the game via your link and created an account — you immediately get +7 days of the System subscription. Those three paid for the game (any pass or token pack) — another +30 days, like a monthly pass. The next trio — again a week and a month. Everything is credited automatically, progress "0/3" is visible in the "Friends" section.
copy the link in the "Friends" menu, send it to three people — and the next week of play without charges for turns will be at the System's expense.
We warn all heroes in advance. Starting October 1, 2026, spending the night outside a home or inn becomes risky — if attacked at night, items from your bag may go missing. Worn gear and the chest at home remain safe. Until that date, a night in the wild is only a reminder of the rule.
you spent the night by a campfire at the edge of Thornwood Forest — in the morning your wallet may be missing from your bag. Buy a home or rent a room at the "Quiet Cauldron".
Your hero's home now features a standardized room view, which is set once. Every furniture purchase is drawn over the existing image, and previous versions are saved. Furthermore, expanding your home unlocks the Trophy Hall, where all your rewards and achievements will be displayed.
for example, now in LitRPG, if you buy a bed, it appears in the picture of the same room, not a completely new room.
The game remains text-based, but now you can see what's happening — the hero, NPCs, and other players stand on a picture of the place, approach each other, and their lines pop up as parchment bubbles. The Mist, lantern light, and fireflies are drawn in the browser, without generation.
in Perekrestye, the hero approaches the fortune teller Zaryana, and nearby Tikhon whispers something to Galya — and you hear it.
The world map is now drawn like old parchment and assembled from tiles — every new region gets its own piece of the fresco the moment it is discovered. The unknown is hidden by the Mist, the hero's path glows, and events flare up at settlements.
open something beyond the Ashen Hills — and a new sheet of parchment will appear on the map.
Soothsayers have appeared in the world — card readings, a horoscope based on the hero's birth date, and runes. An omen affects luck, the Host, and the Dramaturge's quests for about two days.
Zaryana is reading cards in Perekrestye Square; the astrologer Orion will ask for your date of birth.
Every settlement has a church with a priest, as well as an elder or a burgomaster. Heroes can get married in church — to each other or to an NPC — with a photo and a marriage certificate. The city of Velhaven is open.
the Church of Saint Pereputye in Perekrestye holds weddings on Sundays and not only.
The input line understands speech — say what the hero does, and the Host will respond. NPC lines are voiced, and the music is turned down while you speak.
ask Marta what she knows about the barrow — out loud, from your phone.
Every place in the world has its own 10-second video, shot at the project's expense — it is shown on first entry. With your own hero in the frame — for tokens.
the "Quiet Cauldron" tavern's clip greets every new guest.
After 12 scenes, the hero can order a book (chapters by turns, cover, fb2/epub/pdf) or a film — an edit of clips with voiceover and music.
the "Book" and "Film" buttons in the hero's menu.
The war with the horde
War day result: 0 merit against a push of 320. The horde took new places: —. The orcs have built the siege tower "Black Fang" at "Собор Семи Свечей". In a day they will roll it to the walls of "Вельхавен — Соборная площадь". Burn it first: "⚔ War".
The war with the horde
War day result: 0 merit against a push of 300. The horde took new places: Golden Star Crater.
The war with the horde
War day result: 0 merit against a push of 280. The horde took new places: the Frozen Ship, the Gorge of Golden Light.
The war with the horde
War day result: 0 merit against a push of 260. The horde took new places: Starfall Scree, Ice Caves.
The war with the horde
War day result: 0 merit against a push of 240. The horde took new places: Whalers' Camp, Black Mire.
The war with the horde
War day result: 0 merit against a push of 220. The horde took new places: Raven's Throat Pass.
The dry riverbed narrows and bends sharply, ending at a low stone overhang — the entrance to a cave, from which drifts a chill and a dry clatter, as if someone were rolling a scythe...
An old imperial bridge spanned a shallow ravine overgrown with dry wormwood; its stone piers were crusted with lichen, and one of the arches had collapsed, leaving a gaping...
The village clung to the gentle slope, where warm springs welled up from beneath the stone, and a faint haze of steam hung perpetually over the roofs.
Warm Springs
A land of hot springs and ashen silt, where the earth stays warm even in winter and the air smells of sulfur and wet stone. Here the water rises to the surface on its own, and the villages cling to the springs, because everything else is dry gray steppe.
A narrow side ravine, where the Goat Trail sheds dust and fine gravel; walls of layered ash-gray stone close overhead, leaving only a brittle slit of sky…
The village huddles against the stream bed that has cut its way between grey rocks — here the water rings over the stones, and that ringing drowns out the sound of footsteps.
Ashen Hills
Beyond the stone cleft lie lands where grass grows in tufts, and the ground beneath your feet is gray and warm, as if an old fire smolders somewhere below. Rain rarely falls here, but the wind carries fine dust, and at night a low hum can be heard from the hills—the elders say it is the barrows of the First Ones breathing.
The walkway ends in warm muck, and right out of the water juts a tall pole—twice a man's height, wrapped in silt, algae, and the tattered scraps of someone's vows.
You come out of the narrows and immediately enter a band of absolute silence: footsteps don't echo, the wind doesn't whistle in the stones, even your own breathing seems muffled…
A narrow earthen burrow, pinched on all sides by living bramble roots, leads downward at a slant, and every step echoes with the muffled rustle of crumbling soil.
A forest hollow overgrown with hoary moss; at its center yawns the dark mouth of a wolf's den, gnawed bones and tufts of grey fur scattered at the entrance, the air thick with…
The trail opens onto a small clearing, in the middle of which stands a squat hut of dark thornwood and moss, turf-roofed — nearly indistinguishable from the earth until you draw clo…