Fallen Wyrms
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Concept Scenes

How the World Plays

Early mockups of the interactive properties, composited from the existing concept art. Direction, not final screens.

The Video Game

The Living Twilight

An in-game moment on the Failing Marches. The Light meter wanes as you spend magic; the Void bar creeps as you bargain with the dark; your dragon-sigil marks your allegiance.

Corvane
Ranger of the North
I
M
ObjectiveFind the source of the quickening blight

The world darkens as its Light is spent: the twilight is a resource the player manages, not a backdrop.

The Tabletop RPG

A Saga at the Table

The core rulebook, and a character built from the canon: an ancestry, a calling from the six orders, a dragon-sigil, and the two tracks that define every hero, the Light they spend and the Void they risk.

A Fallen Wyrms Saga

House of the Tempest

The Roleplaying Game
Core Rulebook
Aelinor
the Islander, a deathless half-elf of the Lonely Isle
AncestryHalf-Elf, deathless
CallingThe Innate Gift (Elven)
SigilThe Loremaster, silver
The Light
Void

Identity comes from the world: which people you are, which order you answer, and whose dragon you wear.

Mobile

Gateways into the Universe

Two of the mobile concepts: a collection game built on the twelve dragon-lines, and a choice-driven story told in the Chronicler's voice.

Collection
Sigils of the Twelve
HoardAscendSigilsCodex
Interactive Fiction
Dispatches
The Chronicler
"The Everflame has gone out. The city is awake and afraid, and the road south is open to you. What you do before dawn will be remembered, or it will not."
Ride for the temple and see the dark bowl yourself.
Wake the garrison. Fear travels faster than proof.
Say nothing. Watch who moves first.
StoryThreadsThe Record

Each mobile concept teaches a piece of the world: the pantheon and its sigils, or the Chronicler's frame and the mosaic's choices.