The story
Not all of them will make it home
Shen carries a mark he doesn’t understand: a dark eye inked on the back of his neck, unnervingly like symbols found in places of worship and slaughter alike. He keeps it hidden. He keeps everything hidden, even from himself.
When a chance meeting in the port city of Tidehold throws him together with a silver-tongued rogue, a grief-haunted pyromancer, and a ranger whose silence speaks louder than most people’s words, Shen expects nothing more than a few shared contracts and a warm inn. But Tidehold’s Guildmaster has vanished, the city’s gifted are disappearing, and the trail leads from the forests north of the city to a golden ship bound for the greatest city in the world: a ship that was never meant to reach port.
Out on the Sunfall Sea, something old is waiting. It has been harvesting the magically gifted, corrupting ancient powers, and moving pieces across continents for longer than anyone remembers.
To find the truth, they’ll have to trust each other. To survive it, they’ll have to become something none of them expected.
A family.
Not all of them will make it home.
The trailer
See it move
Step inside
A world of wild lands and deeper mysteries
How it began
Born at a table
They thought it would be a quick afternoon thing.
The campaign lasted four years.
What started as a favour to a friend became something none of us expected. Those characters they built on scraps of paper — half-joking, half-serious — became people they cared about. The world I sketched on napkins and loose-leaf became a place they wanted to protect. Saturday sessions turned into late nights, which turned into months, which turned into years of laughter, arguments, impossible plans, heroic last stands, and the kind of stories you only get when a group of people sit around a table and decide to believe in something together.


