Warrior
Steel, shield and stubbornness.
Your sword hangs over the hearth. The road belongs to those you send.
A fantasy management game. Take in strangers, send them into the dark, and keep a light on for the ones who come back. The kingdom will remember.
Coming to Windows, on Steam, in 2027.
The house
You’ve seen what waits at the end of the road. Now you have an old hall in the capital, a thin strongbox, and a door that many will knock on.
You will not draw a blade again. You will choose who does. That name may be a legend or a debt to pay.
Chapter I
They arrive with a name and a story that may not be true. The quiet one in the corner could be the finest blade of a generation, or a funeral.
The truth arrives after the ink has dried.
Coin up front, a share of the spoils, a promise or two. Your battles are of the pen now.
Chapter II
The letter says deliver a crate. It says nothing of what moves in the trees. What your people leave unfinished does not stay quiet.
When the blades come out, you are leagues away.
You called them capable and you count the pieces as they return.
Steel, shield and stubbornness.
Discipline, breath and the refusal to rely on tools.
They go around, and they find the weak.
Few enemies get close enough to complain.
Power drawn from the mind, and spent until it is gone.
The reason anyone comes home at all.
One is a nuisance. Twenty is a problem. They’re always twenty.
Lucky well past any reasonable allotment.
Bone held together by magic and purpose, neither of which belongs to it.
No brain, no organs, no skeleton, and no plan.
Swords are largely decorative against a wraith.
Twelve feet tall and still growing.
Everything beneath it is food until proven otherwise.
Solved the problem of mortality, found the solution was worse than the disease, and kept going anyway.
Chapter III
Seasons and scars become leatherbound tomes.
Last rites echo throughout your halls and each heart beats a new rhythm.
Loyalty is paid in brotherhood as the greys come in.
Honest iron is born of fire and dies in blood. The next comes from the forge or the fallen.
Chapter IV
Retainers fill hollow rooms. Every foot forward builds your legend.
Begin by lighting each candle, then watch them light each other.
Favour opens doors you’d never admit to knocking on.
Courtly favours, and the weight of a royal seal.
Relics, and the will to stand where others break.
Hunts, drills, and steel that holds.
Ledgers, and contacts in every town.
Fences, and things not asked about.
Chapter V
At the heart of the capital stands the Spire. Every house dreams of it. Most will never be ready.
Every choice you have made climbs these stairs with you.
Will you let them in?