Waking
"...Where am I? I can't remember... anything. There's a sword in the grass."
- Take up the Rusty Sword
- Follow the path north
- Speak with Elder Rowan
Wake in a ring of standing stones with no memory and a rusty sword in the grass. Then fight, craft and quest your way back to who you were, alone or with friends.
I / THE WAKING
No pack, no gold, no past. Just the Wakestone Glade, a path north to the village of Ashford, and an elder who seems to know more than he says.
Your memories come back a piece at a time: from a stone that only speaks at night, a bandit's ledger, a green fire in the hills, and something waiting at the bottom of the Hollow.
"...Where am I? I can't remember... anything. There's a sword in the grass."
II / EVERY HOUR
Day turns to night on the world's own clock. Lamps come on, windows glow, and weather rolls in on the wind. Drag across Ashford's plaza to turn the hours.
III / PLAY TOGETHER
The same world runs all three ways, so a world you start alone can become your group's server later.
Your own world, hosted quietly on your PC. Same rules, same world, nothing cut.
Open your world to friends and fight as a party of up to eight. Creatures grow tougher to match, and every player rolls their own loot, so nobody fights over drops.
Run the world on its own with the dedicated server. It keeps the world going, saves it as it runs, and lets friends drop in whenever they like. Lock it with a password if you want to.
IV / THE RPG
Roll to attackReal-time fights, rolled fair. Tap the die.
Six abilities bought with points, eighteen skills, feats at levels 4 and 8, and a background you uncover in the story. A recommended build gets you playing in seconds.
Every blow rolls a d20 against Armor Class. Low rolls glance for half damage and a natural 20 always crits, so nothing simply misses. Dash, jump, and read the telegraphs.
Start as an Adventurer: sword, bow, Charge, Mend and Spark. Spend points on powers like Rally, Shield Bash and Whirl. More classes, beginning with the Mage, open past level 10.
Attacks marked on the ground before they land, phases that change the fight, and an enrage if you take too long. Bring friends: every one of them gets a share of the loot.
Skill checks that matter. Talk the tollman off the King's Road with Persuasion, Deception or Intimidation, or deal with the bandit chief the hard way.
Rabbits bolt, wolves hunt in packs, bears mind their own business until you don't. Swim the river against its current and climb to the high places.
Spin the camera all the way round to see behind every wall. Step inside a house and its roof lifts away.
The map fills in as you explore. Hidden caches, a secret in the old quarry, and side quests for the people who live there.
Seven professions, open to every character and all running to level 10. Better materials make better gear, and the best recipes are found in the world, not bought. Charisma even gets you a better price at the merchants.
V / THE FIRST JOURNEY
A main story that carries you from level 1 to 10, with side quests and secrets along the way.
A rusty sword in the Wakestone Glade, and a path north to Ashford.
Marta at the Sleeping Stag wants rabbit for the pot. The rabbits have other plans.
Aldric's wolves, and the grey old pack leader they follow.
A stone that only speaks at night.
A memory returnsScouts in the woods, a camp, and a totem that needs burning.
Talk your way past the bridge, or go through the bandit chief.
Your choiceThe bandit kept records. One of them is about you.
A memory returnsEast, to the cliffs and a cave mouth nobody uses.
Bone from the quarry's restless dead, for a blade that burns.
A green fire in the hills that shouldn't burn at all.
A memory returnsAn old mine, three ward stones, and the miner who stayed behind.
What waits at the bottom, and the last of what you lost.
Boss...and past level 10, something more.
VI / SCREENS
VII / THE LEDGER
Built from scratch on our own engine, with our own tools for making its world.
Drop us a line and we'll tell you when Project Teleran is ready to play. Press and creators are welcome too.