a warm hearth at the edge of a silent world.
hunt them. name them. bring them home for supper.
pegs is stirring something
marblewick is a small, warm, stubborn strategy game about a flight of named dragons and the hold that waits up for them. you pick who flies. you pick where. the silence picks the rest.
every dragon has a name. every loss leaves an empty chair at the long table. every return rings the bell twice — once for arrival, once because pegs insists.
every hunt ends the same way. bells twice. lanterns lit. pegs at the hearth pretending he wasn't worried. the hold is a ritual — the flight lands, the hoard is weighed, the lost are named aloud, and then somebody always says "again tomorrow?" and somebody always says "again tomorrow."
marblewick has a physical heart. a carved oak table where every dragon who ever flew for you has a seat — living, retired, or lost. fallen dragons leave a keepsake on the shelf: a scale, a coin, a chipped tooth, a single bad-tempered poem. every returned hunt carves a little line into the wood.
the table is also where arguments happen. stormling in particular has opinions about seating order. pegs mediates. badly. kindly.
the world map is a ring, and the ring is getting smaller. your flight holds what it can and pushes the silence back a little further each hunt. held territory trickles hoard home while you plan the next flight. some nights the bell rings slow. some nights the bell rings twice and nobody is late.
a hunt is a wager: how far out, how long out, how much you trust the dragon on your left to come back. pegs does not place bets. pegs just keeps the kettle on.
no newsletter. no forms. no trackers. no little popup asking you to subscribe while you're just trying to look at a dragon.
just a line to adarkfable, on the day the bell rings for release.