a warm hearth at the edge of a silent world.
hunt them. name them. bring them home for supper.
in production · the bells are being tuned
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 and an element. every death leaves an empty chair at the long table. every return rings the bell twice — once for arrival, once because pegs insists.
the hunt is a ring. the ring is closing. your flight is what keeps it open.
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 in an arc, the hoard is weighed, the lost are named aloud in a gold-lettered roll call, 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.
every dragon carries an element — ember, storm, stone, arcane, mist, wind, life — and every patch of ground under them has an opinion about it. stormfangs crackle over drownfen water. ember dragons burn brighter on the emberwastes. mist-stalkers thicken under the canopy of a deepwood. a wind dragon riding a thermal in the skybreak moves faster than the hunt knows what to do with.
the hold is flagged for you on every dragon's card. a green pulse when the ground favors them. a red pulse when it doesn't. no menu. no gate. just a quiet nudge saying this dragon belongs here — or doesn't.
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.
the reach has seven terrains under claw — plains, forest, deepwood, drownfen, ridge, emberwastes, skybreak — each with its own enemies, its own treasures, its own favored flight. wildbloom pockets drop herbs for the apothecary. elite hunters materialize out of the brush with names you'll have to learn. provision caravans roll in every few cycles with a trader's menu spread on your long table. none of it happens on a schedule. all of it happens because you went looking.
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.