Arstid

Plate I. The attic, a little before ten.

The Lanternfall Reach

A quiet multiplayer fantasy, played entirely in your browser.

Set down in NettlecombeLantern Year 3

Beta: weekend tests for invited Wayfarers.

Lanternfall · Lantern Year 3

A Name Someone Will Recognize

You arrive at a lighthouse on a hill. Someone has put a bowl of soup beside the stone where your body takes shape. It is cold. Nobody knew when you would come.

Below the hill lies a country of mills, gardens, old swords, and roof tiles warmed by the evening sun. Above it rise nine other lands, stacked around a mountain whose summit has never been seen.

You are one of the Wayfarers who answered the Threshold Lantern. There are others everywhere: arguing over a monster drop, helping someone learn a chant, carrying timber, falling asleep near the same fire.

The first task is to mend a bridge.

— found pinned to the Lantern door

The Threshold Lantern on Dawnwatch Hill at night, its beam sweeping over the warm stones where every Wayfarer arrives.
The Threshold Lantern, Dawnwatch Hill

Trailer · v0.4

Every frame is the real game

Lanternfall in motion: the villages and fields, the people working them, and what comes down from above.

Watch on YouTube ↗

A day in Lanternfall

05:40dawn

A day in the Reach lasts thirty minutes. Scroll, and spend one.

  1. Dawnwatch Hill

    The Threshold Lantern, where every Wayfarer arrives. The warm stones under it still smell of last night's soup.

    level 1 · bind your Waymark here
  2. Nettlecombe

    The bakery, the mill, Hollis's forge and the Noticeboard. Everyone here has a routine, and they would keep it whether you came or not.

    levels 1–3 · take the Council's contracts
  3. The Wend's edge

    Fell and buck timber, quarry stone, wait for the float to go under. Tools wear down, and a worked-out spot moves on to grow somewhere else.

    bring an axe, a pick, a rod
  4. Clover Downs

    Open grass down to the river, Puddlings in the clover, Moonhares in the long grass, and room for a party to walk the road together.

    levels 3–6 · share the exp, take turns on loot
  5. Amberwood

    An amber forest at dusk. Quillwasps strip the timber here, and they always strike first.

    levels 8–12 · mind the Wind
  6. Nettlecombe, after dark

    At night the windows light and the lamps come up. Somebody is still at the forge. Somebody else is writing it all down.

    sit by a fire · rest · log off warm

The Noticeboard, Nettlecombe square

Things to do in the Reach

Pinned up through the day by the Clearing Council and anyone else with a nail and something to say.

Wanted

Hands for the Mendbridge

The Mendbridge works depot at night, lamps lit

Two hundred years of crews have never finished it. Bring the timber, nails and dressed stone Tobin's plans call for. Dike breaches and route boards come later.

Council

Choose a trade

Everyone starts as a Novice with a knife. At job level 10, walk into a guild hall: Aldric makes Swordsmen, Seliane makes Mages. At 40 they become Knights and Wizards.

Aldric's oath is a written exam. Get one wrong and the paper starts again.

A Wayfarer working a stone outcrop at the edge of the woods

Gathering season

Fell timber with an axe, quarry stone and ore with a pick, fish with a rod and bait, pick herbs by hand. Shift+E digs a patch out by the roots.

Made, and signed

The works bench turns logs and ore into planks and nails. Marta's oven makes stew and salve. Hollis's forge makes blades and staves, and keeps them sound as they go from Worn to Battered to Broken.

Crafted gear carries its maker's name.

Lost & found

  • a coat nobody claimed
  • a recipe with too much salt
  • a letter with a sealed reply
  • a woman who wanted no monument

Twelve side stories, opened one at a time.

Warden sighted

Old Mortar

A party facing Old Mortar in the ring of Mortar's Works

The first Warden waits in Mortar's Works. Bring a party. It is released, not killed, and its Echo comes back as a party trial.

Reach 1

Party board

A shared realm for invited friends. Invite anyone, split the exp or keep your own cut, take loot in turns, whisper, trade face to face, and post spare goods on the player market.

left for tomorrow —

Ten boxes are tucked around the Reach by people who meant to come back. Each opens once. A few are hinted at, sideways.

A party cutting through a pink swarm on the Downs

Steel that answers

Charge Attack, Sweeping Lance, Rolling Cleave. Time a slash art right and it becomes a perfect parry.

Reach 1 of 10

Lanternfall, and the mountain above it

Drawn from the game's own map: every road, field and house where it stands. From the rim, where the Wend falls off the edge of the world, up to the Hearthspine wall and the sealed Second Stair. Danger rises toward the wall.

unrolling the map…

Hover or tap a region.

Lantern Year 3 · a weekend

You are invited

Arstid is in beta. On beta weekends the realm at play.arstid.dev opens its door to invited Wayfarers, and the Threshold Lantern is lit.

  • By invitation. Accounts are handed out by hand, one slip at a time.
  • Nothing to install. It runs in your browser, solo or on the shared realm.
  • Your Wayfarer stays. Characters persist from one weekend to the next.
  • It is unfinished, on purpose. Things change between weekends, and what you notice shapes what comes next.
Enter the realm

Hold an invitation? Sign in with the name on your slip.
No slip yet? Watch this space before the next weekend.

— the Clearing Council, Nettlecombe