
Rook
A quick-fingered kid raised by the glass-pickers on the crater's rim. He wants to be a Warden, because Wardens are the only grown-ups in the stories who stayed.
“We won't swear anything. We'll keep it. Every morning.”
A 2.5D turn-based RPG in development at Torrano Dev.
Ages after the first oath was sworn at the standing stones, people start digging up a grey stone that will not break. Every cartload makes the world remember something long buried.
Then something in the stone wakes, and walks. Where it passes, rivers split in two and neighbours forget each other.
Eight strangers set out to stop it. This time, nobody swears an oath.
The first four meet on the road in Act 1. The other four are out there, waiting to be found in any order.

A quick-fingered kid raised by the glass-pickers on the crater's rim. He wants to be a Warden, because Wardens are the only grown-ups in the stories who stayed.

A copyist in the dry upper room of a drowned archive, who sees the threads of the world in ink. “Words are thread too.”

The last of Brookhollow's ford keepers. She can make light that doesn't burn, which is a dying art.

The last cadet of the Dawn Watch: six old soldiers who still walk Highmere's broken walls at dawn, because the first captain did.
Each with their own chapters, their own reasons and their own way of fighting.
The deep battle system of The Nine Oaths, with new foes, new tricks and new partners.
Walk the diorama world of The Nine Oaths ages later, and see what time and the stone have done to it.
Not an oath, but a home: what eight strangers build when they decide to stay.
The Eight Keepers stands on its own, but its story begins with the first eight travelers.