Fyrn

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Your Characters

Pick a hero, or forge a new one

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How to Play

⚗ Beta — Thanks for testing!

Fyrn is in early access. Expect rough edges — your feedback shapes what comes next.

Three Modes — pick one per character
📖
Story
Open-ended Dungeon Master. Fresh region every run. No fixed ending.
🗺
Levels
Hand-crafted narrated campaigns with quests, NPCs, and a story to finish.
Arena
Endless combat waves. Beat each round to face a harder one. Chase the high score.

⚠ Each character is locked to their chosen mode — choose carefully.

How it works
🎭
The Narrator
Each turn the Narrator describes the world and gives you four choices. You can also type your own free-form action. Play it good, evil, clever, or chaotic — the world reacts to your choices.
Turn-Based Combat
When a fight is triggered, the game switches to the battle screen. Pick spells or attacks each round, watch your mana, and manage cooldowns. Companions can fight beside you.
📖
Spell Book (Human only)
Human heroes carry a spell book. Before a fight, equip up to 6 spells into your combat bar by dragging or clicking. Spells have mana costs and cooldowns — build your loadout before each arena run or level.
📊
Level Up & Stats
Earn XP from combat. Level up to gain stat points — spend them on Strength, Intelligence, Armor, Speed, and Magic Resist from the Character screen (📊 icon in the header).
Energy
Narrator turns cost ⚡ Energy (shown in the header). Your daily allowance refills at midnight UTC. Arena combat uses no energy — only story and level turns do.
🎒
Inventory
Items are collected during your adventure. Open the bag icon (🎒) to use consumables like health potions. Items found in story mode carry into combat.
💾
Saving is Automatic
Your progress is saved to the cloud after every turn. Just close the tab and come back — your character, inventory, XP, and story will be exactly where you left them.
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Forge Your Hero

Choose a portrait, then tell us who they are

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Choose Your Mode

Three ways to play.

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Select a Level

Choose where your adventure begins

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Arena

Endless waves. Each round adds one more enemy.

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Story

Choose where your saga begins — pick a location on the map of Eldoria.

Map of Eldoria

The Fyrnwood March

Where the king's roads turn to mud.

You ride into the Fyrnwood March — the ragged edge of the map, where settled farmland gives way to old, listening forest. Here the roads are muddy, the bridges are old stone, and the king's law is a rumor that arrives late, if it arrives at all.

The folk are practical and proud, and they trust outsiders about as far as they can throw a plow-ox. Still, the March always has need of a capable hand — roads to guard, raiders to drive off, contracts to fill — and it asks few questions about where you came from.

Lately the talk is all goblins: chickens gone from the coop, fences cut, things taken from barns in the dark. The Mossgate council calls it a nuisance and frets over trade. The farmers, watching their fields, call it something worse.

But the old folk mutter of stranger things. They hang iron nails over their doors and cover the water barrels after sunset — "so faces cannot look up from them." They will not gaze into a broken mirror alone. And they speak, uneasily, of glass shards turning up in soil where no glass has ever been.

Whatever festers in the Fyrnwood March, it begins on the road ahead — and the road is not empty.

The Saffron Expanse

Where the wells run dry and the sand remembers kings.

You come down out of the heat-haze to the edge of the Saffron Expanse — a desert civilization of caravan cities, salt roads, spice markets, and ruined glass temples, all of it surviving on water drawn from deep, ancient wells. The sun here is a judge, and thirst is the only law no one breaks.

Your road bends toward Saffron Gate, a walled trade city kept alive by three deep wells and a vast stone reservoir called the Mother Cistern. The Cistern Council rations every cup and stamps every caravan permit; the poor mutter that the council hoards, the council swears its rationing is the only thing keeping eight thousand souls from dying in the dust. Both are partly right.

Lately the talk is all missing caravans: wagons that reach the gate with no drivers, wells turning brackish overnight, and Dust Jackal raiders growing bold along the Salt Road. The Council calls it banditry and bad luck.

But the old folk know the desert's rules. They will not follow a voice heard at noon, nor drink from a well that reflects stars by daylight, and they say that "if your shadow points toward the sun, something under the sand has already noticed you."

Whatever is drying the wells of the Saffron Expanse, it begins on the road to Saffron Gate — and the road is not empty.

Round Cleared

You catch your breath. Wounds close. Ready the next wave.

Round Won
Next Round
Health
Level
XP Gained

Character

The Adventurer
Level 1
Max Health
Max Mana
Stats (spend points to raise)

The Adventure

⚡ –

Gathering the threads of fate…

The story unfolds…

Tutorial Arena

Spell Book

Drag spells into your 6 combat slots. Click a spell to auto-equip / unequip.

Equipped (combat slots)
Spell Book

Inventory

Equipped
Bag

Trading Post

Your gold: 0
For Sale
Sell From Your Bag

Energy Shop

Energy doesn't expire. Purchases stack on top of your daily refill.

Battle!

You
You
100 / 100
10 / 10 mana
VS