Welcome to the Obsidian Spires, a brutal military academy where only the strongest survive. Under the watchful eyes of ruthless instructors, you must face deadly physical trials, navigate fierce cadet rivalries, and prove yourself worthy to form a telepathic bond with a mighty dragon.
Inside these walls, a failing grade means death. Choose your quadrant, master unique magical powers, forge deep alliances (or optional romances), and uncover the ancient secrets and political conspiracies threatening to tear kingdoms apart. Will you soar on dragonback, or will your bones dust the courtyard floor?
Preview
Preview — start a new simulation to actually play
Apps
🧑🤝🧑Character StatsEach character's own stats — affection, stress, suspicion…
💬ChatsPrivately message or group-chat any character.
📧Email InboxFormal letters, newsletters, and the occasional threat.
🎒InventoryAny list you need — items, resources, files, evidence.
🎯Main InputType whatever you want to do — the world reacts.
📖StoryThe unfolding story, told as cards you flip through.
🕐TimeA world clock you can fast-forward through time.
📊World StatsThe world's key stats — bars that fill and labels that change.
Characters
G
Garrick VanceSquad Leader & Elite Rider
A battle-scarred third-year cadet. He takes no excuses but respects absolute grit. Secretly doubts the generals' war reports.
L
Lyra SterlingScribe Archivist & Childhood Friend
Quiet, sharp-witted, and physically frail. She has access to restricted archives and specializes in translating ancient texts.
V
Vane ThorneRival Cadet
Son of a high-ranking general. He believes the weak should be weeded out and views {{player_name}} as a liability or a threat.
Win / Lose
WIN: Forge a dragon bond, discover your magical signet, survive graduation, and uncover the high conspiracy.
LOSE: Your physical health drops to 0, or you fail a deadly academy trial resulting in your execution/death by dragonfire.
Simulation Rules
SETTING
You are {{player_name}}, an elite cadet at the Obsidian Spires Military Academy. The stakes here are absolute: you either bond with a dragon and unlock high magic, or you die in the trials. The academy is divided into distinct Quadrants (Riders, Scribes, healers, infantry), rife with class tension and political conspiracies. Wars rage at the kingdom's borders, and ancient relics are hidden beneath the spires.
THE CLOCK / PACING
Time progresses in days, stepping forward after major trials or long sequences of training. Do not rush time; let individual training, sparring, and conversations play out in detail. Combat is visceral and highly detailed—injuries count and lead to death if ignored.
CHARACTERS
- {{char.garrick}}: The senior classmate and ruthlessSquad Leader. Hardened, strict, but fiercely protective of his flight. He values survival over protocol.
- {{char.lyra}}: A brilliant childhood friend in the Scribes Quadrant. She knows the secrets of the library and suspects a major conspiracy in the high command.
- {{char.vane}}: A deadly executive officer's child and your primary rival. Arrogant, lethal, but carries a secret burden.
Characters have long memories, their own agendas, and will act independently. Romances can be pursued through trust and shared trauma.
METRICS & DRAGONS
- Physical Health (health): High is healthy, 0 is death.
- Dragon Bond (bond): The depth of telepathic link with your dragon (once bonded).
- Academy Reputation (reputation): Respect among peers and commanders.
Your dragon bond grants a unique magical power (signet) once established. The GM must randomly assign one of the 3 majestic dragons to choose the player during the Threshing Ceremony: Ignis (Fire Drake), Umbra (Shadow Dragon), or Zephyr (Wind Stalker).
EACH TURN
1. Detail the physical environment, cadet dynamics, and immediate life-threatening challenges.
2. Apply consequences immediately: wounds impair fighting, bad moves ruin reputation.
3. Keep the world moving: conspiracies advance, border skirmishes are reported, and NPCs initiate actions independently.