Beyond the walls
Albion and Terrassia have spent a century bleeding each other dry. Peace is necessary, terrifying, and expensive in ways no one will say aloud.
A gothic gaslamp fantasy of blood, ceremony, and industrial dread
Kormor Kirak: a mountain city of gaslight and wet stone, ruled by a vampire queen and held between two exhausted empires that can no longer stop feeding their war. An omen burns overhead, and the city tightens beneath it. Fall in.
A courtly machine for seduction, ceremony, and predation.
The Eternal Court holds three forces in tension at all times — the industrial, the historical, and the occult. None of them ever fully wins, and the friction is the point.
Albion and Terrassia have spent a century bleeding each other dry. Peace is necessary, terrifying, and expensive in ways no one will say aloud.
Kormor Kirak survives by being useful to everyone and safe for no one. The wards on the doorframes are fresh — the danger is current, not legend.
Elegant from a distance and predatory up close. Every diplomatic gesture arrives with appetite tucked behind it, and the comet only sharpens her plans.
Expect candlelit halls and wet cobblestones, smoking factories and whispered rites, diplomatic spectacle and the constant sense that something hungry is listening just past the light.
Not muted wallpaper Gothic — this city glows with brass, blood, smoke, velvet, and rain, even when the mood stays grave. Courtly romance, supernatural horror, and war-weary intrigue share every room.
Every alliance here has teeth in it. Choose a figure to shift the spotlight and meet the people driving the court toward catastrophe.
Olivia begins with faith in systems, arithmetic, and the promise that duty will protect her. Kormor Kirak dismantles that certainty piece by piece, until pattern recognition reveals corruption instead of order.
“Her lie: the empire is just. Her truth: the systems she trusted may be the mechanism of the harm.”
Three living sheets from inside Kormor Kirak, refreshed as the escalation tightens: the news, the fiction, and the work. Each new edition moves the in-world clock forward.
Short Fiction · The Court, as Story
Penny fiction from the year of the Crimson Comet, told first-person by washers and clerks, smugglers and seamstresses — the watched and the disappeared. Dread over gore, ordinary tellers over heroes, a turn that lands late.
In-World Newspaper · Under the Crown's Eye
The newspaper of Kormor Kirak as a period gazette: court notices and market prices, the society page and the bill of mortality, the comet watch and the whispers the Crown will not print. Every edition celebrates the Queen's works and quietly counts their cost.
Playable Seeds · The Court, as a Table
Playable one-page adventures for The Eternal Court, a fresh job pinned at the Bastion: extractions and heists, hunts and holds, posted across Kormor Kirak as the comet climbs. Built on pressure, leverage, and a ticking clock, each quest runs in a single session.
Interactive stories, atlas maps, and explorable 3D models, all playable in the browser. Each opens in its own page. Pick a doorway.
Play Olivia Faren auditing forty thousand in missing theater gold. Four canon events happen to every player; evidence, faith, trust, and exposure decide who arrives at them.
A courier carries a sealed petition through the city — the Gatekeepers' shakedown, the market, the embassy, the fields — to earn an audience with the Queen herself.
Play vampire Princess Szeret and break out of Torony Piros for one stolen night. Shapeshift between three escape routes; freedom, suspicion, and Mina's loyalty decide your fate.
A public-facing illustrated city atlas: named wards, cliff roads, gates, embassies, market quarters, and major landmarks across the mountain capital.
A layered castle cross-section: isolate floors, trace secret routes, and move from the Blood Gate through ceremonial halls, towers, dungeons, and the necromantic deep.
Orbit the walled city as a living model: climb the terraces, follow the cliff-road switchbacks to the Blood Gate, and visit twenty-one landmarks in ink-and-parchment relief.
Turn the Red Tower in your hands — every courtly floor cut open — then reveal the cliff's underworld: undercroft, dungeons, the necromantic level, and the Comet Chamber below.
Step back from the city: the regional map of Albion, Terrassia, and the neutral mountain capital caught between them, with every faraway war casting its shadow into the streets.
A mosaic of chambers, refuges, and ceremonial spaces drawn from across the city and castle — each one a different face of the court.
Begin with rules, descend into lore, or gather what you need for the table. However you enter, the library carries you deeper into the city.
Lead with the quickstart, the starter scenario, session-zero guidance, and the escalation tools that get a table playing before the whole archive is read.
Practical materials: handouts, read-aloud text, rumors, NPC references, sensory prompts, and shop inventories built to accelerate prep and enrich live play.
The main world books, city and castle guides, the enemy bestiary, and the tonal guidance that give the setting its depth and weight.
Quickstarts, scenarios, guides, handouts, and deeper world books — everything you need to run the game or trace the story back to its first sparks.
A compact introduction to Kormor Kirak, the core engine, modes of play, and the assignment-driven structure of the setting.
Reign of Blood — the original television pilot that introduced the characters and tensions that became The Eternal Court.
The Butcher of Kereskedo — a ready-to-run introductory adventure that doubles as a template for future scenarios.
The World of Kormor Kirak — the broadest setting volume, establishing tone, pressures, and the contradiction at the heart of the court.
Play-facing and table-facing support docs, character material, and practical GM aids.
A compact rules-forward booklet — the fastest way into the game and the setting.
A concise tone, safety, and campaign setup document for aligning the table before play begins.
A six-phase progression for the Queen's plan, with visible changes, hidden developments, and branching pressure points.
Printable in-world artifacts, letters, decrees, receipts, and coded documents to hand directly to players.
Setting rumors, leads, and unreliable truths for improvisation, red herrings, and player-driven investigation.
Drop-in prompts for smells, sounds, textures, and scene color when you want the city to feel immediate.
A bank of table-ready descriptions for locations, reveals, arrivals, and dramatic environmental beats.
The main cast translated into 5E-compatible builds — player characters, antagonists, and supporting stats.
The same cast rebuilt for Daggerheart — domains, traits, and the system's hope-and-fear structure.
A dense reference for what major figures know, suspect, hide, or can reveal as the conspiracy unfolds.
An interconnection guide for loyalties, pressure points, secret alignments, and emotional fault lines across the cast.
Merchants, gear, occult curiosities, and story-hooked objects that turn buying things into worldbuilding.
The deeper setting, geography, tone, bestiary, and campaign-facing lore behind the city.
The foundational setting guide — history, politics, geography, and the emotional weather of the world.
Character-focused lore with psychological texture, motivations, contradictions, and campaign implications.
The GM-facing volume — tone, safety, campaign running, and the darker truths behind the setting.
A broad, practical campaign reference — factions, diplomacy, supernatural forces, and playable context.
Torony Piros broken into approach routes, ceremonial levels, private chambers, towers, and the deep below.
Districts, embassies, marketplaces, shops, NPC pockets, and scenario hooks across the city itself.
Street-level threats, undead horrors, military forces, constructs, encounter tables, and scalable adversary groups.
A short, high-value reference on the exact flavor of gothic gaslamp fantasy this setting is aiming for.