Wake in Duskmere
You begin in the village at the heart of the vale โ a safe haven where no monster treads. Speak with Elder Maren at the longhouse to start your saga.
The vale of Duskmere grows with every update. Here is what has changed.
Enemies now roam and hunt across the whole valley โ packs of wolves, bandits, wraiths and moss trolls close in wherever you travel. The wilderness never feels empty again.
Every player now walks the same vale in real time. See other wanderers, chat by pressing Enter, and โ once the token launches โ wear golden holder flair for all to see.
Sixteen ancient burial mounds now dot the land, guarded by wraiths, gravecallers and towering Barrow Lords. Glowing elites hit harder and pay out more. Every mound hides a war-chest.
Take rotating contracts at the notice board, fight three waves in The Pit, brew potions at the cauldron, gamble at knucklebones, buy your own cabin, tame a riding elk, and make camp in the wilds.
Reworked mountain ranges, aerial height-fog, filmic lighting and a weathered timber village give the whole realm a moody, storybook-Skyrim atmosphere.
The world grew roughly six times in area โ three great lakes, streaming grass, chunked terrain and a mountain wall on every horizon. Bring a mount.
Everything a wanderer needs to survive the vale of Duskmere.
You begin in the village at the heart of the vale โ a safe haven where no monster treads. Speak with Elder Maren at the longhouse to start your saga.
You carry a sword, a bow and fire magic from the start. Buy gear from Torv's stall, or forge iron weapons at any campfire once you've mined ore.
Gold flows from contracts, bounties, chests, the arena and the wilds. Spend it on gear, a riding elk, or your own cabin at the village edge.
The valley is vast and dangerous. Enemies grow tougher โ and more rewarding โ the farther you roam from the village. Rest at fires or your cabin to heal and save.
An endless, rotating supply of jobs โ slay beasts, deliver goods. Pay grows with your reputation.
Pay to enter and survive three waves of foes for a champion's purse and glory. The reward rises each time you win.
Brew health and magicka potions from frostcap herbs โ or a one-time Elixir of the Fable for +15 permanent health.
Double-or-nothing dice by the barrel. Wager 25, 100 or 500 gold. The bones never lie.
Buy your own home at the village edge. Sleep to heal, pass the hours and save your game.
Whistle up a vale elk and cross the huge valley at speed. Press R to mount or dismount.
Chop firewood from forest stumps, then raise a fire anywhere to cook, forge and rest far from home.
Mine iron and silver veins, fish the lakeshores, and gather glowing frostcap on the cold slopes.
Packs prowl the fields and brigands haunt the wilds. The bread and butter of any wanderer's blade.
Risen skeleton warriors that guard the old stone ring and the Hollow Ruin.
Translucent, ice-blue ghosts that drift above the ground and swarm the burial mounds.
Necromancer skeletons that keep their distance and hurl cold grave-bolts. Close the gap fast.
Swift rogue skeletons that run you down before you can flee.
Green, moss-grown kin of Cragmaw. Tough, slow and hard-hitting.
Towering dead kings that rule the greatest mounds. A true test โ and a great reward.
An ancient troll haunting the ruined watchtower. Claim its heart for a bounty.
The Ashwing comes when the Fablestone's light calls it. The saga's fiery finale.
Any beast may rise as an elite โ larger, wreathed in grave-fire, with far more health and far richer loot.
Elder Maren sends you to hunt wolves, recover the Fablestone from the Hollow Ring, and stand against the dragon it summons.
Gather glowing emberblooms for Sylla the healer to break a fever plaguing the vale.
Thin out the bandits raiding the roads and claim your reward at the notice board.
Bring deer hides for winter cloaks โ paid in coin and drink.
Every player roams the same vale in real time. You'll pass other wanderers on the roads and at the barrows.
Speak to everyone in the world. Coordinate, boast, or just say gm.
Hold ten times the minimum and your knight is gilded gold, with a golden nameplate every player can see.
Fifty times the minimum earns a glowing whale sigil โ the highest mark of standing in the realm.
The realm is token-gated. Hold $FABLERIM to walk the vale โ and the more you hold, the more the world honours you.
Where the saga is headed.
A vast valley, quests, a dragon, dozens of beasts, mounts, arena, alchemy, contracts and player homes โ all live and playable.
Real-time multiplayer, vale chat and the holder-flair framework, live on a dedicated world server.
The token is live on Solana, the holder gate is on, and golden flair lights up across the vale.
Real Microsoft stock (MSFT) dripped to holders every 20 minutes from trading fees โ the more you hold, the more you earn.
A great dungeon beneath the mountains, new bosses, and player-run strongholds.