FALKOR stands on a frozen fjord at 63°N, where the wind cuts like a blade and the aurora writes stories in the sky. Six jarls gather in the longhouse, carving games from iron-wood that has been seasoned for nine long winters. We don't use engines; we use axes and fire. The screen is the smoke; the game is the ember that glows after the flame dies.
A saga begins as a log of iron-wood — dense, dark, unyielding. We split it along the grain of the story, carve runes into its surface, and temper it in the aurora's green fire. The interaction is the forging; the win condition is a tale that survives the thaw. If the wood cracks, it feeds the fire. The fjord provides the ice; the jarl provides the axe. The aurora provides the temper.
The atelier keeps one rule from the First Frost: *a saga that cannot be told by firelight is not worth carving*. The mark is a brand of ember-orange on iron-grey, struck once per completed tale. The longhouse provides the smoke; the wood provides the grain. The jarl provides the story.
06Jarls
09Long Winters
63°North Latitude