Terathos
Roan

Ah. You must be Bren's new keeper. Roan. I keep an eye on this road... mostly it keeps an eye on me.

First thing a keeper does? Wins one. Find something wild in the grass and beat it.

Not a scratch on you yet. Let's fix that. Well. Theirs, not yours.

Win one and the road north to Hearthmere's all yours. I'll be right here. Not going anywhere.

Sable

Hey! You. You're the one Bren gave a Terathoi to, right? Sable.

Got mine the same day as you. Picked the one that beats yours. Just saying.

So. Who's the better keeper? Ready or not... here I come!

Wren

You're a keeper? Oh, thank goodness. I need one.

Something's been burning my jetty posts. Every night. Little thing, gold collar. Not even a bit sorry about it.

Could you catch it? It can go spark somewhere else. Anywhere else.

Kesh

First time on the Mereway? Same. Well. Second.

The grass up north moves. That's not the wind.

Mira

We're a crew. Tobin carries the snacks.

Tobin

I carry the snacks.

Want to team up? Two keepers, one road. Better odds.

Terathos

A monster-taming world you share.

The Mereway

Arrows or WASD to walk, Space to talk

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Meet the Terathoi

A few of the Terathoi from the first chapter. Wear one down, throw your Vessel, and it's yours. Probably.

Pixel art, set on a stage

Every tile and every Terathoi is drawn by hand, pixel by pixel. Then the light gets a go. The sun moves, trees throw shadows, the road goes gold at dusk. Then dark.

A battle in Terathos: the keeper's Sparkit faces a wild Mosswing on the Mereway's grass, lit by the noon sun, with the Fight, Items, Switch and Flee menu open.

A world you share

Walk together
Every keeper you see is somebody else, out on the same roads, after the same grass.
Team up
Pair up with a partner in a crew and take the road as two.
Battle where you meet
Turn by turn, right there on the ground where you found it. No cutaway, no arena.
Bring them home
Wear a wild Terathoi down and throw your Vessel. Gather, brew and craft to make the next throw count.
Darkling, a shy Umbra Terathoi

Mind the dusk

The Mereway's friendly. Mostly. When the light goes, other things come out of the pots and the long grass. Nobody's quite sure why.