WhisperTeller

Listen to whispers of ages past.

Step into a world where every whisper means something, and places remember what no one wants to say aloud. Four tomes already wait on the shelf: a Slavic midsummer night, a seventeenth-century corsair port, wintry Cracow under the partitions, and Krak's stronghold in the shadow of a dragon's den. Each with its own era and its own mystery to unravel.

Every story has its truth

Stories here aren't read. They're pieced together from fragments. You listen carefully, return to places, press the people who least want to talk. Every witness remembers it differently, every place holds an uncomfortable truth. What you uncover depends on where you choose to look.

In your pack is a notebook where you gather characters, places, leads, even rumors. Over time, false hypotheses start to fall apart on their own, and the true picture slowly reveals itself.

Each new tome takes you somewhere else. A Slavic midsummer night out on the eastern frontier. Pirate seas and a treasure no one speaks of aloud. Cracow under the partitions, where the police close the case too quickly. Krak's stronghold, where the dragon is only the beginning of the trouble. Different legends each time, different people, a different truth to uncover.

WhisperTeller: key art with three figures of the first adventure

Library of adventures

Four stories, four completely different worlds.

Each adventure is a standalone story. You can play them in any order.

First tome

The Fern Flower

Slavic folklore · Kupala Night

Your son is dying. The village herbalist has given up. Old Marta, the one everyone fears, whispers of a flower that blooms once a year.

Head into the forest for three magical items from spirits who won't part with them willingly. Mamuny in a misty grove. The Vodnik in the reeds. Baba Yaga in a hut that might be elsewhere come morning. And under the sacred willow there's also a lake. And the matter of a girl who drowned there three years ago.

  • 5 acts
  • 4 character classes
  • Detective thread
  • Slavic mythology
Second tome

The Bronze Eye's Treasure

Iberian Peninsula · 17th century

An old port. A wounded man bursts into the tavern, blood on his sleeves. "Son of Aleix...". He presses a bronze, eye-shaped lens into your palm. He won't have time to say who killed him.

Five ships sit in the harbor and one of them will get you out. But which one? The captain left three recognition signs, nothing more. And the port is only the first act: beyond it wait a voyage through a storm, a foreign island, and a temple waiting for someone. "The Bronze Eye" is a name this port has remembered for a hundred years.

  • 6 acts
  • Fair-play mystery
  • Tattoo map
  • 4 character classes
  • A curse left by the captain
Third tome

The Black Medallions

Retro whodunit · Cracow 1893

Cracow, winter 1893. On the thirtieth anniversary of the uprising, an old antiquarian dies of stove fumes. The police say: accident. You know he had banked his stove every night for forty years.

The investigation leads you from the Stradom quarter through Old Town parlors and working-class Podgórze all the way to the green border. The deeper you dig, the more often you strike the traces of someone who dug here before you. And who never stopped.

  • 5 acts
  • 4 character classes
  • A whodunit in period rhythm
  • Cracow under the partitions
Fourth tome

The Wawel Dragon

Legend · Krak's Stronghold

A dragon has lived in the cave under the limestone hill since spring, and the cattle will last two more days. On the third dawn the priest will draw the first maiden's name from the pot. Your sister's name is in that pot.

You are Skuba, apprentice to an old master cobbler. No one will slay the beast with a sword. But a clever cobbler's boy with sulfur up his sleeve can try something else entirely. The legend you know, told as you've never heard it.

  • 5 acts
  • The legend of the Wawel Dragon
  • For players of every age
  • One role: Skuba

What awaits you here

A notebook that watches for you

Names, places, rumors and leads are written down on their own as you talk and explore. You look at the whole picture gathered in one place and see patterns no single conversation reveals.

Four classes, four truths

On Kupala Night you set out as the Warrior, the Merchant, the Priestess or the Storyteller. The port and Cracow have casts of their own. Each character sees the same scene differently: asks different questions, hears different things, opens different doors. Who you choose decides whose truth you uncover.

The world won't wait for you

Baba Yaga's hut moves on tomorrow. The mountain road takes two days. The ship sails at dawn. Every hour you waste closes off a path ahead of you.

An ending you earn

Those who race to the end and those who savor every detail see completely different closing scenes. The forest remembers everything you did, and the Wolf in the final scene knows more than you'd expect. Nothing is promised: you can reach for the Fern Flower and come home empty-handed.

Folklore, unsweetened

Mamuny in the grove, Leshy among the oaks, Vodnik in the reeds, Topielec under the sacred willow, Rusalka on a misty island. From Polish legends and Kupala Night rituals, the way they were told around campfires.

Each tome, its own world

Open it, start reading, sometimes leave off halfway and return later. In a single evening you can pause Kupala Night, look in on the Iberian port or wintry Cracow, and pick up where you left off. No worlds mixed.

Pages of the first tome

From The Fern Flower. Swipe sideways to turn the pages.

Screens shown from the Polish build. English captures will replace them once the localized build is ready.

New tomes appear on the shelf

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