TRAIL READER
The Listener
Hears root-song beneath false paths and reveals where shy wisps have disturbed the moss.
Gift · Echo through barkA cooperative woodland adventure
Gather your circle of Wardens, read the living woods, and coax every wayward spirit back into a lantern—without extinguishing what makes it wild.
A lantern is not a cage. It is a promise that there will always be a path home.
Choose your calling
No Warden can read the whole forest alone. Combine distinct talents, pass tools freely, and turn every mistake into a new route through the night.
TRAIL READER
Hears root-song beneath false paths and reveals where shy wisps have disturbed the moss.
Gift · Echo through barkLANTERN KEEPER
Brews gentle lantern hues that match a spirit’s mood and invite it closer without force.
Gift · Kindled coloursGROVE MENDER
Coaxes thorn gates open, repairs moonbridges, and asks old trees to shelter the whole circle.
Gift · Patient growthNIGHT CALLER
Answers spirit riddles with flute phrases and turns unruly swarms into playful processions.
Gift · A borrowed melodyChange callings at every campfire. Progress belongs to the circle, never to one hero.
A forest that remembers
Lanternwood reshapes itself around the choices your circle makes. Calm a quarrel of sprites and mushrooms may light tomorrow’s shortcut. Rush a sleeping grove and its paths curl away.
Field map · redrawn by every circle
Meet the mischief
Each wisp has a temperament, a favourite sound, and a reason for wandering. Observe first. Experiment together. The brightest solution is rarely a trap.
Hides inside seed heads and sneezes glowing pollen when surprised. Approach backwards, humming low.
Collects buttons, dew and important keys. Will trade everything for one perfectly polished acorn cap.
Borrows a Warden’s shadow and makes it dance ahead. Follow the wrong feet to find the right den.
Falls asleep across paths and dreams new weather. Wake gently with warm light—or bring an umbrella.
The lantern rite
Every encounter is a small woodland puzzle with many gentle answers. Talk, trade observations, and let the forest show you what changed.
Bent clover, backwards birdsong, and wandering moonbeams reveal a spirit’s trail.
One Warden opens the route while another tunes the lantern and a third answers the wisp.
Guide, never destroy. A contented spirit returns freely and leaves a new forest gift behind.
A different kind of adventure
Wisp Warden is built around curiosity, comic mishaps and collective care. The circle succeeds together—or returns with a better story.
The gate opens soon
Register your circle for playtest invitations, forest letters, and the first chance to step into Lanternwood.
Cooperative playtest · Windows, macOS & console · No payment requiredNotes from the field guide
Everything a new circle usually asks before setting out at moonrise.
Ask the keepersYes. A solo circle can swap between two callings at each campfire. The story remains complete, while two to four players create more improvisational solutions.
There is danger, chase and slapstick chaos, but no combat that destroys creatures. Encounters resolve through observation, timing, tools and cooperation.
Online circles use a friend-pass system: one full copy opens the forest for up to three invited Wardens. Local shared-screen play needs only one copy.
This demonstration validates the request and returns a simulated response. It does not persist your email, circle name, or any personal information.