Oskenmoor

A chart of the Drowned Moor

Beneath the Strait lies a drowned country, and it is waking.

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Wake at Kestrelby with a club, a jacket and twenty coins, the fare across the Strait. The fog has not lifted since the newcomers began going down to the barrows.

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From the Chronicle of Oskenmoor

The Moor That Sleeps Beneath

Kestrelby at noon: thatched cottages, the windmill, sheep and geese on the green, and the paved road to the square.
The windmill of Kestrelby, that turned before the Long Tide

Before the isles, there was the Moor: one high country of heather, standing stones and slow brown rivers. Beneath it lay a salt that shone, and the market town of Glimwich grew rich selling it. The Wardens had sworn never to sell it. In the old tongue, osken means “the one who sleeps beneath”, and the salt was the sleeper’s sleep.

Seven lifetimes ago, in a single night, the Long Tide came in as if to put back all the salt the Moor had carried off. Only the high places stood above the water, and became the isles. Glimwich lies in the middle of the Strait, and its bells still ring at low water.

The isles live on one hope: that the sea might one day give the Moor back. The Seer says it will, or take the rest, when the Barrow Warden’s blade is lifted from his tomb. This year the fog has not lifted, and the newcomers have begun going down to the barrows.

Read the whole Chronicle

I. The Moor That Sleeps

Before the isles, there was the Moor: one high country of heather, standing stones and slow brown rivers, nine days’ walk from end to end. Its people had no king. They had the Wardens, who kept the roads, the wells and the barrows of the dead, and who spoke the old tongue in which the world could be asked to change.

Beneath the Moor lay salt, and the salt shone. The market town of Glimwich grew rich selling it down every road of the Moor: salt for the pot, salt for the dead, salt that glowed in a jar like a small moon. The Wardens had sworn never to sell it, and never said why.

In the old tongue, osken means “the one who sleeps beneath”. The salt was the sleeper’s sleep, and every cart that left Glimwich made that sleep a little lighter.

II. The Long Tide

It happened seven lifetimes ago, as the Hall counts them, and in a single night. Some say a Warden broke the oath and sold the salt himself. All agree on what the Barrow Warden did. He went down alone beneath the barrows with his blade, his horned helm and the oldest of the old words, and laid himself across the sleeper as a seal.

The seal held. Then the sea came in, as if to put back all the salt the Moor had carried off, and by morning the Moor was gone. Only the high places stood above the water: a round hill with a windmill, which became Kestrel Isle; the long headland of Gannet Head; the crag of Warhorn; the reed banks of Brackwater; and the ford of Thornmouth, the last crossing of the Moor road. The windmill turned before the Long Tide, and turns still.

Glimwich lies in the middle of the Strait. At the lowest winter tides its paving shows, and on still nights its bells ring beneath the boats of Brackwater. Once a year, on the Night of the Long Tide, the isles ring every bell on every quay in answer, and on that one night the dead of the barrows walk. Pilots speak of the Hollowback, a serpent as long as a quay, which swallowed the Moor road and lies along it still. What the sea keeps, the sea is minding.

III. What the Sea Left Behind

The barrows remained, and so did those who sleep in them. Under Kestrel Isle the mireworms gnaw at the roots of the land; the eldest, Grubmaw, is said to remember the taste of the Moor before the sea came. Rats the size of hounds have taken the sewers, and the folk of Kestrelby leave the greatest of them, Old Gnasher, alone when they can. Trolls keep the caves, goblins pick over the trolls’ leavings, and wolves and bears keep the woods.

The orcs were Moor-folk once, the salt-diggers, or so the orcs say. After the Tide the isles blamed them and drove them out, and they came back with spears. Now they camp behind a ring of sharpened stakes on the north shore of Kestrel Isle, where the salt was once loaded, and they hold Warhorn, the fort the last Wardens built to watch the sea. One of them, hooded, will trade with any traveller who knows the right words. The old tongue was theirs too.

IV. The Wardens Who Remain

The office survived the Tide, if not its power. In the Wardens’ Hall at Kestrelby, Warden Hale hands out the hunting orders, a bounty for each, and the isle lives on those bounties. Above the Hall lives the Seer, who listens to the tide the way others read letters, and who would rather no one went down to the barrows at all. Every newcomer ends up serving them both.

Those who prove themselves are sent up the stair. At the eighth mark, the Seer names their calling and sends them across the water to the mainland, where the old roads of the Moor are said to climb back out of the sea. That is the hope the isles live on: that one day the sea might give the Moor back.

The temple at Kestrelby keeps no god. It is the house of the word aro, the word of life, and Elder Corwin teaches it to anyone who will stay the winter. Kesh is the word that strikes. Ume is the word of the body, and makes it swift. Smaller words bend them: wider, farther, longer. Few remember more.

V. Why You Came

You wake in the temple court with a club, a jacket and twenty coins. It is the oldest custom of Kestrelby, older than the Hall: every newcomer is given twenty coins, the fare across the Strait to Brackwater, so that no one is kept on Kestrel Isle against their will. No one mentions the fare back.

Newcomers always come the same way, on a night of fog, in a boat with no boatman. Their coins are old, stamped with a face no one on the isles remembers, and crusted with salt. No one in the Hall remarks on it, though Elder Corwin sometimes looks at a newcomer twice, as if he knew the face.

This year the fog came early and has not lifted. The keeper of the light at Gannet Head has seen lamps moving under the water. The kittiwakes have left their hold on the cape, and the isles have a saying for that: when the kittiwakes leave, count your coins. The dead walk now on nights that are not the Night of the Long Tide.

It began the week the newcomers started going down to the barrows. By the middle barrow of the north-east graveyard, a stair leads down into the Wormwarren, and in its far chamber lies the Barrow Warden’s tomb, with his blade and his horned helm. For seven lifetimes the Seer has said the same thing: when that blade is lifted from the tomb, the sea will give back what it took, or take the rest.

The newcomers are lifting it.

Here begins your chapter of the Chronicle.

Sayings of the isles

  • What the sea keeps, the sea is minding.
  • When the kittiwakes leave, count your coins.
  • Salt for the pot, never for the purse. The Wardens’ oath, as the isles remember it.

Four courses on the chart

Of the Isles, and What Waits in Them

Seen from above, through day and night, rain and gale. You play at your own pace, and the game keeps every step.

The quay at Brackwater in fog, a boat moored at the jetty and lamps lit along the square.
Brackwater quay, in the fog

Four Harbours on a Grey Sea

Board at Kestrelby’s jetty and cross to Brackwater, Thornmouth or the lighthouse at Gannet Head. Each town keeps its folk, its errands and something older beneath its cellars.

  • Kestrelby to Brackwater20 coins
  • Kestrelby to Thornmouth30 coins
  • Brackwater to Thornmouth15 coins
  • Kestrelby to Gannet Head20 coins
  • Thornmouth to Gannet Head10 coins

Twenty coins is the fare to Brackwater. No one mentions the fare back.

The orcs’ staked camp: a clearing ringed by a palisade, with orcs on guard among the trees.
The orcs’ staked camp, on the north shore

Steel and the Old Words

Move freely and strike where you aim. Speak kesh to strike and aro to mend, hurl your weapon or loose arrows from afar, and slip aside with a dodge of two charges. From sewer rats to spear-throwing orcs, every foe asks its own tactics.

One of the orcs, hooded, will trade, if you know the right words.

The mouth of the troll cave among autumn trees, a torch burning at the entrance.
The troll cave, in autumn

Of Hunts Kept While You Sleep

Choose a style and a hunting ground. Your adventurer fights, loots, rests, sells in town and comes back alone. When the hunt ends, a summary tells you what it earned and what to change.

  • Carefulheals early, hunts for 15 minutes
  • Balancedthe default, 30 minutes
  • Aggressivetakes on anything, for an hour
A jetty at night, a lantern burning beside a moored boat on dark water.
A late crossing, by lantern light

Of the Chart in Your Pocket

Play in your phone’s browser, upright or sideways, with touch controls made for the thumb. The game saves every 15 seconds and when you close it, so you can leave at one quay and return at another, on any device.

Your Google account keeps the log.

The Hours of the Isles

The same square in Kestrelby, from noon to the dark and into the rain.

The square of Kestrelby at noon.
Noonbright and busy
The same square at dusk, the first windows lit.
Duskthe first lamps
The square at night, lit by lamps and windows.
Nightlamplight only
The square in the rain.
Rainoff the western sea

Version notes

The Ship’s Log

Every change to the isles is entered here, the newest first.

Read the whole log

v0.92.0 · 1 November 2026

Rings that do something, torches and dice in your hand, earlier saves and the Auto’s depot and bank

  • A ring or an amulet worn in its slot now does one light thing: a hit point or a point of mana more at each regeneration, or more carrying capacity. The tooltip and the phone’s card say it in green and compare it with the piece you wear.
  • Use lights a torch or the magic light wand in your off hand and puts it out again, rolls the dice and eats the honeycomb, from a click, the phone’s double tap and card, or the hotbar.
  • Signed in, the menu’s Earlier saves lists the saves the cloud keeps, with their time and version, and Restore brings one back after asking first. On the Web page and in the installed game.
  • The Auto stores items in the depot: the presets editor’s Keep page marks each item Sell or Depot, and on its trips to Kestrel Isle the Auto takes the Depot ones down to the chest beside Penrose.
  • The Auto can bank its gold: with Bank the gold on, it deposits with Penrose what it will not need for the next trip’s supplies.

v0.91.0 · 1 November 2026

Weathered towns, zoom on the maps, Tilda upstairs, bags on the ground and your own keys

  • The towns and the wilds look lived in: rounded streets with worn setts and weeds at the kerb, gardens, woodpiles and window boxes by the houses, moss and soot on the roofs, wet sand and foam along every shore, ducks on the river and gulls on the bays, lamplight pooling on the ground and shining on the water, and caves with rocky floors and wet pools.
  • Zoom the maps: the big map has + and - with four levels, the mouse wheel zooms about the pointer and a drag moves the picture; on a computer the small map has three levels. The levels you choose are kept.
  • On a phone the big map opens beside your HUD, so your health, mana and level stay in sight.
  • Tilda sells and buys armour, helmets and shields upstairs in Garrick’s shop: take the stairs in its west corner.
  • A bag on the ground opens with E, a click or a tap: take or wear what it holds, drop items into it, or use Put in.
  • Drag the hotbar’s item on 5 onto 6 (or back) to move it, or to swap the two; on a phone, hold the button to pick it up.
  • On a computer, move your keys on the settings’ Keys tab, and choose Toggle attack if you would rather click once to start and once to stop.
  • A fishing rod held in your hand fishes, and on a phone held upright casting closes the Inventory page so you see the float.
  • The mireworm grounds ask for a weapon of attack 16, a mace or better: the big map’s guide says so, and the Auto stays away until you hold one.
  • The phone’s Controls page reads whole, and on a phone a tap attacks only while your finger is down.
  • Seventy-three creatures for the mainland past the island are made and wait for their regions to be built.

v0.90.4 · 1 November 2026

Penrose’s bank and depot, wearing straight from a corpse, and the phone’s fixes

  • Penrose keeps a bank in the Wardens’ Hall cellar: deposit and withdraw gold, and the balance stays through death and in your save.
  • A depot chest stands beside him. Press E at it, drag items onto it to keep them, and take them back with a click or Take all. What lies in the depot stays through death.
  • Drag an item from a corpse, a pile on the ground or the depot onto a body slot and it is worn there, with no backpack needed. What the slot held goes where the new item lay.
  • While you drag a pile on the ground, a click on the map no longer starts a walk, and a pile let go out of reach walks there with you.
  • On the phone: the arrow toward your corpse on the small map is larger and in the X’s colour; held upright, the inventory folds away while you lift an item from a corpse, so you can drop it on the ground; the fishing rod’s card, the gold coins over a name and the big map’s boat strip fit whole.

Before you sail

Asked at the Quay

Do I need to install anything?

No. Oskenmoor runs in your browser, on a computer or a phone. A version to install on Windows and Mac is on its way.

Can I play with other people?

No. Oskenmoor is a single-player game. It only goes online if you want to carry your save to another device.

Does it work on a phone?

Yes, in your phone’s browser, held sideways or upright, with touch controls. On Android the game opens full screen.

Do I lose my progress if I close the tab?

No. The game saves every 15 seconds and when you close it. Without an account, the save stays in that browser. Signed in with Google, it follows you to any device.

What happens when I die?

You lose a little experience and wake in town with full health. What you wore stays with you, but your backpack stays on your body for an hour. The map marks where it lies, so you can go back for it.

Where do I heal?

Healers mend you for free and cure poison: Elder Corwin, Guard Ulric and Guard Leofric in Kestrelby, Brother Alder in Brackwater and Maud in Thornmouth. Gannet Head has no healer.

Where should I hunt?

Open the big map. Each area shows its level range, in green when it suits you. The hunting grounds page has the full list.

Isn’t Auto mode cheating?

No. It is part of the game. You choose the style and the place, it hunts, and at the end the summary tells you what went well and what to change.

Why can’t I climb down that hole?

Rope holes need a rope, both to go down and to climb back up. Old Jory sells one in Kestrelby for 50 coins, and so do Orla in Brackwater and Hesper in Thornmouth.

Can I choose a vocation yet?

Not yet. The Seer, upstairs in the Wardens’ Hall, says the time has not come. Vocations and the voyage to the mainland are on the roadmap.

Roadmap

Waters Yet Uncharted

What is already on the chart, what is being drawn, and what lies beyond the Seer’s sight.

Charted

in the game now

  • Kestrelby, with its people, shops, errands and the training dummy.
  • Four towns on the isles, linked by boats: Kestrelby, Brackwater, Thornmouth and Gannet Head.
  • Sewers, a dungeon, a crypt, troll caves, the Wormwarren and hunting grounds up to level 14.
  • Day and night, rain, fog, wind, sound and music.
  • Auto mode, with three styles, routes, trips to town, a summary with advice, and hunts that go on even with a full backpack.
  • The game in your phone’s browser, sideways or upright.
  • Sign in with Google and carry your save to another device.

Being Charted

in development

  • Signing in on the installed game for Windows and Mac.

Uncharted

planned

  • The Seer and the choice of a vocation at level 8.
  • The voyage to the mainland, with a new town and hunting grounds up to level 20.
  • More spells, a bank and more quests.
  • Rings and amulets with real effects.

What the sea keeps, the sea is minding.

Twenty coins wait for you at the temple court.

Every newcomer is given twenty coins, the fare across the Strait to Brackwater. Yours will be old, and crusted with salt. No one in the Hall will remark on it.

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