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. Two more are on their way: a dispute over a wedge of old forest and a Podlasie village in September 1993, as the last Russian soldiers were leaving Poland. The Fern Flower is free from cover to cover.

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 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

Library of adventures

Six stories, six completely different worlds.

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

A village by the forest, before Kupala Night

The Fern Flower

Slavic folklore

Your son is dying. The village herbalist has given up. The only hope is the fern flower, said to bloom once a year, on Kupala Night.

In the forest wait beings who give nothing away for free. Mamunas in a misty grove. The Wodnik in the reeds. Baba Yaga in a hut that might be elsewhere come morning.

  • Free, cover to cover
  • 5 acts
  • 4 character classes
  • Detective thread
  • Slavic mythology
Seville, 17th century

The Bronze Eye's Treasure

Pirate adventure

An old port. A stranger sits down at your table, dies, and under the table presses a lens in a bronze setting into your hand. 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? 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
Cracow, winter 1893

The Black Medallions

Retro whodunit

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 true to its era
  • Cracow under the partitions
Krak's stronghold on the Vistula

The Wawel Dragon

Legend

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
  • A clever cobbler, not a knight
  • One role: Skuba
A wedge of old forest, a prince's age

The Crooked Wedge

Rope and Nettles · A boundary dispute

The prince sent you with his seal to settle a dispute over a wedge of old forest, before it reaches the assembly. Two lords, two boundary cairns, and one written border: "from the cairn by the forest".

Except that both stand by the forest. Witnesses swear to two different lines, and no vote will settle which is true. You must draw it out of parchment, read it off bark and dig it out of the ground. The verdict is yours, and you are the one who lives with it.

  • 5 acts
  • 4 roles
  • A puzzle of parchment and bark
  • The verdict is yours
Podlasie, September 1993

The Last Transport

Horror-tinged mystery

"And don't go past the second fence. Whoever goes in there doesn't come back…" Beyond the forest stands an abandoned Russian base. Last autumn the soldiers who had stayed behind there were to leave on a train from the siding. The train left empty.

People in the village say that on the night before it left, something white shone over the forest, and in the barracks the buckwheat in the mess tins was still warm. For a year a parcel has lain in your wardrobe, under your sweaters. Sasha the sentry pressed it into your hand over the barrier. Now a black Volga stands on the square, and the man who came in it is asking about Sasha's parcel.

  • Coming soon
  • 5 acts
  • 2 roles: Jurek or Nina Iwaniuk
  • The last Russian troops in Poland

What awaits you here

A notebook that keeps track 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.

A different role, a different truth

On Kupala Night you set out as the Warrior, the Merchant, the Priestess or the Storyteller; in 1893 Cracow, as the Officer, the Reporter, the Physician or the Governess. Against the dragon you always go as Skuba, the cobbler's apprentice. Each character sees the same scene differently: asks different questions, hears different things, opens different doors. Who you are decides whose truth you uncover.

The world won't wait for you

Baba Yaga's hut moves on tomorrow. The ship sails at dawn. In Krak's stronghold the cattle will last two more days, and on the third dawn the priest reaches into the pot. Every hour you waste closes off a path ahead of you.

An ending you earn

The finale depends on what you uncover and what you do with it. In the dragon legend you decide whose name the chronicler writes down, and the truth behind the Black Medallions can be printed, sold or buried in silence. And nothing is promised: you can reach for the Fern Flower and come home empty-handed.

Stories without the sugarcoating

Mamunas in the grove and the Vodnik in the reeds. A dragon in a cave under the limestone hill. A corsair port that has remembered the Bronze Eye for a hundred years. Wintry Cracow on the anniversary of the uprising, and an abandoned Russian base beyond a Podlasie forest. Old tales and real history, told the way no schoolbook tells them.

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. Each tome keeps its own bookmark.

A few pages from different books

Real screens from the game. Swipe sideways.

The shelf keeps growing

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