Book One Pre-Alpha

Tales of TilviumA turn-based family fantasy RPG

Book One is a complete, self-contained adventure in the Land of Tilvium: a wholesome tale with a satisfying ending, built to teach the battle system, airship travel, exploration, Psalm blessings, and the habits of knightly command. Players meet young Queen Annabelle, her brother Kurt, and the six young heroes who stand beneath Sir Peter Wind's banner, learning the realm by walking its roads, defending its people, and growing to love the silver city before the wider world opens.

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A Tilvium airship flying above silver towers, Tilvi trees, mountains, and bright skies.

Book One: Chronicles of the Silver City

A self-contained first adventure with a wholesome ending. Book One lets players learn Tilvium's mechanics, meet the young heroes, and fall in love with the silver city before the larger campaign begins.

Tactical Grid Combat

War in Tilvium is a thing of deliberation, not haste. Position your knights upon the field, choose the hour of each stroke, and let patience be your shield. Battles are won by those who think before the blade falls.

Soar Across Tilvium

Take to the winds in the airships of the realm. Pass over silver towers and falling water, over village and forest and the far roads of the Imperium. The sky is a road for those bold enough to sail it.

Procedural Baroque Music

Each region sings with its own voice — sacred organ for the silver city, trumpet suites for the Imperium, Lydian flute for the heights of Celestia, dark fugue for the deeps of the Labyrinth. Seven instruments, eighteen progressions, and not one among them recorded. All is woven in the moment, as a bard might weave.

The Knights' Quest

When the Grey Towers stir, young Queen Annabelle sends six knights to discover their purpose — her brother Kurt among them, under the command of Sir Peter Wind. Book One is their complete first adventure. Book Two then greatly expands the world across five distinct chapters.

Faith, Wisdom & Chivalry

In Tilvium, faith and philosophy are not adornment but foundation — woven into the very mechanics of the realm, shaping how a knight fights, heals, and stands.

Armor of God

The knights of Tilvium gird themselves after the pattern of Ephesians 6 — Sword of the Spirit, Breastplate of Righteousness, Shield of Faith. The Imperium answers with the armor of Rome: Gladius, Lorica, Scutum. The same steel under different names, each telling its own story.

Psalm Recitation

From fourteen Psalms a knight may draw blessing — healing for the wounded, courage for the faint, gold for the faithful. Each Psalm carries its own gift, bound to the meaning of its words. To recite is to receive.

Catechism Quiz

Within the adventure lies a test of faith — seven sections of Luther's Small Catechism, from the Commandments to the Sacrament. Answer well and earn gold for the road. An education woven into the journey, not set apart from it.

Stoic Wisdom

In the Imperium, the words of Marcus Aurelius and Seneca carry weight. The tension between Christian Tilvium and Stoic Rome drives the tale of Book Two — two ways of seeing the world, brought at last to a common enemy.

See the Game Itself

Glimpses of the realm as it stands in the current build — the world, its cities, the flight deck, the field of battle, and the speech of its people.

Tales of Tilvium world map exploration screenshot showing tile-based terrain, minimap, and right UI panel.
Explore the realm
Tales of Tilvium city exploration screenshot showing silver towers and paved streets.
Visit cities and settlements
Tales of Tilvium flight deck screenshot showing airship cockpit, sky, and crew slots.
Soar across the Land of Tilvium
Tales of Tilvium tactical combat screenshot showing grid-based battle with knights and enemies.
Fight on a turn-based grid
Tales of Tilvium dialogue screenshot showing NPC conversation with portrait and response options.
Speak with the realm's inhabitants — 32 unique portraits

Current Pre-Alpha Details

Straight answers before you sign up.

FocusBook One — Chronicles of the Silver City. Six knights face the rising threat of the Grey Towers in turn-based combat, airship travel, and the first defense of Tilvium.
PlatformWindows pre-alpha build. Other platforms are not promised yet.
ReleaseIn active development. Playtest timing, final price, and public demo details are still to be announced.
Family PlayTurn-based pacing, readable UI, storybook tone, and no need for fast reflexes. Adults can guide younger players through choices and battles.

Music Preview

A living cantata, woven in your browser even as you listen — the same art the game brings to each of its regions. Seven instruments, Bach-inspired progressions, and a mood for every place upon the map.

Celestia Sanctus Cantata

Live browser synth • F Lydian • 3-voice organ, flute & cathedral reverb

Live Cantata

What Book One Is About

Book One — Chronicles of the Silver City is a complete first adventure with a wholesome ending. It teaches the mechanics, introduces the royal family and the six young heroes, and gives players time to love Tilvium before Book Two opens the wider world.

The Young QueenAnnabelle sits upon the throne of Tilvium in her own right — young in years, but unshaken in resolve. In Book One, she sends her brother Kurt and five companions on a first quest that can stand on its own.
A Wholesome BeginningBook One is designed as a complete introduction: learn movement, combat, airship travel, equipment, Psalms, and dialogue while the young heroes grow into their calling.
The RealmThe Land of Tilvium awaits — palace grounds and silver towers, villages and waterfalls, and the long roads between them, by land or by sky.
Book TwoThe tale then passes beyond Tilvium into an expansive five-chapter campaign: diplomacy, pursuit through the air, forest paths, underground labyrinths, and a final siege against the God-Hater Theostyges.

The World of Tilvium

Eight regions across two books — from the silver city afloat above the falls, to the imperial breadbasket, to the sacred heights of Celestia, to the deeps of the Labyrinth where the Betrayers dwell.

Flat chart of the realm

Atlas of Tilvium showing all regions: the floating island, Imperium Terrenum, Imperium Borealis, Imperium Occidentis, Desert Wastes, Mount Celestia, and the Grey Labyrinth.
Land of TilviumThe silver city afloat above the falling waters. Seat of the royal court, haven of the airship fleet, and home of the Knights' fellowship. Its music is sacred organ after the manner of Bach.
Imperium TerrenumThe capital of the Imperium — Roman in aspect, Stoic in thought, with eagle banners upon every gate. A vast walled city of praetorium, market, and harbor. Trumpet suites echo through its streets.
Imperium BorealisA northern province of wood and path. Stoic villagers dwell there, and the first shadows of a deeper threat are felt upon its roads. Village aria music.
Imperium OccidentisThe western harbor of the Imperium — docks and galleys, and the naval tradition of an empire that rules the sea as Tilvium rules the sky.
Mount CelestiaA sacred height where silver-barked trees stand in luminous foliage. The Celestial Guardians keep watch there, six eagle-shaped wings upon each. Lydian flute sanctus fills the air.
Grey LabyrinthTunnels and spokes of stone beneath the earth, a maze where the Betrayers walk. Dark organ fugue resounds in its corridors.
Grey FortressThe stronghold of the Betrayers — a dark mirror of Celestia's architecture. Fallen angels keep its sanctums, and Theostyges sits upon its throne. Phrygian organ lament.
Desert WastesA vast desert to the northeast — bleak, hot, and seldom trodden. But there are things beneath the sand that sleep not.

The Royal Family & Knights

You walk as the six knights — kin to Queen Annabelle, bound by oath to defend the realm. Each bears a gift unlike the others, and together they are more than the sum of their parts.

Portrait of Queen Annabelle

Queen Annabelle

Young queen of Tilvium, ruling in her own right. When the Grey Towers rose, she sent her brother Kurt and five companions to face them — six knights under the banner of Sir Peter Wind.

Portrait of Princess Sarah Abigail

Princess Sarah Abigail

Of the harbor and the fleet. Taken aboard the stolen airship Cyanocitta, her taking sets in motion the five chapters of Book Two.

Portrait of Princess Holly

Princess Holly

A dreamer, troubled by wolves and the safety of the wood. Her wanderings lead to the Tilphilim, and to paths no other in the royal house has walked.

Portrait of Sir Kurt the Swift

Sir Kurt the Swift

The queen's brother, and one of the six. A precise striker, swift upon the field. He rides under Sir Peter Wind's banner.

The Six Knights aboard the H.M.S. Gallant Wind

The Six Knights

Sir Peter Wind holds the company together. Brother Ambrose tends the wounded. Master Kenneth calls the storm. Sir Kurt strikes true. Sir Macarius sees what is hidden. Master Jackson brings the strength of the mountain. Six knights, bound by blood, loyalty, and a shared destiny.

32 unique portraits — from the royal family to guards, wardens, and celestial guardians.

Book Two: The Sun Road

An expansive five-chapter campaign that greatly widens the world of Tilvium. The tale passes beyond the encircling mountains into the Imperium — diplomacy in the praetorium, pursuit through the air, encounters in the deep wood, and a final siege against the God-Hater beneath the Grey Fortress.

Chapter IThe Land at Peace. A Legate comes from the Imperium. The airship Cyanocitta is stolen, and Princess Sarah is taken aboard. The knights give chase upon the H.M.S. Gallant Wind.
Chapter IIThe Sun Road. Eastward into the Imperium — diplomacy with the Praetors, a Tilphilim encounter in the forest, descent into the Grey Labyrinth, and the search for Sarah's trail.
Chapter IIIThe Waking of Shadows. Escape from the Labyrinth. A council of the Imperium. A deeper descent, and a reckoning with Severon the Divider.
Chapter IVThe Halls of Stone. Confrontation with Archelon the Fallen. The siege is prepared. The combined host assembles.
Chapter VThe Council and the Siege. War council, the breaking of the gates, and the final battle against Theostyges the God-Hater. The Queen's Benediction. The Imperium opens its doors to missionaries.

Frequently Asked Questions

Straight answers about the game.

Is Tales of Tilvium kid-safe?

Yes. Combat is turn-based with no gore — enemies are fantastical creatures (dragons, grey ones, celestial betrayers). The storybook tone, readable UI, and lack of time pressure make it suitable for family play. Adults can guide younger players through combat choices and dialogue.

Is the religious content optional?

The catechism quiz and Psalm recitation are optional side activities that reward gold and buffs. The main story has Christian themes woven into its narrative, but the gameplay mechanics (combat, exploration, quests) stand on their own. Players of any background can enjoy the tactical combat and exploration.

Does it require an internet connection?

No. Tales of Tilvium is a fully offline single-player game. All music, sprites, and sound effects are generated procedurally — no downloads or streaming required after installation.

What are the system requirements?

Windows 10 or 11. The game uses Python and Pygame; a modest laptop with integrated graphics runs it well. No GPU acceleration is required. Approximately 200 MB disk space including art assets.

Will it be free or paid?

Pricing is still to be announced. The current focus is on completing the pre-alpha and running playtests. Sign up above to be notified when details are available.

How long is the game?

Book One is a self-contained adventure with a wholesome ending. It is intentionally sized as the player's first complete journey: learn the mechanics, meet Queen Annabelle, Sir Kurt, Sir Peter Wind, and the young heroes, explore Tilvium, and finish a satisfying opening story. Book Two is the expansive campaign that follows, greatly broadening the world across five distinct chapters with diplomacy, airship pursuit, forest paths, labyrinths, and the siege of the Grey Fortress. Combined, the two books offer a substantial RPG experience with side activities including catechism, bestiary collection, Psalm recitation, equipment choices, and airship systems.

What makes the music special?

Every piece of music in the game is generated in real time by a procedural Baroque composition engine. Seven physically-modeled instruments (organ, trumpet, flute, harp, lute, cello, bassoon), eighteen chord progressions, and seven scale types produce location-specific soundtracks. No two play sessions sound exactly alike. The browser cantata above gives you a live taste of the style.