THE WORLD
There is a place between life and what comes next…
They call it the Kairos.
Fawnalore is a world much like ours.
Smaller. Older. Populated by creatures who built civilizations, formed beliefs, waged wars, and found meaning in the space between birth and death. They have cities and libraries, trade routes and temples, empires rising and falling at the edges of everything they thought they understood.
They are not humans. Every creature here is an animal — evolved, thinking, social, alive in the way that only something that has forgotten its own origins can be. They carry the weight of history in their bones. They just don't know where it comes from.
Something ancient connected them all. Not a belief. Not a power. The quiet at the center of everything.
And something — somewhere between this world and the next — has broken.
The In-Between
A parallel realm. Invisible to the living. More real than they know.
The Kairos sits on top of the physical world like a second skin.
The creatures of Fawnalore don't know it's there. They can't see it, sense it, or touch it. But its impact on their world is very real — and growing.
It looks like Fawnalore. The same mountains. The same forests. The same sky at dusk. But everything is slightly, unmistakably wrong. Colors too vivid. Light emanating from places it shouldn't. Small glowing orbs drifting through the landscape, resting on branches, hovering above snow — ancient concentrations of energy that have always been here, permanent fixtures of a realm most creatures will never see.
This is where beings with unfinished destinies go after death.
Not as punishment. As opportunity. Free from hunger, survival, and the noise of a life being lived — the Kairos was designed as a place to confront who you were and who you were supposed to become. What that unfinished thing is, no one will tell you. That is yours to discover. Or not. Some who arrive simply choose to linger.
But the Kairos was not meant to stay this way.
Something is wrong here. Structures half-built and abandoned. Paths that wind to destinations no longer there. A feeling — carried on the air, humming just below perception — that something important has been broken and nobody knows how to fix it.
And whatever is wrong in the Kairos is not staying in the Kairos.
THE THREAT
What happens in the Kairos doesn't stay in the Kairos.
They are called the Consumed.
Writhing figures of dark energy that move through the Kairos like open wounds. They are not the cause of what's wrong — they are the symptom. Something deeper has fractured. And the darkness accumulating in the spirit realm is bleeding through the veil, into the physical world, into the villages and communities of Fawnalore.
Creatures who have never heard of the Kairos are feeling it. Neighbors turning on each other. Communities fracturing without reason. A creeping malice that no one can explain and no one can trace back to its source.
The Great Spirits — ancient forces that underpin everything in this world — are not good and evil. They are balance and imbalance. And something has tipped the balance in a way that cannot be ignored.
Something happened. Someone did something they shouldn't have. And the consequences are spreading — slowly, quietly, unstoppably — across both realms.
The stakes are not just spiritual.
They are everything.
THE ONES SENT TO FIX IT
Six strangers. One impossible problem. No idea why it's them.
Shima
Amka
Pona
Erandi
Prati
Agowa
They didn't choose the Kairos. They didn't choose each other. They arrived the way most do — quietly, without warning, with unfinished business they don't yet understand.
What they discover — about the threat, about the world, about themselves — is the story.
How It Works
Nobody has built a game like this before.
Watch or Listen
Prepare
Play
Fawnalore isn't just a board game. It's a complete universe — story, world, and game delivered together in one box.
The story comes first.
Each episode is a fully voice-acted production available as a motion comic on YouTube or as audio on Spotify, Apple Podcasts, and everywhere else you listen. Watch for the full visual experience. Listen on your commute, while you cook, while you run. All 10 episodes of Act 1 are available from day one — no waiting, no weekly schedule unless you want one. Season 1 spans three acts. Each Chronicle adds new episodes, new story, and new content that picks up exactly where Act 1 ends.
Then the world becomes playable.
Every episode has a free setup page on fawnalore.com — map layout, starting conditions, special rules, objectives. The world you just watched or heard becomes the board in front of you. The threat from the story becomes the enemy you face. Scan the QR code from your box insert and you're ready to play.
Then the outcome is yours.
Play through the episode as a physical campaign. Explore, fight, strategize, and decide. Mid-game, campaign tiles unlock new areas and story beats through scannable QR codes — the world literally expands as you play. Beat the objective or face the consequences. The story told you what happened. The game lets you determine what happens next.
Three steps. One universe. Three acts. Your pace, your way.
Season 1, Act 1 is coming. Follow the journey to be there when it launches.
FOLLOW THE JOURNEY
The universe is still being built. Watch it happen.
Design updates, lore reveals, and behind-the-scenes dispatches as Fawnalore comes to life. Sign up and we'll send you one episode a week when Act 1 launches — your guide into the world, piece by piece.