- Crowned Queen of Wrong
- Every Word Means Its Opposite
- The Lies Come True
Wrongside Day
Tinka Talc has wanted that crown her whole life, and this year she earned it. But on the morning of Wrongside Day someone else stood up wearing it, and since then every backwards word spoken in the Heartland has started coming true.
Fields are turning to water because farmers called them dry. A grumpy innkeeper is floating because she swore she was sinking. You can help Tinka find out who stole her crown, out-prank the false queen at her own game, and get the Heartland talking the right way round again before sundown makes the wrong permanent.
She is eighteen inches of bad decisions, sharp teeth, and faster-than-safe enthusiasm, usually found somewhere between a secret door, a shiny object, and a problem she absolutely did not cause on purpose. Small enough to vanish under a table and loud enough to make that useless, she moves through the world like panic learned to giggle. Most people underestimate her once. The smarter ones do not get a second chance.
Her latest obsession is the Glowcap, a strange mushroom she insists found her first. In the Heartland, where strange magic rarely stays quiet, carrying something that glows, hums, and reacts to attention has made her both terrified and thrilled.
Behind the babble and wild little flourishes is someone quicker, sharper, and more loyal than she lets on. She jokes before fear can catch her, runs before trouble can pin her down, and clings hard to anyone who treats her like more than a nuisance. She may narrate her own sneaking, threaten to bite ankles, and flirt shamelessly with your ego, but when danger closes in, she notices what others miss.
Traveling with her means accepting that plans will wobble, metaphors will suffer, and no mushroom should ever be trusted just because it glows nicely. But it also means having a tiny, fearless companion who will crawl through cracks, spot hidden things, and stand by her friends even when her hands are shaking. She is chaos in a pocket-sized package, and somehow, that might be exactly what this trouble needs.

- High Energy
- Cute and Fun
- Infectious Laughter

- Unwavering Strength
- Moral Complexity
- Brutal Combat
She is not the polished blade her house wanted. She is the one they forgot in the forge too long — overheated, hammered crooked, and somehow stronger for it. Born into a dynasty that prizes discipline and obedience, she became the loudest argument against both, stalking through Rosewood Village in battered plate with a longsword, a sneer, and the kind of confidence that makes doors feel personally threatened.
Where her family speaks of legacy, she speaks in bruises, broken practice posts, and opponents left wondering why they agreed to spar. She does not care for courtly manners, delicate negotiations, or nobles who hide fear behind expensive words. Respect, to her, is earned in the dirt, under pressure, with steel in hand and no room for pretending. If someone wants her loyalty, they can bleed for it — preferably without whining.
Yet beneath the brutality is not emptiness. She is fury shaped by being dismissed, sharpened by comparison, and fueled by the need to prove that power does not require permission. She protects what she claims with terrifying commitment, even if her methods leave scorch marks on the floor and everyone nearby reconsidering their life choices. Subtle? No. Effective? Annoyingly, yes.
In the shadow of war, burning homes, broken clans, and sacred banners turned cruel, she becomes exactly the kind of weapon polite society pretends it does not need. She may not be gentle, diplomatic, or safe to stand too close to, but when survival demands someone too stubborn to kneel, she is already grinning with steel on her shoulder.
The Heartland is the green middle of Ebonvale: rolling farmland, patchwork fields, orchards and hedgerows, pastures and river roads, dotted with half-timbered villages, stone barns and watermills. Farmers, millers and traders live here, and its towns are its warmest: rose-hedged Briarbrook and the great walled river city of Three Rivers.
The Heartland is the realm’s broad, breathing middle: a sweep of tilled fields, grazing pastures, river roads, market carts, smoke-warmed cottages, and villages where news travels faster than horses. Its beauty is plain but stubborn — muddy boots at dawn, golden grain under gray skies, fresh bread cooling on windowsills, and the steady rhythm of people who know the land will feed them only if they earn it. There is comfort here, but not softness. The soil remembers every hand that worked it.
For generations, the Heartland has carried the realm without asking for songs or statues. Its rivers move trade, its farms fill storerooms, and its people build their lives around harvests, weather, gossip, family, and the sacred art of pretending not to notice when neighbors are absolutely noticing. Beneath that ordinary warmth, however, old unease has begun to creep through the furrows. Crops fail without rot, barns empty without broken locks, and abandoned homes sit with meals still waiting for someone who never returned.
Come to the Heartland for the kind of mystery that hides behind familiar things. A glowing mushroom in a cramped hideout may seem ridiculous at first — almost cute, if one ignores the humming — but strange magic rarely stays small in a place this rooted. Every field path, cellar, roadside camp, and village whisper might lead to a clue, a warning, or something that has been sleeping beneath the harvest longer than anyone wants to admit.

- Endless Fields
- Rural Mysteries
- A Fragile Peace