FolVis Studios presents

Some worlds are found. Others wait to be unearthed.

Enter the world

First-person fantasy RPG · In development for PC · Coming to Steam

Khadrel is a first-person fantasy RPG. Wake in a drowned land of reed beds and black water, lantern-lit stilt villages, frogfolk and forgotten shrines. An ancient tongue is carved into everything. And the story becomes yours.

Khadrel's wooden stilt houses and giant mushroom dwellings among swamp trees

01The Swamplands

Lose the familiar.
Find your own way.

Every new world is shaped by its seed. Beyond the reed beds, lanterns burn in frogfolk villages, giant mushrooms are hollowed into homes, and old stone sinks into black water.

World art in development · In-engine assets

I

A seeded swamp.

No two journeys share the same map. Stilt villages, crooked jetties, fogged ruins and sunken crypts are woven fresh from each world seed.

II

Become through doing.

No class screens to lock you in. Swing a bog-iron blade, draw a reed bow, brew at the cauldron or cast fen magic—the skills you practise are the ones that grow.

III

Built over older bones.

The frogfolk raise their plank walks and mushroom roofs over the stone of vanished peoples whose mechanisms and inscriptions still hum beneath the mire.

02Gazetteer of the Fen

Places the mist
has not quite taken.

Follow plank walks and crooked jetties from lantern-lit frogfolk settlements out to the drowned stone of the deep bog.

A raised timber longhouse with shuttered windows, shingle roof and porch above the swamp
Timber & ShingleVillage LonghousePlank walls with shutters, shingle roof, and a raised porch above the wet ground.
A giant mushroom hollowed into a frogfolk home with a broad cap roof and warm doorway
Hollowed CapMushroom DwellingGiant mushrooms hollowed into homes, cap roofs low over stem doors, ladders up to decks on stilts.
A wooden stilt hut standing on poles over dark swamp water
Above Black WaterFen Stilt HutHuts raised on poles where the reeds thin and rowboats tie up below the deck.
Settlement

Stilt & Mushroom Villages

“Huts on poles above the black water” and hollowed mushroom caps where frogfolk elders, smiths and traders keep the lanterns lit.

Harbour

Fisher’s Landing

“Stilt huts along a crooked jetty, nets and fish on the drying racks, and rowboats that have seen better years.”

Outlaw Fence

Moonlit Boardwalk

“A plank walk of lantern-lit stalls out in the reeds, ending at a stilt house with a spire roof where a fence buys what no honest trader will. Under the moon the mist turns blue here.”

Wild Craft

Alchemist Hermit’s Hut

“A leaning hut hung with drying herbs, a cauldron out front, and a garden of things you should not eat.”

Ancient Stone

Ruined Shrine

“Four cold braziers ring a shrine the mist has half taken. Whoever lit them in the right order once, left something behind the stones.”

Depths

The Sunken Dungeon

“A drowned crypt where the frogfolk king still holds court beneath the mud.” Every village on the road paid the Drowned King in lanterns—until now.

03Ways of the Fen

Six disciplines.
Zero class screens.

Survive by hand, cauldron, spell and timber. Every system in Khadrel is tactile, physical, and tied to the swamp around you.

01Tlet & Itzl

Blade, Bow & Fen Magic

Time directional swings, parries and dodges in first person, or call on the swamp itself. Cast Frost Bolt (“a bolt of bog-water that remembers winter”), raise the mire with Bog Surge, wrap yourself in Veil of Dusk, or cross dark channels with Water Walking.

  • Learn by doing
  • Frost Bolt
  • Bog Surge
  • Veil of Dusk
02Patl Napsh

Cauldron Alchemy

Forage twelve swamp plants—Ghost Orchid, Ember Moss, Sunbell, Weeping Vine and Bog Sage—and stir them into a boiling cauldron. Every bottle takes the blended colour and drifting motes of its brew, stamped with a painted Khadreli label: patl napsh (medicine of breath) or patl mut (medicine of death).

  • 12 swamp flora
  • Blended motes
  • Khadreli bottle labels
03Khadrel

Stilt & Treehouse Building

Claim a quiet bend of the marsh and raise your own settlement. Snap plank walks, stilt walkways, boat docks, rope bridges and high willow treehouses together, then set down your smithy, tanning rack, workbench, cauldron and cook fire wherever you make camp.

  • Plank walks & docks
  • Willow treehouses
  • Homestead stations
04Tlamem

Taming the Tlamem

The heavy, moss-backed swamp mule is called tlamem—from the Khadreli tlamama, “to carry a load.” Wild ones startle easily in the reeds; creep up slowly, offer salt by hand, and earn a loyal mount and pack-carrier across ground that bogs a boot.

  • Crouch & offer salt
  • Swamp mount
  • Pack saddlebags
05Atlan

Dusk Fishing & Peat Smoke

Step out onto a crooked jetty at Fisher’s Landing and cast a reed rod where the ripples rise. Read the bobber’s dip, haul your catch from the black shallows, and cure it over a peat fire before the night mist rolls in.

  • Reed rod & bobber
  • Shallows ripples
  • Peat-fire cooking
06Tepetl

The Deep Dig & Swelter

Fell swamp timber and dig beneath the roots through layered voxel strata—peat, clay, shale and deep granite. The deeper your pickaxe bites toward bog iron and buried stone, the hotter the subterranean Swelter grows.

  • Peat to granite strata
  • Bog-iron veins
  • Subterranean Swelter
KHADRELI · WEDGE-CELL SCRIPT
Khadrel“the Gathered Place” · working reading

04The language of Khadrel

Before the story,
there was a word.

  1. A name with roots.

    Khadrel is itself a Khadreli word. Its root, kh-d-r, speaks of gathering: a cluster, a nest above the water.

  2. An original tongue.

    We are building Khadreli from the ground up, with its own sounds, roots and grammar. One ancient language, shared by every people of the world.

  3. Written in wedge-cells.

    Each syllable is a hexagonal cell of pressed outer wedges for the consonant, an inner mark for the vowel, and a flowing pen-flick beneath the word.

  4. Carved into the world.

    Stamped onto potion bottles (patl napsh), shop signs, bark scrolls and shrine lintels. A layer of history to feel—never homework you have to memorise.

✦Language & lore in development · Lexicon below

Spoken in the fen · Working Lexicon

Khadrel
“The Gathered Place” (root kh-d-r)
tlatol
word, speech, tongue
tlet
fire, ember
itzl
obsidian, volcanic glass
patl napsh
medicine of breath (healing draught label)
patl mut
medicine of death (poison bottle label)
tlamem
swamp mule, load-carrier (from tlamama)
zuzu
small buzzing marsh thing

05Denizens & The Absent Peoples

Those who dwell here.
And those who left the stone.

Play as one of the living frogfolk in a swamp haunted by wild beasts and the silent architecture of three vanished civilizations.

The Living & The Gone · World Lore

The Veyth

Absent People · Keepers of the Second Memory

Vanished insectoid cultivators who grew living shell armour on frames and stored sensory impressions in tended witness beds. Walk carefully: an unsealed bed still presses an old summer’s grief into the mind of whoever steps across it.

The Oruun

Absent People · Builders of Weight

Broad, four-armed mineral-skinned masons who built counterweight halls and ceramic plate. Their load-bound guardians still hold collapsing arches and sluice gates in place—because a promise can keep working long after everyone it served is gone.

The Ithrei

Absent People · Voices in the Stone

Tall, narrow-bodied smiths of folded metal and wind organs. Their ruins answer to pitch, rhythm and silence, guarded by acoustic locks where a perfectly preserved command can still be disastrously wrong.

Field Notes · Creatures of the Mire

Tlamem

Swamp Mount

“The swamp mule. Heavy, black-hided and mossed along the back, it carries a load over ground that bogs a boot, and it will carry a rider who earns its trust.”

Giant Dragonfly

Reed-Bed Hunter

“Wide as a door, it hunts the reed beds at dusk and hovers over the clear shallows.”

Ember Dragonfly

Cattail Darter

“A knee-high darter the colour of a banked fire, it flits between the cattails.”

Moonbell

Nocturnal Drifter

“A pale bell that drifts over the shallows after dark and stings what touches its threads.”

Swamp Beast

Deep-Bog Grazer

“Heavy horned grazer of the deep bog; slow, and stubborn when cornered.”

Water Serpent & Bog Eel

Black-Water Predators

“Long and dark as a drowned root, it slips through the reeds without a ripple” where mudcrabs and bog eels wait in the silt.

The Iron Short Sword, a weathered steel blade with a wrapped dark hilt

06Objects remember

Iron. Water.
Something older.

Even an ordinary blade has a story to tell.

The drowned smiths

Pulled from
black water.

“The drowned smiths pulled their iron from the black water…”

The quench

Quenched
in the mire.

“…and quenched it there too. Some nights the blade still sweats cold, as if the bog wants it back.”

In-game artifact

Iron
Short Sword.

Rendered live in your browser, straight from the game’s own model.

IRON SHORT SWORDIN-GAME ARTIFACT

07From the Reed-Bag

Every tool carries
the smell of peat.

A few of the items, journals and provisions waiting in the current build’s chests, smithies and drowned crypts.

Bog-Iron Weapon

Iron Hand Axe

“The drowned smiths hung these at the belt for clearing reeds, and for clearing the road when the reeds were not the trouble.”

Bog-Iron Blade

Iron Dagger

“Smelted from the red crust of the bog, it bites small but twice as fast as any sword.”

Peat-Cured Armour

Hardened Leather Cuirass

“Layers of marsh-hide wax-hardened in the smoke of a peat fire, heavy and nearly as stiff as plate.”

Crypt Salvage

Reedbound Journal

“Reeds bind its spine and the ink has run, but the frogfolk hand is still clear. It hints at a drowned crypt below the mud.”

Relic Light

Sunken Lantern

“A brass lantern, green with age, still warm as if someone had only just put it down.”

Marsh Provision

Peat Spirit

“Clear liquor distilled over peat smoke. It warms the chest, loosens the tongue and tastes of a burning bog.”

Your story is still unwritten

The world is waiting.
Leave your mark.

Follow Khadrel’s journey to Steam.

An independent RPG by FolVis Studios.

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