A dark-fantasy dynasty strategy game

The ForgottenAccord

Where heroes are born, not bought.

In the shattered realm of Edenmoor, every inheritance, oath, and wound can become part of a history that outlives the person who made it.

Enter Edenmoor

In early development · Public access is not yet open

DynastyIntrigueConsequence

I · The realm

Edenmoor remembers what its rulers forget.

A once-grand realm lies fractured. Six noble houses contest territories beneath failing towers, candlelit courts, and monuments to promises no one has kept.

The design vision for The Forgotten Accord begins with a world weighted by personal history. Beauty and horror share the same halls. Power is inherited, negotiated, and taken—and every choice enters the record.

A realm does not collapse in a day. It is inherited in pieces.

II · The bloodline

A dynasty shaped across generations.

The planned experience centres on a living roster of champions shaped by lineage, circumstance, and the decisions made before they were born.

Inheritance is envisioned as more than a set of traits. A new generation carries the pressure of its house: old alliances, unfinished rivalries, hard-won advantages, and names already heavy with meaning.

01Inherit

Receive a house’s gifts, burdens, and remembered obligations.

02Choose

Shape a life through politics, conflict, loyalty, and ambition.

03Bequeath

Leave the next generation a realm altered by what came before.

III · The court

Power beyond the battlefield.

The design extends conflict into the court, where a well-placed appointment may endure longer than a victory and a private oath may carry the cost of a war.

An anonymous council gathers around a candlelit table in a weathered stone hall.

Place your court

Envisioned appointments give trusted, dangerous, or ambitious figures influence over the dynasty.

Bind your house

Alliances and marriages are planned as political choices with consequences that reach beyond one generation.

Carry the betrayal

Rivalry, loyalty, and broken promises are intended to change relationships—and the history told afterward.

IV · The field

War leaves a mark.

Tactical conflict is being designed around consequence, not disposable victory.

Position, judgment, and risk are intended to matter. A champion may return celebrated, diminished, changed—or not at all. The cost of command lives on in the people who survive and the stories their house chooses to preserve.

A lone anonymous armoured figure stands on a rain-darkened field after conflict.

V · The record

The Chronicle

The envisioned Chronicle records the moments that turn a roster into a lineage and a sequence of choices into a personal history.

I

Blood

Births and inheritance shape what the next generation carries forward.

II

Oath

Alliances, marriages, rivalries, and betrayals alter the balance of power.

III

Iron

Victories, injuries, and losses become part of a dynasty’s remembered past.

Births recorded. Oaths witnessed. Betrayals remembered. Losses carried forward.

Development status

The accord is still being written.

The Forgotten Accord is in early development. Its world, systems, and player experience are being shaped with care. Public access is not currently open, and no release date or platform availability has been announced.

Explore the accord