The hearth, Dede Korkut and the Book
Why tales are being forgotten, why the hearth burns on words, how your name gets into the book.
The Highland has a trouble: the tales are being forgotten. The creature of a forgotten tale escapes the book and comes down to the Highland. The tribes meet at the hearth, live that tale again together and write it back into the book. The defeated creature does not die; it returns to its tale.
The hearth burns on words
The more the square talks, the higher the fire; when everyone falls silent it turns to ash: ash โ embers โ flame โ blazing. Words from the last few minutes count; bots, very short messages, repeats and one person's back-to-back messages don't. So you light the hearth together, not alone.
- A raid fought while the hearth is blazing gives everyone slightly more points.
- During a dark night raid, a flaming or blazing hearth gives light like a lantern; Karakoncolos can be hit in that light.
- When the hearth turns to ash Dede Korkut calls people to talk; when it blazes he cheers.
- Nobody loses anything when the hearth is low; the square is just quiet.

Dede Korkut
He sits by the hearth. Click him: he tells you about the Highland, sings one of the five tales, opens his book and shows you what you can do here. The options change with the hearth and your earlier conversations; ask him to "tell me everything from the start" and he shows the welcome cards again.
The Book of Dede Korkut
At the end of every raid a page is written: the date, the creature, the result (defeated, escaped), who struck the last blow, who worked hardest and how many came. Dede Korkut writes the sentence in his own voice. Read the book at the lectern on the square or on its page on the site. A person's profile card shows how many pages of the book name them.

Epics
There are five tales on the kopuz: Basat and the Cyclops, The Winter Night, Shahmaran's Secret, Ergenekon and Mount Kaf. Each epic brings a new place, new creatures and titles to the Highland. Raids from the first four are already happening; the gates of Shahmaran's Cave, the Iron Mountain and the road to Kaf wait their turn in the valley. More on the Yudum World page.
