Order of the Temple. Many Knights were sent to investigate on witchcraft in a lonesome manor hidden by dark woods, but they didn't came back. One year later, a messenger empowered to find them follows their tracks up to the castle, finding himself lost, or at least confused, after just a few steps in it. Rather than scare, this mod puts the player in front of riddles and puzzles of growing difficulty in a scenery where thinking isn't always the easiest thing. We hope you'll have fun playing it as much as we're enjoying developing it.

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AD 1291. The Order of the Temple has set his strongholds in Outremer after the First Crusade. There, a secret part of the Order, known as “Aegis”, found a strange relic that is supposed to contain an incredible source of destructive power. Nine knights were sent to bring the artifact back to England, but no one has ever returned.

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AD 1291

The Order of the Temple has set his strongholds in Outremer after the First Crusade. There, a secret part of the Order, known as “Aegis”, found a strange relic that is supposed to contain an incredible source of destructive power.

There's only one man who could help the Aegis to find out the nature of the energy that the artifact contains: in the northern part of England there is a scientist who once was part of the Order, but he was banned after the discovery of his studies on necromancy and demonic literature; he was then imprisoned in a castle.

There is no time. The Muslim armies are taking over all the Order's strongholds in the region, the Aegis needs to take the artifact to safety and find out if there is a way to use his power to regain the Holy Land. Nine knights were sent to bring the artifact back to England, but no one has ever returned.

After six months of silence, the Aegis sends a messenger to find out what happened to them. When the messenger arrives… the place is surrounded by darkness and silence.

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