A WORLD THAT
REFUSES
TO FORGET.
When the sky begins to cry, even memory carries a price. Enter MYRHA through The Green Echo, the first novel by Matt Turner.

THREE PLACES. A THOUSAND TRACES.
A route into the published world, not a summary of its secrets. Discover the places without spoiling the story.
Baisu · Naeril
A river landing, an ordinary morning and a sound no one can explain.
READ ENTRY ↗02 / BEGIN THE JOURNEYGrauwall · Graufeld
A city of bells, marsh canals and names that must not be lost.
READ ENTRY ↗03 / BEGIN THE JOURNEYOrun · Orush
Beyond the salt country, sky-measurers study the edge of the Wound.
READ ENTRY ↗
EVERY RIVER
REMEMBERS.
From the mist-wrapped Shoan terraces to the bell towers of Grauwall, from the salt roads of Orush to the glaciers below the Wound: the world stretches far beyond one story.
ENTER THE WORLD EXPLORER ↗A WORLD ALIVE.
Flora, fauna, forgotten places and the cultures that give them meaning.
FloraNight Lotus
A named waterside flower of the Baisu region, tied to the still ponds and slow river margins in the Shoan field notes.
DISCOVER ENTRY ↗
FaunaBell Bat
Bats nest among Grauwall’s bell towers; the game bestiary links them to a landscape of constant ringing.
DISCOVER ENTRY ↗
Myths & culturesThe Wound
A scar named at the far northern edge of the mapped world.
DISCOVER ENTRY ↗
FloraPlague Lily
A named flower found in Grauwall vases and the surrounding plague-marked lands; its title belongs to local language, not to a verified medicinal property.
DISCOVER ENTRY ↗
FaunaRiver Serpent
Large river serpents form part of the Naeril and Heartmere animal world; they appear in regional stories as much as in practical river lore.
DISCOVER ENTRY ↗
Myths & culturesKoru Mask-Making
Bronze masks are vessels of cultural memory in the Koru traditions.
DISCOVER ENTRY ↗SIX PATHS THROUGH THE DARK.
A dark fantasy action RPG set in the world of MYRHA. Discover the six planned classes and follow the making of the game. Target window: early 2027.
EXPLORE THE ARPG ↗
