Basgiath War College · Riders Quadrant

Fourth Wing Game

This is an unofficial game set in the world of Fourth Wing. You are a Riders Quadrant cadet on Threshing Day, and the dragon decides what happens to you.

The game at a glance

What kind of game
A choice-driven narrative run. You read a scene, choose an action, and the consequences stay hidden until they surface later in the valley.
Where it is set
The Threshing valley behind Basgiath War College, on 1 October. The four quadrants, the wings and the sections are all part of the run.
What you play
A cadet you create. You do not play a character from the books, and the books' characters do not appear as avatars.
How long
Four to eight minutes a run, depending on how much you read.
What it costs
Nothing. No account, no email address, no download.
What you leave with
An outcome, and a result card if you bond: dragon name, colour, tail, temperament, age, rarity, bond strength and a share code.
Spoiler posture
The rite and the dragon categories are safe to read cold. No character's outcome is settled here.

Play Threshing Day

No account. Four to eight minutes. Replay straight away.

What kind of game this is

It is not a flight sim and not a fighting game. It is a decision game in the shape of a survival exercise. Ten or so scenes, two or three choices at each, and a running record of what you did that you cannot see while you are doing it.

Six figures move under the surface as you play: courage, instinct, cunning, loyalty, aggression and patience. Scenes also carry a small lean towards one dragon colour. The game does not show you either one, because a Threshing in which a cadet could read the scoreboard would not be a Threshing.

The run ends with an outcome. A dragon can choose you, refuse you, or kill you, and there are two rarer resolutions the game does not advertise. Everything after that is on the result card.

A run, step by step

Cadet dossier

Name, pronouns, wing, section, squad, year, weapon and one personal trait. The wing assignment is generated for the game. The books do not establish how first-years are sorted, and this does not pretend to.

Enter the Vale

The valley mouth, in fog. The environment is seeded, so the light, the treeline and how much you can see change from run to run.

The scenes

Ridges, streams, ruins, cliffs and hollows. Each scene presents an event and two or three ways to handle it. Some choices mark you in ways that matter much later.

The dragon encounter

Something notices you. What it does next depends on the run, not on a dialogue wheel.

Resolution

The engine scores colour and tail separately, applies the seed and the day's conditions, and returns an outcome. A bond produces a named dragon and a share code.

What it puts you inside

Dragon bonding. The premise of the series is that dragons choose, and that they choose for reasons of their own. The game keeps that asymmetry: you can influence the odds, and you can never command the result.

Threshing. The rite is the whole frame. First-year cadets, 1 October, a valley, and a decision that the cadet does not get to make. The game compresses that day into one run rather than inventing a war around it.

Basgiath. The college is present in the details: the four quadrants, the four wings, the sections named Flame, Claw and Tail, the squads of roughly fifteen cadets each, and the plain fact that Threshing is a fixed date on the college calendar.

Questions people actually ask

The official interactive Empyrean experience is dragonkind.com, operated by Yarros Ink, Inc. There is no published description of its contents, so this site does not speculate about them.

Dragonkind is the official one and requires an email account. This site runs an independent browser game about Threshing Day, with a short run, a dragon result and a shareable code.

Yes, in the game on this site. You take a cadet through the valley on Threshing Day, make a series of choices and get a dragon resolved from those choices rather than picked from a list.

Not yet established. A television adaptation has been in development, but no video game release has been announced, and this site does not invent one.

Six stats are tracked through the run: courage, instinct, cunning, loyalty, aggression and patience. Each colour and tail has its own weighting against those stats, a seed adds variance, and the run resolves into a colour, a tail, a temperament, a rarity and a bond strength.

Yes. Every run produces a deterministic code, and that code can be opened on its own result page, so a result can be shared without an account on either end.

Ready to be chosen?

Free, no account, replayable immediately.

Play Threshing Day