
Race your rivals
The others fly the same roads. They grab embers before you, sell in the towns first, and bump you into the trees if you let them.
Five hatchlings. Twelve days. One leader.
The Eyrie is still twelve days away, and four rivals want to lead the flight south.
Each hatchling is strongest in one virtue and weakest in another. Who you pick changes what you chase on the road.
Every stop is your choice. Hover or tap a pin to see what waits there. Some roads aren't on the map until you know how to find them.

The others fly the same roads. They grab embers before you, sell in the towns first, and bump you into the trees if you let them.

A Stone Wyrm, a River Serpent, a Thorn Hydra and a Storm Roc guard the road. Beat one before your rivals do and the elders remember.

Land in a town and walk the square. Sell scales where they fetch the most, buy where they're cheap, and pay the trainers to sharpen a virtue.

Behind a waterfall, on a night-black tarn, along a ridge of wind: three roads open only once you've learned what they ask.
Hunting, Trading, Speed, Courage and Fire power. The elders count who leads each one. If two of you lead as many, they weigh everything together.
Pick one and meet the hatchling who'd agree with you.
Every hatchling is flying toward the Elosky, where the flight gathers before it goes south. Leave your email and we'll tell you the day it opens on Meta Quest and the web.