fae
All work

Fae · specimen №08

Cairn

Light-up shrouds for social deduction games, one on the floor by every chair.

A shroud burns like a candle while its player is alive and gutters out when they die. At the end of the night, it shows the town which side they were really on. The storyteller runs the whole circle from a phone.

Role
Product design, hardware, firmware, protocol design
Platform
Hardware + iOS + Android
Years
2026
Built with
ESP32-C3 · KiCad · OpenSCAD · C · Swift · Kotlin
Status
In development
A shroud glowing amber like a candle on a dark floor, with other shrouds out of focus behind it, one of them purple.
Fig. 03: One shroud alight, the rest of the circle behind it. Rendered from the rev B design.

The problem

A game of Blood on the Clocktower is a one-time stage show with a cast who don't know the roles and are mostly lying to each other. Who has died matters to every nomination, and each dead player keeps one ghost vote to spend, but from a chair in a circle of fifteen, that's hard to keep track of.

Online, the app handles some of the theatre: the winner goes up on screen and everyone's character is revealed in one go. In person, the storyteller says "evil wins!", half the town cheers, and the other half make loud, theatrically sad noises. Cairn began as a tealight by every chair, white while you're alive and black when you die. It looked properly ominous, and it meant swapping tealights at every dawn like a very sad waiter.

The approach

Every player gets a shroud: frosted glass over fourteen colour LEDs, on a matte base 80 mm across. While you're alive it's a candle. When you die it gutters out, slowly, into a dim purple flame with two white points of light for your ghost vote; spend the vote and it goes dark purple and still. At the end, the storyteller walks the circle naming roles and each shroud flares as they reach it, blue for good and red for evil. Or the town argues about who the Demon was for another thirty seconds, and then they all light at once.

Setting up is a walk round the circle. Lift a shroud out of its case and it wakes, finds the others, and waits for a seat; press each one's button in seat order and Blocktower knows who is sitting where. From then on the shrouds follow the game, and nobody touches them until it's time to pack up.

Decisions that mattered

4 entries

The storyteller decides when

Online, the app runs the reveal. Cairn puts that moment back in the room: every look follows the game as Blocktower sets it, but when a death lands, or when the town finds out who was evil, is the storyteller's call.

Nothing snaps

Every change is a crossfade, and the old look keeps flickering while the new one arrives. When a death is announced at dawn, the whole town gets to watch that one candle go out.

The case is the off switch

There's no power switch to forget. A shroud in its pocket feels the magnets and sleeps; lift it out and it wakes. The magnets pull it onto two spring pins, with no port to find and no wrong way round, and every ending fades, even a flat battery's.

No router, and no strangers

The shrouds talk to each other directly over Wi-Fi and to the storyteller's phone over Bluetooth, with no router or internet, so they work in any hall. Every message is signed with a key that belongs to the set: no other phone can take control, and two games in the same room never cross.

What it does

In the circle

  • Alive, dead with a ghost vote, vote spent, good, and evil, set from Blocktower
  • Up to twenty shrouds: a full town of fifteen plus five travellers
  • Ten hours or more on a charge
  • Frosted glass over fourteen RGBW LEDs, 80 mm across and 71 mm tall
  • A battery flash on waking: green, yellow or red, with fewer pixels lit as it drains

In the case

  • Twenty pockets in one half, a sleeve for the grimoire in the other
  • One USB-C cable from a 65 W laptop charger charges all twenty
  • A foam face in the lid holds every jar still on the way to the game
  • Blanks fill unused pockets, so a dark pocket means a shroud is still under a chair

Marginalia

Cairn is in development: prototypes are on the bench, and the rev B board, enclosure and case are designed but not yet built, so the figures here are renders of that design. The protocol will be published, so other storyteller tools can talk to the shrouds too. Cairn isn't affiliated with The Pandemonium Institute, who make Blood on the Clocktower.

More figures

Rendered from the rev B design

Five shrouds in a row: an amber candle, purple with two white points, dark purple, blue, and red.
Plate I: The five looks a seated shroud can show, as set from Blocktower.
A circle of chairs seen from above, a shroud on the floor by each: nine glowing like candles, three purple.
Plate II: Day three. Three dead, two still holding a ghost vote.
The same circle at the reveal: nine shrouds glowing blue and three red.
Plate III: The reveal. Nine good, three evil.
The case open like a book: twenty shrouds in their pockets, a USB-C cable, and one shroud lifted out glowing green.
Plate IV: The case, open. One shroud lifted out and flashing its charge.
A shroud taken apart: frosted glass jar, O-ring, LED board, body, deck, cell and base.
Plate V: What's inside. Jar, O-ring, board, body, deck, cell and base.
The underside of a shroud: a gold dot inside a gold ring.
Plate VI: The base. Its dot and ring meet a pocket's pins at any angle.

The rest of the catalog

All work