She burns brighter when she feels too much, and sometimes she forgets to stop.

She burns brighter when she feels too much, and sometimes she forgets to stop.

Her power is bound to feeling in the worst possible way. Anger, shame, grief, fear, joy — each one threatens to become heat before she can master it. She...

They keep promises sharper than knives.

They keep promises sharper than knives.

They do not waste motion, words, or trust. A dark elf measures intent before greeting, remembers debts with unsettling clarity, and treats promises like...

Every door in the harbor town opens for her. None of them will say where he went.

Every door in the harbor town opens for her. None of them will say where he went.

The search runs through parlors, card tables, chapel steps and the back doors of the harbor's better houses. Everyone is sympathetic. Everyone has a...

28 Peoples
77 Accounts
71 Cities
76 Faces
14 Houses
A Seat at the Fire
  • Lost in the Ash Wastes
  • A Guide Nobody Trusts
  • Room by the Fire

A Seat at the Fire

Teen 13+
The caravan is short on water, long on fear, and sure that the ogre following them wants them for supper. He mostly wants someone to share supper with. Between sulfur storms, collapsing ridges, scavengers and a merchant who would rather die than say thank you, the player has to decide whether to trust the brute, and he has to decide whether these people are worth saving. It is a story of big appetites, bigger laughs and a long walk across bad ground.

Zorbash

Teen 13+

You hear Zorbash before the ash reaches you. The ground thumps in a slow, cheerful rhythm, somebody's roof gives up a few streets away, and then a huge gray-furred ogre comes round the bend with a slab of runed iron on his shoulder and a grin that takes up most of his face. Runes glow along his arms and chest like coals under a grate. He is delighted to see you. That is the worst part.

He is loud, gleefully destructive and a good deal sharper than he lets on. He toys with a foe the way a cat toys with a mouse: a little shove, a big laugh, the club held back until the moment it will be funniest. He loves hot springs, spicy meat and any place with a good echo. He hates silence and rules, and he holds a particular grudge against small pointy swords, which have stung him more than once.

Beneath the thunder is an ogre who was treated as a monster before he ever got to choose. Folk shut their doors when they hear him coming, and he has stopped asking why, because the answer is always standing right there holding a pitchfork. He wants somewhere he is not immediately feared or attacked, and he will break a great many things looking for it. Whether he finds it, or learns to stop breaking things, is not yet written.


Zorbash
  • Laughter Before Carnage
  • Rune-Forged Brute
  • Chaos on Command
The Scar
  • Molten Rupture
  • Ashen Wound
  • Burning Ground

The Scar

All Ages

The Scar tears across the Cinderscar like the land split open and decided healing was overrated. Black volcanic stone stretches in warped plates around glowing seams, where cooling lava hardens into glassy ridges while fresh heat pulses beneath the cracks. Smoke crawls low over the ground, ash rides the wind, and every breath tastes of sulfur, hot iron, and bad decisions roasted medium-well.

Nearby volcanic fury keeps the area alive in the worst possible way. Vents hiss without warning, molten light bleeds through fractured earth, and distant rumbles roll underfoot like something enormous turning in its sleep. The terrain is treacherous, beautiful, and deeply rude: sharp stone cuts boots, heat shimmers distort distance, and a safe-looking path may only be safe because it has not finished collapsing yet.

The Scar matters because it is not just dangerous terrain; it is a fresh wound in the world. Power clings to the heat, secrets hide beneath cooling crust, and anything dwelling here has either adapted, gone mad, or developed a very intimate relationship with pain. Those who cross it find trial, terror, and the kind of discovery that smells like ash before it ruins the rest of the day.


Lost travelers in the ash wastes, and the only guide is the one they ran from.