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NYM
THE VERD
COMMISSIONS
WORK
NUMENUA
SOLITUDE
WORLDS



A spell for assembling Cinders, and have them help guide us in the dark.
RITUAL: Flame Kindling (Guidance)

Landfall
Torchbearer's Landfall
A huddled mass of small, ragged tents inhabited by equally frayed men, women, and children.
They have lost everything, save their Embers.
Hopeless and breaking, but not quite shattered, as the Flame enkindles true from the Torchbearer's Light.
Pyre
Makeshift Pyre
Blessed with Cinders from the Kindred Flame, the Pyre's guidance will lead those astray back to its warmth. A site for funerary Rites, to burn the recently deceased so they can't return as a Risen dead.
Watchpyre
Watchpyre
The start of something greater. Let those lost in the dark witness this beacon's radiance. A site for the kindling of Flame Rituals.
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Forest Edge
Dark Forest Edge
There is constant movement in the shadows, beneath the trees and behind the bushes. They are watching, but so far they don't seem to dare to leave the woods to confront us.
Hunters Camp
Here they gather, with bow and trap in hand, ready to foray into the darkness to provide. Hunters come and go, and sometimes they bring plenty back from the woods.
Hunters Camp
Dockhouse
Dockhouse
A place for smallboats to moor, and a simple stronghold to withstand the crashing waves. Lonely fishers set out on tiny boats to chase smaller schools of fish.
Tavern
Decrepit Tavern (Searched)
A foul smell seems to have instilled itself permanently in this place - and not just because of all the dead goblins and bloodspilling. It will take real effort to clean up this Tavern.
Sanctum
Flame's Sanctum
A lodge of decadent luxury, and of secrets whispered only from ashes of Flame. This is the residence of Enkindlers, and their unspeakable magicks made speakable. A place where Rituals may be conducted, and for the research of new Spells.
Houserow
Commons Houserow
A place for many families to regard the same roof and walls as their common home. Basic household needs for Hearthmen are provided here, but with little space for privacy in return.
Smithy
Shadowy Smithy (Searched)
Little remains of the Smithy's former glory; if there ever was any. Grelkins had made this place their tiny kingdom, and in it they squandered much of the Smithy's supplies.
Shops
Row of Fallen Shops (Searched)
Little of immediate value was found here, but it would seem the former merchants left behind considerable stashes of coin hidden away, perhaps hoping to one day return and reclaim it.
Storehouse
Damp Storehouse (Searched)
It had become a hive of horrid imps, but no more. Now the water is tinted red in their blood.
The storehouse itself is in disrepair, but it is certainly spacious.
Healinghouse
Healinghouse
Old wives tales meet learned methods in this place, where the sick and weary are treated of common ailments, from colds to cursed humours. It is a simple setup for simple treatments, and for the creation of basic medicines.
Steamhearth
Steamhearth
A strange contraption that needs to be constantly fed. But, in return it keeps us warm, and bridges the gap between potential new ideas. In exchange for fuel, the Steamhearth powers any Artificer structures and machines.
Fort
Mistveiled Fort
Scouts have spotted what appears to be an old fort hidden behind the mist of the Night. Beneath the obscurity, they have also spotted torchfire. Lots of it.
Scouthouse
Scouthouse
Here the brave prepare; ready to venture deeper into the dreadful, dark woods. From here, squads of scouts set out on small excursions into the forest, to gather much needed resources when supplies are low.
Mineshaft
Restored Mineshaft
To avoid the Night, one must delve into deep darkness to find the means to fight it. A partially restored Mineshaft, where Coal and Stone is regularly gathered.
Longship
Catarin Longship
The fire-haired Sisters make their personal home here, away from annoying onlookers, and under the leadership and persuasion of their Mistress.
Longship
Estengrad Longship
Sometimes one hears boisterous laughter from the belly of the ship, followed by the rolling of eyes of the Artificers working outside.
74
HOPE
There is always a faint Light in the darkness. Flickering. But there.
SETTLERS
104
A flock gathers around the fire. Strength in numbers.
HEARTHS
90
In every home there is a hearth, where all may feel safer from what stalks outside in the dark.
16
DREAD
Things in the dark. Things ancient, devious, and malignant.
DOMAIN
13/25
Everything within our Flame's light and warmth is ours.
Cinders
It takes but a simple spark to set ablaze a soul's Embers, and see wonders made manifest.
55
Songdark
Faint songs in the woods. Whispers in Shadows. Night approaches.
DAY 30

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