Emberfall
The sun died 312 years ago and its embers fell to the ground. Every city is built around one of them, and every one of them is fading.
Emberfall is a world without daylight. When the sun god was slain in the war called the Dimming, the sun broke apart and its burning pieces, the embers, fell across the land. Wherever an ember fell, there is still light, warmth and growing things. Everywhere else is the Dusk: cold, starlit, and full of things that hate the light.
People survive in the glow of the embers, connected by humming lightrails and the brave few who travel the dark between them. It is a hard world, but not a hopeless one. Its heroes are the ones who carry light into the dark.
What you know
- The World: embers, the Dusk, magic and how people get by
- History: the story as every child is taught it
- Nations: who holds the light, and who lives without it
- Peoples: the folk of Emberfall, and making a character
- Factions: organisations you can join or cross
- Gods: one dead god and the lesser gods who want its throne
- Daily Life: time, money, food, greetings and festivals
- Halvard: the brightest city, seat of the Concord
- Vigil: the cathedral-city of the Church of the Pale Candle
- The Frontier Reaches: the small lights at the end of the line
- The Dusk: regions, creatures, Dusk clans and how to travel
- Map: the known Reaches, and every named place on them
- Candlewick: the frontier village where the campaign begins
- Rumours: what people whisper at the Last Lamp