The Ember
By evening, the fields were gold.
By the second day, they were ash.
We have not seen evening since." — The Chronicle of Vael, final entry
The WorldThe Long Burning
The world is ending, and it is ending slowly. Not in catastrophe — in erosion. The great kingdoms have fallen. The roads between cities have been swallowed by root and ruin. What remains are the Holds: walled settlements, underground warrens, crumbling fortress-monasteries where the last people cling to what they can defend. Between the Holds is the Waste — not a desert, not a wilderness, but a place where the bones of civilization jut from the earth like teeth from a dead jaw.
The sun still rises. That is the problem.
It rose one day and something in it woke. Not a god — something older, something that had always been there the way fire is always in wood, waiting. The sun became aware, and its awareness was not kind. It did not burn the world in a single blaze. It simply stopped holding back. The days grew longer. The harvests came faster, then too fast, then not at all. The forests bloomed and bloomed until they choked on their own growth. Rivers shrank. Stone cracked. The world is not on fire. It is being loved to death by something that does not understand the difference between nurture and consumption.
The Hollowing
Before the Sun woke, the world had gods, spirits, old powers that slumbered in mountains and rivers and the deep places beneath the earth. Most of them are gone now — burned away, driven underground, or changed beyond recognition. What remains are the Patrons: forces vast enough to survive the Long Burning, though survival has cost each of them something essential. They are diminished, desperate, and hungry for agents in a world that is killing them by inches.
This is where the Contracts come from. The Patrons cannot act directly — the Sun's awareness scours anything that draws too much power in the open. So they work through mortals: small enough to go unnoticed, disposable enough to be risked, desperate enough to say yes. Every Contract is a gamble. The Patron bets that you will be useful before you are spent. You bet that the power will be worth the price. Both of you are usually wrong.
The Shape of the World
Travel is the central challenge. The Holds are islands of relative safety, but the things people need — medicine, metal, knowledge, news of other survivors — exist in the Waste between them. The Waste is not empty. It is overfull: forests where the trees grow so fast you can hear the wood splitting, plains of grass tall enough to swallow a horse, ruins where the moss has become something muscular and intentional. And in the places where the Sun's attention lingers longest, the Blooms — masses of mutated, accelerated life that have fused into something singular and vast and very, very hungry.
Player characters are the people who walk between the Holds. Couriers, scavengers, pilgrims, mercenaries, exiles. People with Contracts, which means people with enough power to survive the road — and enough chains to ensure they keep walking it.
ThemesWhat This Setting Is About
Setting RulesThe Wasting
The Sun's Gaze
The Sun is aware, and its attention is drawn to displays of power. Every time a player rolls within their Grant, there is a chance the Sun notices. After any Grant roll that results in a success or critical success (5 or 6), the GM rolls 1d6 — the Gaze Die. On a 6, the Sun turns its attention toward the character. This is called being Seen.
The Bloom Track
Every character has a Bloom Track with five boxes. You mark a box when the Sun Sees you. The Bloom Track does not represent exhaustion — it represents transformation. The Sun is not wearing you down. It is growing you into something else.
Clearing Bloom
You can erase one Bloom box by spending extended time in true darkness — underground, in a sealed Hold, anywhere the Sun's light has never touched. This requires at least a full day, and the experience is deeply unpleasant: the power recedes like a tide going out, and what it leaves behind is raw and shaking and very mortal. Clearing Bloom is not a reward. It is a withdrawal.
Alternatively, another player can clear one of your Bloom boxes by performing an act of deliberate diminishment on your behalf — destroying something you value, cutting away the part of you that's changing, or simply sitting with you in the dark and reminding you of what you were before. The table decides what qualifies. It should cost something.
The Road
Travel between Holds is measured not in miles but in Crossings — each Crossing is a stretch of Waste that must be navigated in a single push. The GM frames each Crossing as a scene: what the Waste looks like here, what has grown or broken since the last traveler passed through, and what stands between the party and the other side. Crossings are where the game lives. The Holds are for recovery, resupply, and the quiet dread of knowing you have to go back out.
The PatronsWhat Remains
The Patrons of the Ember are not institutions or abstractions. They are things that survived — forces old enough to predate the Sun's waking, damaged enough to need mortal hands, and desperate enough to offer power they can barely afford to share. Each Patron offers three Grants and three Bindings. A player chooses one Grant and one Binding, then writes their own Grey. The Patrons do not negotiate gently. They are too tired for that.
Yes. You can make a Contract with the thing that is ending the world. The Sun does not hate. It does not scheme. It is an engine of growth that has forgotten what "enough" means, and it is so vast and so old that your tiny voice reaches it the way a single cell speaks to the body it lives in. The Sun's Contracts are the most powerful in the Ember — and the most corrosive. It gives without restraint because it does not understand restraint. Its gifts are genuine. That is the worst thing about them.
Characters contracted to the Sun are treated with a mixture of awe and horror in the Holds. Some are worshipped. Most are feared. All of them are watched. A Sun-contracted walker who starts to Bloom is the most dangerous thing on the road — because the Sun protects its investments.
Sample Grants — choose one
Sample Bindings — choose one
Before the Sun woke, the Root was the slow intelligence of the deep earth — the mycorrhizal web, the aquifer, the patient darkness where stone becomes crystal over millennia. It is the oldest thing still alive, and it survives because it is buried deep enough that the Sun cannot reach it. The Root does not grow. It endures. Its Contracts taste like mineral water and smell like cave air, and its agents tend toward silence, stillness, and a patience that unnerves the people around them.
Sample Grants — choose one
Sample Bindings — choose one
There is a river that runs beneath the world, and it is not made of water. The Grey River is the flow of things ending — the current that carries everything from existence into whatever comes after. It was here before the Sun and will be here after. It does not oppose the Sun; it simply waits. Everything the Sun grows will eventually flow into the Grey River. It is patient the way gravity is patient. Its agents smell like petrichor and old iron, and their eyes reflect light a half-second too late.
Sample Grants — choose one
Sample Bindings — choose one
The Hollow King is not a person. It is what happens to a civilization when it dies but does not end. It is the ghost of every kingdom, every empire, every city that was — the echo of order persisting in spaces where no one lives. It haunts the ruins, wearing the shapes of thrones and courtrooms and barracks. Its agents hear trumpets no one else hears and obey laws written in countries that no longer exist. It wants, more than anything, to be relevant again.
Sample Grants — choose one
Sample Bindings — choose one
No one knows what the Moth is. It appeared after the Sun woke — or perhaps it was always there, and the Sun's waking made it visible. It is drawn to the Sun the way its namesake is drawn to fire: obsessively, self-destructively, with a focus that borders on worship. It is not the Sun's servant. It is the Sun's audience. It watches the Long Burning with something that might be rapture and might be grief, and its agents carry that same unblinking intensity. The Moth's Contracts smell like singed paper and taste like the air before a lightning strike.
Sample Grants — choose one
Sample Bindings — choose one
The oceans are dying. The Sun has been boiling them — slowly, at the edges, where the shallow water can't escape the heat. The coasts are salt flats now, white and blinding, and the sea has retreated to its deepest trenches like a wounded animal curling around its vitals. The Salt Bride is what remains of the ocean's power: a presence that lives in brine and tide-memory and the ache of anything that has lost something vast. She is grieving, and she is furious, and her Contracts carry the weight of both.
Sample Grants — choose one
Sample Bindings — choose one
The other Patrons remember the world before. The Sprout does not. It was born in the Waste — not from the Sun, not despite it, but in the space where the Sun's ruin met the earth and something new took root. It is the first consciousness that has no memory of the old world, no grief for fallen kingdoms, no longing for the sea that used to be. It knows only this: the Blooms are not corruption. They are the first generation of something that has never existed before. The mutated forests are not ruined forests. They are new forests. The creatures that crawl the Waste are not monsters. They are the first animals of a world that is still learning what it wants to be.
The Sprout smells like green things growing in ash — not the old green, not grass and clover, but something sharper, stranger, with a sweetness that doesn't have a name yet because nothing has lived long enough to name it. It tastes like rain that has passed through soil that has never been farmed. Its sacred places are Bloom-edges where the growth is newest and most tender, ruins where something has broken through the floor and is reaching for the light, and any place where the Waste has made something beautiful that did not exist before the Long Burning. Its sigil is a shoot splitting stone.
The other Patrons do not know what to make of the Sprout. The Root, who endures beneath the earth waiting for the old world to return, finds it obscene — a thing that has made peace with the catastrophe. The Salt Bride, who grieves the dying sea, hates it the way the bereaved hate someone who never knew the dead. The Hollow King cannot comprehend it: a power with no past, no heritage, no legitimacy drawn from things that were. Even the Moth, who watches the Sun with obsessive fascination, is unsettled by the Sprout — because the Moth watches the destruction, and the Sprout is watching what comes after, and the Moth had not considered that there would be an after. Only the Sun seems unbothered. The Sun does not notice the Sprout at all. A parent does not notice one more child.
Sample Grants — choose one
Sample Bindings — choose one
Desperate DealsWhat Answers in the Dark
When a player makes a Desperate Deal in the Ember, what answers is not a new Patron. It is an Echo — a fragment of something that died in the Long Burning. A dead god's last reflex. A forest's dying scream preserved in amber. A river's ghost, still trying to flow through a bed that's been dry for twenty years. Echoes are powerful because they have nothing left to lose. They are also unstable, contradictory, and frequently confused about whether they are still alive.
The GM should choose or invent an Echo that connects to whatever killed it: a god of harvest burned out by the Sun's overabundance, a mountain spirit crushed by growth it couldn't contain, a beast-lord whose animals mutated past recognition. The Echo's Binding will be haunted by the thing that destroyed it — a fire-killed forest spirit might bind you never to create warmth, or a drowned lake's Echo might demand you never let rain touch the earth.
CommunionOpening Yourself to the Sun
The Sun is always there. It is always giving. And there are moments — when the road is too long, when the Bloom is too vast, when the people behind you are too slow and the thing ahead is too fast — where a character can choose to stop resisting and let it in.
This is Communion. Not a Desperate Deal — there is no entity answering a cry for help. There is no negotiation, no hidden Binding, no face-down card. Communion is simply the choice to open yourself to the Sun's warmth and accept what it offers. It is always available. It is always tempting. And it is always, always costly.
How It Works
At any point during play, a character can declare Communion. They step into direct sunlight, stop resisting, and open themselves. This is a narrative moment — describe what it looks like, what it feels like, what breaks inside you when you stop fighting the warmth.
Mechanically: the character marks one Bloom box. In return, they gain a Communion Die — an extra d6 added to their next roll, any roll, regardless of whether it falls within their Grant, their Grey, or even against their Binding. The Communion Die does not replace the Arbiter Die or interact with it. It is simply more.
One Bloom box. One die. A clean, terrible exchange.
The Escalation
The first Communion is the hardest. The second is easier. The third feels natural. By the fourth, the character has to actively resist doing it again. This is not a mechanical compulsion — it is a narrative expectation. The GM and the table should play it accordingly: a character who has entered Communion multiple times is someone who has tasted what the Sun offers and found it sweet.
The Whisper
Once a character has entered Communion at least once, the Sun begins to whisper. Not in words — in warmth. At moments of crisis, failure, or despair, the character feels the Sun's presence like a hand on their shoulder, offering. Just one more. Just this once. I can help.
The GM should offer Communion at dramatically appropriate moments — when a roll fails, when a companion is dying, when the Crossing seems impossible. The GM does not push. The GM simply reminds the character that the option exists, the way an addict's mind reminds them that the thing they're avoiding is right there, always available, always warm.
The character always chooses. That is what makes it terrible.
Communion and the Bloom Track
Communion Bloom boxes are marked the same as Gaze boxes — they push the character toward the same transformation. But Communion boxes are harder to clear. True darkness and acts of diminishment can erase Gaze boxes normally. Communion boxes require something more: the character must refuse Communion in a moment where it would have saved someone. They must feel the Sun's offer, know that accepting would solve the problem, and say no. The table must agree the refusal was genuine and that it cost something real.
This is the setting's answer to the Greys and the Reckonings — a parallel system of temptation that operates entirely on the character's choice. No Patron is offering. No deal is being struck. The Sun is simply there, and you are simply weak, and the warmth is simply good.
At the TableWalking the Waste
Session Structure
Each session of the Ember should begin with a Crossing or the preparation for one, and end with an Arrival — reaching a Hold, finding a shelter, or collapsing somewhere defensible enough to call a rest. The road is the game. The stops are where you catch your breath.
Tone Guidance
The Ember is grief in the key of awe. The world is dying and it is beautiful — Blooms glow like cathedrals, the mutated forests are staggering in their alien grandeur, and the Sun itself paints the sky in colors that didn't exist before the waking. This is not a grey, joyless apocalypse. It is a world that is being killed by something gorgeous, and the players' characters are people who have to walk through that beauty knowing what it costs.
Combat should be infrequent and meaningful. Most threats in the Waste are not enemies — they are environments. A Bloom is not a monster to fight; it is a natural disaster to survive or circumvent. When combat does happen, it should be against other contracted walkers, desperate survivors, or the rare creature lucid enough to choose violence. Every fight should have the option of a non-violent resolution, though that resolution may cost something.
What Victory Looks Like
You will not fix the Sun. That is not the scale of this story. Victory in the Ember is the delivery made, the Hold that survives another season, the person you carried out of the Waste who is still themselves when you arrive. It is the choice to walk back into the light one more time, knowing what it costs, because someone on the other side is waiting for what you're carrying.
Larger arcs might involve finding a place where a Hold can be built that the Sun cannot reach, or discovering a way to communicate with the Sun — to teach it what "enough" means. But these are long roads, and the Ember does not promise they have endings. Sometimes the walk is the point.
A Setting of Light & Ruin