You awaken aboard the prison-ship *Ignis* in chains, branded a heretic for failing to contain your solar infusion, only to find the crew missing and the vessel drifting deep into the Cimmerian Blight. The Augurs of the Dawn, a radical faction of inquisitors, have towed the ship into the darkness to perform a 'Cleansing of Shadows,' intent on feeding every inmate to the encroaching void to prove their fanatical devotion to Phaethon. You must navigate the blinded, labyrinthine corridors of the ship and the surrounding corrupted swamp islets to uncover the ritual's weakness and rescue the politically volatile prisoner locked in the hold before the Blight consumes you all.
Set in Aethelgard · medieval · standard magic
This story resolves live against its world — edits there flow down automatically.
Stop the Augurs of the Dawn from completing their 'Cleansing of Shadows' ritual and rescue the politically volatile prisoner, Princess Lyra, from the ship's hold before the Cimmerian Blight consumes you all.
You awaken aboard the prison-ship *Ignis* in chains, branded a heretic for failing to contain your solar infusion, only to find the crew missing and the vessel drifting deep into the Cimmerian Blight. The Augurs of the Dawn, a radical faction of inquisitors, have towed the ship into the darkness to perform a 'Cleansing of Shadows,' intent on feeding every inmate to the encroaching void to prove their fanatical devotion to Phaethon. You must navigate the blinded, labyrinthine corridors of the ship and the surrounding corrupted swamp islets to uncover the ritual's weakness and rescue the politically volatile prisoner locked in the hold before the Blight consumes you all.
Your branded soul is uniquely tethered to both the Sun-God's light and the Blight's shadow. As you explore, the Blight whispers to you, offering power and showing you visions of the Augurs' hypocrisy in exchange for letting the darkness in.
Stakes: If you succumb to the whispers, your solar infusion will invert, turning you into a mindless void-creature and failing the rescue.
Princess Lyra was not imprisoned for heresy, but because she discovered the Crown-Legions secretly fund the Augurs to test magical extremes. She is a political pawn.
Stakes: If Lyra dies, the Crown-Legions will cover up the Augurs' existence, allowing them to rebuild and strike the valley again. The regional corruption remains hidden.
A claustrophobic, freezing iron cell aboard the prison-ship. Your gear has been stripped, and an anti-magic ward hums faintly in the air. You cannot leave until you pick the lock, break the bars, or find the fallen guard's key.
The damp, decaying holding cells of the prison-ship. Frost creeps along the iron bars, and the eerie silence is broken only by distant, wet scratching sounds. This is where the hero and Princess Lyra are held.
A bizarre, gravity-defying ruin suspended in the absolute darkness of the Deep. It holds the mechanism for the void-anchors dragging the Ignis into the abyss, guarded by a shadow-infused warden.
An ancient watchtower beacon sitting on the border of the valley. Its flame has been extinguished by encroaching shadows; relighting it could call for aid from the Crown-Legions before it's too late.
A hidden, opulent trading camp concealed by the light-starved oaks. The smugglers here hold the keys to the ship's cargo manifest and the location of the Pyr-Auream cache.
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