Embers (non-exhaustive)

Most Emberborn possess one dominant Ember and some have minor innate ones.

Clawsong (innate): Hear telepathic communications from certain animals.

Chronothene (active): Sense and manipulate time. Can slow time for everyone, for everyone except the user, and in rare cases extend the effect to others.

Embermneme (innate): Retain and recall visual information instantly.

Marrowbound (active): Transform into another form, often with enhanced abilities.

Spinescale (innate): Superior dexterity and climbing ability.

Stillbind (active): Manipulate the physical actions of others.

Stryn (active): Draw on great strength.

Veilsense (innate): Sense Ember flowing through other Emberborn. Often manifests golden shimmering, and the smell of ozone and citrus.

Windspirit (active): Run very fast.

Creatures

Bone Rat: Aggressive subterranean rodent rumored to share a hive-mind awareness.

Shadowlynx: Rare and powerful feline predator, known for its black coat and golden eyes.

Vanara Spider: Large silk-producing arachnid whose threads rival chain mail.

Whisperhawk: Highly intelligent avian capable of telepathic communication with select Emberborn.

Things

Bells: Bells ring six times a day, approximately 4 hours apart, with the sixth bell being in the middle of the night, signaling the new day.

Half Bell: Approximately two hours.

Quarter Bell: Approximately one hour.

Goldvein Root: A key ingredient in many potions, known for its healing properties.

Night Willow: A willow tree that only grows in the light of phosphorescent moss in the Underworld.

Vanara Silk: A silk spun from the Vanara Spiders, rivaling chain mail in puncture resistance.

Wildwood Sap: Extremely sticky sap from the Wildwood tree.

Wind Runner: A fast smuggling ship owned by Rook.

Analon Districts

Barracks District: Brothels, barracks, and bars. Home to soldiers, mercenaries, and the Royal Guard.

Garden District: The wealthiest district in Analon, home to the rich and powerful. Contains many nicer homes and sprawling estates.

Industrial District: Grimy part of the city, containing the city’s hard industry, factories, and prisons.

Merchant District: Contains many of the city’s permanent shops and is also home to many craftspeople and lesser merchants.

Monument District: Contains the city’s tombs and cemeteries and many modest homes.

Palace District: Home to the Gold Palace and many of the supporting buildings. Contains many of the buildings required to run the palace and is home to many of noble birth.

Temple District: Home to temples, clergy, and many of the city’s residents who have just enough wealth to move out of the Wharf District.

Wharf District: A largely run-down part of the city, but the hub of all nautical commerce and home to many of the city’s poorer residents, as well as sailors and fishermen.

Analon Places of Interest

Bleeding Oak: A 200-year-old oak tree planted to commemorate the birth of Queen Amara. Located in the middle of the Citadel Gardens.

Cas’s House: A barn and loft where Cas and his sister Elena live.

Catacombs: Miles of catacombs stretching under Analon, home to bone rats.

The Cellars: Ancient cellars below the Order of Emberlight headquarters, once part of the Ember Chapel.

Charred Snake: A run-down but bustling tavern in the Wharf District, owned by Garrick.

Citadel Library/Clock Tower: A massive library and clock tower, it’s the hub of learning and innovation of Analon. The tallest and largest building in Analon.

Citadel Market: A sprawling market housing every imaginable shop. The largest in the city.

The Ember Chapel: Once a grand chapel of the Emberborn, it now lies in ruins.

The Gold Palace: A massive palace backed up to the city walls and the mountain range behind it. The King’s seat of power in Analon.

King’s Grace Temple: A classic Gothic temple, and the largest in the city of Analon.

The Lantern Mile: The main thoroughfare of the Underworld Market.

The Ledger Hall: Large stone building housing a city bank, records, merchant guilds, and many other commerce-related activities.

Old Grove: One of the last undeveloped spots in the city, a grove of ancient trees.

Order of Emberlight Headquarters: The headquarters for the rebel group, the Order of Emberlight, located within the maze-like Underworld.

Pyrehold: A notorious prison, large and imposing with four smokestacks on top. Rumored to be home to medical experiments on prisoners.

Saltworks Row: A row of shops and businesses catering to the city wharf, including fish processing, warehouses, nautical supplies, and taverns.

Queen Amara’s Tomb: Housed at the top of the hill in the King’s Rest Cemetery is the elaborate tomb of the beloved Queen Amara.

Queen’s Causeway: A wide and grand street that runs from the Gold Palace to the Citadel Gardens.

River of Souls: An underground river connecting the Royal Tomb to Analon Bay.

Royal Guard Barracks: A complex of barracks housing the notorious Royal Guard.

The Underworld: A sprawling under-city formed when the city was rebuilt on top of the ruins of a great fire. Claimed by thieves and home to the Underworld Market and Lantern Mile.

The Underworld Market: A large market in the Underworld, catering to thieves and mercenaries.

Velmorra Places of Interest

Analon: The sprawling capital city of Velmorra. A city of contrasts with many wonders and privileged people, but with a strong class divide and rife with evil and corruption.

Analon Bay: A large bay east of Analon, critical for commerce.

Analon River: A river that runs through the middle of Analon.

Bitterridge Keep: An ancient keep, once a key defensive spot when Velmorra was split into southern and northern regions.

Brackmar: A medium-sized port town, close to Analon. Handles much of the surplus business that Analon cannot handle.

Brinewatch: The third-largest city in Southern Velmorra, it’s the hub of nautical trade in the area.

Frostbreak: A town just on the edge of the Everwinter Mountains, and the last stop before the trek to Northern Velmorra.

Grey Spit: A smaller-sized port town.

Ironfall: A city of industry, the second-largest city in Southern Velmorra. Home to smelters processing the ore from the Rustspire Mountains.

Meadowrun: An idyllic farming community.

Redfield/Eastmire: Farming communities, largely responsible for the food production of Velmorra.

Shadowfen: A small town centered around a keep largely exists for defensive purposes.

Titan’s Span: An ancient bridge spanning a chasm, north of Bitterridge Keep.

Thornfell: A town that exists simply to serve Thornfell Keep. Clean, functional, and oppressive.

Thornfell Keep: A tall, lavish, grotesque private citadel to the king. It’s built on a small island just off the mainland, with a single bridge connecting it.

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