High fantasy with one egg and everybody hunting it
You are the last of an order that used to have a hall, a banner and several hundred members. What is left of it is one unhatched egg and however far you can carry it.
No account, no card, nothing to install. The world's lore is already built, so it starts in seconds.
A quest needs a world that was there first
The order, the hunters and the places you move between exist as written facts before you start, so the road has things on it you did not put there and the game master does not invent a kingdom to get out of a scene.
The world
The dragons are nearly gone, hunted to the edge of myth. When the last unhatched egg surfaces, a lone rider and her dying wyrm race the Hunters' Guild to give the species one more dawn.
Emberreach is a high-fantasy realm of volcanic peaks and sky-kingdoms once ruled from dragonback. After the Culling, dragons are bounty and legend, their riders scattered. The bond between rider and wyrm is the rarest magic left in the world.
Who is in it
- Order of the Last Wing
- the few surviving dragonriders, hidden and hunted.
- Wyrm-Hunters' Guild
- the licensed killers who profit from dragon parts.
- The Ashcrown Throne
- the human kingdom that outlawed dragons after the Culling.
Where you go
- Emberreach Spire
- an extinct volcano that once cradled a hundred dragon nests.
- The Hunters' Bastion
- the guild fortress where bounties and trophies are tallied.
- The Hidden Roost
- the secret eyrie where the last riders shelter.
What already happened
- The Culling
- the war that nearly exterminated the dragons and their riders.
- The Surfacing of the Last Egg
- the discovery that set hunters and riders racing.
Who you can play
-
Kaelin Ash Last dragonrider
A fierce, lonely rider who would burn the world before she'd let the last dragon fall.
At the start: bonded to a dying wyrm and carrying the species' last hope.
-
Garrick Vane Guild defector
A grizzled ex-hunter trying to undo a lifetime of killing the very thing he now protects.
At the start: a turncoat hunted by his former guild.
Or write your own character — the setup form takes a name, a background and what you are good at, and the game master works from that instead.
How a turn works
- You say what your character does, in your own words.
- What you attempted is weighed against your character sheet and the state of the scene — and the outcome is settled before the scene is written, so the part telling the story does not get to decide that you succeeded.
- The game master narrates what happened, grounded in the world's own characters, factions and places, and remembers it for the rest of the run.