A romance fantasy where the court is watching
You were sent to make peace and to lie while doing it. The person you are lying to has worked out roughly half of it and has not yet decided what to do about the rest.
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No account, no card, nothing to install. The world's lore is already built, so it starts in seconds.
A relationship needs a memory to be a relationship
What has passed between you is kept and carried forward, so warmth is earned across turns and something said in the fourth scene is still in the room in the fortieth. The court around you has its own aims and reacts to what it sees.
The world
To end a century of war, the mortal queen sends a clever commoner to the Ember Court as a fake noble bride. The plan: spy, stall, sabotage. The complication: the fae prince is not the monster the stories promised.
The Ember Court is the seat of the fae realm of Ostara, all moonlit gardens, dangerous bargains, and beauty with teeth. Between the fae and the mortal kingdom lies an old, bloody war and a fragile betrothal meant to end it—or to be the spark that reignites it.
Who is in it
- The Ember Court
- the glittering, treacherous fae nobility of Ostara.
- The Mortal Crown
- the human kingdom that sent its spy disguised as a bride.
- The Thornblood Faction
- fae hardliners who want the war, not the peace.
Where you go
- The Ember Court
- a palace of living flame-flowers and lethal courtesies.
- The Moonbridge
- the neutral span where mortal and fae realms touch.
- The Whispering Gardens
- a maze where every fae secret is overheard by someone.
What already happened
- The Hundred-Year War
- the long conflict the betrothal is meant to finally end.
- The Betrothal Announcement
- the day the false bride was presented to the Court.
Who you can play
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Mira Fenn The false bride
A guarded, clever spy whose mission and heart are pulling violently apart.
At the start: a spy in a gilded cage, falling for the wrong person.
-
Prince Caelan Fae prince
A guarded, weary prince who wants the peace his own court is determined to burn.
At the start: bound to a bride he doesn't trust and can't stop watching.
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.
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