:: SeekerStart Mara appears pleased with this answer. She lifts up your sleeve and slowly rests her hand on your shoulder. You are marked with the Sigil of Ash. Mara gives you an acknowldeging nod. ''"Then you will walk where the flame calls you. The shards await."'' [[Choose your destination. | Shard Selection]]:: MercenaryStart Mara allows you to take the scroll, and deposits valuable coins into your outstretched hand. You have chosen to begin your journey, but things are not going to be easy. Mara is finding it hard to trust you. ''"Doing things for the wrong reasons is not fondly seen."'' You have shown wealth to be your priority, but will this hinder your mission, or perhaps threaten your very existence? [[Choose your destination. | Shard Selection 2]]:: DenialStart You pass up on the scroll, not wanting to believe in prophecy. Mara does not even acknowledge you, she simply rises and leaves the tavern. You get another drink and try to forget about what just occured. In the coming days, you become aware of a presence following you. It seems obsolete at first, but it is not. Leaving the tavern one night, members of the Cult of Emberwatch surround you on a darkened alley. They take your life swiftly, leaving your body cold on the ground. :: FlameEaterStart You watch horror erupt on Mara's face as the scroll bursts into flames. As the fire envelops the parchment, something rumbles deep within your soul. Something primal has awakened. You feel dangerous, ready to march the path of the flame. [[Choose your destination. | Shard Selection 3]]:: Start The year is 647 AB (After Binding). In the frost-bitten village of Brindlehook, nestled deep within the Ashworn Mountains, the ancient Verdant Bell rings for the first time in generations. You awaken from a violent nightmare of ash and the screams of the stars. In the tavern that night, a low fire burns. the frost-covered windows show a shadow. A figure enters through the door, revealing a woman wrapped in a heavy cloak. Each habitant turns and silence consumes the room. You focus on her face, where one eye is a milky color with no pupil. The normal eye is anything but, burning with something you can't quite decipher. She sits down next to you. ''"I am Mara Veylan,"'', she says, her one-eyed stare piercing through your skull. Her words come out as a low rasp, as if her lungs have been burned. ''"I saw you in the flame. I saw you choosing death. I saw you choosing everything."'' She reaches into her cloak, removing a scroll with singed edges. It is sealed with wax in the shape of a circling flame. Mara slowly leans closer to your face, her breath burning your sinuses. ''"The ember is waking. Five shards. Five keys. One fate. Blood will answer the flame. But will you command it... or become it?"'' What do you do? * [["Tell me more. What must I do?" | SeekerStart]] * [["What's in it for me?" | MercenaryStart]] * [["This is fantasy. Leave me out of it!" | DenialStart]] * [[Burn the scroll. | FlameEaterStart]] :: ShardSelection Your journey has begun. The noble path lies ahead, one that will challenge you every step of the way. Five elemental shards lie across the lands, each waiting for you. You walk out of the tavern, not knowing where to go first. Just then, a map appears across the scroll, displaying five kingdoms. Each holds one shard. All that is left to do is to choose where you will go first. Which kingdom shall you enter? [[Kingdom of Valestride (Air) |Valestride]] [[Kingdom of Drakzunn (Stone) |Drakzunn]] [[Empire of Nalmiren (Water) |Nalmiren]] [[Scorched Realm of Azkrathe (Fire) |Azkrathe]] [[Shadow Vale of Nethreos (Shadow) |Nethreos]] :: ShardSelection2 Your journey has begun. The greedy path lies ahead, one that will challenge you every step of the way. Five elemental shards lie across the lands, each waiting for you. You walk out of the tavern, not knowing where to go first. Just then, a map appears across the scroll, displaying five kingdoms. Each holds one shard. All that is left to do is to choose where you will go first. Which kingdom shall you enter? [[Kingdom of Valestride (Air) |Valestride2]] [[Kingdom of Drakzunn (Stone) |Drakzunn2]] [[Empire of Nalmiren (Water) |Nalmiren2]] [[Scorched Realm of Azkrathe (Fire) |Azkrathe2]] [[Shadow Vale of Nethreos (Shadow) |Nethreos2]]:: ShardSelection3 The path of rebellion awaits you. You have begun a journey that will serve the embers of chaos as you continue. No one can know what will come of this, but you are now to be feared by all who cross your path. The five kingdoms across the land likely hold the five elemental shards, which you will need to reach your final destination. Which kingdom shall you enter? [[Kingdom of Valestride (Air) |Valestride3]] [[Kingdom of Drakzunn (Stone) |Drakzunn3]] [[Empire of Nalmiren (Water) |Nalmiren3]] [[Scorched Realm of Azkrathe (Fire) |Azkrathe3]] [[Shadow Vale of Nethreos (Shadow) |Nethreos3]]:: Valestride The wind howls as you gaze upon the vast array of floating cities, each tethered by the central aetherstone. Towering buildings and cathedrals move in the distance, leaving you in awe. However, something is wrong. The Spireheart Engine - a great construct of air crystals - is beginning to fail. Storms are consuming the skies. A windforged elf named Serelai meets you at the docks as your flying ship arrives. She says to you, ''"We need your help. If the engine fails, we all fall"'' You now have two choices. You can either help the elves save their kingdom, or you can find and take the zephyrcore, which contains the air crystal and keeps the Spireheart Engine running. What will you do? * [[Help repair the Spireheart Engine | Valestride help]] * [[Steal the zephyrcore from the vault | Valestride steal]] :: Drakzunn Drakzunn is the kingdom of stone. As your ship decends to the ground, you see the entrance beneath you. A large door leads to a tunnel going down under the Earth. The descent into Drakzunn is not taken lightly. You ride an ancient chain-lift deep beneath the stone veins of the Ashworn Mountains, past glowing moss and rune-marked tunnels. The air thickens with smoke and iron. Lanterns gutter in the pressure. At last, the cavern-city of Thar'Grindel reveals itself: a colossal vault of stone, lit by magma rivers and ember-furnaces. The Forge Council awaits. Clad in obsidian robes and veined metal skin, they speak gravely of the Earthbind Core. ''“Something ancient stirs,”'' says High Forger Thorenk. ''“The Shard sings in its sleep.”'' As he speaks, an earthquake splits the floor. A mine beneath the city has collapsed, leaving dozens of workers trapped. The shard lies unguarded in a chamber, there for the taking. What will you do? * [[Rescue the trapped miners in the underforge. | Drakzunn Help]] * [[Leave them behind to claim the shard unopposed. | Drakzunn Steal]] :: Nalmiren The Empire of Nalmiren is a realm of glistening tides and drowned thrones. Towering spires rise from the sea like coral blades, their beauty now marred by flame and cannonfire. You arrive at the port city of Tidecrest, where waves crash against broken docks and the air reeks of salt and smoke. Pirates loyal to Veyra Blackwake now rule the Coral Thrones, having dethroned the Sea Court in a single night of crimson tide. The rightful ruler, the TideLord, has been executed. His daughter, the princess, has been exiled. The water shard remains under the protection of the pirates. It could be easy to befriend them and earn the shard, but the kingdom would remain in turmoil and unrest. You are left with two choices. [[Support the Tidelord’s exiled daughter in rebellion | NalmirenRebel]] [[Ally with Pirate Queen Veyra Blackwake | NalmirenPirate]]:: Azkrathe The Scorched Realm of Azkrathe is a land of blistered winds and shimmering glass dunes. Long ago, it was said the gods wept fire upon it, turning rivers to vapor and cities to molten graves. At night, the sands whisper in tongues no living being remembers. You arrive at the edge of the Glassveil Expanse, where the desert reflects the sky like a fractured mirror. An Ashwoken caravan awaits. Their leader, Siras of the Burned Tongue, speaks without words—his voice scorched away in some forgotten rite. Still, his meaning is clear: the Ember is near. In the distance, the obsidian pillar pulses faintly. It contains the fire shard, which has been growing restless. The Askwoken make it clear that they must forge another power source for their kingdom: one that does not rely on the shard. You could help them and leave with the shard and their gratitude, or you could remove the shard on your own. What will you do? How will you proceed? [[Help forge a new power source | AzkratheHelp]] [[Remove the shard from the obsidian pillar | AzkratheSteal]] :: Nethreos The Vale of Nethreos lies beneath a twilight sky that never brightens. Shadows move without owners, and the trees bleed ink when cut. It is a land caught between dusk and dream, where Whisperfolk barter secrets for memories. You find a black blade lying in the dark forest. You pick it up, and it starts to bind itself to your very soul. You try to control it, and a battle of wills ensues. You manage to gain dominion over the blade, wielding it with a purpose. It is the first weapon you have claimed for yourself, and you can feel its power coursing through you. As you cross the Waning Bridge, a voice echoes in your mind. Not heard, but felt—like fingers trailing across your thoughts. A figure emerges: Vellin, a sentient shadow with a voice like velvet and grief. ''"You seek the Nocturne Ember. So do others. But they would unchain what was meant to sleep. I offer you truth. Or I offer you power."'' Vellin has given you a choice. You can follow him towards the Nocturne Ember, known to you as the shadow shard, where he will give it to you willingly, or you may choose the path of darkness and steal the shard by force. What will you do? [[Trust Vellin and walk the Path of Twilight | Nethreos Seeker]] [[Bind Vellin into your weapon and seize cursed might | Nethreos Mercenary]] :: Valestride2 The wind howls as you gaze upon the vast array of floating cities, each tethered by the central aetherstone. Towering buildings and cathedrals move in the distance, leaving you in awe. However, something is wrong. The Spireheart Engine - a great construct of air crystals - is beginning to fail. Storms are consuming the skies. A windforged elf named Serelai meets you at the docks as your flying ship arrives. She says to you, ''"We need your help. If the engine fails, we all fall"'' You now have two choices. You can either help the elves save their kingdom, or you can find and take the zephyrcore, which contains the air crystal and keeps the Spireheart Engine running. What will you do? * [[Help repair the Spireheart Engine | Valestride help]] * [[Steal the zephyrcore from the vault | Valestride steal]] :: Drakzunn2 Drakzunn is the kingdom of stone. As your ship decends to the ground, you see the entrance beneath you. A large door leads to a tunnel going down under the Earth. The descent into Drakzunn is not taken lightly. You ride an ancient chain-lift deep beneath the stone veins of the Ashworn Mountains, past glowing moss and rune-marked tunnels. The air thickens with smoke and iron. Lanterns gutter in the pressure. At last, the cavern-city of Thar'Grindel reveals itself: a colossal vault of stone, lit by magma rivers and ember-furnaces. The Forge Council awaits. Clad in obsidian robes and veined metal skin, they speak gravely of the Earthbind Core. ''“Something ancient stirs,”'' says High Forger Thorenk. ''“The Shard sings in its sleep.”'' As he speaks, an earthquake splits the floor. A mine beneath the city has collapsed, leaving dozens of workers trapped. The shard lies unguarded in a chamber, there for the taking. What will you do? * [[Rescue the trapped miners in the underforge. | Drakzunn Help]] * [[Leave them behind to claim the shard unopposed. | Drakzunn Steal]] :: Nalmiren2 The Empire of Nalmiren is a realm of glistening tides and drowned thrones. Towering spires rise from the sea like coral blades, their beauty now marred by flame and cannonfire. You arrive at the port city of Tidecrest, where waves crash against broken docks and the air reeks of salt and smoke. Pirates loyal to Veyra Blackwake now rule the Coral Thrones, having dethroned the Sea Court in a single night of crimson tide. The rightful ruler, the TideLord, has been executed. His daughter, the princess, has been exiled. The water shard remains under the protection of the pirates. It could be easy to befriend them and earn the shard, but the kingdom would remain in turmoil and unrest. You are left with two choices. [[Support the Tidelord’s exiled daughter in rebellion | NalmirenRebel]] [[Ally with Pirate Queen Veyra Blackwake | NalmirenPirate]]:: Azkrathe2 The Scorched Realm of Azkrathe is a land of blistered winds and shimmering glass dunes. Long ago, it was said the gods wept fire upon it, turning rivers to vapor and cities to molten graves. At night, the sands whisper in tongues no living being remembers. You arrive at the edge of the Glassveil Expanse, where the desert reflects the sky like a fractured mirror. An Ashwoken caravan awaits. Their leader, Siras of the Burned Tongue, speaks without words—his voice scorched away in some forgotten rite. Still, his meaning is clear: the Ember is near. In the distance, the obsidian pillar pulses faintly. It contains the fire shard, which has been growing restless. The Askwoken make it clear that they must forge another power source for their kingdom: one that does not rely on the shard. You could help them and leave with the shard and their gratitude, or you could remove the shard on your own. What will you do? How will you proceed? [[Help forge a new power source | AzkratheHelp]] [[Remove the shard from the obsidian pillar | AzkratheSteal]] :: Nethreos2 The Vale of Nethreos lies beneath a twilight sky that never brightens. Shadows move without owners, and the trees bleed ink when cut. It is a land caught between dusk and dream, where Whisperfolk barter secrets for memories. You find a black blade lying in the dark forest. You pick it up, and it starts to bind itself to your very soul. You try to control it, and a battle of wills ensues. You manage to gain dominion over the blade, wielding it with a purpose. It is the first weapon you have claimed for yourself, and you can feel its power coursing through you. As you cross the Waning Bridge, a voice echoes in your mind. Not heard, but felt—like fingers trailing across your thoughts. A figure emerges: Vellin, a sentient shadow with a voice like velvet and grief. ''"You seek the Nocturne Ember. So do others. But they would unchain what was meant to sleep. I offer you truth. Or I offer you power."'' Vellin has given you a choice. You can follow him towards the Nocturne Ember, known to you as the shadow shard, where he will give it to you willingly, or you may choose the path of darkness and steal the shard by force. What will you do? [[Trust Vellin and walk the Path of Twilight | Nethreos Seeker]] [[Bind Vellin into your weapon and seize cursed might | Nethreos Mercenary]] :: Valestride3 The wind howls as you gaze upon the vast array of floating cities, each tethered by the central aetherstone. Towering buildings and cathedrals move in the distance, leaving you in awe. However, something is wrong. The Spireheart Engine - a great construct of air crystals - is beginning to fail. Storms are consuming the skies. A windforged elf named Serelai meets you at the docks as your flying ship arrives. She says to you, ''"We need your help. If the engine fails, we all fall"'' You now have two choices. You can either help the elves save their kingdom, or you can find and take the zephyrcore, which contains the air crystal and keeps the Spireheart Engine running. What will you do? [[Call the fire within to ignite the failing engines | Valestride Flame Eater]]:: Drakzunn3 Drakzunn is the kingdom of stone. As your ship decends to the ground, you see the entrance beneath you. A large door leads to a tunnel going down under the Earth. The descent into Drakzunn is not taken lightly. You ride an ancient chain-lift deep beneath the stone veins of the Ashworn Mountains, past glowing moss and rune-marked tunnels. The air thickens with smoke and iron. Lanterns gutter in the pressure. At last, the cavern-city of Thar'Grindel reveals itself: a colossal vault of stone, lit by magma rivers and ember-furnaces. The Forge Council awaits. Clad in obsidian robes and veined metal skin, they speak gravely of the Earthbind Core. ''“Something ancient stirs,”'' says High Forger Thorenk. ''“The Shard sings in its sleep.”'' As he speaks, an earthquake splits the floor. A mine beneath the city has collapsed, leaving dozens of workers trapped. The shard lies unguarded in a chamber, there for the taking. What will you do? [[Melt the stone to free the trapped dwarves | Drakzunn Flame Eater]]:: Nalmiren The Empire of Nalmiren is a realm of glistening tides and drowned thrones. Towering spires rise from the sea like coral blades, their beauty now marred by flame and cannonfire. You arrive at the port city of Tidecrest, where waves crash against broken docks and the air reeks of salt and smoke. Pirates loyal to Veyra Blackwake now rule the Coral Thrones, having dethroned the Sea Court in a single night of crimson tide. The rightful ruler, the TideLord, has been executed. His daughter, the princess, has been exiled. The water shard remains under the protection of the pirates. It could be easy to befriend them and earn the shard, but the kingdom would remain in turmoil and unrest. What will you do? [[Boil the tides to sink the pirate queen's fleet | Nalmiren Flame Eater]]:: Azkrathe The Scorched Realm of Azkrathe is a land of blistered winds and shimmering glass dunes. Long ago, it was said the gods wept fire upon it, turning rivers to vapor and cities to molten graves. At night, the sands whisper in tongues no living being remembers. You arrive at the edge of the Glassveil Expanse, where the desert reflects the sky like a fractured mirror. An Ashwoken caravan awaits. Their leader, Siras of the Burned Tongue, speaks without words—his voice scorched away in some forgotten rite. Still, his meaning is clear: the Ember is near. In the distance, the obsidian pillar pulses faintly. It contains the fire shard, which has been growing restless. The Askwoken make it clear that they must forge another power source for their kingdom: one that does not rely on the shard. You could help them and leave with the shard and their gratitude, or you could remove the shard on your own. What will you do? [[Step into the glass maw and let the flames speak | Azkrathe Flame Eater]]:: Nethreos The Vale of Nethreos lies beneath a twilight sky that never brightens. Shadows move without owners, and the trees bleed ink when cut. It is a land caught between dusk and dream, where Whisperfolk barter secrets for memories. You find a black blade lying in the dark forest. You pick it up, and it starts to bind itself to your very soul. You try to control it, and a battle of wills ensues. You manage to gain dominion over the blade, wielding it with a purpose. It is the first weapon you have claimed for yourself, and you can feel its power coursing through you. As you cross the Waning Bridge, a voice echoes in your mind. Not heard, but felt—like fingers trailing across your thoughts. A figure emerges: Vellin, a sentient shadow with a voice like velvet and grief. ''"You seek the Nocturne Ember. So do others. But they would unchain what was meant to sleep. I offer you truth. Or I offer you power."'' Vellin has given you a choice. You can follow him towards the Nocturne Ember, known to you as the shadow shard, where he will give it to you willingly, or you may choose the path of darkness and steal the shard by force. What will you do? [[Breathe flame into your own shadow | Nethreos Flame Eater]]:: ValestrideHelp You follow Serelai into the rumbling heart of the kingdom, where you feel a power in the air. The power grows stronger as you enter the Spireheart Engine. Aether energy in the air swirls around you, escaping as droves of elven engineers try to contain it. Suddenly a white bolt of pure energy expels itself from the engine. The power of the Zephyrcore is leaving. You put yourself in front of the bolt, and somehow are unharmed. The bolt is absorbed in your spirit. You transfer the energy back to the engine, resetting its lifecycle. The city is saved. Your efforts give the engine new life without the need of the shard. Serelai grants you a token of flight, and hands you the air shard, to show their gratitude. Where will you go next? (if: (visited: "Valestride") or (visited: "Valestride2"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride]] ] (if: (visited: "Drakzunn") or (visited: "Drakzunn2"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn]] ] (if: (visited: "Nalmiren") or (visited: "Nalmiren2"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren]] ] (if: (visited: "Azkrathe") or (visited: "Azkrathe2"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe]] ] (if: (visited: "Nethreos") or (visited: "Nethreos2"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos]] ] |check>[ (if: ((visited: "Valestride") or (visited: "Valestride2")) and ((visited: "Drakzunn") or (visited: "Drakzunn2")) and ((visited: "Nalmiren") or (visited: "Nalmiren2")) and ((visited: "Azkrathe") or (visited: "Azkrathe2")) and ((visited: "Nethreos") or (visited: "Nethreos2")) )[ * [[Sealer Ending (Unlocked)->Sealer Ending]] ] ] :: ValestrideSteal Serelai leads you into the Spireheart Engine. You quickly bolt away towards the vault at the center of the construct. The vault contains the Zephyrcore, the air crystal you seek. Through a series of cries and screams from the elves, you rip the Zephyrcore out of the vault, and ride its air energy back to your ship. You watch as the kingdon falls from the sky, crumbling beneath you. Where will you go next? (if: (visited: "Valestride") or (visited: "Valestride2"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride2]] ] (if: (visited: "Drakzunn") or (visited: "Drakzunn2"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn2]] ] (if: (visited: "Nalmiren") or (visited: "Nalmiren2"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren2]] ] (if: (visited: "Azkrathe") or (visited: "Azkrathe2"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe2]] ] (if: (visited: "Nethreos") or (visited: "Nethreos2"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos2]] ] |check>[ (if: ((visited: "Valestride") or (visited: "Valestride2")) and ((visited: "Drakzunn") or (visited: "Drakzunn2")) and ((visited: "Nalmiren") or (visited: "Nalmiren2")) and ((visited: "Azkrathe") or (visited: "Azkrathe2")) and ((visited: "Nethreos") or (visited: "Nethreos2")) )[ * [[Wielder Ending (Unlocked)->Wielder Ending]] ] ] :: DrakzunnHelp You brave your way through a network of rumbling tunnels. The entrace to the mine is blocked. Suddenly, a golem made of stone awakens from the depths, smashing through the blockage. You continue down and, along with others, carry the mine workers to safety through falling debris and deadly flames. You make it out with the last worker just as the mine fully collapses. The city of Drakzunn grants you the earth shard and honors you for your bravery as you depart. Where will you go next? (if: (visited: "Valestride") or (visited: "Valestride2"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride]] ] (if: (visited: "Drakzunn") or (visited: "Drakzunn2"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn]] ] (if: (visited: "Nalmiren") or (visited: "Nalmiren2"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren]] ] (if: (visited: "Azkrathe") or (visited: "Azkrathe2"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe]] ] (if: (visited: "Nethreos") or (visited: "Nethreos2"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos]] ] |check>[ (if: ((visited: "Valestride") or (visited: "Valestride2")) and ((visited: "Drakzunn") or (visited: "Drakzunn2")) and ((visited: "Nalmiren") or (visited: "Nalmiren2")) and ((visited: "Azkrathe") or (visited: "Azkrathe2")) and ((visited: "Nethreos") or (visited: "Nethreos2")) )[ * [[Sealer Ending (Unlocked)->Sealer Ending]] ] ] :: DrakzunnSteal You ignore the pleas from the council and make a break for the chamber containing the shard. Guards begin to gather towards your location. You reach the shard and remove it from the chamber. The Shard is yours. But as you lift it, a ghostly chorus of betrayed souls screams from the rock. The stone itself remembers your cowardice. You fight through waves of guards as you make a break for the lift. It carries you back to your ship and you depart with no remorse. Where will you go next? (if: (visited: "Valestride") or (visited: "Valestride2"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride2]] ] (if: (visited: "Drakzunn") or (visited: "Drakzunn2"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn2]] ] (if: (visited: "Nalmiren") or (visited: "Nalmiren2"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren2]] ] (if: (visited: "Azkrathe") or (visited: "Azkrathe2"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe2]] ] (if: (visited: "Nethreos") or (visited: "Nethreos2"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos2]] ] |check>[ (if: ((visited: "Valestride") or (visited: "Valestride2")) and ((visited: "Drakzunn") or (visited: "Drakzunn2")) and ((visited: "Nalmiren") or (visited: "Nalmiren2")) and ((visited: "Azkrathe") or (visited: "Azkrathe2")) and ((visited: "Nethreos") or (visited: "Nethreos2")) )[ * [[Wielder Ending (Unlocked)->Wielder Ending]] ] ] :: Nalmiren Pirate You find Veyra Blackwake aboard the Wailing Pearl, a ghostly galleon wreathed in mist. She welcomes you with a grin and a blade drawn. You swear your allegiance to her cause, and she lowers her sword. By choosing her side, you help her tighten her grip on the empire. In return, she offers you the Drowned Flame, stolen from the Sea Court's deepest vault. You have found what you came for, and prepare to depart from the broken kingdom. The shard, however, is cursed now. As you leave, you hear whispers throughout your ship. The lost souls of the kingdom are here to haunt you, and the sea itself resents your existence. (if: (visited: "Valestride") or (visited: "Valestride2"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride2]] ] (if: (visited: "Drakzunn") or (visited: "Drakzunn2"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn2]] ] (if: (visited: "Nalmiren") or (visited: "Nalmiren2"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren2]] ] (if: (visited: "Azkrathe") or (visited: "Azkrathe2"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe2]] ] (if: (visited: "Nethreos") or (visited: "Nethreos2"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos2]] ] |check>[ (if: ((visited: "Valestride") or (visited: "Valestride2")) and ((visited: "Drakzunn") or (visited: "Drakzunn2")) and ((visited: "Nalmiren") or (visited: "Nalmiren2")) and ((visited: "Azkrathe") or (visited: "Azkrathe2")) and ((visited: "Nethreos") or (visited: "Nethreos2")) )[ * [[Wielder Ending (Unlocked)->Wielder Ending]] ] ] ::Nalmiren Rebel You meet the exiled princess beneath the wreck of a sea temple. She bears the Mark of the Deep and speaks with the voice of the tide itself. She has been secretly planning a rebellion, speaking through the sea to gather people loyal to the true heir. Her plans are almost ready, she just needs someone like you, someone who has been prophecized to help her kingdom, someone with special properties. With your help, her rebellion strikes at the pirate strongholds. In the aftermath of battle, she leads you to a hidden shrine beneath the waves. There, the Drowned Flame awaits, guarded by tidebound spirits. The Drowned Flame is the lifeblood of the kingdom. You take it, and in doing so, gain the blessing of the water gods—and a relic pulsing with ancient tideborn power. The Drowned Flame, a name for the water shard, is now yours. Where will you go next? (if: (visited: "Valestride") or (visited: "Valestride2"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride]] ] (if: (visited: "Drakzunn") or (visited: "Drakzunn2"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn]] ] (if: (visited: "Nalmiren") or (visited: "Nalmiren2"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren]] ] (if: (visited: "Azkrathe") or (visited: "Azkrathe2"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe]] ] (if: (visited: "Nethreos") or (visited: "Nethreos2"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos]] ] |check>[ (if: ((visited: "Valestride") or (visited: "Valestride2")) and ((visited: "Drakzunn") or (visited: "Drakzunn2")) and ((visited: "Nalmiren") or (visited: "Nalmiren2")) and ((visited: "Azkrathe") or (visited: "Azkrathe2")) and ((visited: "Nethreos") or (visited: "Nethreos2")) )[ * [[Sealer Ending (Unlocked)->Sealer Ending]] ] ] :: Azkrathe Help You work with the Ashwoken to gather flaming rock from across the kingdom. As the material piles up, even the kingdom natives have trouble handling it. The pure heat becomes too much for even those born from the ash. You grab the pile of rocks and flame in your hands, fighting through the intense heat, and push it all together. When you open your hands, a gorgeous red gem lies within them. The Ashwoken place the new gem in the obsidian pillar and give you the original as a token of their undying gratitude. You depart the kingdom, and the flames speak well of your name. Where will you go next? (if: (visited: "Valestride") or (visited: "Valestride2"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride]] ] (if: (visited: "Drakzunn") or (visited: "Drakzunn2"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn]] ] (if: (visited: "Nalmiren") or (visited: "Nalmiren2"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren]] ] (if: (visited: "Azkrathe") or (visited: "Azkrathe2"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe]] ] (if: (visited: "Nethreos") or (visited: "Nethreos2"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos]] ] |check>[ (if: ((visited: "Valestride") or (visited: "Valestride2")) and ((visited: "Drakzunn") or (visited: "Drakzunn2")) and ((visited: "Nalmiren") or (visited: "Nalmiren2")) and ((visited: "Azkrathe") or (visited: "Azkrathe2")) and ((visited: "Nethreos") or (visited: "Nethreos2")) )[ * [[Sealer Ending (Unlocked)->Sealer Ending]] ] ] :: Azkrathe Steal You run from the Glassveil Expanse, sprinting towards the obsidian pillar. Your prize lies there, ready for you to take it. The Ashwoken realize your intentions and quickly gather to stop you in your tracks. As the winds blow furiously, you manipulate them somehow, sending scores of guards flying away. Inside the pillar, you reach out and summon the fire shard into your awaiting hands. It drops into your palms, and you make for the exit. As more guards circle around you, the fire shard spews lava from its core, burning the Ashwoken to a crisp. You reach your ship and depart as flames begin to engulf the kingdom. You have successfully gained a shard, but a kingdom has crumbled because of your actions. Where will you go next? (if: (visited: "Valestride") or (visited: "Valestride2"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride2]] ] (if: (visited: "Drakzunn") or (visited: "Drakzunn2"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn2]] ] (if: (visited: "Nalmiren") or (visited: "Nalmiren2"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren2]] ] (if: (visited: "Azkrathe") or (visited: "Azkrathe2"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe2]] ] (if: (visited: "Nethreos") or (visited: "Nethreos2"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos2]] ] |check>[ (if: ((visited: "Valestride") or (visited: "Valestride2")) and ((visited: "Drakzunn") or (visited: "Drakzunn2")) and ((visited: "Nalmiren") or (visited: "Nalmiren2")) and ((visited: "Azkrathe") or (visited: "Azkrathe2")) and ((visited: "Nethreos") or (visited: "Nethreos2")) )[ * [[Wielder Ending (Unlocked)->Wielder Ending]] ] ] :: NethreosSeeker You extend your hand—not in dominance, but trust. Vellin coils around your wrist, not as a shackle, but a guide. He will lead you along the path to the shard, warding off the hostile shadows as you go. He acts as your guide and your protector through the eternal darkness. Together you enter the Tomb of the Lost Patron, where forgotten oaths are kept in silence and stone. Vellin creates a light that hovers in front of you, guiding you through the blackened halls. Inside, you witness a fragment of the first shadow—what the gods chained and feared. Vellin shows you how to lock it tighter. It has been loosening, and the kingdom, perhaps the world, could crumble if it were to break free. As you seal the tomb, Vellin releases the shadow shard from his very being, and it hovers towards your grasp. You are one step closer to your journey's end. Where will you go next? (if: (visited: "Valestride") or (visited: "Valestride2"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride]] ] (if: (visited: "Drakzunn") or (visited: "Drakzunn2"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn]] ] (if: (visited: "Nalmiren") or (visited: "Nalmiren2"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren]] ] (if: (visited: "Azkrathe") or (visited: "Azkrathe2"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe]] ] (if: (visited: "Nethreos") or (visited: "Nethreos2"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos]] ] |check>[ (if: ((visited: "Valestride") or (visited: "Valestride2")) and ((visited: "Drakzunn") or (visited: "Drakzunn2")) and ((visited: "Nalmiren") or (visited: "Nalmiren2")) and ((visited: "Azkrathe") or (visited: "Azkrathe2")) and ((visited: "Nethreos") or (visited: "Nethreos2")) )[ * [[Sealer Ending (Unlocked)->Sealer Ending]] ] ] :: NethreosMercenary A whisper comes to you from the first shadow. It teaches you how to speak the ancient Rite of Binding. You choose power over friendship, and perform the ritual. Vellin screams in betrayal as his shadowy being is absorbed and bound into the blade of your dark sword. You follow the whispers from the first shadow as they lead you to the Tomb of the Lost Patron. The tomb holding the first shadow, an evil being, is starting to open. Instead of sealing it shut again, you open it fully, releasing a nightmare into the kingdom of Nethreos. The first shadow rewards you by pulling the shadow shard from Vellin's essence within the blade. Shadow entities try to stop your escape, but with your new blade you slash through them with ease. You escape the land, but Vellin's essence whispers curses from within the blade as you sleep. Where will you go next? (if: (visited: "Valestride") or (visited: "Valestride2"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride]] ] (if: (visited: "Drakzunn") or (visited: "Drakzunn2"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn]] ] (if: (visited: "Nalmiren") or (visited: "Nalmiren2"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren]] ] (if: (visited: "Azkrathe") or (visited: "Azkrathe2"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe]] ] (if: (visited: "Nethreos") or (visited: "Nethreos2"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos]] ] |check>[ (if: ((visited: "Valestride") or (visited: "Valestride2")) and ((visited: "Drakzunn") or (visited: "Drakzunn2")) and ((visited: "Nalmiren") or (visited: "Nalmiren2")) and ((visited: "Azkrathe") or (visited: "Azkrathe2")) and ((visited: "Nethreos") or (visited: "Nethreos2")) )[ * [[Wielder Ending (Unlocked)->Wielder Ending]] ] ] :: SealerEnding You arrive at the Emberwake's core, its might and power booming around you. The ancient glyphs surrounding the Emberwake’s core pulse in time with your heartbeat, awaiting your command. Above you, the sky fractures. The sun flickers. The Ember stirs, a godless fire screaming for a world to consume. The world is on the brink of destruction, and you possess the only known way to stop the madness. You kneel before the Flameheart Crucible, placing the five Shards in the binding rings. Each elemental spirit bound within shrieks—some in sorrow, some in rage. They are reaching the end of their lives, but it will save the world. The Emberwake moans but does not seal. Mara Veylan appears from the smoke, her cloak in tatters, her milky eye weeping flame. ''"You understand, don’t you? One more soul is needed. One last seal. A willing sacrifice."'' You nod in her direction. You know what this means. Someone must become the final piece of the sealing ritual. You must do this, no matter how much it hurts. How will you proceed? [[Sacrifice yourself to seal the Emberwake | The Flamebound Seal]] [[Sacrifice the life of another | The Guilty Flame]] :: WielderEnding You have the five elemental shards. They are all under your control. Some of the choices you made were not honorable, but you are here all the same. People beg for you to seal the Emberwake, putting an end to the fear enveloping the world. However, you have different plans. You mean to control it. What happens next? [[You master the flame | Fireborn Sovereign]] [[You fail to control the flame | Ashfall]]::TheFlameboundSeal Your companions—if any still remain—plead, but they do not stop you. They know. The fire must sleep. Or the world will. You step into the crucible. The heat sears away your name, your memories, your fear. The flames remember everything you chose. Every mercy. Every mistake. You do not scream. There is no pain. Above, the Ember shrinks into a coal. It is placed back into its ancient cage. The world breathes a monumental sigh of relief. In centuries to come, they will tell stories of the Flame-Sealer. Some will say you were a god. Others, a fool. A few will whisper your true name, passed down in secret rites. The world owes you a debt that could never be repayed. You have saved them all. The tale is over—for now. But stories like these were born to burn again. ''To fully reset your journey, refresh the page after clicking below.'' [[Begin Anew->Start Game]] :: TheGuiltyFlame The Ember stirs, furious and unbound. The five shards are assembled, but the final seal demands blood—a willing soul, tethered to the flame by choice or by fate. You stare into the crucible and hesitate. Across the scorched altar stands Mara Veylan. She bows her head. ''“I was always ready,”'' she whispers, her voice like burning leaves. ''“But I wonder… are you?”'' Instead, you call another—someone who followed you through ice and ruin, through shadow and ash. Someone who trusted you. Their eyes widen as understanding dawns. They scream as the fire takes them. The shards ignite. The seal closes. The Ember sleeps. The world lives. And you live too. But the silence afterward is unbearable. Songs are sung in your name—but not by those who knew you. Their name vanishes from history. Yours is etched into it with iron and regret. At night, you hear them in your dreams—pleading, weeping, burning. The world is safe. You are not. The tale is over—for now. But stories like these were born to burn again. ''To fully reset your journey, refresh the page after clicking below.'' [[Begin Anew->Start Game]] :: FirebornSovereign You arrive at your final destination. The Emberwake kneels to you. The five shards hum in resonance as you raise them skyward. The fire does not consume you—it crowns you. The Emberwake is yours to control now. The chains that bind it melt in your hands like wax. Gods watch, silent and powerless, as you reshape the world not with prayers, but with will. Volcanoes rise at your word. Storms cower. Magic bends its knee. You are no longer merely mortal. You are Fireborn. Under your reign, the kingdoms fracture and reform. Ashwoken rise to prominence. The old thrones burn. In Valestride, the sky no longer collapses—it sings. Drakzunn’s molten core pulses with new life. Nalmiren's seas burn with phoenix tides. Azkrathe dances with glass and firestorms. Even the shadows of Nethreos whisper your name in reverence—and fear. Rebellions ignite in hidden corners. Scholars of the old gods call you tyrant. Some name you savior. Others pray for your fall. You sit on the Ember Throne, flame-wreathed and eternal. Your word is alw. Your silence is doom. Your legacy will reshape time itself. The tale is over—for now. But stories like these were born to burn again. ''To fully reset your journey, refresh the page after clicking below.'' [[Begin Anew->Start Game]] :: Ashfall You arrive at your final destination. The Emberwake confronts you and stares deeply into your soul. It was too much. The shards. The power. The burden of choosing what to burn and what to spare. You tried to wield the Emberwake—but it wielded you. The moment came for the Emberwake to break free. The flame spoke in a thousand voices. You did not answer. You screamed, and the world screamed back. Fire ruptured from the sky. Oceans boiled. The Binding Chains shattered. Magic went mad. Cities disintegrated in pulses of heat and light. Kingdoms became pyres. Gods fell from the heavens like cinders. The ancient Emberwake was free, and you had provided the fuel for it to become unchained. You burned at the center of it all—not a ruler, but a beacon of annihilation. In the centuries that follow, they will call it Ashfall. The end of the Age of Flame. No one remembers your name. Only your heat. Your ambition lit the fire. Your failure fed it. All that remains is ash. The tale is over—for now. But stories like these were born to burn again. ''To fully reset your journey, refresh the page after clicking below.'' [[Begin Anew->Start Game]] ::Valestride Flame Eater The floating city of Cael’Ara shudders beneath storm-heavy skies. The once-harmonious engines of the Spireheart falter, sputtering light like dying stars. Skywrights scream commands from windbridges, their feathered cloaks drenched in sleet. Panic swells through the windforged elven towers as altitude slips—foot by deadly foot. A trembling engineer turns to you. ''“There’s nothing left. The core’s dying. We’ll fall within the hour.”'' You step forward and the air stills. The fire inside you—wild, ancient, ever-hungry—flares against your ribs. Your fingertips glow like molten brass. Around you, the Skywrights recoil. You place your hands on the fractured core. Flame meets air—not in war, but in resonance. Storm and cinder spiral into unity. The Zephyrcore drinks your fire greedily, pulsing back to life. Lightning arcs through the tower, igniting the very clouds. The city steadies. You leave as if you were never there. You do not need the shards. Where will you go next? (if: (visited: "Valestride3"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride3]] ] (if: (visited: "Drakzunn3"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn3]] ] (if: (visited: "Nalmiren3"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren3]] ] (if: (visited: "Azkrathe3"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe3]] ] (if: (visited: "Nethreos3"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos3]] ] |check>[ (if: ((visited: "Valestride3")) and ((visited: "Drakzunn3")) and ((visited: "Nalmiren3")) and ((visited: "Azkrathe3")) and ((visited: "Nethreos3")))[ * [[Unmaker Ending (Unlocked)->Unmaker Ending]] ] ] ::Drakzunn Flame Eater The Underforge of Drakzunn rumbles like a beast in pain. The once-unbreakable halls of obsidian tremble, their rune-carved pillars groaning with age. Moltenkin patrols collapse as the earth heaves with unnatural rhythm, and deep below, the Stoneheart sleeps no longer. You descend alone into the tunnels. Heat curls around your boots like living breath. You follow the pulses in the stone—the way your inner fire answers the world’s buried fury. You find the mine, where a large slab of stone has trapped the workers deep underground. You place your hands on the stone, and with a deep breath you melt away the rock in a matter of seconds. The miners are free. The kingdom of Drakzunn rejoices. You leave as if you were never there. You do not need the shards. Where will you go next? (if: (visited: "Valestride3"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride3]] ] (if: (visited: "Drakzunn3"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn3]] ] (if: (visited: "Nalmiren3"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren3]] ] (if: (visited: "Azkrathe3"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe3]] ] (if: (visited: "Nethreos3"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos3]] ] |check>[ (if: ((visited: "Valestride3")) and ((visited: "Drakzunn3")) and ((visited: "Nalmiren3")) and ((visited: "Azkrathe3")) and ((visited: "Nethreos3")))[ * [[Unmaker Ending (Unlocked)->Unmaker Ending]] ] ] :: Nalmiren Flame Eater You agree to aid the princess's rebellion. She wants you to fight with her, but you have other plans. You have chosen the path never traveled. You gaze upon the broken kingdom, one that is controlled by tyranny. You know that every moment the pirate queen maintains power, the kingdom becomes weaker. You feel the flames coursing through you, and you know what to do. You walk away from the princess and place your hands on the surface of the water. Hundreds of ships make up the pirate fleet, all sitting along the waterfront. In an instant, you close your hands into fists. The water begins to bubble beneath you, and soon the oceans themselves are all bubbling furiously. Everything begins to evaporate, and the all-powerful pirate fleet falls to the demise. The rebellion easily takes back the kingdom, as Veyra Blackwake no longer has an army. The princess is appalled by your dangerous methods, but she still sings your praises. She asks how you will bring the water back. You do not reply. You leave as if you were never there. You do not need the shards. Where will you go next? (if: (visited: "Valestride3"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride3]] ] (if: (visited: "Drakzunn3"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn3]] ] (if: (visited: "Nalmiren3"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren3]] ] (if: (visited: "Azkrathe3"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe3]] ] (if: (visited: "Nethreos3"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos3]] ] |check>[ (if: ((visited: "Valestride3")) and ((visited: "Drakzunn3")) and ((visited: "Nalmiren3")) and ((visited: "Azkrathe3")) and ((visited: "Nethreos3")))[ * [[Unmaker Ending (Unlocked)->Unmaker Ending]] ] ] :: Azkrathe Flame Eater The kingdom trembles as the obsidian pillar loses its strength. Glass begins to crack under your feet. You do not take the conventional path of assistance, nor do you steal things for yourself. You slowly begin the walk towards the pillar, alone and unopposed. Those who might stand in your way are frightened by the energy pulsing from your body. You reach the pillar and stand within its obsidian glass maw. Under your feet, a fire beings to rage. It starts small and slowly grows, enveloping the core of the pillar. Everything burns, including the fire shard. You have started the eternal fire of Azkrathe. The kingdom will never yearn for power again. The obsidian pillar has an endless supply of orange energy. The flames are visible for as far as the eye can see. You leave as if you were never there. You do not need the shards. Where will you go next? (if: (visited: "Valestride3"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride3]] ] (if: (visited: "Drakzunn3"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn3]] ] (if: (visited: "Nalmiren3"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren3]] ] (if: (visited: "Azkrathe3"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe3]] ] (if: (visited: "Nethreos3"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos3]] ] |check>[ (if: ((visited: "Valestride3")) and ((visited: "Drakzunn3")) and ((visited: "Nalmiren3")) and ((visited: "Azkrathe3")) and ((visited: "Nethreos3")))[ * [[Unmaker Ending (Unlocked)->Unmaker Ending]] ] ] :: Nethreos Flame Eater You watch as more shadows gather around your location, watching as you make your choice. Vellin made himself clear, but you are not one to accept the fate another provides you. You turn your back to Vellin, lifting the blade high above your head before pointing it at your own shadow, lying on the ground. As the tip of the blade faces your shadow, fire shoots out like a jet stream, crashing into the darkness at your feet. Suddenly your own shadow comes to life, only it is not a hole of darkness. Your shadow burns bright, bringing light to the kingdom of shadows. The first shadow's cries can be heard as the ancient being dies a slow death amongst the flames. The kingdom of Nethreos is light, and the shadows are no more. Who will inhabit the lands next? You leave as if you were never there. You do not need the shards. Where will you go next? (if: (visited: "Valestride3"))[ ~~Valestride (Air)~~ ] (else:)[ [[Valestride (Air)->Valestride3]] ] (if: (visited: "Drakzunn3"))[ ~~Drakzunn (Stone)~~ ] (else:)[ [[Drakzunn (Stone)->Drakzunn3]] ] (if: (visited: "Nalmiren3"))[ ~~Nalmiren (Water)~~ ] (else:)[ [[Nalmiren (Water)->Nalmiren3]] ] (if: (visited: "Azkrathe3"))[ ~~Azkrathe (Fire)~~ ] (else:)[ [[Azkrathe (Fire)->Azkrathe3]] ] (if: (visited: "Nethreos3"))[ ~~Nethreos (Shadow)~~ ] (else:)[ [[Nethreos (Shadow)->Nethreos3]] ] |check>[ (if: ((visited: "Valestride3")) and ((visited: "Drakzunn3")) and ((visited: "Nalmiren3")) and ((visited: "Azkrathe3")) and ((visited: "Nethreos3")))[ * [[Unmaker Ending (Unlocked)->Unmaker Ending]] ] ] :: Unmaker Ending You approach the Emberwake, ready to confront the ancient entity. The five shards float before you, pulsing with ancient power—each one a bound echo of the gods’ original fire. Their light is beautiful, terrible, and wrong. You hold no weapon. You do not need one. The choice was made long ago. You speak the words the world was never meant to hear. The True Name of Flame, fractured across centuries, now whole again on your tongue. The ground weeps molten tears. The sky unravels. One by one, the Shards scream and dim, not shattered—but forgotten, as if they had never existed. Their essence unspools like ash in wind. The gods try to speak. You silence them. You look down as your own soul begins to unwind. This is not a price. This was by design. With the last breath of the Emberwake, the magic dies. No more sorcery. No more divine whispers. No more fate written in flame or shadow. Just sky, stone, blood, and rain. The world awakens to its first true morning. Silent. Mortal. Free. And you? You are nowhere. You are everywhere the fire once was. The end of flame is not death. It is release. The tale is over—for now. But stories like these were born to burn again. ''To fully reset your journey, refresh the page after clicking below.'' [[Begin Anew->Start Game]]