Brackenwake
Concept illustration of The Ashen Throne
Concept art

Chapter 09 · Cinder and dragonfire

The Ashen Throne

A volcano that is the whole eastern rim, and a fortress with nine dragon skulls on its gate.

A sense of place

The landscape

The eastern rim is one volcano: black glass slopes, rivers of red, cinder fields, sulphur light, the sea steaming where lava meets it. The Legion's fortress is cut into the crater wall; the throne room is inside the crater.

The Ashen Throne itself: a fortress cut into the volcano's wall, a gate a hundred feet high with nine dragon skulls set above it, and inside, a throne room where the air moves like glass and nine hearts beat in nine iron cages.

The paths within

Places in the Ashen Throne

11 places

Town

Cinderport

The Legion's harbour town at the volcano's foot, black sand, barges, a slave market that is not called one.

Legion quartermasters, deserters who will talk, Halessa's last stand if she lived, the way to the outer works

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Landmark

The Outer Works

The Legion army's lines on the slopes: earthworks, siege towers, ten thousand tents.

The last battle: every ally you earned against the Legion; Tancred's or Ossory's wall

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Dungeon

The Throne of Ash

The fortress, the crater, the heart-hall.

The Legion's best, bone knights, the Brass Heart if not turned, Malachar in three phases; the three endings

3 dungeon levels · Boss: Malachar, the Wyrmking

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Mine

The Cinder Cut

The Legion's voidrock mine on the glass, a yard that rings when you walk on it.

Emberite and voidrock, miners who die by forty, the shift bell and the manticore that answers it

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Landmark

The Lava Falls

Rivers of red dropping into the sea in three falls, crust cooling on the surface between.

The only crossing from Cinderport to the Gate that is not the Legion's road

A planned rule of this place

The crust bears weight while it is dark and breaks when it glows; watch the colour and cross in the dark stretches. Wings cross it in one flight.

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Camp

The Slag Camps

Deserters from the Legion living in the slag heaps below the Works, fires in old furnaces.

Deserters who know the fortress, a way in through the slag chute, Halessa's record if she died

A planned rule of this place

Every deserter you feed is one fewer on the Legion's wall and one more who opens a door; the camps fill from the fortress as the Legion's morale falls.

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Landmark

The Obsidian Bridge

A natural arch of black glass across the crater's mouth, half a mile long, no rail.

The Wyrmking's own way to the Boneyard hunts; wyverns nest under it

A planned rule of this place

Stolen dragon time: near the throne the world already runs slow for everything but Malachar; on the bridge you feel it first.

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Landmark

The Heart Cages

The wall behind the throne, nine iron cages, nine hearts beating.

The ending: free them, break them, or let Malachar keep them

A planned rule of this place

Each cage opens to a roar from a dragon that holds that realm's old oath; nine hearts, nine cages, and Malachar counting.

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Concept illustration of The Ashen Throne, the surrounding realm
Realm concept art

Out on the road

Encounters and events

  • The Glass-Walker, a wraith leaving footprints of melted glass
  • The Cinder Cut's Bell, a manticore trained to the shift bell
  • Legion patrols in strength
  • Malachar, in the throne room, three phases

From the world plans. Encounters and events may change during development.

Concept illustration of The Ashen Throne, the surrounding realm
Realm concept art

Lives woven through the land

Story and people

The characters, secrets and dragon’s journey through the Ashen Throne.

Read the story outlineContains story spoilers

Arrival

A volcano that is the whole eastern rim, black glass slopes, red rivers, a fortress cut into the crater wall with nine dragon skulls on its gate. Inside, a throne room where the air moves like glass and a man sits with fire coming off him like breath, and behind him, on the wall, nine dragon hearts still beating in nine iron cages.

The feel

Volcano and caves: lava, cinder, ash, sulphur light, the Legion's fortress and the crater under it. The end of the world, on purpose.

The story here

Everything comes here. The Legion's army stands in the outer works, and every ally the player made across eight realms stands against it: Bram with a rake and the Greenwold behind him, the Court's archers or the Court's traitors, Maravel's fleet or Maravel's absence, the Ashwalkers with the wells poisoned, the Brass City walking or burning, the ghosts of the Eyrie on the wall, the White Pack, the giants, the drowned. Vane opens the door or does not. Inside, Malachar, who has been in dragon time for a thousand years and has not been touched in all of them, and who wants one thing: to be given a dragon, once, instead of taking one.

The cast

  • Malachar, the Wyrmking. Not a monster who wants anything. A knight of the Eyrie who loved a dragon that died of a sickness he could not cure, and ate its heart to keep it with him, and found that it worked, and could not stop. Signature: he does not move except in dragon time, and when he speaks the words arrive before his mouth. Secret: he knows the pact would have saved his dragon and he did not know it then. He asks, at the end, to be given yours. The last fight is his answer to no.
  • Captain Serle Vane, at the door, glove off.
  • Sister Halessa, if she lived, with the record of the nine, which she reads aloud as the hearts are freed.
  • Marshal Skyward's ghost, on the wall, whom Malachar sees, and stops for, and that is the opening the player gets.

Underground and the boss

The Throne of Ash: the fortress, the crater, the heart-hall. The Legion's best, bone knights, the Brass Heart if it was not turned, and Malachar, in three phases: the knight, who fights like Skyward taught him; the Wyrmking, who pulls you into his dragon time so that for once the world moves at your speed and he at his, and you learn what stolen Wyrmsoul is; and the last, where the nine hearts on the wall answer your dragon's roar and he is, for the first time in a thousand years, alone in his own time.

The last gift

In this fight only, the dragon takes your death and you take its: if you fall, it falls in your place and you stand, once. If it falls, you fall in its place and it stands, once. The Bond decides who, and the player never chooses it.

The endings

  • The hearts freed. Nine hearts released; they fly, and Brackenwake has dragons again, somewhere, small and far. Malachar dies a man. The dragon is the first of a new age, and so are you.
  • The hearts eaten. The player takes what Malachar offers instead of killing him: eat the hearts, become what he is, with the dragon willing. The Legion kneels. The dragon stays, and it is not yours any more; you are its. The world is safe and the player is the new Wyrmking, and the game keeps going, and every named ally reacts.
  • The hearts given. Your dragon gives its own heart to Malachar, freely, the thing he asked for. He is healed and unmade at once, and dies grateful. Your dragon is a dragon without a heart, and it lives, because the pact holds two halves and you have one. It never flies again. You carry it.
Concept illustration of The Greenwold
Concept art
The Greenwold