The Last Well
SettlementThe Ashwalkers' camp around the one sweet well, tents and a market that moves with the season.
Nadira of the Long Walk, Sister Halessa, Cai Blister, emberite trading, mining training
Sand and glass
Red rock, white sand, a road of glass, and a city that walks.
World lore and story plans. Some places, characters and events are still in development.
Desert on the north eastern shore: red rock mesas, white dunes, salt pans, a sun too big. A line of fused glass runs across it from the south west to the north east, where the nine hearts were dragged. At its centre the Firstfire Crater, a bowl a mile wide with walls of black glass.
On the horizon
The Brass City: the Legion's foundry, a city on legs the height of towers that walks the Wastes on a circuit of the wells, kneeling to drink. Smoke from a hundred stacks, its door open only when it kneels.
The Ashwalkers' camp around the one sweet well, tents and a market that moves with the season.
Nadira of the Long Walk, Sister Halessa, Cai Blister, emberite trading, mining training
The walking foundry, a moving dungeon whose door opens when it kneels at a well.
Foreman Isk, Legion engineers, the second heart; a dungeon that is somewhere different each day
The city's insides: forges, walkways over furnaces, the engine room.
Iron golems, cultists, the Brass Heart if Isk is stopped, emberite by the ton
3 dungeon levels · Boss: The Brass Heart
The crater where the pact was made, a Legion foundry cut into its wall and the throat beneath.
Cyclops, cultists, iron golems; the walls light for the first time in a thousand years
2 dungeon levels · Boss: The Brass Heart (if not turned)
The line of fused sand running to Cinderreach, hot at noon, mirage over it.
Weekly Legion convoys of emberite, Noon the manticore on his rock
White flats that blind at noon and freeze at night, bones of caravans.
Manticores, giant spiders, sandstorm events, the Ashwalker waystones
Four cuts in red rock, warm to the hand, rails warped by heat.
Iron and emberite, the Sledge-Master at the fused floor
Clean tents in a filthy country at the Wastes' western edge.
Selwyn's successor, the Legion's recruiters, the mark offered
A palace of white towers on the horizon that is never there when you arrive.
Real for one hour at noon from one spot on the Glass Road; inside, the library of the Wastes' first people and their water
Stand on the marked flagstone at noon and walk toward it and the mirage holds; leave the path and you are in open sand a mile from where you were.
A tower of the old people buried to its roof in sand, dug into from the top.
Sand that pours in behind you, scrolls the cultists want, a cyclops that was its keeper
2 dungeon levels · Boss: The Librarian
Every room you enter fills to the knee with sand over a minute; the way out is the way you came, faster.
A red mesa with caves in its face, ropes and ladders, raiders who prey on the Legion convoys.
The Ridge Riders, who hate the Legion more than they hate you; horses; a hidden way into the Brass City
Rob a convoy with them and they are allies at the Throne; rob them and the Legion pays you and remembers.
Dunes that hum in the wind, a different note for each.
Sandworm signs, giant spiders, the note that means one is under you
The dunes' song drops a tone when something large moves beneath you; stand still and it passes.
The story outline for Ember Wastes, including its characters, secrets and the dragon’s journey.
Red rock and white sand under a sun too big, a line of fused glass across the desert like a road, a city of brass on the horizon that is moving. The dragon's shadow on the sand, and for the first time it is bigger than yours.
Heat, glass, silence, mirage. The Legion's heartland: this is where Malachar's armies are forged, and the glass road is where he dragged the nine hearts north. The desert biome, with the crater biome at its centre: the Firstfire Crater, where the pact was first made.
The Legion's foundries run on emberite, and the emberite comes from the Firstfire Crater, and the crater is the holiest place a dragon has. The realm is a heist: get the dragon into the crater under the Legion's nose so it can take back true fire, and get out. The people of the Wastes are the Ashwalkers, nomads who have served the Legion for coin and are ready to stop. The Brass City is the Legion's machine, walking, and it has a heart of its own.
The Firstfire Crater: down through a Legion foundry into the crater's throat, where the first pact was made and the walls remember it. Cultists, cyclops, iron golems, and the Brass Heart, the city's first heart, an Iron Golem the size of a house that Isk built and Malachar bent. Beating it with the dragon at your side gives true fire; the crater walls light for the first time in a thousand years and every Ashwalker sees it.
Noon on his rock. The Glass Road, an event: a Legion convoy of hearts' worth of emberite crosses it weekly and can be taken. The Brass City itself, walking, a moving dungeon whose door is only open when it kneels to take on water.
Eats emberite, which is the first thing it eats that worries you. Becomes a young dragon after the Stormpeaks; here it is a drake that has begun to breathe fire on its own. Takes back true fire.