The Ashlight Accords
Three people. The urban crawl around a grand Totem. And somewhere ahead of them, the long shadow of a man who crushes all who oppose them.
"They float on the surface of magic, light as dandelion seeds. I am bound to the depth of it, and the depth is crushing."
Read from the beginning → II LiveFrontiersman Gambit
The card game played in every tavern and outpost on the frontier. Commit your hand, read your opponent, walk away richer. Or don't walk away at all.
Sit at the table →Resonant: Spark and Stone
Build your own character under one of three archetypes: Elementalist, Survivalist, Aberrant. A 5e-adjacent system built around institutional power, the cost of magic used past its limits, and a frontier that doesn't forgive idealism. In development.
Not yet —The Earth Totems predate every institution built around them. Radiating something the faithful call divine and the curious call dangerous. Cities grow around them. Borders follow them. Wars have always been fought over them.
Those born as an Elementalist can control air, water, and fire. The Totemic Church sees them as blessed. Most others carry an innate power that enhances their natural bodies. It comes with the territory, absorbed through proximity to the stone. Some are born to something rarer. The Church has a name for those people. It isn't a kind one.
No inherited thrones. No ancient prophecies. Just city-states and faction lines determined by the natural reach of the Totem they build around. All in a frontier that keeps expanding into territory that was wild long before they ever settled here.