Last Light of Eremor

The world

Eremor

In the world's own tongue, lastlight is the final hour of daylight, when the bells ring and people head indoors. Everything in Eremor turns on what happens after.

Lanternhold

The capital is where every hero starts: a walled city of lantern-lit streets on an island, its market, its inns and its storehouses, and the roads that leave it in every direction.

Beyond the walls the land changes as you walk: meadows and old ruins, deep forest, swamp, high pasture and snow. There is one world, streamed as you go, and no loading screen between its places.

Day, and a night that means it

Sight is a rule

By day you see far. At dusk the world narrows, and at night you see what your light reaches: a torch, a lantern, a fire, a spell's flash. The server only ever sends what your hero can see.

Light is something you carry

Torches burn down. Fires need tending. Beacons hold a circle the dark will not cross, and keeping them lit is worth fighting for.

Creatures have their own nights

Some hunt in the dark, some come to a flame, some put it out. Populations grow and fall, migrate with the seasons, and answer to the calendar's events.

A hero that stays

Standing orders

Before you leave, tell your hero what to do: guard, rest, sell, gather, camp or train. It does it on world time while you are away.

The owner's log

When you return, a chronicle tells you what happened: "At dawn the wolves came to the camp. Two days later, at dusk..."

Risk and reward

Where you leave your hero matters. Safe in town, it rests. Out in the wild it earns more, and can die there.

The peoples

  • Humans

    Settlers of every road and river, the most varied people of Eremor. Quick to learn any trade: they start with two more points.

  • Elves

    Long-lived and light of foot, at home under old trees. Keen hands and minds on slighter frames.

  • Dwarves

    Stocky folk of the deep halls and the mountain roads. Hard to hurt, harder to stop, slow to warm to strangers.

  • Halflings

    Small, quick and cheerful, found wherever a hearth is warm. Nimble and well liked; not built for heavy blows.

  • Gnomes

    Small tinkers and scholars with big heads and bigger ideas. Sharp of mind, slight of arm.

And the rest of a life in Eremor

  • Levels and points to spend, ability trees for six attributes, and gear that wears and is mended.
  • Crafts from 1 to 100: smithing, cooking and more, with recipes to discover and a name to make.
  • Trading face to face, market stalls, and storehouses in every town.
  • Parties, guilds and their halls, friends, chat with the protections a younger player needs.
  • No fast travel, ever. Every road is walked.