Verdant Isle · Act I
Power is immortal. You are the spark inside Lira.
Dusk on the grass. The mouth stays hers.
The Ashen Concord bottles magic and calls the quiet safety. Another spark, Vesper, drinks faster than you and leaves the rot behind as a receipt.
Wake starts another host. It asks before it throws this one out.
Wake throws this save out. The scar, the letter, and the road go with it.
Mouse or WASD to walk. Absorb or E drinks a pool and steps through a door. Pack or I opens the pack. Click or Enter advances a scene.
Continue picks up this browser’s save. On a phone the stick and the large buttons do the same work.
Lira’s hands, your choice
In a fight, choose Fight, then her strike. The one you pick here hits true. The other two land thin. The first choice is free. Wrenching it later costs strain. You wake facing the open isle. The first pool is behind you. Turn, follow the flat stones, and press Absorb.
Emberwake uses open-licence audio only — CC0, CC-BY with attribution, or a similarly clear grant. Every cue that ships is named in CREDITS.md and on this screen.
Field bed. Original, this repository. CC0. The same loop of filtered noise and two slow tones, generated in the browser and set high enough to hear. On the Verdant Isle the filter sits more open, and the loop starts on the first touch of the title. No sample is loaded. Press Silent on the field to stop it. Motion does not stop it.
Coast bed. Original, this repository. CC0. The same loop, retuned higher, while she stands on Stormreach. No sample is loaded. Silent stops it.
Claim bed. Original, this repository. CC0. The same loop, retuned lower, in the remnant claim and the aftermath. In the aftermath it sits quieter. That quieter seat is the same cue. No sample is loaded. Silent stops it.
Absorb sting. Original, this repository. CC0. Two short triangle tones and a soft sine when a pool is drunk. No sample is loaded. Silent stops it with the bed.
Ration bite. Original, this repository. CC0. Two short sine tones when a Concord ration is taken or traded. No sample is loaded. Silent stops it with the bed.
Merge sting. Original, this repository. CC0. Three short tones when a merge is spent in a fight. No sample is loaded. Silent stops it with the bed.
Door sting. Original, this repository. CC0. Two short low tones when she steps through a door. No sample is loaded. Silent stops it with the bed.
Combat draw. Original, this repository. CC0. Two short low tones when a fight starts. No sample is loaded. Silent stops it with the bed.
These eight cues are the full set. Telegraphs, the sky pass, and the coast crossing stay silent on purpose. Plasma, Steam, Storm, Magma, and Glass show their colour in the fight. That colour is not a cue. A shoulder or a steady in a fight is a chip, not a cue. A harder hit flash is not a cue.
The engine is Three.js in the browser. No build step. Thank you for walking the rot with her.
Commercial libraries stay out. If a licence is doubtful, the moment stays quiet.
The leaf-villages pretend the Concord’s seals are mercy.
Stick or WASD · Absorb / E · Pack / I · click commands
Where the feet have been. This list does not carry you. The stick, Absorb, and Enter stay live.
Lira carries it. Whoever walks with her counts it. The spark’s pockets are a fiction.
Quest
Nima is in the leaf-village until she chooses the road. Torren is still in a Concord coat. Kestrel is not on this isle.
Committed path sets Lira’s body. In battle, Fight still offers all three strikes — off-path blows land thin.
Stacks stay together. The number after the name is the stack.
Undigested. Digest them cleanly, or dump them in a fight the way Vesper would — power now, rot later.
Level 1 · XP 0/44 · capacity 3
Path — · attunement 0/20
Marks 0 · Strain 0/100 · Scar 0
Fire 0 · Water 0 · Lightning 0 · Earth 0
Lira’s strike. The lit one is her path. The others land thin.
Choose
Click Continue / Leave · number keys optional
Lira falls. The spark does not die. It only goes quiet, and hates the quiet.