Asharven Coming to Steam

The Last Hearth

The story of Asharven

A king tried to bind death to his crown. The ritual broke, the capital burned in a single night, and the dead stopped sleeping. A hundred and twenty years later, one fire still holds them back.

The Last Hearth

A short history

The calendar counts from the Night of Ash: AA is After Ash, BA is Before Ash. The game begins in 120 AA.

  1. Age of Roots

    The elves bury their dead among tree roots and light the Root Fire that shows the dead their way. When humans reach the coast, the elves give them one ember of it. That ember is the first hearth, burning where Vessakor stands today.

  2. 400 BA

    Aldric I unites the northern lordships and founds the Kingdom of Asharven, with Crownhold as its capital. The Crown Bank is opened to keep the royal treasury, and the King’s Road is laid inland from the coast.

  3. 300 BA

    Vessakor is founded as a frontier post around the hearth. The Hearthkeepers take up the duty of guarding the fire. The North Road links the post to the capital.

  4. 7 BA

    Crown Prince Edric dies in a fire. King Halvard III shuts himself away in grief.

  5. 1 BA

    The court mage Maelis Vorn proposes a ritual to bind death to the crown. The king’s steward, Count Aurel Maurev, supports it. The elves of the Mosswood send a warning and receive no answer.

  6. 0 · Night of Ash

    The ritual is performed in the throne hall of Crownhold, and it breaks. The capital burns in a single night and the Pale Crown shatters into seven pieces. From that night on, those who die far from the light do not fully rest. The king’s own army rises dead.

  7. 0–10 AA

    The Great Migration. The survivors flee south down the North Road to Vessakor, where the dead sleep in the hearth’s light. Those who die on the road are buried in the city graveyard. Among the refugees, unnoticed, comes the Count, who hides himself in a tomb.

  8. 3 AA

    Lady Ysolde Varn takes charge of the city and founds the Lord’s Manor. She proclaims the Hearth Law: no blood is spilled in the light.

  9. 40 AA

    Oren, a pupil of Maelis Vorn, founds the Mage Tower in Vessakor to learn how the ritual broke.

  10. 80 AA

    Scavengers smuggling goods out of the north set up the Black Market. The Cult of the Pale Crown is seen for the first time: living people who want the dead king back.

  11. 120 AA

    Today. The hearth is weakening. In the graveyard, even inside the light, the stones are stirring. Strangers are arriving at the South Gate along the King’s Road, and the hearth knows them.

The Last Hearth

The Mother Hearth

The Mother Hearth is a fire that has never gone out, burning on the Hearth Altar in Vessakor. Its light is more than light: it keeps the dead asleep, and it grows weaker the farther you go from it.

When a stranger touches the hearth, it knows them and binds their soul to itself. From then on they are Emberbound. When one of the Emberbound dies, the soul returns at the nearest Ember Altar, a small brazier lit with an ember carried from the Mother Hearth. Their bodies do not rise like the dead, because their souls are in the fire. That is why the army of the dead fears them: it can never take them into its ranks.

  1. In the lightNo blood is spilled in the light of the hearth.
  2. In the twilightThe hearth lets the fallen down. It does not let them go.
  3. In the darkThe hearth brings back your soul. Not your gear.

The two faces of the fire

The Root Fire has two faces. The ember is warm: it warms the living and lulls the dead, and the Mother Hearth burns from it. The pale flame is cold: it wakes the dead and binds them to a command. Halvard’s ritual drew the pale flame into his crown, and every spell fed by it slowly withers whoever casts it.

The Darkening

The Blacklands do not stay where they are. As the hearth weakens, the edge of the dark creeps south: trees turn grey, the soil turns to ash, altars go out.

The Ember Prophecy

For a hundred and twenty years the Hearthkeepers’ scribes have written down the words of the fire, in broken and contradictory lines:

The ember will kindle again in the hand of the stranger at the gate.

Seven pieces hold seven doors; if one is opened, all seven open.

The fire fades. The ember remains.

The Last Hearth

The powers of Vessakor

Everyone in the last lit city wants something from the dark, or from you.

  • The Lord’s Manor

    Lord Casimir Varn

    To keep Vessakor standing, and to keep the throne for his house if the kingdom ever returns.

  • The City Guard

    Captain Merek, South Gate

    To uphold the Hearth Law and hold the graveyard. His grandfather was the last soldier to survive the Great Migration.

  • The Hearthkeepers

    High Keeper Anselm

    To feed the fire and protect the Emberbound. Anselm is blind, and they say he hears the fire speak.

  • The Mage Tower

    Master Teodor Oren

    To understand how the ritual broke. Every mage who enters the Tower swears the Three Words: never feed on the pale flame, never raise the dead, never cast for a crown.

  • The Crown Bank

    Vault Master Tobias Grell

    To guard the treasury of a kingdom that no longer exists. Unfailingly polite. Hides something in every sentence.

  • The Black Market

    Blind Nell

    Profit from whatever comes back out of the dark. Nobody has ever seen her face.

  • The Mosswood elves

    Root Speaker Ilvaren

    To learn why the Root Fire was bound to a crown, and to heal the roots that are sickening. Ilvaren is old enough to remember the Night of Ash.

  • The Pale Host

    The Pale Marshal

    To carry out the dead king’s last order: take Vessakor.

  • The Ash Count

    Count Aurel Maurev

    Once the king’s steward, now a vampire. He wants the pieces of the crown, and the throne that comes with them.

  • The Cult of the Pale Crown

    Ash Priestess Sabeth

    To make the crown whole and bring the dead king back.

The Last Hearth

The Last Hearth

The story of the game is told in three acts. Each one answers a question, through quests, books that drop from the dead and events the whole server takes part in, not through cutscenes.

  1. I

    The Stranger at the Gate

    You arrive at the South Gate by the King’s Road. High Keeper Anselm binds you to the hearth, and Captain Merek asks you to look into what is stirring in the graveyard. The risen carry a royal seal: the dead are not rising at random, they march on someone’s orders. Below the graveyard the Mausoleum Crypt wakes, and the trail leads to a noble tomb where the Ash Count opens his eyes. He can be beaten, but not killed. As he goes, he says one thing: “The Marshal is on the road.”

  2. II

    The Pale Host

    The Pale Marshal leads his army down the North Road, and one by one the Ember Altars on the Border go out. The whole server carries embers from the Mother Hearth to light them again and holds the outposts: an altar that is held stays lit, an altar that falls stays with the dead. Scouts fleeing the army shelter in the Misty Cavern, where something living and scaled makes its home in the fog, and where the armour of the king’s Kara Guard still lies.

  3. III

    Shards of the Crown

    Six of the seven pieces of the Pale Crown lie scattered in the dungeons of the Lawless Wilds and the Blacklands. The Tower wants them, the Bank wants them, the Cult wants them, and so does the Count. Players and guilds choose whom to hand them to, and the world turns with the count. At the end of the act, the gates of Crownhold open.

The Last Hearth

The roads ahead

After The Last Hearth, the story follows three roads out of Vessakor. Each is its own land with its own dungeons, its own threat and a story that closes. They are where Asharven goes as it grows.

  1. IV

    The North Road

    Crownhold

    The king has sat on his throne for a hundred and twenty years.

    He is waiting for his son.

    You will open the door.

    The land
    Beyond the Blacklands lie the Ash Plains and the burned capital, frozen inside the Night of Ash.
    The threat
    The Pale King on his throne, the court still caught at its feast, and the shadow of Maelis Vorn, repeating the ritual forever.
    The question
    Why is the king still on his throne?
  2. V

    The East Road

    The Deep Ember

    The root of the fire lies underground.

    And the root is fading.

    The land
    Beneath the old royal mines lies a world that burns: the roots of the Root Fire itself, layer upon layer, darker the deeper you go.
    The threat
    The Pale Root spreading like veins through the stone, the dead of the mines, and a Cult that now worships the pale flame itself.
    The question
    Where does the pale flame come from?
  3. VI

    The Harbour Road

    The Far Shore

    Once a hearth burned on every shore.

    Now there is an ember in your hand.

    Where you light it is your choice.

    The land
    Across the sea lies a coast whose hearths went out long ago: a land of fog, salt and silent crowds, dark until the Emberbound light it again.
    The threat
    The Drowned who follow the ships, the Salt Corsairs who profit from the dark, and the Ash Count, looking for a lightless country to rule.
    The question
    On which ships, and from where, did the Emberbound come?

Every road keeps the same promise. The rings around Vessakor never change and the power ceiling stays at T8: new roads bring new places, dungeons, story and choices, never power that makes what you already own worthless. A player who does not take a new road still plays in the same world, side by side with those who do.