


The Last Ember of Iridal - Sketchbook PlayPack
A mythic TTRPG of memory, sacrifice, and the fire that almost died.
Long ago, the Flame of Iridal held the world in balance—not with heat, but with memory. Now, it flickers deep beneath the earth, forgotten by most… but not by you.
The Last Ember of Iridal is a solemn, emotionally charged TTRPG about confronting what we carry, what we release, and what it means to be remembered. Written as a fully narrated, scene-by-scene script for one GM and 2–5 players, this story unfolds like a playable myth—structured in nine ritual chapters that guide players through dreamlike puzzles, symbolic choices, and personal revelations beneath a ruined world.
Players arrive in the Cradle Below with ash on their hands and no clear path forward. What follows is part puzzle, part pilgrimage: choosing between the Path of Regret or the Path of Reckoning, facing spectral memories, naming what they most fear, and ultimately deciding what must be left behind to rekindle the flame.
Every choice echoes. Every offering matters. And only one truth will rise from the forge.
This is not a game of combat or conquest. It is a game of meaning—meant to be played slowly, spoken aloud, and remembered long after the final ember fades.
A mythic TTRPG of memory, sacrifice, and the fire that almost died.
Long ago, the Flame of Iridal held the world in balance—not with heat, but with memory. Now, it flickers deep beneath the earth, forgotten by most… but not by you.
The Last Ember of Iridal is a solemn, emotionally charged TTRPG about confronting what we carry, what we release, and what it means to be remembered. Written as a fully narrated, scene-by-scene script for one GM and 2–5 players, this story unfolds like a playable myth—structured in nine ritual chapters that guide players through dreamlike puzzles, symbolic choices, and personal revelations beneath a ruined world.
Players arrive in the Cradle Below with ash on their hands and no clear path forward. What follows is part puzzle, part pilgrimage: choosing between the Path of Regret or the Path of Reckoning, facing spectral memories, naming what they most fear, and ultimately deciding what must be left behind to rekindle the flame.
Every choice echoes. Every offering matters. And only one truth will rise from the forge.
This is not a game of combat or conquest. It is a game of meaning—meant to be played slowly, spoken aloud, and remembered long after the final ember fades.
A mythic TTRPG of memory, sacrifice, and the fire that almost died.
Long ago, the Flame of Iridal held the world in balance—not with heat, but with memory. Now, it flickers deep beneath the earth, forgotten by most… but not by you.
The Last Ember of Iridal is a solemn, emotionally charged TTRPG about confronting what we carry, what we release, and what it means to be remembered. Written as a fully narrated, scene-by-scene script for one GM and 2–5 players, this story unfolds like a playable myth—structured in nine ritual chapters that guide players through dreamlike puzzles, symbolic choices, and personal revelations beneath a ruined world.
Players arrive in the Cradle Below with ash on their hands and no clear path forward. What follows is part puzzle, part pilgrimage: choosing between the Path of Regret or the Path of Reckoning, facing spectral memories, naming what they most fear, and ultimately deciding what must be left behind to rekindle the flame.
Every choice echoes. Every offering matters. And only one truth will rise from the forge.
This is not a game of combat or conquest. It is a game of meaning—meant to be played slowly, spoken aloud, and remembered long after the final ember fades.