Vashad, 2287: The Last Hold in a Drowned World
The old world did not end in fire, though that is what everyone calls it. The Cinderfall came two hundred years ago, when the cities of the drowned age burned and sank beneath dunes of black glass and gray ash. What survived is a scatter of fortified holds clinging to the last aquifers, a web of caravan roads, and thousands of ruins still holding the relics of a civilization nobody living remembers. Dustwalker: Heirs of the Ember Waste drops you into the middle of it — a scavenger, a household head, and now the reluctant keeper of a relic that half the waste is willing to kill for.
Vashad is the last great hold: a tiered city-state built into the walls of a canyon around a black reservoir, watered by deep wells and ruled from the Palace on the highest terrace. Its rings descend by wealth and water-share — the Palace and noble terraces above, the markets and guild halls in the middle, the bonded quarters and the dry-edge slums below. Water and salt are the law. A household's standing is measured in the shares it controls, and everything else — coin, favor, blood — is priced against them.
Beyond the gates, the Ember Waste is a hard, beautiful, indifferent country of ash plains, glass dunes, and fallen colossi half-swallowed by sand. Dustwalkers cross it to loot the dead cities, prising relics out of tombs and vaults and selling them in Vashad's markets. Most relics are tools or weapons. Some are things nobody understands. The rarest are said to read the past and aim the future — and the one you just carried out of the deep sand is one of the seven called the Emberheart set.
The Opening Scene: Sundown at the Gate
Your story begins on April 19, 2287, at 17:30. You come back to Vashad with the Emberheart sewn into your duster and your hands still smelling of tomb-dust, and the city is already talking about you. A run that went wrong, a captive who should not exist, a summon from the Palace, a broker with a sealed slate that could hang you — the engine draws one of five separate opening hooks at random each time you begin, so no two homecomings are the same.
You carry 180 Money, a relic-prying kit, a water skin, a scavenger's kindjal, and a reputation that gets you past most gates. What you do not have is a plan for the thing in your coat. Everyone in Vashad wants it: the Palace wants it catalogued and locked away, the Salt Ring wants it sold at their price, the Order of the Sunken Flame wants it studied, and somewhere under the waste the Bloomed want it back.
Water, Salt & Survival
Water and salt are the law of the Ember Waste. Water-shares pay for loyalty, settle debts, and start wars, and the household that controls the most shares controls the terrace. Every favor you accept has a price, and every price is reckoned in a currency that never inflates.
The Seven Relics
Seven relics — the Emberheart set — are believed to be fragments of a single old-world machine that could read the future and aim it. You hold one. Whoever gathers all seven is said to be able to rekindle the world, or finish burning it. Carrying even one makes you a target, and the other six are already moving.
A Household of Ties
Your spouse, your stepdaughters, your bondservant, and the captives and companions you bring home form the hub of the scenario. Affection is tracked per character and the cast is a web of rivalries, debts, and alliances — not a checklist to tick off.
Protagonist Freedom & Attribute Guide
The default character is a thirty-four-year-old male dustwalker — but the scenario is written with complete protagonist ambiguity. Nothing in the world lore, the opening scenes, or the cast assumes your name, gender, or exact age. A female protagonist reads perfectly: the same spouse, the same rivals, and the same city make the same claims. Change the gender, name, age, appearance, or background freely — Vashad and the Ember Waste bend around whoever you decide to be, and same-sex encounters are embraced whenever you initiate them.
The four suggested attributes are the ones this scenario rewards most: muscle to survive the waste, endurance to carry what you find, presence to hold a household together, and perception to spot the relic before the reaver does.
The waste is a physical argument. Prying sealed tomb doors, hauling relics across the sand, and the kind of close work reavers specialize in all reward a strong arm — and strength is the first thing a captive reaver respects.
Long marches, thin water, ash in the lungs. Endurance decides how much of the waste you can cross in a day and how much punishment you can take before the dunes finish what the raiders started.
Vashad runs on relationships. Charm turns a broker's leverage into a bargain, a Queen's test into an alliance, and a household's tangled affections into the thing that keeps you alive when the Palace turns its attention on you.
Nothing in the waste is what it presents itself to be. Perception catches the trap in a tomb, the lie behind a broker's smile, and the green tracery of the Bloom under a captive's skin before the reavers notice you watching.
The Household of Vashad: Nine Lives Entangled With Yours
Every member of the starting cast is pre-seeded with a full appearance, temperament, and agenda — and each is written to pursue a protagonist of any gender:
Warm when it suits her, iron underneath. Your spouse runs the household's water ledgers, settles the servants' quarrels, and knows exactly how much you are worth to the Palace — and tonight she wants your attention without the household in it.
Proud, watchful, and trained with a blade since she could hold one. She competes with you for the right to ride into the waste, needles you constantly, and defends you to outsiders with total ferocity.
Curious, clever, and shameless about getting into things she shouldn't. She has taught herself to read the drowned age's machines, keeps trying to examine the Emberheart, and is far less innocent than she pretends.
Quiet, watchful, and far more intelligent than her station invites. Bought out of a Salt Ring debt-hold, she keeps your rooms, your ledger, and your secrets — and watches the household's other women with a jealousy she hides well.
Small, pale, and touched by the Bloom, she fled the hive rather than accept what it was making of her. You took her off the reavers; the Palace pays to burn her kind on sight, and she is beginning to attach herself to you against her better judgment.
Feral, contemptuous, and unbroken. Taken in a skirmish on the trade road and kept in your cellar pending a decision, she spends her days testing her bonds and her nights trying to find the price at which you can be bought.
Patient, pedantic, and secretly ruthless. The Order's keeper of relics has spent fifty years cataloguing the drowned age, believes the Cinderfall was deliberate, and knows far more about the seven than he lets on.
Cool, patient, and entirely without sentiment. She inherited a dying hold and has kept it alive by being smarter and crueler than her rivals — and she treats you with a terrible, flattering attention because you are useful.
Genial, patient, and utterly unsentimental about debt. She holds your household's water debt, collects favors like other people collect relics, and knows about the Emberheart — and what she wants for her silence is not yet decided.
Beyond the seeded cast, the AI generates and registers everyone else you meet: reaver clansmen, Salt Ring agents, Wardens, temple scholars, Bloomed hive-dwellers, and the power brokers who drive the hunt for the Emberheart set — including whoever has been quietly gathering the other six.
Starting Possessions & the Economy of Water and Salt
You begin with 180 Money and the tools of a trade that keeps trying to kill you:
- Sunbitten Duster — a heavy, sand-scoured long coat that has turned a blade twice and a sandstorm more times than you can count (2 kg, value 40).
- Filter Scarf — layered cloth with a charcoal filter, keeping the ash out of your lungs on the open waste (value 15).
- Relic Prying Kit — chisels, clamps, a folding pry-bar, and a hand-pump for sealed tomb doors (3 kg, value 60).
- Water Skin — a cured goat-hide skin holding a day's ration, worth more than the skin it is made from (value 20).
- Scavenger's Kindjal — a short, heavy-backed blade made for prying and for close work (1.2 kg, value 35).
- Wastewarden's Journal — routes, water sources, tomb maps, and debts; half field notes, half ledger (value 10).
- Pressed Date Rations (×4) — dense waxed bricks of dates and grain that sate hunger (value 3).
- Fuel Canister — sealed burn-fuel for the Sandskiff; there is never enough of it (4 kg, value 25).
- The Emberheart — one of seven; a palm-sized lens of black glass and gold that cannot be bought, sold, or safely set down.
Money in Vashad buys survival first and status second: water-shares, salted meat, fuel, repairs, and the small luxuries that make a household look like it belongs on its terrace. But the real currency here is obligation. A water-share from the Salt Ring, a blind eye from a Warden, or a night's favor from the Palace all cost more than coin — and the ledger is always kept by someone who intends to collect.
Five Random Openings: How Every Playthrough Begins
When you start a new adventure, Eros Fable draws one of five different opening hooks at random and hands it to the Game Master, so no two first nights play the same. Some are slow-burn seductions, some are transactions with teeth, and at least one is outright non-consensual:
- The Drowned Temple: Your run goes wrong at dusk when a reaver war-band finds you in the same vault — and they have brought a bound, Bloomed girl they are arguing over. You have rope, a knife, and ten seconds to decide whether to save her, bargain for her, or slip into the dark.
- The Homecoming: You come home to Vashad at sundown with the Emberheart sewn into your duster. Your spouse meets you at the gate with a cold meal and a colder look, her hand on your chest and the door already half-closed, while your household pretends not to watch.
- The Queen's Offer: A Palace summons arrives before you have washed the dust from your throat. Queen Nasrin receives you alone above the black reservoir, offers protection and a water-share, and then leans close enough that the offer stops pretending to be about relics.
- The Broker's Slate (Non-Consensual): A Salt Ring runner hands you proof of your smuggled relic — enough to hang you. The broker does not want money. She wants you, tonight, on the terms she sets, and if you refuse the slate goes to the Wardens at dawn.
- The Cellar Bargain: The captive reaver in your cellar has not spoken in three days — until tonight, when she offers you a tomb's location for her freedom, or anything else you want down here in the dark. Above you, the household sleeps and the lamp burns low.
Whichever hook is drawn, the scene adapts to your protagonist's name, gender, age, appearance, and background, so the propositions, strangers, and intruders always fit the character you built. Replay the scenario to see a different opening night.
Adult Themes, Romance & the Laws of Desire
Dustwalker: Heirs of the Ember Waste is an unapologetically 18+ scenario built on a few features that make it unlike anything else in the catalog:
- Desire as currency. In the Ember Waste, harems, bonded companions, court favorites, and transactions of the flesh are ordinary. A dustwalker's household is as much a display of standing as a home, and the cast treats desire with the same practical, unembarrassed attention they give water and salt.
- Affection that actually gates content. Each of the core women tracks your standing with her. The guarded spouse, the proud blade-trainee, the curious tinkerer, the devoted bondservant, and the rest will only go as far with you as the relationship you have actually built — which makes the pursuit a story, not a checklist.
- Captivity, debt, and the space between consent and force. Bondage over reavers and debtors is legal and unremarkable here, and the scenario treats a captive, a debtor, or a blackmailer as a genuine narrative situation with real consequences — not a set dressing. What you do with a captive is your business until it becomes the Palace's.
- Non-consensual and coerced encounters. The waste does not respect consent. Reavers, slavers, blackmailers, and the merely cruel will force, corner, and take — and several storylines are built specifically around capture, coercion, debt, and the threat of exposure. No one here is safe just because you are well-liked.
- Same-sex relationships, fully embraced. Whenever you initiate a same-sex romance — with Naima, Sera, Rin, Nour, Wick, Rux, Nasrin, Basra, or anyone else — the response is the same warmth and acceptance as any other pairing.
Consent is the ordinary currency of these relationships, and the core cast is written to be genuinely receptive once you have earned them. But the hunt for the Emberheart set routinely pushes you into rooms where your no is not the deciding vote, and the scenario will not shield you from the consequences of the world it builds.