The wyld remembers what we did.

The World

Wake before the bell. Boil what water you’ve got. Patch your coat, sharpen your last blade. Avoid the hollows after second light. Trade only with the ones who say their names twice. Don’t chase the music. Don’t ask about the lights.
 
Most settlements were built on top of something older: buried halls, broken roads, places with names no one says out loud. The ones still standing keep their gates low and their warnings lower. Between them is quiet country: fog-wet, root-twisted, and never the same twice. The Spine cuts through it all like a scar, and further out, the light thins. That’s where the real questions are. And the wrong kind of people looking for answers.

DEADLIGHT is an actual play, live-streamed Pathfinder 2e experience that follows scattered survivors across a failing world.

Each is on their own and probably not by choice. They don’t know each other. They don’t know what’s coming. But they move toward the same dark shape on the horizon, drawn by broken signs, old debts, or the simple need to outrun whatever they left behind.

No parties. No legends. Just one step forward and collaborative story left in their wake.

Schedule

Wednesday, June 4 – Wisp, 8:00 pm
Monday, June 9 – Khêprìn, 8:00 pm
Friday, June 13 – Korvell, 12:00 pm
Friday, June 13 – Castor, 8:00 pm

Wednesday, June 18 – Wisp, 8:00 pm
Monday, June 23 – Khêprìn, 8:00 pm
Friday, June 27 – Castor, 8:00 pm
Wednesday, July 2 – Wisp, 8:00 pm
Monday, July 7 – Khêprìn, 8:00 pm
Friday, July 11 – Korvell, 12:00 pm
Friday, July 11 – Castor, 8:00 pm
Wednesday, July 16 – Wisp, 8:00 pm
Monday, July 21 – Khêprìn, 8:00 pm
Friday, July 25 – Korvell, 12:00 pm
Friday, July 25 – Castor, 8:00 pm
Wednesday, July 30 – Wisp, 8:00 pm
Monday, August 4 – Khêprìn, 8:00 pm
Friday, August 8 – Korvell, 12:00 pm
Friday, August 8 – Castor, 8:00 pm

twitch.tv/VoxAndQuill

Exact days and time may vary based on player availability.
All times Eastern Standard Time

The Survivors

More to come soon.

Story

Everything that could burn or drown, did.

And still the sun kept rising.

They call this the Fifth Age, but nobody agrees on when it started and most know nothing about any preceding time. Some mark it by the floods. Others, when the moons broke pattern. Doesn’t matter. The truth is, by the time anyone noticed the age had changed, it already had.

What’s left isn’t a kingdom or a nation or a cause: it’s people. Clinging. Scraping. Killing. Digging. Lighting fires because there’s no warmth without effort, and no safety without noise.

The gods are dead. Their names forgotten for the most part.

Nature’s taken the bones of the world and started over, but not gently. Forests walk. Weather forgets its place. Animals dream of being men, and men forget they ever weren’t prey.

No one’s in charge anymore. Just factions, cults, old blood lines that pretend they still matter. There’s trade, if you’re lucky. Shelter, if you earn it. Magic, if you dare.

Four places still holding on are at the center of our story. Thornhollow, where survival’s a kind of religion. Mütvia, where signals burn in silence and no one forgets the cost of being seen. Hollow Spine, where the mountains remember more than they should. And somewhere beneath it all, something is waking. Something slow. Old. Certain.

They say it’s nature, balancing the scales.
They say it’s a final judgment.
They say a lot of things.

But whatever it is—
It doesn’t care what you believe.

And it’s coming.

Deadlight Glossary

Pyrepost
A designated fire-signal tower. Each has a unique burn pattern, fuel type, and meaning. Watching them is sacred duty; misreading them gets people killed.
Firepath
One of the seven ridgelines stretching from Vireskya, each lined with pyreposts. Their alignment allows warning signals to reach distant settlements or watchpoints.
Signal Flare / Ward-Flare
A single-use alchemical device meant to burn bright enough to alert surrounding fireposts. Only used in emergencies. Carrying two is rare and considered a bad omen.
Blue Flame
An aberrant pyre signal believed to herald the unnatural—spiritual corruption, plagueborn phenomena, or moonstruck creatures. Often tied to divine warning or metaphysical bleed.
Green Fire
A sign of spiritual rot. If seen in a pyrepost, the tower is considered lost until properly reclaimed. Few return from such missions.
Pyrejohns
Ritual-keepers and fire-tenders of the signal towers. They maintain the sacred stacks, interpret flame colors, and recite the signal liturgies. Each is trained in both survival and ceremony.
The Whispering Line
One of the seven firepaths. Its name comes from wind phenomena that cause strange auditory illusions. Watchers stationed there report hallucinations and memory gaps.
Deadroot / Ghoul-Slope
A known region beneath the southern ridgeline, where the soil doesn’t hold corpses. Ghouls regularly surface to consume exposed remains. Patrols there are considered short but dangerous.
Ironwort
A tough, bitter herb grown in Vireskya terraces. Used in medicine, poison, or ritual depending on how it’s prepared. Smoked by veterans, brewed in field kits, burned in cleansing rites.
Threadwork / Knot Token
Scraps of knotted cord passed between watchers, believed to carry protective memory or ritual significance. Not officially recognized—but nearly everyone carries one.
Tap Rhythm
A quiet method of forgecraft and coded speech. Used to shape tools in secret or communicate in silence. Common in Vireskya, where loud hammering can attract unwanted attention.
The Wane
Local term for the creeping, devouring wilderness tied to Nor’dagha’s influence. It’s not a place—it’s a process. Rot, regrowth, and reclamation. Anything left too long falls to the Wane.
Watcher’s Mark
A scratched symbol or pigment stamp left on posts to indicate inspection, hazard, or last known direction. Breaking someone else’s mark without cause is a punishable offense.
Moonfall
A local calendar term marking the waning of the twin moons. Considered the most stable time to travel or send runners. Watch rotations often shift with it.
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