The throne is empty.
Raise your host.
One hundred and eighty champions wait in the soulstone. Every summoning binds one that no other lord will ever own.
The brazier stands ready in the margin, on every tab.
Your champions
New champions
In your main wallet
These champions sit in your connected wallet, swept home by an earlier session or claimed there. A session key cannot sign for them, so commanding one asks your main wallet for an approval each time. BRING TO SESSION moves a champion in with one approval instead, after which it plays promptlessly; ending the session sends it home again. They count toward your standing either way.
Mining now
Duels
Ranked ladder
Tournaments
World boss
Guild hall
Bosses
For sale
Trades
In escrow: claim yours
Achievements
Collection tracker
Season & daily trial
The chronicle of Emberfall
When the last Sovereign died without an heir, the great houses tore the realm apart rather than let a rival sit the throne. The maesters call it the Sundering. To end it, the dying king's Ledgerkeepers worked one final rite: they bound the realm's champions, from its knights and beasts to its wights and firstborn flames, into soulstone, and wrote every binding into the Great Ledger, a book no lord can burn and no scribe can forge. A thousand unseen witnesses keep it, and all of them must agree before a single word is written.
Above the Ledger sits the Blind Weaver, the fate that decides which champion answers a summoning. She cannot be bribed, for she has no hands; she cannot be read, for she has no eyes. Her threads are spun from the Ledger itself.
Now the banners are yours to raise. Summon champions at the brazier. Send them into the deep mines, where soulstone sweats Ember. Give two of equal rarity to the Rite of Union and forge a greater bloodline. Wager Ember on trial by combat in the Arena, where the Crown still takes its tithe. Or sell your sworn swords for coin in the Market; the realm has always run on gold.
The throne of Emberfall stays empty. But a host must still be raised, and every deed you do is witnessed forever.
How to play
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Connect a wallet
Click the wallet chip in the header and pair your own wallet: Reown for the Hathor mobile/desktop wallet, or MetaMask (Hathor Snap) on desktop. Everything is signed by you and owned by you; set your wallet's network to testnet. Then hit ⚡ Quick play to fund a session and skip approval popups entirely.
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Get HTR
Summons cost a fixed HTR price (shown on the button) in testnet coin. The testnet faucet pays enough for a small army; paste your address from the wallet chip.
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Summon a champion
Light the brazier with SUMMON. The Blind Weaver rolls a rarity (60% common · 30% rare · 9% epic · 1% legendary), picks a card, and mints it as a unique token with a random power stat. Rarer tiers roll higher power. The draw settles when the next block confirms. Blocks land about every 8 seconds, so it is usually done within a few heartbeats; a corner toast tracks it while you keep playing. When it lands, claim the card to your wallet (in a quick-play session it comes home by itself).
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Mine Ember
Stake cards from your collection to earn Ember per minute: 1 common · 3 rare · 10 epic · 40 legendary. Earnings accrue to your in-game balance; claim them any time. Ember pays for fusion, boss entries, and duel wagers.
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Fuse cards
Select two cards of the same tier in your collection and hit FUSE (an Ember fee that rises with the rarity being forged). Both cards are locked away in the forge’s vault forever and you receive a card of the next tier that inherits 10% of the parents’ combined power. Legendary cards cannot be fused further.
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Fight duels
Open a duel with any card and an optional Ember wager, or accept someone else’s. Fights are best of three rounds, one per aspect: Attack vs Attack, Defense vs Defense, Cunning vs Cunning, each a weighted roll by your aspect’s share. You can also seal a hidden stance when you challenge: Attack beats Defense beats Cunning beats Attack, and the winning stance boosts every round by 20%. Sealed duels settle when you REVEAL (within 6 hours of being answered, or the fight forfeits). Spectators can bet Ember on either side of an open duel; winners split the losing pool. Winner takes the pot minus a 5% house rake. Cards always return to their owners; only the wager is at risk.
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Buy, sell, and trade
SELL lists a card at your asking price in HTR (5% fee on sale, proceeds withdrawable from the Market tab). TRADE offers your card for one specific card you want. Buying or swapping escrows through the market contract; claim your side from the escrow shelf after it settles.
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Set your name
Click your wallet chip in the header and hit SET NAME to save a name on-chain (0.01 HTR, burned). Your name then stands in for your address everywhere it appears: season standings, duels, market listings. Names are 3-16 characters, first claimed, first kept; claim again any time to change yours. Quick play sessions act as your wallet, so your name, level, and progress follow you in and out of them.
Questions
Something went wrong. What do I do?
In order: 1) Wait half a minute and try again — most errors are the test network having a moment, and many fix themselves; the game already retries in the background. Nothing was spent unless the action actually went through. 2) Reload the page — everything is read fresh from the chain, and sessions survive reloads. A champion that seemed to vanish is usually just deployed: fights, queues, and mines show theirs in those places, not the Collection. 3) Disconnect and reconnect your wallet (click the wallet chip), then retry once. 4) Recalling a champion takes two confirmations, up to a minute; an “already on the way home” message means the first attempt worked. Nothing can be lost to an error: your champions and coin live on the chain, not in the app. Still stuck? Send a screenshot of the exact message and what you were doing.
Why do actions take a few seconds to land?
Every move is a real blockchain transaction. It confirms when the next Hathor block includes it. Blocks arrive roughly every 10 seconds, so most actions settle in about 10–30 seconds; recalling a champion from a fight or queue takes two steps, so up to a minute. Nothing is simulated; the toast in the corner shows the live status.
Is the randomness fair?
Draws use Hathor’s built-in ChaCha20 RNG inside the contract. The seed comes from consensus, every node computes the same result, and no server (including ours) can influence or predict a roll.
What exactly is a card?
A real Hathor token minted by the game contract as a single indivisible unit, a true NFT, with its name, tier, and power recorded onchain. It sits in your wallet like any other token; the Hathor wallet shows it as “0.01”, its smallest display unit, and it always moves whole.
What is Ember?
Ember is the in-game points balance: earned by mining, delving, and winning, spent on fusion, tempering, boss entries, wagers, and cosmetics. It is not a token, it never leaves the game, and it cannot be bought or cashed out.
Can I lose my cards?
Only one action takes cards out of play: fusion locks both parents in the contract's vault forever. Duels never take cards: win or lose, your fighter returns and only the Ember wager changes hands. Staked, listed, and escrowed cards are always recoverable by you.
Why did a card disappear from my Hathor wallet?
While a champion is mining, delving, listed, fighting, or awaiting a claim, it lives in the game contract, so your Hathor wallet won't show the token. Nothing is lost: the game always shows where it is, and it returns to your wallet the moment you recall or claim it.
My own wallet says “Invalid blueprint ID”.
Your wallet is on a different Hathor network than the game. Emberfall runs on the public testnet; switch your wallet's network to testnet and try again.
What is quick play?
Starting a session forges a fresh key that lives only in your browser. One wallet approval both funds it and binds it to your identity in the contract, so everything the session does (pulls, wins, renown, Ember) counts for your main wallet, and your name, level, and balances look exactly the same in and out of a session. Everything after that one approval signs instantly, with no popups. End session & return all returns all champions and coin to your main wallet in one transaction, and sessions survive page reloads. Staked and delving champions are held by the contract under your main identity, so ending a session never strands them. Champions sitting loose in your main wallet appear under In your main wallet while a session runs. Command one where it stands (your wallet asks for one approval) or press BRING TO SESSION to move it in once and play it promptlessly after that; either way it returns when the session ends. A fusion or a squad needs every champion in the same place, since one transaction has one signer. One caution: the session key lives in this browser's storage, so end the session before clearing site data.
What are stances and duel bets?
When you issue a challenge you may seal a hidden stance: Attack, Defense, or Cunning. Attack beats Defense, Defense beats Cunning, Cunning beats Attack, and holding the winning stance boosts all three of your rounds by 20%. The answering player picks their stance openly; yours stays sealed until you hit REVEAL (within 6 hours of the answer, or the fight forfeits to them; the seal lives in this browser, so reveal from the same one). Anyone not in the fight can bet Ember on either side while a duel is open; when it settles, the winning backers split the losing pool minus a 5% cut, and the game tells you how your bet fared the next time you open it.
What are bosses?
Twelve bosses posted by the Crown, each with a public aspect spread, fought best-of-three by your staked champions: three fights per champion per day, a small Ember entry fee, bounty and renown for victories. Beat a boss at Grim to face its Dire and Black; beat each boss to reach the next. Every settled fight also earns the champion experience, and levels grant capped aspect gains.
What are relic shards and adornments?
Shards come only from delves: send a staked champion on an eight-hour gamble instead of steady mining. Shards buy epithets; Ember buys frames and tints. Adornments are written on the card, travel with it to new owners, and never grant power.
What are seasons and daily trials?
Each day (midnight UTC) there is one trial; the first matching act is paid on the Ledger itself with bonus renown and a small Ember bounty, and your streak grows under Progress. The game also runs in eight-week seasons: renown earned inside the season ranks everyone in the standings, and the highest banners bear season titles when it closes. Lifetime renown stays on your ledger forever.
What are squad battles and the ranked ladder?
A squad challenge fields three champions in three lanes under a sealed lane order; on the reveal the lanes pair off, each fights best of three, and two lanes take the pot. The ranked ladder is rated 1v1: queue free or at 25/100 Ember, get matched within 200 rating, and climb from the shared start of 1000. No stances, no picking opponents.
What are guilds, the world boss, and tournaments?
A guild costs 500 Ember (burned) to raise and is free to join or leave. Each week the Crown looses a world boss; staked champions deal damage under their guild's banner, the bounty pool pays by damage when it falls, and the top guild takes a bonus share. Tournaments are weekly brackets: an Ember entry fee, a pool seeded by the Crown's tithe, one round a day, 60/25/7.5 splits.
What is a player name?
A name you seal on the Ledger yourself with a tiny transaction (0.01 HTR, burned) carrying emberfall:name:YourName. Because you sign it, nobody can claim a name for your address but you. It replaces your address in standings, duels, and market listings. First claimed, first kept; claim again to change it. Set yours behind the wallet chip in the header. The name belongs to your main wallet: quick play sessions are bound to it on-chain, so the same name shows in session and non-session play alike, with nothing to hand back and forth.
Is any of this real money?
No. Everything runs on a Hathor test network with valueless test HTR. The mechanics are real; the money is not.
What are the odds of a legendary?
1% per pull, rolled independently each time. Or skip luck entirely: fuse two epics. Two epics take four rares; four rares take eight commons: a guaranteed legendary from 14 fusions’ worth of cards.