Ashes of the First Light
Cast down from Heaven, you awaken in a dying world. Shape humanity’s fate and your own, as redemption and damnation claw for your soul.
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SYSTEM
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EXPERIENCE
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$15.00
/ Session
Details
Weekly / Thursday - 1:00 AM UTC
Session Duration / 2–2.5 hours
0 / 5 Seats Filled
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About the adventure
I remember the moment gravity learned cruelty. Heaven did not shatter with a scream, but with silence. Wings burned not because they were weak, but because they chose. We fell knowing the cost. We fell knowing that Creation would forget why we loved it enough to rebel. And now I walk your streets. Humanity was meant to inherit wonder. Instead, you inherited hunger, borders, altars built to excuses, and prayers sharpened into knives. You name your fears gods and your comforts virtues. You burn the world softly, one convenience at a time, and call it progress. Yet still… you create art from grief. You cradle children. You stand between monsters and those you love, even when you know you will lose. That contradiction is why we are here. That contradiction is why the Fall was worth it. Welcome to Ashes of the First Light. This chronicle is a story of fallen angels awakening in the modern world, bound to flesh, memory splintered, divinity reduced to embers. You are not conquerors returning to claim a throne. You are survivors. Witnesses. Judges who no longer agree with themselves. Each of you remembers fragments of the First Light and must now decide what that memory means in a world that no longer resembles Eden. The game focuses on moral tension, identity, and consequence. Every choice pulls you closer to redemption or damnation, often without the comfort of certainty. Mortals you encounter will reflect the best and worst of Creation: compassion that costs everything, cruelty justified as necessity, faith that heals, faith that destroys. Other demons are no comfort. Some cling to ancient grudges, some exploit humanity’s decay, some desperately try to atone. None are untouched by the Fall. Power is not free. Faith is a currency that wounds as often as it empowers. Torment is not a punishment handed down by a Storyteller, but a mirror you polish yourself through action and inaction alike. You will be asked not just what you can do, but what you should do when no answer leaves clean hands. This is not a chronicle about saving the world. It is about deciding whether the world is worth saving, and whether you are. The First Light is gone. What you build from its ashes is up to you.
Game themes
Meet the Game Master
1 year on StartPlaying
83 games hosted
Highly rated for: Creativity, Knows the Rules, Teacher
Average response time: 7 hours
Response rate: 100%
About me
Welcome, storytellers, schemers, and seekers of strange worlds! I’m a GM with 7+ years of experience crafting immersive, character-driven stories across a wide variety of systems and settings. Whether you’re here for grimdark horror, noir intrigue, cosmic dread, or a chaotic romp through a world of wild adventure, I’ve got you covered. My greatest joy as a Game Master is creating a space where players feel empowered to shape the world and make bold, unforgettable choices. I’m deeply familiar with the World of Darkness in all its beautiful, brooding glory: Vampire, Mage, Hunter, Demon, Mummy, and more. From twisted political games in the night-haunted cities to the haunting path of the Fallen, I know the splats, the lore, and the mechanics inside and out. But that’s just the beginning. I also run: • Dungeons & Dragons (5e & 3.5) • Pathfinder (1e & 2e) • Mutants & Masterminds • Masks: A New Generation • Blades in the Dark • Call of Cthulhu • …and a wide range of other indie and mainstream systems. If you’re curious about a system not listed, just ask. Odds are, I’ve played it, run it, or I’m game to dive in and make it happen. Tone-wise, I have a strong love for dark, moody, and atmospheric stories, gothic horror, grim futures, supernatural conspiracies, but I’m just as comfortable with light-hearted adventures, heists, pulp action, or comedic fantasy. I’m flexible and love collaborating with players to hit the tone you want. Mechanically, I believe in the Rule of Cool. If the dice are grinding momentum to a halt, I’ll bend things to keep the story flowing. That said, I respect the system and know when to let mechanics shine. I’m patient, open to questions, and always happy to guide newer players or offer narrative tools to veterans looking to go deeper. My tables are collaborative, inclusive, and story-first. I’m big on session zero, safety tools, and making sure everyone’s voice matters, whether you’re a first-time player or a decades-long veteran. So if you’re looking for a GM who can: • Weave intricate plots with high stakes and rich lore • Pivot seamlessly between horror, humor, and heroism • Support your character’s personal journey while keeping the table engaged • And offer a professional, reliable, and player-focused experience. Then let’s tell a damn good story together.
View Profile →Character creation
Creating your character
Characters in Ashes of the First Light are Fallen angels newly awakened to the modern world, bound into mortal flesh and fractured memory. You are not creating a monster or a villain by default, but a being defined by what they once were, what they lost, and what they choose to become. Character creation follows the standard Demon: The Fallen ruleset. Players will select a House that reflects their role in Creation before the Fall, shaping your powers, worldview, and lingering instincts. You will also define your Torment, not as a number to optimize, but as a thematic expression of how the Fall has scarred you. Torment should feel personal, tempting, and tragic. Your mortal host matters. Flesh is not a disguise, it is a prison and a lens. You should consider who your host was, what fragments of their life remain, and how their relationships, habits, and regrets bleed into your existence. Faith is your lifeline, but it is also a responsibility. Decide how you gain it, who believes in you, and what it costs those mortals to place that faith in something fallen. When choosing Attributes, Abilities, and Backgrounds, prioritize narrative weight over mechanical perfection. Allies, Cult, and Resources should tie directly into the world and create complications, not safety nets. Your Lore selections should reflect both your celestial purpose and how that power manifests imperfectly in a broken age. Each character should answer three questions during creation: What did you love about Creation before the Fall? What do you despise about humanity now? What line will you not cross, even if damnation waits on the other side? Redemption and damnation are not end states handed down by the Storyteller. They are paths you walk, step by step, through action, failure, mercy, and pride. Create a character who can fall further… or rise despite themselves. You are not here to reclaim Heaven. You are here to decide what deserves to survive it.
What to expect
Preparing for the session
Ashes of the First Light is a narrative driven chronicle that asks players to engage with moral complexity, introspection, and consequence. Preparation is less about mastering mechanics and more about arriving ready to explore difficult choices, shifting beliefs, and the cost of power. Players should familiarize themselves with the core themes of Demon: The Fallen, especially Torment, Faith, and the nature of the Fall. You do not need encyclopedic rules knowledge, but an understanding of how your abilities reflect who your character was and is becoming will enhance play. Sessions will be run using Roll20 for dice, sheets, and visual aids, and Discord for voice, text channels, and between-session communication. Please ensure your microphone, connection, and accounts are ready before play begins. Come prepared to collaborate, to share spotlight, and to sit with ambiguity. This is a game where silence can be as powerful as action, and where no choice is ever free. Be willing to engage respectfully with mature themes, and to check in with yourself and others when the story cuts close to the bone. Bring curiosity, empathy, and a willingness to fall forward.
What Silas the Endless brings to the table
As the Storyteller, I provide a fully realized Demon: The Fallen chronicle rooted in biblical symbolism, modern horror, and character driven consequence. You will be given a living world that reacts to your choices, remembers your failures, and changes in response to your mercy, cruelty, or indifference. I will provide all necessary digital tools through Roll20, including character sheets, dice support, handouts, and visual aids, as well as a dedicated Discord server for voice, organization, and ongoing narrative threads between sessions. Music, mood setting imagery, and written scene framing will be used to reinforce tone and immersion. You can expect morally complex NPCs, mortal and infernal alike, who are not puzzles to solve but people to confront. I will present difficult situations without predetermined “correct” answers, allowing your characters to define the meaning of redemption and damnation through play. Above all, I provide a collaborative, respectful space focused on story, agency, and emotional impact, where your choices matter and the ashes you leave behind are remembered.
Equipment needed to play
Computer
Microphone
Internet
Platforms used
Safety
How Silas the Endless creates a safe table
This chronicle explores heavy themes including faith, damnation, identity, and moral failure. Player safety and comfort always take priority over story. Before play begins, we will hold a Session 0 to establish expectations, boundaries, and tone, and to ensure everyone understands the themes being engaged with. We will use Lines and Veils to clearly define content that is either off-limits or handled only indirectly. These boundaries can be adjusted at any time, no justification required. An Open Door policy is always in effect. Players may step away from a session, scene, or even the game entirely without penalty. Regular breaks will be built into sessions, and emotional check-ins may occur during or after intense scenes. If something feels uncomfortable, you are encouraged to speak up privately or publicly, and the scene will be redirected without question. The goal is shared storytelling, not endurance. No moment of horror or drama is worth harming the people at the table.
Content warnings
Safety tools used