Before the first wall stood or the first frost broke, someone struck a light in the dark and refused to let it die. The First Embers were the handful who lit the Bloomlands when it was still only dark. Only 20 will ever exist — and each one carries a founding player into the game.
The First Ember isn't a badge. It's a Legendary Skill you actually play, in any deck, any run. It's strong and unmistakably special to own — but it costs a quarter of your deck to run, so it never wins the game for you.
Each morning, +1 Energy. A standing personal flame — your camp simply runs warmer than everyone else's, from Day 1, every run.
On a night that would kill you, survive at 1 Health with a defensive bump instead. But the ember spends itself — Kindle goes dark for the rest of the run. A steady engine, or a single dramatic save. Never both.
6 of your 24 deck points — a real sacrifice at 12 cards, so it's a choice, not an auto-include.
Skill — slots into any deck, any class, any scenario. Tradable. Additive, never gating: every level stays beatable without it.
Legendary — gold keyline, shimmer, and a serialized founder wax-seal (№1–20) that no later card can ever carry.
A permanent, serialized mark of being one of the first 20. Your name in the Bloomlands' opening chapter.
Founding buyers are recorded on-chain. When the token arrives, founders receive a community airdrop — a thank-you to the originals, claimed and vested.
The SOL from these 20 cards seeds the game's first liquidity. You literally fund the launch — and get a genuinely great card for it.