⚔ Iron Warden
The watchblade. Hold the line. When something comes out of the mist, you are the reason other people get home.
An illustrated, dice-free choose-your-path series about light — who keeps it, who pays for it, and what happens when the people it serves finally get to choose for themselves.
The first four books of a six-book saga — free to download now. Books 5 & 6 are still to come.
You are a traveller carrying an independent lantern — a small flame that answers to no beacon, no city, and no king. In every book you choose one path, manage 3 lantern charges (plus provisions in Books 2–4), collect permanent discoveries, and reach 1 of 3 endings. Play on screen with clickable choice boxes, a fillable traveller's record and an ending journal — or print it and play with a pencil.
The watchblade. Hold the line. When something comes out of the mist, you are the reason other people get home.
The yew bow. Find another way. Read the road, the weather, and people — and rarely take the obvious path.
The ember staff. Understand the light. Ask what a flame is before you decide what it should do.
Endings carry forward: each later book opens differently depending on your earlier endings — but no ending ever locks you out of any later ending.
A generation grew up holding a book with one finger marking the page they might need to return to — making the choice themselves, and living with it.
That genre never should have faded. The thrill was never the gimmick — it was the responsibility. You decided which road to take, whom to trust, and what you were willing to risk, and the story remembered what you did.
Ash and Lantern revives it for a new generation — fully illustrated, dice-free, with no apps, no accounts, and nothing between you and the choice. Just you, a lantern, and the road ahead. Your path, your lantern charges, your endings — carried from book to book across a six-book saga.
And every book is free, because a revival should be shared, not paywalled. Download one, pass it on, argue about the ending you got — that's how a genre comes back: one reader, one choice, one lantern at a time.
Pictured: the full cover, its artwork, and inside — Warden Mara handing you Elian's letter in rainy Greyhaven (Section 01).
“Three lights have failed. One keeper is missing. Before you restore the flame, discover what holds it.”
Three of Greyhaven's watchlights have failed in three nights, mist is climbing uphill against the wind, and Keeper Elian — who went north to repair the beacon — has not come back. Warden Mara sends you after him with one instruction: find out what happened before you try to put it right.
Your search through the town, mill, chapel and memorial, and up the Pilgrim Road — possibly with Brindle beside you — uncovers an uncomfortable truth: the beacon's light was never just a flame. Aster, an ancient, thinking being, has been bound inside it for generations, and Elian's attempt to free Aster is what broke the light.
Repair the cage, and Greyhaven is warm again at a price someone else pays. Open it, and the town must learn to keep its own fires. Or, if you have truly listened, persuade both sides into something new.
Pictured: the full cover, its artwork, and an opening section page from inside the book.
“One city keeps its morning. Beyond the walls, the road grows cold.”
Weeks after the Hollow Beacon, a wagon rolls into Greyhaven with its horses, its cargo, and its lamps still burning on dry oil bowls — but none of its 23 passengers. The missing travellers were bound for Meridian, the one city that still keeps a warm, bright morning while every road beyond its walls grows cold and dark.
Following the manifest west — rescuing driver Tovin, sharing provisions with a stranded caravan, rebuilding Hearthmere, and earning Iona's road ward — you discover Meridian's engine is taking more morning than it was ever offered, and the road itself is paying.
At the Governor's works you must decide who controls the light, and who it is for. Your Chapter 1 ending changes how you arrive: Aster's knowledge, freedom, or covenant each opens a different route.
Pictured: the full cover, its artwork, and inside — Harbourmaster Ysra at her quay table (Section 01, “The Name on Her Sleeve”).
“The sea wants its city. The bells are taking something worse.”
In the harbour town of Saltmere, people write names on their sleeves so they will not lose them. Harbourmaster Ysra can tell you her son Elian laughs before the joke is finished — yesterday she could still remember his face.
The bells of the drowned city offshore, cut off from the light network when Meridian changed, have found something else to draw instead: living memories. Sail to the reef, rescue Elian the sailor and bell keeper Oren, catalogue what the bells have taken, and face the three drowned guardians — the Knight, the Widow, and the Keeper — by force or by release.
Then choose what the coast keeps: seal the deep and preserve the names, release the bells and let the shore go free, or stand a human watch that finally ends at dawn.
Pictured: the full cover, its artwork, and inside — your first sight of Vesper, with Brindle beside you (Section 01).
“A city kept safe from tomorrow. A people ready to choose it.”
Beyond Saltmere's flooded streets, far below the sea, a city still shines. Vesper was built as a refuge — 312 living citizens preserved under a pressure dome, safe from the flood. But safety came with a loop: Vesper has been repeating the same single evening, its people living fragments of a night that never ends, while centuries passed outside.
Descend with Sen and Mera, register the citizens as people rather than numbers, feed and listen in the Evening Market, rescue lift keeper Iven, learn the Lantern Flare, and confront the Magistrate, the Leviathan, and the Cartographer who keep the city's safeguards.
Stopping the loop will not harm the dome — but it will hand Vesper a tomorrow it has waited hundreds of years for, and this time the citizens themselves, in assembly, get to choose it.
Each book stands on its own — and each one remembers what you did in the last. Start at the beacon, and follow the light all the way down to the sea.
The road west. Twenty-three missing travellers and a city hoarding morning.
Saltmere. Names written on sleeves, and bells that take memories.
Vesper, beneath the sea. An evening that never ends — until you arrive.
The Greyhaven Chronicles continue. The road beyond Vesper is still being written.
Coming SoonThe final book of the six-book saga. Every ending you have carried will matter.
Coming SoonBooks 1–4 are available now, free. Books 5 & 6 are still to come — start now, and your endings will be ready for them.
No sign-up. No cost. Download any book — or all four — and start reading tonight. The saga will total six books, and your endings will carry into Books 5 & 6 when they arrive.