A glowing lantern on a mossy forest path, white mist curling through pine woods toward a ruined tower — cover art from The Hollow Beacon
The Greyhaven Chronicles  •  By Marcus Draper

ASH AND
LANTERN

Four books. One lantern. Every choice is yours.

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.

✦ Books 1–4 available now — free to download & read  •  Books 5 & 6 coming
4 of 6Books Available Now
252Pages
220Story Sections
12Endings to Find
No dice. No apps. Just you and the road.

How it plays

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.

⚔ Iron Warden

The watchblade. Hold the line. When something comes out of the mist, you are the reason other people get home.

🏹 Thorn Scout

The yew bow. Find another way. Read the road, the weather, and people — and rarely take the obvious path.

🔥 Ember Keeper

The ember staff. Understand the light. Ask what a flame is before you decide what it should do.

✦ Choose your path✦ No dice needed✦ 3 endings per book✦ Your endings carry forward✦ Brindle the dog may join you✦ Clickable PDF + printable

Endings carry forward: each later book opens differently depending on your earlier endings — but no ending ever locks you out of any later ending.

The mission

Bringing Choose Your Own
Adventure Back

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.

Cover of Ash and Lantern 1: The Hollow Beacon by Marcus Draper — a glowing lantern in misty pine woods below a ruined tower Cover art detail: lantern light on a mossy forest path with mist climbing toward the beacon tower

Pictured: the full cover, its artwork, and inside — Warden Mara handing you Elian's letter in rainy Greyhaven (Section 01).

Inside Book 1, Section 01 'The Last Warm Windows' — Mara handing over Elian's letter, with clickable choice boxes below the story
Book One  •  Revised Edition 2.0

The Hollow Beacon

“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.

56 pages48 story sections3 endingsFREE PDF

The three endings

  • A Light That Never Leaves
  • A Sky Without a Cage
  • The Lanterns We Choose
Cover of Ash and Lantern 2: The Roads Without Dawn — a lantern-lit wagon on a flooded causeway looking toward the glowing walled city of Meridian Cover art detail: the wagon on the flooded stone causeway at night, Meridian and its great beacon tower glowing beyond

Pictured: the full cover, its artwork, and an opening section page from inside the book.

Inside Book 2 — an illustrated opening section page with story text and choice boxes
Book Two  •  Edition 1.0

The Roads Without Dawn

“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.

62 pages54 story sections3 endingsFREE PDF

The three endings

  • A City with Open Windows
  • The First Ordinary Sunrise
  • The Roads We Keep Together
Cover of Ash and Lantern 3: The Bells Beneath the Sea — a traveller and Brindle on Saltmere's wet quay, a drowned bell tower rising from the sea Cover art detail: Saltmere harbour at sunset, fishing boats, cliff town, and the huge drowned bell tower offshore

Pictured: the full cover, its artwork, and inside — Harbourmaster Ysra at her quay table (Section 01, “The Name on Her Sleeve”).

Inside Book 3, Section 01 'The Name on Her Sleeve' — Ysra at the Saltmere quay table, with different openings for each Chapter 2 ending
Book Three  •  Edition 1.0

The Bells Beneath the Sea

“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.

64 pages56 story sections3 endingsFREE PDF

The three endings

  • The Names Above the Water
  • A Shore Without Chains
  • The Watch That Ends at Dawn
Cover of Ash and Lantern 4: The City That Waited — a traveller with lantern and Brindle overlooking Vesper, a golden city under a glass dome beneath the sea Cover art detail: Vesper glowing under its vast glass pressure dome, clock tower at its heart, beneath the sea

Pictured: the full cover, its artwork, and inside — your first sight of Vesper, with Brindle beside you (Section 01).

Inside Book 4, Section 01 'Beyond the Last Bell' — the traveller and Brindle overlooking domed Vesper, with openings for each Chapter 3 ending
Book Four  •  Edition 1.0

The City That Waited

“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.

70 pages62 story sections3 endingsFREE PDF

The three endings

  • Morning Behind the Glass
  • The Sky They Had Forgotten
  • A Door in Both Directions
Read them in order

The road through Greyhaven

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.

1

The Hollow Beacon

Greyhaven. A missing keeper, a failed light, and a being named Aster.

Begin here →

2

The Roads Without Dawn

The road west. Twenty-three missing travellers and a city hoarding morning.

Continue →

3

The Bells Beneath the Sea

Saltmere. Names written on sleeves, and bells that take memories.

Continue →

4

The City That Waited

Vesper, beneath the sea. An evening that never ends — until you arrive.

Read it now →

5

Book Five

The Greyhaven Chronicles continue. The road beyond Vesper is still being written.

Coming Soon
6

Book Six

The final book of the six-book saga. Every ending you have carried will matter.

Coming Soon

Books 1–4 are available now, free. Books 5 & 6 are still to come — start now, and your endings will be ready for them.

About the author

Marcus Draper

Ash and Lantern — The Greyhaven Chronicles is Marcus Draper's six-book illustrated gamebook saga — four books available now, two still to come — written to bring the choose-your-own-adventure genre back: adventures about light, memory, and the cost of keeping other people safe without asking them. No dice, no character sheets to fear — just a lantern, three charges, a faithful dog if you earn him, and choices that follow you from book to book.

Every PDF is fully illustrated, with clickable choices on screen, a fillable traveller's record, and an ending journal. Print any book and it plays beautifully on paper, too.

Free — Books 1–4 available now • Books 5 & 6 coming

Start the journey now.
Two more books are on the way.

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.

Book 1

The Hollow Beacon
56 pages • 48 sections

↓ Free PDF

Book 2

The Roads Without Dawn
62 pages • 54 sections

↓ Free PDF

Book 3

The Bells Beneath the Sea
64 pages • 56 sections

↓ Free PDF

Book 4

The City That Waited
70 pages • 62 sections

↓ Free PDF