Hold the line
Iron Warden
A blade, a battered coat, and the strength to stand between danger and those who cannot face it.
Three nights. Three lights gone dark.
Beyond Greyhaven’s walls, the mist is moving against the wind. Take up your lantern. Find the missing keeper. Decide what deserves to burn.
The old watchlights protected Greyhaven for generations. Now their keeper is missing—and the records he left behind suggest the lights were never what they seemed.
Search a drowned mill, brave the glass chapel, and earn a frightened engineer’s trust. Find evidence through strength, stealth, or understanding.
Read an enemy’s next move. Strike, guard, use your signature ability, or retreat. Your lantern can illuminate a difficult choice—but its charges are limited.
A loyal dog waits in Briarwood. A missing keeper waits beyond the ridge. And something inside the beacon has been waiting far longer.

Hold the line
A blade, a battered coat, and the strength to stand between danger and those who cannot face it.
Find another way
Every locked door has another entrance. Every enemy leaves a blind spot. You know where to look.
Carry a dangerous light
You speak the forgotten language of the lanterns. Their power answers—sometimes more loudly than you intended.
A complete first adventure with exploration, equipment, progression, and three possible conclusions. Your journey saves on this browser.
Step into Greyhaven →