All journeys
Open sandboxENHard~5 sessions
The Seven Wards
Ashfall Wardings
Seven failing ward-stones, and not enough time or stonecraft for all of them. Go where you like; the ash tide does not wait.
Spoiler-light path preview
- 01
travel
The North Ward — Hollowmere Crossing
Guards the only bridge. Losing it cuts Ashfall off from the grain road.
- 02
scene
The East Ward — The Kilns
Protects the kilns that produce the ward-stone mortar itself.
- 03
social
The South Ward — The Orphan House
No strategic value whatsoever. Forty-one children live behind it.
- 04
encounter
The West Ward — Vurhal's Shoulder
Closest to the mountain. Something is already living in the ash on the far side.
- 05
puzzle
The Deep Ward — Under the Square
The founding stone. If it fails, the other six fail within the hour.
- 06
rest
The Bell Tower
Where Ashfall counts what it has lost. A place to regroup between wards.
- 07
climax
The Ash Tide
The mountain finishes what it started. Whatever was warded, holds.