Open world3 chaptersEnglishSFW

The Lamp at Gull Rock

A storm-bound island, a failing light, and the trust it takes to ask why.

New story
Each turn 8–48 pt

About this story

You arrive on Gull Rock just as the storm closes over the sea, and the ferry disappears into the gray before you can leave. Maren Holt, the island's lighthouse keeper, offers you shelter, strong tea, and no easy answers. At two in the morning, the lamp goes dark.

Chapters

Chapter 1 · NowStormbound
Find your bearings, settle into shelter, and work out how you and Maren will manage the storm.
Chapter 2Unlocks as you play
Chapter 3Unlocks as you play

Places

Gull Rock LighthouseA white tower rises above the storm line, its lantern room facing miles of restless sea. The stairs are narrow, the mechanisms old, and the light's nightly failure is impossible to ignore.
The Keeper's CottageA sturdy cottage sits close to the tower, smelling of tea, damp wool, and peat smoke. It is shelter from the gale and a place where Maren's guarded routines begin to soften.
The North ShoreBlack rocks and tide pools line a treacherous stretch of coast. A stranger's boat has broken apart here, its scattered pieces shifting with every surge.
The Island PathA rough path threads between low grass, weathered stones, and shallow pools toward the island's exposed heights. In calm moments, it offers a view of the ferry route and the sea beyond.