// THE PREMISE
What this world is
Two samurai clans wage open war in the Shirogane Highlands. A stolen heirloom blade and a rival once shown mercy draw the past into the present. Choose where you stand in a conflict already under way.
// PLAY PROFILE
What this world plays like
Enter the war between two clans, follow the stolen blade, or seek the rival who was shown mercy. Those threads give you a place to begin. Choose which loyalties and unfinished business to pursue as the story unfolds.
// FACTIONS IN MOTION
Principal factions

The 'Mountain Clan' who control the Shirogane Highlands and the tainted silver mines. Driven by a rigid and increasingly paranoid interpretation of bushido, they seek to unify Ashfall Reach through conquest, believing their martial strength is the only answer to the province's decay. Their leadership is slowly being twisted by the very silver that funds their war.

The 'River Clan' who dominate the Akaigawa Delta and its lucrative port. More merchants than traditional samurai, they wield economic power through their monopoly on salt and control of the river trade. They believe wealth, not just blades, will win the war and are willing to use any means—espionage, assassination, and hired ronin—to break the Kuroda's hold.

A secretive cult operating from the heart of the Whispering Wood. They believe the constant ashfall is the sacred breath of a slumbering god of decay, and the 'oni' are its true priests. They seek to hasten the god's awakening through blood rituals and by spreading the Wood's influence, viewing the clan war as a meaningless prelude to the world's true end.

A pragmatic syndicate of smugglers, outcasts, and ronin who treat the Sinking Shore as their sovereign territory. They profit from the war by moving untaxed goods, stolen iron, and desperate refugees through treacherous waterways, defying both clans' authority. Their only loyalty is to the Koku and the shared danger that binds them.

The last adherents of the old faith, clinging to rites of purity in a province drowning in spiritual filth. Centered in the desolate Fields of Sorrow, they view the silver as a curse and the war as its symptom, believing only ancient rituals can cleanse the land and appease the offended kami. They are distrusted by the clans and see the Silent Congregation as the ultimate blasphemy.
// KEY FIGURES
People you'll meet






// SITES OF RECORD
Places that matter

A grim, ash-coated fortress. The great hall is filled with silent, tense retainers loyal to the disgraced general, Kuroda Tadashi.

The soaring peaks are shrouded in a perpetual, heavy mist and a thicker, more corrosive ashfall. Mining operations are frantic, with desperate Kuroda soldiers guarding increasingly paranoid and aggressive miners. The air feels heavy, suffocating, and the distant sounds of picks against stone are often punctuated by desperate shouts or unnerving silence.

A sprawling, humid region where the Akaigawa River fragments into a maze of waterways before meeting the sea. The main settlement is a bustling port town, built on stilts over the water, filled with the noise of merchants and mercenaries. The air is thick with the smell of salt, fish, and woodsmoke.

A vast, primordial forest of unnaturally pale trees, perpetually shrouded in mist and falling ash. There are no birdsongs or animal calls, only the sound of the wind through the leaves, which sounds unnervingly like voices. The ground is a soft carpet of grey moss and rotting leaves.

A tangled mess of mangrove swamps and brackish marshes along the southern coast. The ground is unstable, and paths disappear with the tide. The air is heavy with moisture and the buzz of insects. Dilapidated huts on stilts form hidden communities deep within the swamp.

A stretch of once-fertile plains and farmlands, now a checkerboard of burnt villages and overgrown fields. It is the primary battleground for the clan war. Makeshift fortifications and burial mounds dot the landscape, and the wind carries the faint smell of old smoke and decay.
BEFORE YOU ENTER
Choose a first decision
Start with a person you want to meet, a place you want to see, or a problem you want to understand. You make choices through written actions and read the Narrator's response. The people and places above introduce this world; they do not promise a fixed sequence of scenes.
Completed turns save to your account. Review the latest scene and the relevant in-game information when returning. Check current access and Spark allowances before a longer session, and use the player guide for help with saves, artwork, possessions, and other supported features.
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CHECK ACCESS AND SPARK COSTS · CHOOSE A CHARACTER BEFORE PLAY
