THE KEEPERS

Two people who stayed on a coast that everyone else had the sense to leave.

The Keeper

The Keeper
Warden of the Last Light60 HP

Available from the first run.

Kindle. Let them burn while you hold the line.

The posting came with a cottage, a coal allowance, and a logbook that the last man had filled to the final line and then kept writing in the margins. Nobody mentioned that the relief boat had stopped coming. You found that out in the ordinary way, by waiting for it.

The work is not complicated. You trim the wick. You wind the mechanism. You clean the salt off the seaward glass, which is a job that is never finished because the sea is never finished. Twice a night you climb the stair and you look out at nothing and you write down that you looked. A hundred and forty years of keepers have done exactly this, and the entire point of the profession is that on almost every night of those hundred and forty years, nothing whatsoever happened.

Then the harbour lights went out — not failed, went out, one after another down the coast like someone walking along a row of candles. And after the last of them there was only yours, and the dark came up the rocks to see what it was.

So you learned the other half of the job. You learned that a lamp is a fire, and a fire can be carried, and a thing that comes out of cold black water has one honest objection to being touched with flame. You started keeping oil where you could reach it in the dark. You started sleeping in your coat.

You are not a soldier and you never became one. You are a man with a lamp who has decided, on no authority but his own, that this coast will have one lit point on it for as long as he is standing. That is the whole of it. It has been enough for four hundred and eleven nights.

The light does not go out because I am tired. That is not one of the reasons it goes out.

Kindle is a promise, not a payment

Your fire does not land when you play it. You stack Kindle on a target and it burns at the end of every turn, ticking down as it goes. A card that looks weak on turn one is the reason something is dead on turn four.

Hold the stair

The Keeper is not fast. You take the hits behind Ward while the fire does its work, and the whole art is surviving your own timeline.

The payoff cards

Several Flares deal damage as a multiple of the Kindle already on the target. Set the fire first, then swing — a small attack becomes the biggest turn of the run.

The Salvager

The Salvager
Dredger of the Drowned Reach64 HP

Unlocks when you win a run with The Keeper.

Ward. Armor up, then make the armor hit back.

She worked the Reach for nineteen years before any of this, which makes her the only person alive who knows that coast in the way you know a room in your own house. Where the bar shifts. Which channel is honest at low water. What a hull sounds like going over the reef, and how long after that sound it is still worth going out.

It is not a romantic trade. You take what the sea has finished with, and the sea finishes with a great deal — plate, cable, brass fittings, the anchor off something that had no business being that far in. She built a life out of the coast's failures and never once apologised for it, because everything she pulled up was going to rust down there regardless and a family on shore had to eat.

The night the lights went out she was two miles offshore with a full boat. She watched the row of them go dark one at a time from the water, which is a thing nobody else saw and nobody else will ever quite believe, and she watched the last one keep burning.

So she came in. Not for the keeper, particularly — she has opinions about a man who would stand on a rock and argue with an ocean — but because she has spent nineteen years learning exactly what that water can do, and it has never once been personal before, and now it is.

She fights the way she dredged. Plate strapped over the vital places, a boat hook with nine feet of reach, and the settled professional understanding that the sea will keep coming and the only real question is what you have got bolted to your front when it does.

The sea has been taking things off this coast my whole life. I'm just the only one who takes them back.

Ward is ammunition

Everyone else's armour is a wall that vanishes at end of turn. Several of her cards deal damage equal to your current Ward — the number you built to survive is the number you swing.

Keep it, then spend it

Her Beacons stop Ward from resetting between turns. Once that lands, every point of armour you stack is banked, and the fight tips over fast.

Slower, sturdier, heavier

64 health and a deck that wants a long fight. She loses to the clock more often than she loses to damage, so know which turn you intend to end things.