Your home is gone, your mentor has vanished, and the Collectors are breaking the memory stones one by one. A road, a cart, and a donkey are all that's left.
Windfall is an unhurried journey through a north that remembers more than it shows. No combat, no timers — just the road, the herbs, the cauldron, and people who each carry their own version of the truth.
A road with no end
Drive your cart through forests, bogs, and wastelands. Stop wherever you like — to rest, to brew, to talk. Gram is in no hurry, and neither are you.
A land you have to learn
You carry an atlas drawn half a century ago. It says there was a ford here, a grove there, a village further on. Compare its notes to what stands in front of you, and you'll start to understand what became of these places.
Herbs and the cauldron
Gather what the land offers, cut the roots, grind them, watch the fire. Potions heal, open doors, loosen tongues — and put coin in your pocket when the next settlement is far away.
No one gets through this alone?..
The wise-women survived the disaster on their own, and each is certain she understood it correctly. They'll teach you the craft, load you with errands, and pull you toward their side of it. Listen to all of them. Believe whoever you like.
Your own version of what happened
What happened that night, and what to do about those responsible, is yours to decide. Five endings, and not one of them will tell you that you got it right.
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