WARD — Defend and Protect Ward actions respond to immediate threats: storms, equipment failures, conflicts, external dangers. These are reactive, protective actions ensuring the settlement survives to continue building. Duskara-Specific Ward Examples: Environmental Hazards: Prepare for incoming superstorm predicted by weather workers Respond to sudden temperature spikes threatening greenhouses Rescue people caught in flash wind-shear Contain fire from overheated thermal exchangers Evacuate areas threatened by day-side heat creep Infrastructure Crises: Emergency repair of failing storm barriers mid-storm Prevent aquifer contamination from surface breach Restore power during critical system outage Stabilize collapsing sections of linear city structure Fight equipment fires in cramped quarters Social Threats: Prevent violent conflict between feuding factions Stop hoarding of critical resources during scarcity Intervene when someone's psychic abilities spiral out of control Mediate before a splinter group causes permanent fracture Protect vulnerable individuals from mob mentality External Dangers: Defend against predatory native creatures Secure settlement from raiders or desperate refugees Retrieve people lost in the scorched lands Warn neighboring settlements of cascading hazards Protect salvage operations from claim-jumpers Ward Success Outcomes: Failure: Loss, damage, injury, the threat succeeds; +1 Tension (potentially +2 for catastrophic failures) Partial: Threat contained but at significant cost Success: Danger averted with minor losses Overwhelming: Threat eliminated completely, lessons learned, community strengthened; -1 Tension