Category
Category: Main campaign
9 articles in this category.
9 articles. See all categories.
- Act I: The Long WakeThe first act, where the Evening Pair starts to drift and the Ranger learns that an irregular signal is not always something to remove.In the alpha
- Act II: The Boundary Is Not a WallThe second act, where the story reaches Starwell and Vessel Margins and shows a model-inspired stress relay beside a case with the same symptom but no relay.Approved
- Act III: What Stays After the SignalThe third act, about revisits, history and later challenges, with the Quiet District repair and Mote's optional field invitation.Approved
- Act IV: The IntervalThe fourth act, a sincere calm with good days and unresolved days, final preparation and Pip's keeper handoff.Approved
- Act V: The BreakThe finale, a sudden focal mechanical injury at a familiar crossing that the community answers with shared, limited work.Approved
- Arborwake: The Long WakeThe main campaign of Arborwake, a prologue, five acts and an epilogue about a cellular community that learns to read changing signals.Approved
- Epilogue: The Next Ordinary DayThe closing scenes of The Long Wake, where Hearth Grove shows only the changes the player actually earned.Approved
- Evening PairThe paired evening pulse on Hearth Grove's north connection, the motif that ties every act of The Long Wake together.In the alpha
- Prologue: The Last Regular EveningThe opening of The Long Wake, where the Ranger learns a calm Hearth Grove, meets Pip and Mote and first sees the Evening Pair.In the alpha
A to Z#
A
- Act I: The Long Wake In the alpha The first act, where the Evening Pair starts to drift and the Ranger learns that an irregular signal is not always something to remove.
- Act II: The Boundary Is Not a Wall Approved The second act, where the story reaches Starwell and Vessel Margins and shows a model-inspired stress relay beside a case with the same symptom but no relay.
- Act III: What Stays After the Signal Approved The third act, about revisits, history and later challenges, with the Quiet District repair and Mote's optional field invitation.
- Act IV: The Interval Approved The fourth act, a sincere calm with good days and unresolved days, final preparation and Pip's keeper handoff.
- Act V: The Break Approved The finale, a sudden focal mechanical injury at a familiar crossing that the community answers with shared, limited work.
- Arborwake: The Long Wake Approved The main campaign of Arborwake, a prologue, five acts and an epilogue about a cellular community that learns to read changing signals.
E
- Epilogue: The Next Ordinary Day Approved The closing scenes of The Long Wake, where Hearth Grove shows only the changes the player actually earned.
- Evening Pair In the alpha The paired evening pulse on Hearth Grove's north connection, the motif that ties every act of The Long Wake together.
P
- Prologue: The Last Regular Evening In the alpha The opening of The Long Wake, where the Ranger learns a calm Hearth Grove, meets Pip and Mote and first sees the Evening Pair.