Category
Category: Story
21 articles in this category.
21 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
- An Errand That Was Already UnderwayRill's one-episode story, in which a capable microglial stranger shares a single room with the Ranger and then goes their own way.Approved
- An Hour Without a RequestStella's side story about the difference between being asked for help and having the capacity to give it.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
- Ensemble scenesThree optional shared scenes and a handful of small unrewarded episodes that keep Hearth Grove's residents present between their quests.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
- Someone Else's ShiftPip's side story, in which a real relay-post handoff lets Hearth's keeper step away for the first time.Approved
- The Border of an AgreementThe joint side story of Aster and Vessa, who agree on a clearer way to report what happens at the vessel border.Approved
- The Five StretchesWick's long optional arc, in which five banked repairs restore the Quiet District's old road and open a ridge shortcut.Approved
- The Names at the EdgeBram's short local story about three names for one border place; it improves the map and reports but gives no Imprint.Approved
- The Part BetweenNell's side story, in which a rooted home neuron objects to being treated as an emergency after one irregular afternoon.Approved
- The Stretch Between NeighboursCress's short story about carrying an ordinary record across the Quiet District, and about whether a repaired stretch is safe to cross.Approved
- The Uninteresting OnesMote's side story about keeping ordinary observations, correcting a doubtful report and learning to stop an investigation honestly.Approved
- Who Takes the New Road?Fen's side story about which home routes suit a mobile resident, opened only after the player grows Hearth Grove.Approved
- Withdrawn story directionsStory ideas that the user withdrew or replaced, from the Circuit Ranger opening and Breach-first campaign to the Hearth refuge and the free helper.Retired
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.
- An Errand That Was Already Underway Approved Rill's one-episode story, in which a capable microglial stranger shares a single room with the Ranger and then goes their own way.
- An Hour Without a Request Approved Stella's side story about the difference between being asked for help and having the capacity to give it.
- 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
- Ensemble scenes Approved Three optional shared scenes and a handful of small unrewarded episodes that keep Hearth Grove's residents present between their quests.
- 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.
S
- Someone Else's Shift Approved Pip's side story, in which a real relay-post handoff lets Hearth's keeper step away for the first time.
T
- The Border of an Agreement Approved The joint side story of Aster and Vessa, who agree on a clearer way to report what happens at the vessel border.
- The Five Stretches Approved Wick's long optional arc, in which five banked repairs restore the Quiet District's old road and open a ridge shortcut.
- The Names at the Edge Approved Bram's short local story about three names for one border place; it improves the map and reports but gives no Imprint.
- The Part Between Approved Nell's side story, in which a rooted home neuron objects to being treated as an emergency after one irregular afternoon.
- The Stretch Between Neighbours Approved Cress's short story about carrying an ordinary record across the Quiet District, and about whether a repaired stretch is safe to cross.
- The Uninteresting Ones Approved Mote's side story about keeping ordinary observations, correcting a doubtful report and learning to stop an investigation honestly.
W
- Who Takes the New Road? Approved Fen's side story about which home routes suit a mobile resident, opened only after the player grows Hearth Grove.
- Withdrawn story directions Retired Story ideas that the user withdrew or replaced, from the Circuit Ranger opening and Breach-first campaign to the Hearth refuge and the free helper.