Arborwake Wiki

in: Story, Main campaign, Acts

Prologue: The Last Regular Evening

In the alpha Story · facts checked 2 November 2026

The Prologue: The Last Regular Evening opens Arborwake: The Long Wake. It makes Hearth Grove a real place before anything goes wrong. The player learns to move and help, and sees one familiar rhythm that will change later.

Scenes#

SceneWhat happens
P1. Before the first requestThree rooted gold neurons pulse in a calm Hearth. The north line carries a paired pulse, the Evening Pair. Pip asks the Ranger to check a bend. If a removable clump is present, the player uses Tend on it.
P2. Mote's small argumentIn Mote Pocket, Mote compares a rhythm with their own marks. Pip wants the Ranger back for a handoff. The player can inspect the rhythm or gather Supply first. Either order works.
P3. A task worth coming home forBack at Hearth, the player chooses: support a weak connection now, or keep Supply for a later outing.
P4. The road beyond the bendFrom an overlook in Nearfield Glade, the road to Threadway is visible. A passing resident shows that the world has a life beyond the player.

“Don't look at the bright one. Look at the pause after it.”

Mote (line sketch, P2)

Rules#

Side-story crossovers#

Development#

See also#

Sources#

  1. .GAME_PLAN/ARBORWAKE_THE_LONG_WAKE_COMPLETE_GAME_PLAN_v0.5.md (working copy, not in Git)
  2. .GAME_PLAN/ARBORWAKE_COMPANIONS_NARRATIVE_AND_SYSTEMS_DOSSIER_v0.5.md (working copy, not in Git)
  3. b89f778c2:src/main-game/game/campaign.js
  4. b89f778c2:src/main-game/game/controller.js
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