The Journey
Three acts and an endgame, from the bottom of the world where you wake to the gate of heaven, then the same climb again a hundred years on, through a world your choice has made worse.
12 pages: 12 concept
Art in progressThe three acts and the two climbs are decided. Which region sits in which act, read bottom to top, is a proposal: see the overview.
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Act 1The DeepWhere the fallen wake, with no memory: a floor of feathers, the heap of fallen grace that Velmarch mined, and the foundries and halls above it. Only your ember lights the way up.The second climb: She is waiting where you wake, and this time you know her. A century more of your kind has been dug up and burned.
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Where You WakeThe floor of the world: grey feathers, the cold embers of those who fell before you, and one shaft of light from very far above.
DaylightOne shaft from far above
StrangenessDreamlike
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The HeartfireThe great heap of fallen grace that Velmarch mined: white-gold, glass-floored, too bright to look at.
DaylightOverexposed
StrangenessVisionary
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The UnderhallsFoundries that burn your kind for fuel, then mine-halls too large to see across, and the Plumb’s cage hanging in the dark.
DaylightOnly your ember
StrangenessMythic
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Act 2The Drowned WorldUp the Plumb into Velmarch, mostly under the sea: a desert of salt, then the drowned capital, where its king still holds court and ends the act.The second climb: The coast has drowned further and the front between heaven’s holds has moved. Orrin is on his throne either way.
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The Drawn SeaOut of the Plumb into blinding noon: salt flats, stranded fleets, whale ribs, and Saltreach hanging upside down in the sky.
DaylightBlinding white noon
StrangenessSurreal
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The Drowned CoastGrey salt marsh, faces under the water, Saltreach’s spires in the sea and the Drowned King on his dry floor.
DaylightGrey fog, cold shafts
StrangenessUncanny
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Act 3The AscentOut of the fog into the Vale, where daylight comes back and Hearthold keeps a fire for you; then the kings’ forest, the moors of their graves and the High Pass above the clouds, to the gate of heaven: white, colourless, and at war.Hub: HeartholdThe second climb: The fog has climbed the Vale and the children who watched you pass are old, or raised. A century’s fallen keeps the gate, and you arrive on your own banner’s ground.
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The Vale of VelmarchUp the low road out of the fog: orchards, hedgerows, and Hearthold on its hill, the last warm place.
DaylightGolden afternoon
StrangenessGrounded
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HarrowwoodThe kings’ forest of colossal oaks and yews, coals glowing in hollow trunks, the Gloamroot beneath.
DaylightDappled, then dusk
StrangenessFairy tale
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The Barrow MoorsGolden grass over the mounds of eleven kings, then the High Pass, climbing through snow above the clouds.
DaylightWind and cloud, then snow-glare
StrangenessEerie
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The Gate of HeavenA bridge over the cloud sea to a white gate, arches inside arches, and the city behind it at war.
DaylightWhite without a sun
StrangenessSublime
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EndgameThe Contested WorldThe endgame: the world’s regions, held by heaven’s factions, opened as maps from your seat above; the Unlit under the fire; pinnacle fights in heaven.
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The Contested WorldThe world as heaven’s board: every region held by a faction, opened as a map from your seat above.
DaylightThe world’s own light
StrangenessWhatever holds it
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The UnlitUnder the floor where you woke, where the fire itself is afraid, and light lights nothing.
DaylightLight that lights nothing
StrangenessPhantasmagoria
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