Twenty-six seats, twenty-six pigments
Circle of Houses
The alphabet stands in a wheel, A at the top. Around it sits a color wheel — each letter a mineral, amber at dawn walking the spectrum back to ochre. A Letter Path is three letters. Its color is those three pigments in one pot: house half, manner three-tenths, field two-tenths.

Mix a color
Choose which seat you are setting — house, manner, or field — then tap a letter. The well in the middle is the mix. That mix is the Letter Path’s color.
Setting the house. Tap a letter on the wheel.
The pot
Azure with azure and amber
House 50 · manner 30 · field 20. Mixed in OKLab, the way pigments combine — not the way screens add light.
The Double Hero of the Threshold
JJA · Azure with azure and amber
You leave, pay a real cost, and come back with something people can use.
Open this mixJourney
House of the Hero
You leave, pay a real cost, and come back with something people can use.
Old tables call this Jung / Campbell · the heroic journey — Fire · the ordeal · the road home. A likeness, not a creed. On the wheel this house sits Azure.
Courage that never comes home is just travel with better scars. The hero leaves, is changed, and returns with a skill, a truth, or a medicine the village did not have. If you cannot come home, you have not finished.
The mineral scale
Every letter keeps one pigment. Vowels sit a little lighter. Tap any chip to set the house and keep mixing.
Allies
These three complete this house’s work.
Wanting becomes a journey only when you accept a real cost and plan to come back. The Hero is what the Seeker grows into if the crossing is finished.
The Explorer opens the miles. The Hero agrees to be changed by them and still come home.
The Hero returns with something useful. The Warrior knows which fight was worth the dust.
Enemies
These three work against it — a blind spot, not a villain.
Going that will not write home. Belonging that treats every journey as betrayal. The living answer writes, then goes.
A quest of dust versus a quest of the unspeakable. Each can despise the other's idea of a true crossing.
A hero who cannot play. An innocent who will not pay a cost. Courage without wonder. Wonder without a spine.