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.

JJAmix
Ally — a pigment lineEnemy — dark seat, pigment edge
JJAJJA

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 mix

Journey

House of the Hero

You leave, pay a real cost, and come back with something people can use.

JAzureJ on the wheel

Old tables call this Jung / Campbell · the heroic journeyFire · 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.

Open this houseBond two names

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.