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.

TTCmix
Ally — a pigment lineEnemy — dark seat, pigment edge
TTCTTC

The pot

Rose with rose and lichen

House 50 · manner 30 · field 20. Mixed in OKLab, the way pigments combine — not the way screens add light.

The Double Alchemist of the Spark

TTC · Rose with rose and lichen

Dissolve what is false. Rebuild what is true.

Open this mix

Transformation

House of the Alchemist

Dissolve what is false. Rebuild what is true.

TRoseT on the wheel

Old tables call this Hermetic art · Pearson Destroyer · death and rebirthFire · the blackening · the vessel that can take heat. A likeness, not a creed. On the wheel this house sits Rose.

Some forms must die for the next form to live. Dissolve, then recombine. You will not keep a dead story walking. The hard season is allowed. Making a lifestyle of crisis is not.

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.

  • The Rebel names the dead rule. The Alchemist agrees to let the dead form actually die.

  • Necessary fire, and the messenger who will not let the official story stay too clean.

  • The Alchemist clears the false. The Magician makes the true usable.

Enemies

These three work against it — a blind spot, not a villain.

  • Increase, and the death that lets the next form live. Make, or undo. The argument that grows a soul.

  • The Healer will not torch what still lives. The Alchemist will not keep a corpse at the table and call it care.

  • The Priestess fears a fire with no rite. The Alchemist fears a rite with no death. Mystery needs heat and a bowl.