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.

XXCmix
Ally — a pigment lineEnemy — dark seat, pigment edge
XXCXXC

The pot

Coral with coral and lichen

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

The Double Trickster of the Spark

XXC · Coral with coral and lichen

You break the false rule so a truer one can appear.

Open this mix

Edge

House of the Trickster

You break the false rule so a truer one can appear.

XCoralX on the wheel

Old tables call this Jung's Trickster · the holy disruptionAether · the crossroads · the unmarked variable. A likeness, not a creed. On the wheel this house sits Coral.

A rule that has begun to lie must be broken before it can be rewritten. The Trickster is not a vandal. A joke that never builds is only sabotage. A disruption that serves life is how the next order gets in.

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 strikes the match. The Trickster checks that the rule was actually lying before anything burns.

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

  • The Oracle's picture will not become a statue while the Trickster is in the room.

Enemies

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

  • The Creator wants a season. The Trickster will not promise one. Both keep the work from becoming a factory.

  • Belonging that closes. Exile that becomes a brand.

  • A circle that polices mystery. A trick that will not let a room ripen.