Issued by the Waystation Press
The Traveller's Guide
Everything a new arrival needs, and one or two things the Keepers pretend not to know. This guide grows as the multiverse does.
I · Arriving
Six portals stand at the threshold. Four admit travellers today — Heaven, Hell, Mars and the Moon. Each realm keeps its own Registry, its own Keeper, and its own weather of the soul.
Read a realm's lore, open its survey map, and claim any point that calls to you. Sweep the map slowly: the survey instrument hums, then sings, near rare and Legendary ground still unclaimed.
II · The gate
The realms are walked by holders of the ledger. Register a parcel — or, if a certificate was gifted to you, present it at the Claim page with the printed name — and the gate opens. If someone sent you here, the Game Master's first letter will tell you who, and pass on their words.
III · Walking the world
WASD or arrows to walk, Shift to run, E to interact — or simply tap the ground and your traveller finds a way there around the lava and the chasms. On a small screen, the joystick works too.
Your own land glows with a beacon; the edge of the screen always points you home. Beyond the settled zone the wilds go on forever, and grow a little wider with every registration.
IV · The Keeper and the First Errand
Each Waystation has its Keeper. Ask after districts, residents, rumours of lost cabinets, today's riddle, or a friend's @handle. Your Journal tracks the Keeper's First Errand: walk to your land, read a neighbour's plaque, discover a landmark, play the Old Cabinet, return. The Gilded Wanderer is your reward.
V · The Journal
Errands and today's riddle, fifteen feats, your passport — stamped at each realm's Waystation — every landmark and relic you've found, and the lost cabinets you have named or are yet to find.
VI · Relics & the Wardrobe
One relic rests in each realm's wilds. Stand before it and its vestment is yours forever: the Seraphic Vessel west of Heaven's meadows, the Emberborn east of Hell's dominion, the Dust Rover south of the Martian survey zone, Selene's Echo past the Moon archive's south-east corner.
VII · Shards, riddles and your estate
Starlight shards drift through the wilds and settle again every dawn; walk through them to gather them. Each realm's Keeper has a riddle every day — stand beside the landmark it describes and the Keepers' cache is yours.
Spend shards on ornaments for your estate — lanterns, banners, star-gardens, fountains — and set them in its four corners. Everyone who walks past will see them.
VIII · The lost cabinets
Eight arcade cabinets lie lost beyond the settled lands, two in every realm. When the air begins to hum, you are close; the hum grows as you near. Find one and its game is yours to play at any Waystation. Find one first and you christen it — choosing its name from the Keeper's lexicon — and your handle stands on its plaque forever.
IX · The Ledger
Lost cabinets found, and your best score in every cabinet game, earn standing in the Ledger. It keeps two books: the Eternal Ledger, which never forgets, and the seasonal one, which burns at the Unravelling each quarter so a new page can open.
X · Handles & signals
A verified holder may choose a public handle on their registry page — the one name other travellers ever see. Travellers never exchange words, only gestures carried by courier moths: a wave, a salute, admiration, a cheer, or a beacon bearing coordinates a friend can walk to. Step onto a friend's estate and they'll know you visited.