Prologue

The beat sheet for the first five minutes of play and for the first beacon later in Phase 1 (06-roadmap.md, Phase 1 item 4), written to be built from. It sits inside rules owned elsewhere: the order, time targets and HUD rules of the first session are 10-operations.md §4’s; the systems in it are 03-systems.md §1.2’s; the story is 01-world.md §8.1’s; look and sound are 05-art-audio.md’s. Everything this document invents is marked (proposed) and listed in 07-decisions.md as D31–D34.


1. Shape

Step (10-operations.md §4) Where Budget This document
Create The Lodge yard ≤ 4 min Not here
Prologue Instance: the Pilgrim’s Stair, the Wick, the Stair’s curtain side ≤ 5 min §2, beat by beat
First field Instance: Mossy Field ≤ 5 min §3, in outline
First bank Instance: the foot of the Stair, then the Rim rail ≤ 3 min §3, in outline
Into the live world The Rim’s gate, a real channel — §3.3
First beacon The Sump, level 12–14, live world (proposed) ~10 min §5

The prologue teaches five things, one at a time, each before it is needed: move, jump, climb (ladders and ropes), drop (through a one-way foothold), and the lantern (it is lit for you, it is your light, the dark is theirs). Fighting is not taught here; it is the first field’s.

Targets: median 4:30, p90 ≤ 5:00 for a first-time player (the newcomer persona, §6.3). Times below are for a player who follows Fen without dawdling. Nothing in the prologue is on a timer: a slow player is never failed, only waited for.


2. Beat sheet

The camera, music and lines below are presentation; the beats, triggers and grants are server state run by the prologue director (§7). West is screen-left (05-art-audio.md, signature 2). Lines are authored, never free text, at most three short lines a page (01-world.md §11.1), and go through tr().

Verbal habits (proposed). Fen Cobble starts every speech formally and loses it halfway (“Welcome, pilgrim, to the foot of the — hang on”). Wickmother Hessa Lume calls every newcomer “spark” (the Guild’s first rank, 01-world.md §6.1). Pilgrims and the crowd speak in barks and voice blips only (05-art-audio.md, Voice).

2.1 Summary

# Time Where Player does Teaches New on screen
B1 0:00–0:25 The foot of the Stair Walks to Fen, hops onto the first scute Move, jump Health and class resource bars; the guide line
B2 0:25–1:45 The Stair, lit side, going up Two ladders, a gap, a rope grab, the long ladder Climb, rope grab, jump across —
B3 1:45–2:00 The Stair head, the Wick lift (proposed) Steps into the basket; rides Where you are —
B4 2:00–3:05 The Wick, the Vent Walks to the Vent mark; holds out a hand The lantern Lantern gauge; your light circle
B5 3:05–3:15 The Lamplighters’ chute (proposed) Slides — —
B6 3:15–4:30 The Stair, curtain side, going down Six drops through one-way footholds in the dark; sees a Puddling shy from the light Drop; the lantern keeps them weak —
B7 4:30–4:50 The foot of the Stair, the field gate Walks through the gate east — —

2.2 B1. Arrival (0:00–0:25)

2.3 B2. The climb (0:25–1:45)

2.4 B3. The Stair head and the Wick lift (1:45–2:00)

2.5 B4. The Lighting (2:00–3:05)

2.6 B5. The Lamplighters’ chute (3:05–3:15)

2.7 B6. Under the curtains (3:15–4:30)

2.8 B7. The field gate (4:30–4:50)


3. After the prologue, inside the instance

The rest of the instance is the first field and first bank, already set by 03-systems.md §1.2 and 10-operations.md §4. Only what the build needs is added here.

3.1 First field (≤ 5 min)

A private copy of Mossy Field (map 2) with its Puddlings, Mossnips and Dandlehops. Puddlings take half damage outside the light circle and pop inside it; motes cling to the lantern and run up its thread; skill 1 at level 2. The first death, if any, happens in light (the spawns near the gate are inside the field’s static lights) and costs the walk back. After 5 Puddlings, or 4 minutes, Fen’s marker appears at the gate (proposed).

3.2 First bank (≤ 3 min)

At the foot of the Stair Fen points up: the motes the player banked stream up the foreleg into Mossback’s shell, and the Sunline gauge appears and ticks. > Fen: Going home to the sun.

Then the player rides the Wick lift’s lower stage from the foot to the Rim’s rail (proposed; one ride, no second climb) and Mossback rises.

3.3 The rise and the handoff


4. The instance

4.1 The Pilgrim’s Stair map (proposed)

1200 x 960 u (150 x 120 tiles). Ambient Dark; the lit side is lit by static pilgrim lanterns, the curtain side by nothing. Footholds obey the map grammar in 03-systems.md §2.1 (up ≤ 36 u without a rope, a level gap ≤ 48 u). Heights are above the meadow floor; x runs west to east.

 h 960 ┌──────────────────────────────────────────────────────────────┐
       │ [chute lands]  RIM RAIL (curtain side)   | RIM RAIL [lift] B3 │
 h 900 │ C1 ════════                              |    ════════H═══   │
       │      C2 ═══════      ← moss curtains     |       rope 2 │    │
       │  C3 ═══════   ║ rope (down)               |              │    │
       │            C4 ═══════                     |   long ladder ‖   │
       │   C5 ═══════                              |  ════ knee ═══‖   │
       │         C6 ═══════   (Puddling, B6)       |  ═ ═ steps    ‖   │
       │                                           | rope 1 │          │
       │   Mossback's head rests here (mid layer)  |  ═══ gap ═══      │
       │                                           |   ladder 1 ‖      │
 h   0 │═══════════════ meadow floor, under the knee ══════ scute ▄ F  │→ field gate
       └──────────────────────────────────────────────────────────────┘
 x     0                                        600                1200
Piece x (u) Height (u) Notes
Spawn; Fen (F); field gate 1140; 1060; 1180 0 Gate portal to the instance’s Mossy Field, roped until B7
First scute 960–1020 32 The jump lesson
Ladder 1 900 32 → 160
The gap 760–800 160 40 u across, both sides at 160
Rope 1 720 hangs 190 → 360 Bottom 30 u above the plate: jump, then up
Knee terrace and steps 680–1100 360 → 424 Two 32 u steps; pilgrims stand here
Long ladder 1100 424 → 700 The vista (B2)
Rope 2 960 700 → 900 Ends at the Rim rail
Rim rail, lift (east) 700–1150 900 The Wick lift portal at 1120
Rim rail (west), chute landing 40–360 900 One-way only (no way back east at the top)
Curtain ledges C1–C6 40–520, zigzag 900, 780, 650, 520, 380, 240 One-way footholds, 100–140 u apart, each reached only by dropping; a rope from C3 down to C4
Meadow floor 0–1200 0 Continuous; walls at both map edges; no pit anywhere

The Wick (proposed). A small hold map, 640 x 270 u (one screen): the Vent across the middle of the floor, the Vent mark at its east end, lantern racks, the lift arrival on the west, the chute door on the east. Ambient Hearth. No footholds above floor level; it is a stage, not a climb.

4.2 The staged Kneeling

Nothing in the Kneeling is simulated. Mossback is painted pieces in the mid and far layers (05-art-audio.md, How titans are drawn), driven by the instance’s own clock, never the world clock (03-systems.md §1.2).

What moves How it is faked Cost
He breathes The mid and far layers scale 1.000 → 1.006 and back on a 12 s cycle around his head; the bassoon in the cue rides the same cycle One tween
He blinks The head’s eyelid is a two-frame cutout piece, every 15–25 s from the instance seed One sprite swap
White moss blooms CPUParticles2D white petals drifting from the curtains (Kneeling moss is white, content) ≤ 64 particles
The hold above The Rim’s lit windows in the far layer, the festival lanterns on the rail swaying The existing sway
No footfall The instance’s look sets footfall to none until the rise (game/render/looks.gd) A data field
The lurch (B4) Camera drop and settle, lantern swing impulse, dust particles, the sub-thud One shake cue
The rise (§3.3) Far layers sink, a 1.5° tilt, footfall starts Three tweens
The crowd 6–10 pilgrims (render-only, §4.3) on looped paths Sprites and paths

4.3 Fen Cobble and the crowd

4.4 Who shares an instance

An instance opens for the first newcomer and takes joiners for 3 minutes or until 12 (proposed), each entering at B1. A party of newcomers is placed together. A player who skips (§6.4) gets a solo instance.


5. The first beacon (Phase 1)

Phase 1 builds one beacon (06-roadmap.md). This section proposes which and how it ties back (D33).

5.1 What it is

The Low Lamp (proposed): a Guild brazier on the middle ledge of the Sump, the stratum under the Mossway (02-atlas.md; level 12–14), directly under the ground where Mossback kneels. It is the first beacon any player meets, because 03-systems.md §1.3 already has the Sump bank carried motes at a beacon before Chime Dunes teaches kindling. In Phase 1 it teaches both: kindle it, bank at it, be relit at it. Chime Dunes keeps its beacons for launch. It follows 03-systems.md §6.8 exactly; nothing below changes a beacon rule.

5.2 The quest: The First Kindle (proposed)

Fen Cobble, still at the foot of the Stair (his post), level 12, after the Sump’s first trip. Three steps: 1. Meet Fen at the Low Lamp (he climbs down with you). 2. Be there for a kindle: start one, or join one on that map in your channel. If the Low Lamp is already lit, the step waits for it to gutter, and the Surge counts; its time left shows on the beacon. 3. Bank carried motes at it.

Fen: Right. So. Kindling. I’ve done it once. Hessa held my hand. Fen: You start it, they come for it. Sixty breaths. Don’t let them touch it.

Reward: the XP, brass and Guild tallies of one Guild contract (03-systems.md §11.1, §12.1), and the title Kindled the Low Lamp (proposed).

5.3 The group event

5.4 How it ties back to the prologue

5.5 Telemetry and bots

light.beacon_kindle (drawn or poured, defenders), light.beacon_surge, ftue.step_complete with first_kindle (proposed). A first-beacon scenario kindles with 1 and with 6 bots: both must finish the wave, and the Surge must relight it.


6. Fail-safes

6.1 Cannot die, cannot get stuck

6.2 Disconnect and restarts

6.3 How bots test it

6.4 Skip rule for alts (proposed, D32)

Account state What a new character plays
No character has finished the prologue All of it
One has A choice at B1: the full prologue, or the short Lighting: B4 alone, 20 s, from the Vent mark, then the field gate. ≤ 45 s
Holds any Lodgemark (D26) A third choice: straight to the live Rim. The Lighting still happens, as a 6 s card (“Hessa Lume lit your lantern. Mossback stumbled.”)

The Lighting is never skipped outright: every character’s Lighting is a step drawn from Mossback (03-systems.md §7.3), and the game shows it each time, however short. Skipping logs ftue.skip with the beat.


7. Tech needs

Need Today To build
Instancing One Sim per process; zones keyed by map name; an emptied zone resets (zone.remove) Private zone copies keyed by instance id inside the channel process for Phase 1 (proposed, D34), with the join rules in §4.4; instance processes (04-architecture.md §4) later
Prologue director A one-line guide per map (game/sim/guide.gd); no quests A pure beat machine in game/sim/ reading a data script (prologue.json, proposed): beats, triggers (enter a rect, interact, timer, all-players-ready), actions (line, camera cue, music cue, lock input, grant, checkpoint). Pure so the scenario can drive it; it also emits ftue.step_complete
NPC actors Vendor stalls drawn by game/render/npc_view.gd, static, E to talk Scripted actors with paths and per-player visibility (Fen); render-only crowd walkers
Dialogue The HUD guide line (game/ui/hud.gd); the shop window Speech bubbles over the speaker, ≤ 3 lines, auto-advance at 0.4 s a word plus 1 s (proposed) or on E or tap, never blocking movement except the 30 s ceremony
Camera scripting Follow inside the map’s limits with the footfall bob (game/main.gd, game/render/looks.gd) Cues: lead, frame a rect, zoom, pan a path, shake impulse; reduced-motion variants
Unlit lantern Every player’s lantern is always lit (game/sim/light.gd, lantern.gd) A not-yet-lit state with no circle and the gauge hidden; the Lighting grant
The Lighting draw The Sunline is a snapshot field in server memory; worldd keeps the ledger Charge 100 to Mossback and the character’s ledger once, on the commit tick
Maps Four maps in game/content/maps/ on the map_file.gd schema The Pilgrim’s Stair and the Wick (§4.1); the Rim rail scene; a script key naming the director script (proposed)
Staged titan Parallax layers and the footfall in looks.gd Mossback’s head, eyelid and curtain pieces; breath, blink and rise tweens
Transitions Portals with move_to; the client rebuilds the view (_forget_zone) The lift and chute as portals with a scripted pan behind a fade
Audio Music, SFX and UI buses, the Lantern Town and Mossway themes and the core SFX, the heartfire motif on level-up and relight (client/audio.gd, D81–D82); the Stair is silent The Kneeling cue, the titan call, lurch SFX
Persistence worldd whole-character saves prologue_step, the lantern’s lit flag, the account’s prologue-done flag for §6.4
Bots simkit scenarios; the grind bot’s nav (tools/bots/nav.gd) prologue, prologue-skip, first-beacon; the newcomer persona
Beacon Boons.beacon hook; hearth banking in lantern.gd Kindle, wave, lit timer, Surge, Drawn and Poured (03-systems.md §6.8) on one map

8. As built (2026-10-04)

The first pass builds B1–B7 and the Lighting; §3, §5 and the instance itself wait.

Not built yet, each with a TODO in prologue.gd or prologue_view.gd:

The first beacon, as built (2026-10-05). The Sump (map 10, 02-atlas.md §6.3), the Sump Puddling and Sump Dimwing (17, 18) and the Soak and Ponds links are built, and so is the Low Lamp (game/sim/beacon.gd, D75, D76). E kindles it Drawn and Down+E Poured. A wave of 6, plus 2 for each defender past the first, up to 20, comes for the brazier. It catches at 60 s once the wave is out; lit, it gives 20 minutes of light, +10% XP, a relight point, a refuel and a bank (hold E). When it gutters, the Surge relights it for 10 minutes. On a Drawn catch, beacon_view.gd draws the dust and the light falling through the roof and the bark “He stumbled for it.”; on a Poured catch, a rising stream of motes. The first-beacon scenario kindles with 1 bot and then with 6, and the six must put out the Surge between them so it relights (§5.5). TODO: the heartfire motif on a Drawn catch (the relight cue plays for now); telemetry; pouring by others than the kindler.