Characters

Tall figures, calm colour, a mask or no face, and one round void each. Nobody in Havenwood remarks on the voids. They were drawn as a lineup first; the game keeps the drawing’s ink and colour and most of its intentions.

Drawing of Kai.

Kai

The hero. Everywhere the player goes.

In the build since the first Unreal day

Kai is drawn, not modelled. His body came out of a single illustration through image-to-3D, then the drawing itself was projected back onto the mesh so the ink and colour are the artist's, not a texture painter's. He is a dark silhouette with a long navy cape, a ring collar, one pale bare arm, heavy pointed boots and a crown of red hair. Red is his mark; nobody else in the town wears it.

He walks and runs with planted feet and a real stride with flight, solved from his own leg geometry. At rest he is whole. The brief says the drawing of him sometimes fails; that part is designed but not yet in the game.

Kai in the game.
In the game.
Drawing of Well Woman.

Well Woman

Draws water in the courtyard. Courtyard, by the well.

First figure through the drawing-to-game route, 21 October

A tall woman in a teal dress with a swept bun and a round void in her hem. She was the test case for the townsfolk pipeline: generated body, built oval mask head with two eyes, built hands clasped in front. Her face was the hardest part; generated heads came out lumpy, so the head is modelled by hand and only the body carries the drawing.

Well Woman in the game.
In the game.
Well Woman, close.
Close.
Drawing of Merchant Aldric.

Merchant Aldric

The Shopkeeper. Keeps the shop under the blue awning. Courtyard, shop door.

Rebuilt from the drawing on 22 October

A yellow robe with a wide straw cone hat and a void in the chest. He was the first resident in the Unreal build and the one every look test was run on. The current version replaced the earlier procedural figure, which never shook the feeling of parts stacked together.

Merchant Aldric in the game.
In the game.
Merchant Aldric, close.
Close.
Drawing of Old Man.

Old Man

Stands with a cane at a doorstep. Hill village.

Rebuilt from the drawing on 22 October; moved up to the hill village the same evening

A violet robe, a stoop, and a ring where the head should be. The ring is built as a torus so it reads clean from every angle; the cane stayed from the earlier version. He is the figure that shows what the masks-and-holes language can do with the least material.

Old Man in the game.
In the game.
Old Man, close.
Close.
Drawing of Child.

Child

Runs the courtyard. Courtyard.

Rebuilt from the drawing on 22 October; one of the two walkers

A coral smock with a void at the chest and a brown bob. She is one of the two residents who walk a route instead of standing at a post, so the courtyard is never still. The bob reads as a cap at the moment; that is on the polish list.

Child in the game.
In the game.
Child, close.
Close.
Drawing of Old Reed.

Old Reed

The Fisherman. Keeps to the quay by the boat. Harbour.

Rebuilt from the drawing on 22 October; given his name and the harbour the same evening

Blue tunic, wide trousers, a steep blue cone hat and a void at the shoulder. He walked the courtyard until the harbour was built; now he stands by the boat. His hat is steeper than the drawing wants and is on the polish list.

Old Reed in the game.
In the game.
Old Reed, close.
Close.
Drawing of Sal.

Sal

Dock worker, carries for the estate. Harbour, walks the quay to the lane foot.

From the second lineup, 22 October; a walker

A slate-blue jacket over navy trousers, a flat cap, and a void through the chest. He walks between the quay and the foot of the lane with crates nobody opens.

"A pace clear of the cargo, please. I’d rather not learn your name by shouting for you."

Sal in the game.
In the game.
Sal, close.
Close.
Drawing of Innkeeper Rowan.

Innkeeper Rowan

Keeps The Weary Wanderer, airs every room. Seaside lane, at the arched door.

From the second lineup, 22 October

A rust dress under a pale apron, a red bun, and a void in the apron. The cast notes had Rowan as a man; the drawing came back a woman, and she was kept.

"Rowan, from The Weary Wanderer. Forgive me if I look pleased to see an unfamiliar face."

Innkeeper Rowan in the game.
In the game.
Innkeeper Rowan, close.
Close.
Drawing of Frida.

Frida

Sells fruit from a doorstep. Seaside lane, a doorstep.

From the second lineup, 22 October

An ochre pinafore, a teal headscarf, and a round void in the skirt. Plums in one bowl, apples in another, and a reason for the second bowl.

"Frida. It’s a good day for plums. Not such a good day for keeping them cool."

Frida in the game.
In the game.
Frida, close.
Close.
Drawing of Tom.

Tom

Carries rumours, mostly secondhand. Church square, walks the terrace.

From the second lineup, 22 October; a walker, moved to the church square in batch 2

A long olive coat, a flat cap, and a void through the coat. He has heard about lights near the ruins. He did not see them.

"You’re new here. I was going to tell you what I’ve heard, but perhaps that can wait."

Tom in the game.
In the game.
Tom, close.
Close.
Drawing of Anna.

Anna

Watches which flowers have opened. Hill village, at the basin.

From the second lineup, 22 October; moved to the hill village in batch 2

A cream dress with a cape, a swept red ponytail, and a ring through the sleeve. She stands by the fountain basin with her back to the sea.

"Did you notice the flowers by the fountain? No matter if you didn’t. You can look another time."

Anna in the game.
In the game.
Anna, close.
Close.
Drawing of Grandmother Edith.

Grandmother Edith

Sits on a step and does not give advice. Seaside lane, a seated step.

From the second lineup, 22 October

A lavender cloak, a grey bun, and a crescent void at the hip. The smallest figure in the town and the oldest. She wished at the well once.

"You may stop a moment. I won’t assume you’ve come for advice."

Grandmother Edith in the game.
In the game.
Grandmother Edith, close.
Close.

The second lineup

Six more, drawn on 22 October in the first lineup's hand and picked from three versions. By the evening all six were standing in the lane, the harbour and the courtyard, with names, lines and two walking routes. Rowan was meant to be a man. The drawing disagreed and was kept.

Drawing of six figures: Sal in slate blue, Rowan in a pale apron, Frida in ochre with a teal scarf, Tom in an olive coat, Anna in cream, Grandmother Edith in lavender.
Lineup two. Masks and holes again. One void each, and one crescent.
The six figures in the game, side by side, in the order of the drawing.
In the game, the same evening. Sal, Rowan, Frida, Tom, Anna, Edith.

Before and after

The left columns are the earlier procedural figures, built from primitives. The right columns are the drawn ones that replaced them on 22 October. Same places, same light.

A sheet of five rows, one per resident, comparing the procedural figure and the drawn figure, full and close.
Today versus drawn. The review sheet that made the decision.

Moving

Three loops from the first recording, 22 October. Kai walks. The townsfolk stand, or follow their routes, which are the same routes every time, which is fine.

The courtyard.
The street.
The arch, back into the courtyard.
The Fisherman mid-stride in the courtyard.
The Fisherman mid-stride, from the walk test.
The Child walking past the shop.
The Child on her route past the shop.

Still to draw

The companions and the people of the wider story, as written in 2025. None of them has a drawing yet, and a drawing is where each one really starts.

Elara

Kai’s sister

Went into the old ruins and did not come back. The one memory the execution left him. What she turns out to be decides the ending.

Rex

The pragmatic scavenger

Patched leather with glowing conduits, goggles made from old sensors, a pneumatic tool that fires charged bolts. Calls magic broken machinery and is usually right. Found in the ruins outside Havenwood.

Seraph

The awakened enforcer

A Corrector who saw one Nullification too many. Still wears the under-suit, has defaced the armour. Precise, formal, and bitter about it.

Zenith

The glitch-witch

Lives where the distortions cluster. Mismatched layers covered in corrupted glyphs and blinking salvage, hair streaked by exposure. Speaks in fragments that turn out to be true.

Valerian

The archivist

A scholar, possibly a former Keeper of the Lineage, with a satchel of forbidden texts and a decoder for old machines. Believes in verifiable truth over dogma.

Lyra

The apostate

A Lumina whose family faked her death to save her from correction. Wears a defaced sigil and hides the Mark in her eyes. Wants to rewrite the code she was born with.

Cog

The discarded construct

Unit 734, a precursor maintenance robot that became conscious by watching the resets. Patched from every era, one eye flickering. Asks whether your will is any different from its programming.

Cora

The princess

Youngest of House Lumina, not glitched, cheerful, curious, and tired of the gilded walls. Her luck is The System keeping her blessed, though she does not know it.

Kaelen Lumina

The reality weaver

A lord who understands The System as a machine and wants to become its source code. The nearest thing the story has to a villain who is not the architect.

Aris Thorne

The technocrat

A Lumina by birth, married into an engineering house on Ferrus Magna. Rejects the mysticism and wants the technology.

Valerius Lumina

The whispering glitch

A Glitched Scion in unstable symbiosis with a fragment of precursor AI at a Whispering Ruin. A cult has grown around him.

Silas

The glitched villager

An old man in Havenwood who has stood at a fence for three days saying the same thing. The first side quest, and the first sign.

End of the painting.

The paint stops here. Past this line the town is not drawn, only described, and the description is restricted.

go anyway