CW·A·01
The route inland
The country as a journey from the sea
The route inland is the journey across the country, from the sea to the ridges. At each village something happens to you: you are welcomed, you learn to move, you are asked your business, and so on. The Spirit village carries you between the stops.
Come in from the sea and keep going, and the country does something to you at every stop.
Temeama welcomes you. The water village teaches you to move. At the hub you're asked your business, and at the court island you're judged. Sand enters you into the record, Flame shapes you, and at Stone, furthest in, you learn the why.
The Spirit village carries you between every step, and at the end brings you back to Temeama's shore, the threshold of Woyengi's country.
The map runs wet to dry, and so do the elements: Blood and Water at the sea's edge, Iron up on the dry ridges. Between regions, distance is counted in days by canoe. Inside the Delta, it's hours.
Quick facts
- Carried by
- The Spirit village
See also
- Temeama: Grove / Storm · the Delta
- The water village: River / Flame · the Delta
- The hub: Storm / Light · the calling country
- The court island: Light / Iron · the dial country
- Sand village: Sand / Blood · the dial country
- Flame village: Flame / Time · the forge country
- Stone village: Stone / Spirit · the forge country
- The Spirit village: Spirit / Water · the calling country