DOREAVINEAA BEACON OF HOPE
PART TWO · CHAPTER 13 OF 23

Your first opening

A creation of your own needs a name, a price and a reason to exist.

4 MIN READ·ORIGINAL DOREAVINEA STORY·FUTURE STORY EVENTS
Travelling founder kiosks in a green outpost clearing
Travelling founder kiosks in a green outpost clearing ILLUSTRATED STORY PLATE 13

The first thing you make is not likely to be the last version of it. You already know this. You have moved one detail three times and are still unsure whether the original was better. Spark can arrange the alternatives. Dash can have an opinion. Neither has to live with the name you put above your own counter.

The remarkable part is that the choice belongs to you. There is no single answer hidden somewhere in the square. There is only an idea, a place to try it and people who may see something in it that you did not.

There is one small detail of your first creation that you keep changing, though every version looks perfectly reasonable until you see the next. Spark puts the alternatives beside each other. Dash likes the one you almost discarded. When you choose the other, he leans closer to see it properly. Eventually, you leave it as it is.

In the Pricing Challenge, practice customers try your offer at different prices. You watch what happens, choose your own Luminea price and arrange the display.

Your kiosk opens. You stand outside to see it as a visitor would. Then you go back in and move one thing.

For the outpost's first market opening, you look through other creators' work. You choose something you like and wear it into the Alley. The Luminea you spend goes to its maker. When you return, you check your own kiosk. If you are still waiting for a customer, the practice challenge gives you somewhere to try another offer. The Shopping Sprint, a later challenge that visits three shops, can wait.

You try a delivery challenge and use the poster maker to tell people about your shop. Three posters go up, including one on the available wall outside the Marketplace. Your kiosk can stay open while you explore. When you make your first improvement, you can see what has changed: something you earned has helped you build something you wanted.

Rue stops beside your posters.

“Will they recognise your mark from the path?”

You try three layouts on the practice board. One is clear at a distance. Another looks better close to the door.

Rue asks permission to use a copy of the route layout in a crew trial. Dash helps hold the board while you test it in the wind.

Then he points above the closed gates.

Eventually, you leave it as it is.

“There is a gallery over the old Waterworks. You can see every beacon from it.”

“Have you been?”

He shakes his head and unfolds a drawing. Gauge kept it in a cupboard for years.

“When the lights come back, I want to be up there.”

There is room on the drawing for two figures. If you want to go with him, you add your route mark beside his. If you have other plans, he offers you a copy of the view. He folds the paper carefully along its worn creases.

Beyond the market barrier, something catches your eye in the blue door workshop: an old display unlike anything in the current shops. You would like a closer look. It might give you an idea for your next creation. Gauge is inspecting the supply fitting that could let the crew reach it. Spark recognises the design and begins explaining how to connect it.

Gauge waits, then turns the fitting over. A support underneath is damaged.

“This part wasn't in your drawing.”

A metallic tap comes from behind the barrier. Everyone stops to listen. The wind changes. The sound comes again. Something loose is knocking against the old workshop sign.

Rue looks from the sign to the map that says its lane does not exist.