Between two visions
The Entre-monde
A camp outside of time, neither on the road nor in the Veil. When a vision falls, or reaches the end of the road, the next one wakes up here, by Oswin's fire.
The Veil cannot hear the Entre-monde: it is the only land it has never found. Here, nothing is lost. What one vision brought back makes the next one stronger, and the camp itself changes as the visions go by.
i.
Oswin's fire
Sit down and talk. Oswin remembers every vision, comments on your last fall, and almost always has something new to say.
Dozens of scenes
ii.
The Watcher's cards
Oswin turns the Memories you bring back from the road into cards: lasting strengths that every new vision carries with it.
12 cards
iii.
The candles
One more candle, and the fire carries a little further. So does the next vision.
5 candles
iv.
The stone of vows
Those who have seen Karn sometimes make vows here. The road costs them more, and gives them more in return.
7 vows
v.
The altar of Omens
The prophecy engraves there what it expects of the visions. Do what it announces, then come back and read it: for once, it pays well.
16 omens
vi.
The Chronicle
The book of everything you have discovered: lands, guardians, masters and fragments of the story. Some pages only reveal their sequel much later.
35 pages
vii.
The lanterns
One lantern for every vision that has passed through the camp. The more you fall, the brighter the Entre-monde becomes.
One per vision
viii.
The empty seats
On the road, the masters only appear as projections of light. At the camp, they come in person and sit by the fire.
Six seats
Game in development: numbers and places may still change.