Nine worlds so far

The Worlds

Every place has a rule that feels perfectly ordinary to the creatures who live there. The Dot arrives without that assumption.

One world per book

The world is the adventure.

Learn how it works. Meet the people who live there. Find the contradiction. Leave understanding more than you did when you arrived.

DISTANCE cover

World 01 · Avara

DISTANCE

Distance can be owned.

On a vertical world of cliff shelves and measured routes, Mara’s family depends on a distance somebody else can claim. The Dot sees the same space everyone else sees—and does not understand why permission should change it.

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DOORS cover

World 02 · Sull

DOORS

A home remembers everyone welcomed into it.

On a warm underwater world, growing up means settling into a permanent home. Rell has lived with one impossible question for years, and the Dot is the first visitor stubborn enough to keep asking.

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LIES cover

World 03 · Ashet

LIES

A deliberate lie can change what it describes.

The Kesh can see speech, measure it, and sometimes watch a lie alter reality. Ilva once told a huge lie for a good reason. Everyone saw it. Nothing changed.

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NAMES cover

World 04 · Orrun

NAMES

A name is what you become.

At fourteen, everyone chooses a name—and their body becomes it. The system works. Everyone knows how it works. The Dot spends a surprising amount of time refusing to accept that this might be the entire problem.

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TIME cover

World 05 · Vell

TIME

One valley lives at two different speeds.

A river crosses a line and suddenly runs five times faster. The people on both sides understand the arithmetic perfectly. The difficulty is that a promise can be true on both sides and still become impossible to live with.

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MAPS cover

World 06 · The Reach

MAPS

A map shows the routes available to its reader.

The Reach is an open lattice of stone ribs through clear sky. A courier’s map shows a road nobody can find, and proving the map is right turns out to be very different from making anything better.

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MEMORY cover

World 07 · Arrit

MEMORY

Memories can be moved. Not copied.

In a crescent-harbor town, a woman gave away her best memory so it would survive. The memory still exists. She does not have it. The Dot assumes the obvious job is to return it.

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SHADOWS cover

World 08 · Seth

SHADOWS

Shadows have lives of their own.

In a bright white-stone town, shadows reveal things their owners are not saying. Everyone knows. Everyone politely looks away. Then the Dot arrives and, being the Dot, looks directly at everything.

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PROMISES cover

World 09 · The Landings

PROMISES

A promise becomes something you carry.

At a busy river freight town, a boatmaster must choose among three bad ways to deal with a promise that no longer helps the person it was made for. The rule is not confused. Neither is anybody else.

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