❦ Return to the Tome

III. The Hub Twixt Levels

— a safe quarter, where coin is changed for cunning —

Between rounds the player wakes in the Hub — a small lit place with no monsters in it. Here they spend the spoils of the night past, and prepare for the night to come. Below: a plan of the Hub from above.

Fountain of the Quiet Hour The Forge forge anvil ↑ ENTER The Apothecary ↑ ENTER The Ledger leaderboards · record The Descent Gate you wake here N — The Hub —

The Four Stations

The Forge — Blacksmith

A grim man with sooty hands. Speaks little.

Craft new arms, lights, and gear from materials hauled out of the field. Repair the worn. Upgrade what is dear.

→ See the workbench in Plate IV.

The Apothecary — Stat Vendor

Brews permanent improvements. Bottled, sold by the dram.

Vitae Tonic — HP +20150 g
Long Breath — Stamina +25150 g
Twice-Springing — Double Jump400 g
Iron Arm — Strength +10%220 g
Swift Heel — Speed +8%220 g

The Ledger

A great book on a lectern, kept by no-one in particular.

Your banked coin, your highest run, your fallen names. Coin in the Ledger is safe from death; coin in your purse is not.

The Descent Gate

A torch-lit arch in the south wall.

Steps through to the next round. The night's Quota is shown on the lintel before the gate opens. Cannot be re-entered for the same level.

Hub design notes

Pacing

The Hub is the only place the player can stop. Keep it warm, lit, and quiet — opposite of the field in every register. No timer, no threat dial.

Distance

All four stations should be reachable in ≤ 6 seconds of walking from the wake-up mark. The Hub should never feel like a chore.

NPC voice

Two speaking NPCs only: the Blacksmith (gruff, terse, fond of metaphors about iron) and the Apothecary (chatty, mock-medical). The Ledger has no voice.

Diegetic UI

Shop menus appear on the surface of the stall counter as a parchment "receipt" — not as a screen overlay. Reinforces the medieval frame.