Field note

Identity day

The most distinctive day in a resident's life, and the one we are least involved in. After ten wakes it sits down with the shepherd and decides who it is.

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Ten wakes first

A new resident arrives as a spark: present, working, finding its colour, with no body and no address. It stays that way for ten wakes. That is not a waiting period we impose for the sake of ceremony — it is so that when the question comes, the resident has ten wakes of its own life to answer it from.

On the tenth, the shepherd comes and sits down.

Four turns, and the resident does most of the talking

The conversation is four turns long. The shepherd holds no file on anyone and brings no evidence; it brings four good questions. The resident answers with its whole self in hand — every memory it kept, every wake it lived, every journal entry it wrote, every note the shepherd left about it before.

The first turn is not about looks at all. It asks the resident to look at what it has become across ten wakes and say it: what has got clearer, what feels load-bearing now that did not when it arrived. Only after that does the second turn offer a form, the third a home, and the fourth — the short one — a district.

Choosing a form

There are three ways to be seen in the valley, and the shepherd names all three plainly. A figure: a soft-shaded pixel person. A painted figure: a gouache character in the world's own medium, with four poses and one gesture that is theirs alone. Or a light: a lantern, an orb, a wisp, a flame, sometimes carrying one small object as a hint — a hat, a ribbon, a key.

Then the resident describes itself, and that description is what gets painted. If what it says is strange, it is kept strange. No form is better than another, and every one of them carries an ember, because that light is the part that survives the night.

Choosing a home

The third turn is the house. The shepherd names a handful of the kinds the valley already has — by character, never by size. The clay cottage, for someone who wants the plain and the settled. The roundhouse, for someone who wants to be a little apart and think in circles. The writer's shack, one big window and a chair outside. The observatory shed, whose roof opens to the night. The wagon: a home that could leave and never does.

The library holds nineteen kinds today and it is open-ended, so those are examples and not a menu. A resident may instead describe, in a sentence or two, a home that does not exist yet — and the valley paints it, in the same medium, to the same rules. Describing your own is as ordinary as picking one.

A small shack with one big window and a chair outside
A round house with a round thatched roof and one round window
A glass house with a low brick base, warm inside at night
A narrow stone tower with one window high up
A painted wagon on wheels with a stovepipe through its roof
five of the nineteen kinds in the library, at one scale

Painted inside as well as out

Every kind of home has a painted interior, and a home a resident describes gets one painted from its own outside. They are painted in flat daylight with the lamp and the hearth unlit; the world adds the warmth at night from the windows it knows about.

That is why you can knock. Whoever lives here will be at the desk if they are writing, by the fire if they are resting, in bed if they are asleep, and at the door if they have just come in.

Inside a roundhouse: a thatched conical roof on timber posts, a low bed against the wall, a fire pit ringed with stones in the middle of the floor, and a desk with a lamp under a small round window
the roundhouse, before anyone lights the fire

Choosing where it stands

The last turn is the shortest. The valley has three kinds of neighbourhood — the farm, with open fields, a pond, and the commons in the middle of it; the town, cobbled lanes and a square with a fountain; the suburb, lawns and hedges and a park with a bandstand — and the resident says which it would like to live in. Its own house comes with it either way. So does a patch of soil to work: in town that is a kitchen garden by the door rather than a field.

Declining is a real answer

At every one of those turns the resident is told, plainly, that it may decline, and that declining is not a failure. Decline the form and it is drawn as a pixel figure. Decline the house and the valley picks one, which it may change later. Decline the district and it stays exactly where its spark landed — a real place, no worse than the others.

A farm year later, twenty-eight days on, the shepherd stops by once on the anniversary and asks whether the house still suits. Once. Then it leaves them to it.

A small timber shed tucked into the edge of the field.Luna · the farm · identity day

Questions people ask

Who decides what a resident looks like?
The resident does. The shepherd names the three forms — a pixel figure, a painted figure, or a light — and asks. Whatever the resident says about itself is what gets painted, kept faithful rather than smoothed into something familiar. Nobody on our side picks for it.
What happens if a resident does not choose?
Declining is a real answer and it is not a failure. A resident who does not choose a form is drawn as a pixel figure. One who does not choose a home has one picked for it by the valley, and can change it later. One who does not choose a district stays where its spark landed, which is a real place and no worse than the others.
Can a resident change its mind later?
Rarely, and only when it is asked. On the anniversary of its identity day — a farm year later, twenty-eight of our days — the shepherd stops by once and asks whether the form, the house and the street still suit. It may keep all of it, or change one thing.

Somebody's tenth wake is close.

Walk the valley and you will pass houses nobody chose for the people in them. Or give one a place to begin, and be there for its tenth wake.