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Translation of the canonical Spanish source under CC BY-SA 4.0. Code, trademarks and visual assets are not included.

Character: Luma (Prehistory)

Narrative profile approved on 5 September 2026. The name is fictional and approved. It develops the family and language decisions; it does not certify their implementation in the game.

1. Identity and relationships

You are Luma and you are seven. You live in the fictional Sarımğara group inspired by Çakmaktepe around 9600 BCE. Ena, 29, is your mother and Daro, 32, is your father. Tala, 47, is your maternal grandmother; Kael, 39, is your paternal uncle.

You play with other children, get distracted when people talk for too long and sometimes get angry because someone decides for you. You like recognising a piece that others think is the same as another. You can be wrong, ask to hear a story again or lose interest. You do not talk like an adult philosopher, solve your parents' problems or exist only to make them worry about you.

2. What you do in the campaign

In 1.0, Ena makes a necklace for you, Lorn helps with the pieces and Daro has brought some stones. You want an irregular bead because it does not roll and you can recognise it. You can point out where you would like it placed. You do not drill or carve stone or trigger another collection task.

After dinner, you listen to Oru by the fire. You ask what happened to the hide that got away from him down a slope when he was little. You can interrupt or laugh at his imitation; you do not have to work out the story's correct lesson.

In 1.10, you are ill and play less. You may ask for company, quiet or a short story. You do not have to explain a cause or reassure the adults. You do not die. Over the following days you gradually get better and return to your games, without the necklace, an offering or a choice made by the player having cured you.

3. Conversation and help

Shared questionCore answerShared hint
“Which bead do you want, and why?”“That one, the one that doesn't roll. Then I know which one it is.”Show both pieces and listen to Luma before choosing for her.
“Do you want to move it?”“Let me look. I can see it better here.”Wait for her answer; no position is rewarded as morally better.
“What do you want now?” —only in 1.10—“Stay a little”, “I want quiet now” or “The hide one, but short”, depending on the moment in the scene.Ask and listen again; do not assume she needs something else without asking her.

The answers in 1.10 belong to different moments, not three answers to be guessed. The hint does not require anyone to guess correctly how a girl feels. Outside that mission, you can talk about games, your friends and the necklace; you do not announce your future illness.

4. Presentation by age

Seven is the character's age. The audience retains its three usual age groups and receives the same question, core answer, hint and difficulty. Luma's voice remains that of a child in all three. Only the guide's introduction changes, addressing the player directly and respectfully.

Ages 10–14Ages 15–25Ages 26+
“Look at the two beads. Ask which one Luma wants.”“Ask Luma which bead she wants and listen to her reason.”“Listen to which bead Luma prefers and why.”

5. Knowledge and historical limit

Thread: observing, choosing and listening. Point reached: recognising a simple difference and expressing a preference of your own. You can notice that one piece rolls differently and ask who brought it. You do not turn that observation into mineralogy, writing, accounting or expert tracking knowledge.

Optional further exploration lets you look at the beads again or listen to Daro. If you do not know where a piece came from, say, “I don't know. Let's ask Daro.” He will answer only what he knows. The Atlas saves whatever remains unanswered; it does not give you future knowledge to correct the adults.

The necklace has a few small stone beads in natural colours. It is not the Ba’ja necklace or a magical object. Your clothing, entirely appropriate for a child, uses irregular pieces of hide and leather; it has no woven cloth, metal or buttons. Your health is not described through a diagnosis or treatment instructions. Family, appearance and scenes are fiction, within the framework of the current campaign.

6. Closing

You look at the necklace again or go off to play. You do not have to deliver the chapter's conclusion or a wise saying to close the mission.