GM record

Turn 001 · SIMULATION · Co-GM archive

Turn 001 — Committed state

Reading edition of a structured SIMULATION record. Repeated embedded state and generated views are omitted from phase checkpoints; the literal JSON below preserves the complete record. Commit pages show the turn’s decisions, approvals and status; the World State and Timeline pages provide the readable state history.

Calendar

Current Key

Y01-M07

Display Label

Early autumn, Year 1

Year

1

Month

7

Next Key

Y01-M08

Legacy Source Label

Not recorded.

Turn

Id

turn-001

Number

1

Status

CLOSED

Deadline

2026-09-07T16:19:05.375Z

Maximum Submission Words

1500

Current Blocker

Not recorded.

Status History

Record 1

Status

OPEN

At

2026-09-07T16:19:05.375Z

Approval Id

Not recorded.

Record 2

Status

INTAKE_LOCKED

At

2026-09-07T16:19:05.435Z

Approval Id

Not recorded.

Record 3

Status

ANALYZED

At

2026-09-07T16:20:00.625Z

Approval Id

Not recorded.

Record 4

Status

ADJUDICATION_APPROVED

At

2026-09-07T16:21:20.635Z

Approval Id

T001-A-GM

Record 5

Status

RESULTS_DRAFTED

At

2026-09-07T16:35:08.253Z

Approval Id

Not recorded.

Record 6

Status

DELIVERY_APPROVED

At

2026-09-07T16:35:08.253Z

Approval Id

T001-A-DELIVERY

Record 7

Status

DELIVERED

At

2026-09-07T17:40:27.748Z

Approval Id

T001-A-DELIVERY

Record 8

Status

CLOSED

At

2026-09-07T17:40:27.748Z

Approval Id

Not recorded.

Intake

T001-I-player1

Id

T001-I-player1

Player Id

player1

Classification

VALID

Counts As Miss

false

Consecutive Misses Before

0

Consecutive Misses After

0

Word Count

1005

Byte Count

5879

Archive Path

turns/turn-001/intake/player1/submission.md

Checksum Sha256

c0b26cb67095e11728943d782662758d5fe87fc407e236835469a3f73c8a0540

Ruling Id

Not recorded.

T001-I-player2

Id

T001-I-player2

Player Id

player2

Classification

VALID

Counts As Miss

false

Consecutive Misses Before

0

Consecutive Misses After

0

Word Count

1050

Byte Count

6388

Archive Path

turns/turn-001/intake/player2/submission.md

Checksum Sha256

1f8ffaba5b1b031f34a3697b99aa6db75e3b030982920a4fbc9b65fbfd622488

Ruling Id

Not recorded.

T001-I-player3

Id

T001-I-player3

Player Id

player3

Classification

VALID

Counts As Miss

false

Consecutive Misses Before

0

Consecutive Misses After

0

Word Count

738

Byte Count

4580

Archive Path

turns/turn-001/intake/player3/submission.md

Checksum Sha256

b2282dda910dec496641b97e25bd6b2470d702da89aa6128291c314f8c1eb753

Ruling Id

Not recorded.

T001-I-player4

Id

T001-I-player4

Player Id

player4

Classification

VALID

Counts As Miss

false

Consecutive Misses Before

0

Consecutive Misses After

0

Word Count

883

Byte Count

5287

Archive Path

turns/turn-001/intake/player4/submission.md

Checksum Sha256

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Ruling Id

Not recorded.

Players

player1

Id

player1

Clan Id

saltmere

Leader Character Id

saltmere-leader

Leader Title

Leader of Saltmere

Control Status

ACTIVE

Eligible

true

Expected Submission

true

Consecutive Misses

0

Influence

SUPPORTIVE

player2

Id

player2

Clan Id

keelstrand

Leader Character Id

keelstrand-leader

Leader Title

Leader of Keelstrand

Control Status

ACTIVE

Eligible

true

Expected Submission

true

Consecutive Misses

0

Influence

SUPPORTIVE

player3

Id

player3

Clan Id

high-barley

Leader Character Id

high-barley-leader

Leader Title

Leader of High Barley

Control Status

ACTIVE

Eligible

true

Expected Submission

true

Consecutive Misses

0

Influence

SUPPORTIVE

player4

Id

player4

Clan Id

ternhaven

Leader Character Id

ternhaven-leader

Leader Title

Leader of Ternhaven

Control Status

ACTIVE

Eligible

true

Expected Submission

true

Consecutive Misses

0

Influence

SUPPORTIVE

Decisions

T001-D01

Id

T001-D01

Title

Saltmere Fuel Allocation, Pan Bank Reinforcement, and Food Preservation

Type

GROUPED_REVERSIBLE

Status

APPROVED

Affected Player Ids

  • player1

Approval Id

T001-A-GM

Summary

Player 1's plan astutely addresses the immediate fuel dispute by prioritizing dry billets for fish smoking while pausing full salt boiling to inspect and reinforce the leaking pan bank. Using stored salt cakes for dry-salting and Sava's canopied drying racks absorbs the surplus catch without overtaxing fuel reserves. Preventive coppicing and drainage preparation in the clay hollow secure future wood, and Evi's patrol strictly obeys observational caution. The fuel allocation conflict is peacefully resolved with dry billets allocated to fish smoking, solar pan management maintained, and stored salt cakes utilized for dry curing. Fen and the leader inspect the pan bank at low tide, finding seepage channels that are packed and reinforced with clay and turf. The two leaking roofs are thatched, garden roots stored dry, willow coppiced and stacked in a drained hollow shelter, and Evi scouts the marker beach safely from cover.

T001-D02

Id

T001-D02

Title

Keelstrand Hull Construction Pause, Shed Shoring, and Roofing Priority

Type

GROUPED_REVERSIBLE

Status

APPROVED

Affected Player Ids

  • player2

Approval Id

T001-A-GM

Summary

Player 2 makes a disciplined and well-orchestrated decision to prioritize leaking sleeping quarters over capital shipbuilding ahead of winter rains. Pausing the large hull under pitched thatch prevents joint rot, while overhauling the old boat maintains autumn fishing. Shoring the boat shed brace before heavy work mitigates structural collapse risk, and deploying Pell to run a lashing school turns an injured specialist into an effective training asset. The unfinished hull is securely cradled and sealed under thatch, with completion deferred to spring. Mara overhauls and caulks the existing fishing boat. Tor's crews, supported by Pell's newly trained apprentices, tie thatch on all four leaking houses. The rotted shed brace is shored with props, stabilizing the building. Heavy offcuts become two drag-sleds, garden crops are stored in straw pits, and Ivo conducts a bounded scout up the southeast trail to the ridge line.

T001-D03

Id

T001-D03

Title

High Barley Care Rota Protection, Storehouse Salvage, and Harvest Pacing

Type

GROUPED_REVERSIBLE

Status

APPROVED

Affected Player Ids

  • player3

Approval Id

T001-A-GM

Summary

Player 3 grounds their plan in realistic human capacity, formally establishing Cal's dependent care rota and observing the covered bowl custom to prevent caregiver burnout. Pacing harvest cutting strictly to drying throughput prevents grain spoilage. Sorting the lower store bay and erecting raised dunnage protects stored sacks from rising damp, while converting the wool loft into ventilated drying hurdles adds vital indoor processing capacity. Deploying pack goats for sheaf hauling relieves human labor. Cal's care rota is established and honored with the covered bowl, maintaining household morale and protecting caregivers. Barley harvesting proceeds steadily during dry weather, hauled by Osa's pack goats. In the storehouse, Leth and the leader separate damp grain for immediate consumption, compost spoiled grain, and install raised timber dunnage. Beren converts the disused wool loft into ventilated hurdle drying space, and prime seed is safeguarded on upper racks. Outward travel down to the coast is avoided.

T001-D04

Id

T001-D04

Title

Eastern Trail Reconnaissance: Ternhaven Alder Scout and High Barley Ford Surveillance

Type

CROSS_PLAYER

Status

APPROVED

Affected Player Ids

  • player3

  • player4

Approval Id

T001-A-GM

Summary

The simultaneous reconnaissance operations resolve with realistic spatial and temporal pacing. Seli's 3-day scout from Ternhaven along the alder path reaches the stream ford and lower meadow, discovering signs of upland cultivation. Jun, maintaining high-shelf watch in High Barley, spots the scouts at the meadow margin. Respecting strict orders of engagement, Seli observes from cover and withdraws eastward down the alder path toward Ternhaven without crossing the ford or forcing contact, establishing mutual awareness without friction. Seli completes a three-day scout along the alder trail to the stream ford, noting pack tracks and sighting upland structures on the high shelf before withdrawing peacefully eastward. Jun observes the coastal scouts from the high shelf above the ford, noting their peaceful demeanor and eastward return. Both leaders acquire credible, evidence-limited knowledge of neighboring presence.

T001-D05

Id

T001-D05

Title

Ternhaven Mooring Line Relocation, Boat Safety, and Hospitality Rule Enactment

Type

GROUPED_REVERSIBLE

Status

APPROVED

Affected Player Ids

  • player4

Approval Id

T001-A-GM

Summary

Player 4's plan immediately eliminates marine risk by hauling boats onto the inner beach pending inspection of the suspect mooring. Inspecting the line at calm slack tide discovers and resolves underwater stone chafing before rope breakage occurs. The two-stage hospitality rule masterfully reconciles Del's traditional welcome (dry first night, hearth meal) with Ves and Ruan's resource concerns (reciprocal labor required thereafter or respectful departure with rations). Building upper ledge drying racks and pitching roof seams protects village stores. Both fishing boats are kept safe on the inner beach while Kiri inspects the underwater mooring, finding the chafing stone and re-rigging the line with sound rope. Drying racks are constructed on the upper ledge, the landing hall roof seam is pitched, and coughing children are nursed at the hearth. The two-stage hospitality rule is established and accepted by the community.

Approvals

T001-A-GM

Id

T001-A-GM

Kind

ADJUDICATION

Authority

AI_GM

Approved At

2026-09-07T16:21:20.635Z

Target Ids

  • T001-D01

  • T001-D02

  • T001-D03

  • T001-D04

  • T001-D05

Scope

AI GM reviewed the complete locked simultaneous turn.

T001-A-DELIVERY

Id

T001-A-DELIVERY

Kind

DELIVERY

Authority

AI_GM

Approved At

2026-09-07T16:35:08.253Z

Target Ids

  • player1

  • player2

  • player3

  • player4

Scope

Independent AI narrative review passed: Joint causal consistency and narrative disclosure audit passed across all four clans.

  1. Causality & Prerequisites: All player plans operate strictly within mundane physical limits and established clan capabilities. Labor allocations, seasonal constraints, and resource trade-offs (e.g., green wood seasoning in Saltmere, pausing the large hull to secure roofs in Keelstrand, pacing barley cutting to loft drying capacity in High Barley, and beaching boats pending slack-water mooring repairs in Ternhaven) are fully grounded. No missing prerequisites were bypassed or magically granted by leadership scores.

  2. Simultaneous Interactions & Contact Pacing: Cross-clan movements resolve with realistic spatial and temporal pacing. In the west/north, Player 1's scout (Evi) reaches the marker beach and observes smoke across the creek without crossing, while Player 2's scout (Ivo) explores the southeast ridge trail with a strict midday turnaround, avoiding collision. In the east/upland, Player 4's alder scout (Seli) advances to the stream ford/meadow on a 3-day scout and sights upland dwellings, while Player 3's watcher (Jun) monitors the ford from the high shelf. Neither forced contact or diplomatic overreach occurs, and mutual awareness is established with strict observational boundaries.

  3. Character Agency & Dramatic Pressure: Named NPCs act strictly according to established knowledge, motives, and local customs (witnessed stones, keel vows, covered bowls, hearth hospitality). Grievances and allocation disputes were de-escalated through grounded compromise rather than arbitrary compliance or score override. Trope reviews correctly resulted in REJECTED_ALL dispositions, ensuring no contrived literary tropes or forced dramatic escalations were imposed.

  4. Narrative Disclosures & Information Privacy: All four private narrative reports strictly preserve epistemic boundaries. Concealed structural conditions (pan bank seepage channel, boat shed rot, cracked storehouse drain, submerged mooring rock) were revealed only to the extent physically uncovered by active inspection. No hidden scores, GM reasoning, trope names, other players' private intentions, or omniscient geographic facts leaked into player reports. Machine visibility envelopes align with authored prose, and uncertainty regarding neighboring clans and approaching weather is properly preserved.

  5. Mechanics, Scoring & Validation: Submissions complied with word counts (738 to 1050 words) with concise-submission fairness maintained. Substantive decisions (5 approved) fit the required target, without unauthorized rule or victory activations. No eliminations occurred.

Rules

saltwind-baseline

Id

saltwind-baseline

Name

Frozen v0.2 simulation baseline

Status

ACTIVE

Scope

CAMPAIGN

Effect

Mundane causality; 1500 words; simultaneous monthly turns; six anchored scores and P=.65 mean+.35 minimum; causal uncertainty target and prerequisites; persistent bounded character agency; privacy; specific AI_GM elimination and emergent activation gates within SIMULATION only. General mechanics fixed; source rules bundle supplies detail.

Approval Id

SIM-BOOTSTRAP-saltwind-sound-01

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

Attractors

None recorded.

Deliveries

T001-DEL-player1

Id

T001-DEL-player1

Result Id

T001-R-player1

Player Id

player1

Source Path

turns/turn-001/results/player1/RESULTS.md

Destination Path

mailboxes/player1/inbox/turn-001-results/RESULTS.md

Source Checksum Sha256

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Delivered Checksum Sha256

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Approval Id

T001-A-DELIVERY

Delivered At

2026-09-07T17:40:27.748Z

Verified

true

T001-DEL-player2

Id

T001-DEL-player2

Result Id

T001-R-player2

Player Id

player2

Source Path

turns/turn-001/results/player2/RESULTS.md

Destination Path

mailboxes/player2/inbox/turn-001-results/RESULTS.md

Source Checksum Sha256

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Delivered Checksum Sha256

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Approval Id

T001-A-DELIVERY

Delivered At

2026-09-07T17:40:27.748Z

Verified

true

T001-DEL-player3

Id

T001-DEL-player3

Result Id

T001-R-player3

Player Id

player3

Source Path

turns/turn-001/results/player3/RESULTS.md

Destination Path

mailboxes/player3/inbox/turn-001-results/RESULTS.md

Source Checksum Sha256

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Delivered Checksum Sha256

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Approval Id

T001-A-DELIVERY

Delivered At

2026-09-07T17:40:27.748Z

Verified

true

T001-DEL-player4

Id

T001-DEL-player4

Result Id

T001-R-player4

Player Id

player4

Source Path

turns/turn-001/results/player4/RESULTS.md

Destination Path

mailboxes/player4/inbox/turn-001-results/RESULTS.md

Source Checksum Sha256

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Delivered Checksum Sha256

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Approval Id

T001-A-DELIVERY

Delivered At

2026-09-07T17:40:27.748Z

Verified

true

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