GM record

SIMULATION · Co-GM archive

Saltwind Sound — Initial hidden 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.

Schema Version

sim-1.0.0

Record Id

saltwind-sound-01-state

Record Status

SIMULATION

Source

Kind

INITIALIZATION

Campaign Id

saltwind-sound-01

Turn Id

turn-001

Notes

Fresh synthetic Saltwind initialization under explicit GM simulation authorization; no historical campaign imports.

Generation

Source Version

saltwind-sound-01-turn-001

Generated At

2026-09-07T16:18:33.300Z

Tool Version

simulation-runner-1.0.0

Campaign

Id

saltwind-sound-01

Name

Simulation: Saltwind Sound

Rules Version

saltwind-v0.2-sim1

Status

ACTIVE

Current Turn

1

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

OPEN

Deadline

2026-09-07T16:18:33.300Z

Maximum Submission Words

1500

Current Blocker

Not recorded.

Status History

Record 1

Status

OPEN

At

2026-09-07T16:18:33.300Z

Approval Id

Not recorded.

Intake

None 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

Places

sound

Id

sound

Name

Saltwind Sound

Kind

REGION

Population

Not recorded.

Summary

A mundane narrow coastal sound with four resident communities, navigable shore segments and uncertain reception. No compulsory regional crisis.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere

Id

saltmere

Name

Saltmere

Kind

SETTLEMENT

Population

151

Summary

Your village stands on the western shallows of a narrow sound. Brine pools lie east, garden strips on the low rise west, and a coppice beyond them. A shingle path leads north to an empty marker beach; reeds conceal the shore south. The tidal mud looks walkable from above but holds deep runnels. Your two shallow fishing skiffs can follow the western shore in settled weather; neither is suited to an exposed crossing in a gale.

Visibility

Scope

PLAYERS

Player Ids
  • player1

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand

Id

keelstrand

Name

Keelstrand

Kind

SETTLEMENT

Population

149

Summary

Your settlement occupies the northern timbered creek of the sound. The boat shed sits above the tide; the nearest straight timber grows uphill and must be dragged down a stony track. A western shore path reaches an empty marker beach in half a fair-weather day. A pack trail climbs southeast toward grazing country. Beyond its first ridge you have no current map. Your old fishing boat works within the creek; the unfinished larger boat cannot yet float.

Visibility

Scope

PLAYERS

Player Ids
  • player2

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley

Id

high-barley

Name

High Barley

Kind

SETTLEMENT

Population

153

Summary

Your village lies on a southern upland shelf above the eastern side of the sound. Fields surround the houses; rough grazing and a spring lie uphill. A pack trail runs northwest over a ridge; another descends east through alder ground toward distant coastal smoke. A small stream ford near the east descent rises after rain. You own pack goats and hauling frames, not a seaworthy boat. No coast-to-coast shortcut crosses the steep central ravine.

Visibility

Scope

PLAYERS

Player Ids
  • player3

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven

Id

ternhaven

Name

Ternhaven

Kind

SETTLEMENT

Population

150

Summary

Your village sits inside the southeastern hooked inlet. Its inner landing is sheltered; beyond the bar, wind and ebb can make even a short boat journey dangerous. An alder path climbs west to a stream ford and upland meadow. The coast curves north around the eastern arm of the sound. Two small fishing boats work near shore; you have no current safe-weather survey of the full sound.

Visibility

Scope

PLAYERS

Player Ids
  • player4

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

Characters

saltmere-leader

Id

saltmere-leader

Name

Leader of Saltmere

Status

ACTIVE

Home Place Id

saltmere

Role

Recognized player leader with modern memories

Goals

  • Determined by isolated player submissions

Fears

  • Not prescribed

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-c1

Id

saltmere-c1

Name

Nessa

Status

ACTIVE

Home Place Id

saltmere

Role

pan tender

Goals

  • protect skilled work and her witnessed fuel promise

Fears

  • being treated as expendable

Relationships

  • saltmere-r1

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-c2

Id

saltmere-c2

Name

Orin

Status

ACTIVE

Home Place Id

saltmere

Role

net captain

Goals

  • preserve the catch and fair household shares

Fears

  • losing food to production targets

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-c3

Id

saltmere-c3

Name

Sava

Status

ACTIVE

Home Place Id

saltmere

Role

basket and drying-rack maker

Goals

  • test small improvements without wasting supplies

Fears

  • being ordered to scale an untested device

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-c4

Id

saltmere-c4

Name

Fen

Status

ACTIVE

Home Place Id

saltmere

Role

bank and water keeper

Goals

  • maintain safe banks and clean drinking water

Fears

  • a warning being dismissed

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-c5

Id

saltmere-c5

Name

Evi

Status

ACTIVE

Home Place Id

saltmere

Role

shore walker

Goals

  • keep routes usable and journeys bounded

Fears

  • being sent onto mud without a retreat

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-c6

Id

saltmere-c6

Name

Daro

Status

ACTIVE

Home Place Id

saltmere

Role

storekeeper

Goals

  • make ration and fuel allocations believable

Fears

  • being accused of hiding shortages

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-leader

Id

keelstrand-leader

Name

Leader of Keelstrand

Status

ACTIVE

Home Place Id

keelstrand

Role

Recognized player leader with modern memories

Goals

  • Determined by isolated player submissions

Fears

  • Not prescribed

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-c1

Id

keelstrand-c1

Name

Mara

Status

ACTIVE

Home Place Id

keelstrand

Role

master carpenter

Goals

  • finish a durable boat and retain the yard’s reputation

Fears

  • being forced to launch unsafe work

Relationships

  • keelstrand-r1

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-c2

Id

keelstrand-c2

Name

Arel

Status

ACTIVE

Home Place Id

keelstrand

Role

fishing household speaker

Goals

  • receive the boat promised for shared food contributions

Fears

  • another indefinite postponement

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-c3

Id

keelstrand-c3

Name

Tor

Status

ACTIVE

Home Place Id

keelstrand

Role

shelter keeper

Goals

  • get dry sleeping spaces before cold rain

Fears

  • the yard always taking first claim

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-c4

Id

keelstrand-c4

Name

Ivo

Status

ACTIVE

Home Place Id

keelstrand

Role

timber and path scout

Goals

  • bring back usable timber safely

Fears

  • a preventable lifting accident

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-c5

Id

keelstrand-c5

Name

Pell

Status

ACTIVE

Home Place Id

keelstrand

Role

rope worker with a strained wrist

Goals

  • teach sound lashings while recovering

Fears

  • being expected to haul before healing

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-c6

Id

keelstrand-c6

Name

Venn

Status

ACTIVE

Home Place Id

keelstrand

Role

garden and pack keeper

Goals

  • keep food moving without stripping local work

Fears

  • journeys that consume the harvest hands

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-leader

Id

high-barley-leader

Name

Leader of High Barley

Status

ACTIVE

Home Place Id

high-barley

Role

Recognized player leader with modern memories

Goals

  • Determined by isolated player submissions

Fears

  • Not prescribed

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-c1

Id

high-barley-c1

Name

Hesta

Status

ACTIVE

Home Place Id

high-barley

Role

field steward

Goals

  • bring the barley under cover before rain

Fears

  • avoidable crop loss

Relationships

  • high-barley-r1

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-c2

Id

high-barley-c2

Name

Cal

Status

ACTIVE

Home Place Id

high-barley

Role

care rota keeper

Goals

  • make dependent care a real labor commitment

Fears

  • quiet abandonment of less productive households

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-c3

Id

high-barley-c3

Name

Beren

Status

ACTIVE

Home Place Id

high-barley

Role

seed and threshing keeper

Goals

  • protect seed and dry handling

Fears

  • eating next year’s seed to conceal a shortfall

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-c4

Id

high-barley-c4

Name

Osa

Status

ACTIVE

Home Place Id

high-barley

Role

goat and pack handler

Goals

  • use modest transport reliably

Fears

  • overloaded animals on wet slopes

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-c5

Id

high-barley-c5

Name

Leth

Status

ACTIVE

Home Place Id

high-barley

Role

storehouse keeper

Goals

  • separate good grain from damp lots

Fears

  • being blamed before the stores are inspected

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-c6

Id

high-barley-c6

Name

Jun

Status

ACTIVE

Home Place Id

high-barley

Role

spring and ford watcher

Goals

  • keep safe water and a usable descent

Fears

  • a crossing attempted during rising water

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-leader

Id

ternhaven-leader

Name

Leader of Ternhaven

Status

ACTIVE

Home Place Id

ternhaven

Role

Recognized player leader with modern memories

Goals

  • Determined by isolated player submissions

Fears

  • Not prescribed

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-c1

Id

ternhaven-c1

Name

Del

Status

ACTIVE

Home Place Id

ternhaven

Role

keeper of hospitality customs

Goals

  • honor a bounded welcome without shame

Fears

  • a visitor turned away in immediate danger

Relationships

  • ternhaven-r1

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-c2

Id

ternhaven-c2

Name

Ves

Status

ACTIVE

Home Place Id

ternhaven

Role

household stores speaker

Goals

  • protect resident meals and dry beds

Fears

  • open-ended promises charged to unwilling homes

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-c3

Id

ternhaven-c3

Name

Ruan

Status

ACTIVE

Home Place Id

ternhaven

Role

net and landing captain

Goals

  • keep crews fishing and landings orderly

Fears

  • hosting duties swallowing safe fishing days

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-c4

Id

ternhaven-c4

Name

Kiri

Status

ACTIVE

Home Place Id

ternhaven

Role

boat and mooring tender

Goals

  • inspect gear before winter strain

Fears

  • being pressured to launch with suspect rope

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-c5

Id

ternhaven-c5

Name

Seli

Status

ACTIVE

Home Place Id

ternhaven

Role

alder-path guide

Goals

  • make careful journeys with clear return terms

Fears

  • being treated as an unlimited messenger

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-c6

Id

ternhaven-c6

Name

Wen

Status

ACTIVE

Home Place Id

ternhaven

Role

well and hearth keeper

Goals

  • maintain water and clean sleeping spaces

Fears

  • crowding around damp bedding

Relationships

None recorded.

Initiative

May continue familiar tasks, inspect an observed problem, warn or appeal within known local capacity. No unobserved plans or foreign secrets are known.

Red Line

Will object to immediate unsupported danger; further escalation requires established cause and means.

Escalation Position

Ordinary cooperation with voiced local disagreement; no violent mobilization.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

visitor-ressa

Id

visitor-ressa

Name

Ressa

Status

ACTIVE

Home Place Id

sound

Role

Independent seasonal basket mender traveling with two adult kin

Goals

  • Trade repairs for food while keeping the party safe

Fears

  • Being stranded after a refused open-ended demand

Relationships

None recorded.

Initiative

Currently outside the immediate village routes on the southern coast. May approach Ternhaven during a suitable autumn travel window, carrying only personally observed news. No compulsory arrival; no knowledge of current private village conflicts.

Red Line

Will not accept indefinite forced labor.

Escalation Position

Small unarmed traveling household; bargaining or departure, no capacity to seize a village.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

Factions

saltmere-households

Id

saltmere-households

Name

Saltmere households

Scope

LOCAL

Member Summary

Resident households with differing labor, food and care interests; not a unanimous bloc.

Leader Ids

  • saltmere-c1

  • saltmere-c2

Interests

  • Household safety

  • Credible allocation of finite labor

Controlled Resources

  • Household work time and customary shares

Current Agenda

Nessa, who tends the pans, asks for the dry billets promised at the last gathering. Orin, whose household fishes, points at the smoking rack and says fish will spoil if the pans take everything. Neither claims that all production must continue: both want the cost of a reduction to be acknowledged. Several families will work on either task, but cannot do both at once.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-households

Id

keelstrand-households

Name

Keelstrand households

Scope

LOCAL

Member Summary

Resident households with differing labor, food and care interests; not a unanimous bloc.

Leader Ids

  • keelstrand-c1

  • keelstrand-c2

Interests

  • Household safety

  • Credible allocation of finite labor

Controlled Resources

  • Household work time and customary shares

Current Agenda

Mara promised Arel and the fishing households a sound boat before the late-autumn runs. Arel has helped feed the yard and wants that promise kept. Tor asks that roof crews come first, showing you the wet blanket. Mara says the hull can be safely paused if covered; finishing it while making every roof sound will require more skilled hands than the yard has.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-households

Id

high-barley-households

Name

High Barley households

Scope

LOCAL

Member Summary

Resident households with differing labor, food and care interests; not a unanimous bloc.

Leader Ids

  • high-barley-c1

  • high-barley-c2

Interests

  • Household safety

  • Credible allocation of finite labor

Controlled Resources

  • Household work time and customary shares

Current Agenda

Hesta wants every able pair of hands in the fields during this dry interval. Cal reminds her that dependents still need feeding and tending, and brings you the unfilled household rota. Beren says some sheaves can wait, but not all the exposed crop through repeated rain. Counting caregivers twice will not bring the grain in sooner.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-households

Id

ternhaven-households

Name

Ternhaven households

Scope

LOCAL

Member Summary

Resident households with differing labor, food and care interests; not a unanimous bloc.

Leader Ids

  • ternhaven-c1

  • ternhaven-c2

Interests

  • Household safety

  • Credible allocation of finite labor

Controlled Resources

  • Household work time and customary shares

Current Agenda

Del recalls an old obligation to give seasonal visitors a dry first night and a meal. Ves asks whether an old welcome now means feeding whoever arrives all winter. No visitors are presently here and no arrival date is agreed. Ruan says limits spoken before arrival would be easier to honor than angry exclusions at the door.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

Facts

saltmere-scene

Id

saltmere-scene

Subject Id

saltmere

Statement

A gust carries white dust across the salt shed. At the hearth, two women hold opposite ends of the same split log. Neither pulls. Beyond them, wet nets drip onto the earth, and people stop talking when you step through the doorway.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player1

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-premise

Id

saltmere-premise

Subject Id

saltmere

Statement

You have awakened without memory of your old identity. You remember ordinary life in a modern society, but no modern equipment has come with you. The 151 people here treat you as their leader. Specific skills may be established through what you credibly attempt; doing or teaching work takes time.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player1

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-calendar

Id

saltmere-calendar

Subject Id

saltmere

Statement

It is Early autumn, Year 1 (Y01-M07). The mornings are cool, with intermittent rain and occasional drying days. People expect wetter mid-autumn, stronger late-autumn winds, then short winter days, frost and occasional snow. Sea ice is not dependable. Weather can interrupt outdoor drying and travel; no particular storm or loss is foretold. Preparing roofs, fuel and stores now can work.

Domain

WEATHER

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player1

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-map

Id

saltmere-map

Subject Id

saltmere

Statement

Your village stands on the western shallows of a narrow sound. Brine pools lie east, garden strips on the low rise west, and a coppice beyond them. A shingle path leads north to an empty marker beach; reeds conceal the shore south. The tidal mud looks walkable from above but holds deep runnels. Your two shallow fishing skiffs can follow the western shore in settled weather; neither is suited to an exposed crossing in a gale.

Domain

GEOGRAPHY

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player1

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-conditions

Id

saltmere-conditions

Subject Id

saltmere

Statement

The storekeeper shows you dry fish, peas and barley sufficient for several weeks of ordinary meals, with garden roots still to lift. There are spare salt cakes, working pans, repairable nets, hand axes and few spare cutting edges. No forge operates here. The dry wood stack cannot sustain both full salt boiling and the customary smoking of the autumn catch. Willow cutting and air drying can add future fuel, but fresh wood will not immediately replace dry billets. Houses are standing; two thatched roofs need patching. Drinking water comes from a spring above the pools. There is no present outbreak or organized armed threat.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player1

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-dispute

Id

saltmere-dispute

Subject Id

saltmere

Statement

Nessa, who tends the pans, asks for the dry billets promised at the last gathering. Orin, whose household fishes, points at the smoking rack and says fish will spoil if the pans take everything. Neither claims that all production must continue: both want the cost of a reduction to be acknowledged. Several families will work on either task, but cannot do both at once.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player1

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-warning

Id

saltmere-warning

Subject Id

saltmere

Statement

After the last high tide, a thin damp line remained under the western pan bank. Fen says the bank has held for years but asks to inspect it at low water before another full boiling. You can see the line; you do not yet know what lies inside the bank.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player1

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-opportunity

Id

saltmere-opportunity

Subject Id

saltmere

Statement

Sava has woven a small raised drying rack whose fish stayed clean during the last fair spell. It has not been tested through prolonged rain. A sheltered clay hollow could store covered firewood if drained. These are possibilities for patient local work, not reasons you must leave home.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player1

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-neighbors

Id

saltmere-neighbors

Subject Id

saltmere

Statement

Evi shows you a shaped timber offcut washed onto the marker beach, bearing three chisel notches. From the rise, on clear mornings, you can see smoke north across the creek but cannot count houses. Evi has previously walked as far as the empty marker beach, half a fair-weather day north, and knows its tide retreat. She offers to guide a small party there or carry a message if you choose. No meeting or reply is promised.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player1

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-custom

Id

saltmere-custom

Subject Id

saltmere

Statement

At fuel allocations, each hearth lays a stone beside the claimant it supports. The stones witness a promise; they do not give every household a veto. People currently accept your leadership and await a decision. You may keep work local, change priorities or seek information without promising anyone a grand new order.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player1

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-contacts

Id

saltmere-contacts

Subject Id

saltmere

Statement

Nessa is your pan tender. Orin is your net captain. Sava is your basket and drying-rack maker. Fen is your bank and water keeper. Evi is your shore walker. Daro is your storekeeper.

Domain

CHARACTER

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player1

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-concealed

Id

saltmere-concealed

Subject Id

saltmere

Statement

A burrowing channel runs inside the western pan bank; it has not reached the spring. Fen knows only the damp line, not the channel. Inspection and packing can contain it; repeated full pans during high tides without repairs can widen seepage and lose brine or work time. Collapse, injury or spring contamination is not automatic.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

saltmere-capacity

Id

saltmere-capacity

Subject Id

saltmere

Statement

151 residents, roughly 78 adults able to share heavy work; caregiving and meals occupy a substantial part of every day. Existing food about six weeks at ordinary consumption, with dependable small catches and roots if local labor continues. Dry fuel about six weeks for cooking alone or three with both industries at full rate; reduced salt output and air drying can preserve independent winter viability. No numeric automatic depletion rule.

Domain

RESOURCE

Value

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-scene

Id

keelstrand-scene

Subject Id

keelstrand

Statement

Rain has stopped on the half-built hull. Under its ribs, a child has arranged little boats from scraps. Above you, a roof mat lifts in the wind. A carpenter sets down her adze when the shelter keeper brings a leaking sleeping blanket into the boat shed.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player2

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-premise

Id

keelstrand-premise

Subject Id

keelstrand

Statement

You have awakened without memory of your old identity. You remember ordinary life in a modern society, but no modern equipment has come with you. The 149 people here treat you as their leader. Specific skills may be established through what you credibly attempt; doing or teaching work takes time.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player2

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-calendar

Id

keelstrand-calendar

Subject Id

keelstrand

Statement

It is Early autumn, Year 1 (Y01-M07). The mornings are cool, with intermittent rain and occasional drying days. People expect wetter mid-autumn, stronger late-autumn winds, then short winter days, frost and occasional snow. Sea ice is not dependable. Weather can interrupt outdoor drying and travel; no particular storm or loss is foretold. Preparing roofs, fuel and stores now can work.

Domain

WEATHER

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player2

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-map

Id

keelstrand-map

Subject Id

keelstrand

Statement

Your settlement occupies the northern timbered creek of the sound. The boat shed sits above the tide; the nearest straight timber grows uphill and must be dragged down a stony track. A western shore path reaches an empty marker beach in half a fair-weather day. A pack trail climbs southeast toward grazing country. Beyond its first ridge you have no current map. Your old fishing boat works within the creek; the unfinished larger boat cannot yet float.

Domain

GEOGRAPHY

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player2

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-conditions

Id

keelstrand-conditions

Subject Id

keelstrand

Statement

Households have dried fish, beans and roots sufficient for several weeks, with garden crops still available. Timber and seasoned offcuts are plentiful by coastal standards, but sound cordage, resin and sharp tool edges are limited. Roof thatch is gathered but needs hands to tie it. Four houses leak over sleeping places. Most villagers are healthy; Pell is nursing a strained wrist and cannot haul beams. There is no standing force beyond ordinary watch and hunting tools.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player2

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-dispute

Id

keelstrand-dispute

Subject Id

keelstrand

Statement

Mara promised Arel and the fishing households a sound boat before the late-autumn runs. Arel has helped feed the yard and wants that promise kept. Tor asks that roof crews come first, showing you the wet blanket. Mara says the hull can be safely paused if covered; finishing it while making every roof sound will require more skilled hands than the yard has.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player2

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-warning

Id

keelstrand-warning

Subject Id

keelstrand

Statement

Ivo points out powder beneath one old shed brace and a change in the door gap after rain. The shed still stands. Nobody has opened the brace to see how deep the damage goes. A heavy lift beneath it could be postponed, shored or inspected.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player2

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-opportunity

Id

keelstrand-opportunity

Subject Id

keelstrand

Statement

Offcuts can repair smaller craft or make simple sled runners. Pell can demonstrate clean lashings while seated; training will occupy both learners and teacher. Covering the hull and renegotiating its delivery would preserve the investment, though people may disagree over what is owed.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player2

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-neighbors

Id

keelstrand-neighbors

Subject Id

keelstrand

Statement

Venn brings a sack with barley husks caught in its seams, found beside the uphill pack trail, and recalls hearing a distant stock bell there before the last rain. Ivo has walked the western route to the marker beach, half a day away, where salt-smelling cord was once tied around a stake. Neither knows a neighboring leader or their current needs. You could investigate a route, send a bounded message or remain home. A small party following the pack trail can reach the first ridge in a day and return before dark only if it turns back early.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player2

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-custom

Id

keelstrand-custom

Subject Id

keelstrand

Statement

Promises made in the yard are spoken over a laid keel with witnesses. Changed circumstances can reopen terms; that does not make the first promise imaginary. Households accept your authority, while expecting you to say whose work waits.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player2

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-contacts

Id

keelstrand-contacts

Subject Id

keelstrand

Statement

Mara is your master carpenter. Arel is your fishing household speaker. Tor is your shelter keeper. Ivo is your timber and path scout. Pell is your rope worker with a strained wrist. Venn is your garden and pack keeper.

Domain

CHARACTER

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player2

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-concealed

Id

keelstrand-concealed

Subject Id

keelstrand

Statement

Rot is deep at the foot of the old shed brace but the adjacent frame remains sound. Ivo has observed powder and door movement only. An unsupported heavy hull lift can buckle this brace; inspection or temporary shores substantially reduce that risk. No sabotage, concealed enemy or inevitable collapse exists.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-capacity

Id

keelstrand-capacity

Subject Id

keelstrand

Statement

149 residents, about 76 adults sharing heavy work. Food about six weeks plus garden roots and creek fishing; fuel adequate for ordinary cooking and partial heating with replenishment from managed offcuts. A dry local winter is feasible by staging the boat and roofs. Finishing hull requires the scarce carpenter plus several helpers for much of the month; full roof repair competes for that labor.

Domain

RESOURCE

Value

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-scene

Id

high-barley-scene

Subject Id

high-barley

Statement

Cut stalks rasp against your legs on the path into the yard. A row of sheaves waits outside the storehouse. At the threshing cloth, a tired man rocks a sleeping child with one foot while keeping grain away from the damp edge.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player3

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-premise

Id

high-barley-premise

Subject Id

high-barley

Statement

You have awakened without memory of your old identity. You remember ordinary life in a modern society, but no modern equipment has come with you. The 153 people here treat you as their leader. Specific skills may be established through what you credibly attempt; doing or teaching work takes time.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player3

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-calendar

Id

high-barley-calendar

Subject Id

high-barley

Statement

It is Early autumn, Year 1 (Y01-M07). The mornings are cool, with intermittent rain and occasional drying days. People expect wetter mid-autumn, stronger late-autumn winds, then short winter days, frost and occasional snow. Sea ice is not dependable. Weather can interrupt outdoor drying and travel; no particular storm or loss is foretold. Preparing roofs, fuel and stores now can work.

Domain

WEATHER

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player3

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-map

Id

high-barley-map

Subject Id

high-barley

Statement

Your village lies on a southern upland shelf above the eastern side of the sound. Fields surround the houses; rough grazing and a spring lie uphill. A pack trail runs northwest over a ridge; another descends east through alder ground toward distant coastal smoke. A small stream ford near the east descent rises after rain. You own pack goats and hauling frames, not a seaworthy boat. No coast-to-coast shortcut crosses the steep central ravine.

Domain

GEOGRAPHY

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player3

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-conditions

Id

high-barley-conditions

Subject Id

high-barley

Statement

The standing barley is ripe. Covered old grain and beans will feed ordinary meals for several weeks, with milk, roots and a modest flock besides. A successful local harvest would cover winter eating and next year’s seed; the margin depends on drying and preserving the crop. Seed is kept separately by custom. Sickles, threshing cloths and baskets work, but dry covered floor space is tight. Homes are weatherproof except for minor eave leaks. Several caregivers are exhausted; there is no epidemic or present military threat.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player3

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-dispute

Id

high-barley-dispute

Subject Id

high-barley

Statement

Hesta wants every able pair of hands in the fields during this dry interval. Cal reminds her that dependents still need feeding and tending, and brings you the unfilled household rota. Beren says some sheaves can wait, but not all the exposed crop through repeated rain. Counting caregivers twice will not bring the grain in sooner.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player3

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-warning

Id

high-barley-warning

Subject Id

high-barley

Statement

An earthy smell rises from the lowest store bay after rain, and one sack has a dark patch underneath. Leth says the upper racks smell clean. The smell is evidence of damp, not proof that all grain is spoiled; an inspection can distinguish usable stores from damaged portions.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player3

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-opportunity

Id

high-barley-opportunity

Subject Id

high-barley

Statement

A disused wool loft could take raised drying hurdles if cleared and kept ventilated. Osa can use the goats to shift small loads without pulling every caregiver into the fields. A smaller surplus may be a sound choice if it preserves care and seed.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player3

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-neighbors

Id

high-barley-neighbors

Subject Id

high-barley

Statement

Osa found fresh pack impressions on the northwest ridge trail; their destination is beyond the village’s current map. On clear evenings, Jun sees smoke east below the alder descent and has heard gulls and a carried bell. Jun knows the ford and can lead a cautious descent to an empty lower meadow in a day. A message party could continue toward the smoke after checking the route, but no neighbor’s reception or stores are known. You need not make that journey during harvest.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player3

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-custom

Id

high-barley-custom

Subject Id

high-barley

Statement

At harvest, households set aside a covered bowl for those who cannot come to the field. The bowl is a witnessed obligation rather than a claim that care takes no work. People accept your leadership but watch who is asked to carry the burden.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player3

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-contacts

Id

high-barley-contacts

Subject Id

high-barley

Statement

Hesta is your field steward. Cal is your care rota keeper. Beren is your seed and threshing keeper. Osa is your goat and pack handler. Leth is your storehouse keeper. Jun is your spring and ford watcher.

Domain

CHARACTER

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player3

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-concealed

Id

high-barley-concealed

Subject Id

high-barley

Statement

A cracked buried drain directs rainwater beneath the lowest store bay. Leth knows the smell and dark sack but not the buried crack. Untreated damp can spoil that bay gradually. Raised storage, sorting, drainage or using the loft can contain loss; it does not justify declaring the whole harvest poisoned.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-capacity

Id

high-barley-capacity

Subject Id

high-barley

Statement

153 residents, about 79 adults available across heavy work and care. Old food five weeks plus milk and roots; harvest potential enough for six winter months and protected seed, but sustained rain and drying labor constrain the usable surplus. Fuel from local brush and managed woodland is adequate with gathering. A smaller surplus and bounded care rota are independently viable.

Domain

RESOURCE

Value

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-scene

Id

ternhaven-scene

Subject Id

ternhaven

Statement

A kettle swings above the landing hearth while the inlet lies still beyond the bar. Beside it, spare sleeping mats are stacked against sacks of meal. The person counting the mats has stopped at the same place twice. Out on the beach, a net crew waves you toward a catch that needs sorting.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player4

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-premise

Id

ternhaven-premise

Subject Id

ternhaven

Statement

You have awakened without memory of your old identity. You remember ordinary life in a modern society, but no modern equipment has come with you. The 150 people here treat you as their leader. Specific skills may be established through what you credibly attempt; doing or teaching work takes time.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player4

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-calendar

Id

ternhaven-calendar

Subject Id

ternhaven

Statement

It is Early autumn, Year 1 (Y01-M07). The mornings are cool, with intermittent rain and occasional drying days. People expect wetter mid-autumn, stronger late-autumn winds, then short winter days, frost and occasional snow. Sea ice is not dependable. Weather can interrupt outdoor drying and travel; no particular storm or loss is foretold. Preparing roofs, fuel and stores now can work.

Domain

WEATHER

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player4

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-map

Id

ternhaven-map

Subject Id

ternhaven

Statement

Your village sits inside the southeastern hooked inlet. Its inner landing is sheltered; beyond the bar, wind and ebb can make even a short boat journey dangerous. An alder path climbs west to a stream ford and upland meadow. The coast curves north around the eastern arm of the sound. Two small fishing boats work near shore; you have no current safe-weather survey of the full sound.

Domain

GEOGRAPHY

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player4

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-conditions

Id

ternhaven-conditions

Subject Id

ternhaven

Statement

Dry fish, roots and barley meal support several weeks of ordinary meals. Local catches and root beds can sustain the community if crews retain time for them. Fuel and mending twine are adequate for ordinary work but not limitless. Most roofs are sound; the landing hall has a damp corner. The fresh-water well is uphill of the beach. A few children have seasonal coughs, with no evidence of an outbreak. Hospitality uses food, dry space and labor that are already doing other work.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player4

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-dispute

Id

ternhaven-dispute

Subject Id

ternhaven

Statement

Del recalls an old obligation to give seasonal visitors a dry first night and a meal. Ves asks whether an old welcome now means feeding whoever arrives all winter. No visitors are presently here and no arrival date is agreed. Ruan says limits spoken before arrival would be easier to honor than angry exclusions at the door.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player4

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-warning

Id

ternhaven-warning

Subject Id

ternhaven

Statement

Kiri shows you a pale frayed strand in the outer mooring rope and says the float jerked sharply on the last ebb. The rope still holds the small working boat. The cause and condition below water have not been inspected. The inner beach remains available for hauling boats above the tide.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player4

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-opportunity

Id

ternhaven-opportunity

Subject Id

ternhaven

Statement

An upper drying ledge could take racks without occupying guest space. Guests could be offered bounded work or service if they consent; there is no assurance any will come or accept. Maintaining local catches and limiting hospitality can be a complete strategy.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player4

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-neighbors

Id

ternhaven-neighbors

Subject Id

ternhaven

Statement

Seli saw smoke above the westward slope after the last clear evening and found barley husks beside the upper ford on an earlier walk. She can reach that ford in a day along the alder path. Del remembers traveling basket menders who sometimes use this landing in autumn, but knows neither their present position nor other leaders’ wishes. A shore or uphill message is possible if someone makes the journey. Smoke and old visits establish that you are not alone, not that a treaty exists.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player4

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-custom

Id

ternhaven-custom

Subject Id

ternhaven

Statement

The first guest meal is traditionally placed at the edge of the hearth where both host and visitor can see it. Older hosts disagree about what follows that first night. You hold the recognized leadership seat; an honest limit, a negotiated welcome or a quiet month of local work remains yours to choose.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player4

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-contacts

Id

ternhaven-contacts

Subject Id

ternhaven

Statement

Del is your keeper of hospitality customs. Ves is your household stores speaker. Ruan is your net and landing captain. Kiri is your boat and mooring tender. Seli is your alder-path guide. Wen is your well and hearth keeper.

Domain

CHARACTER

Value

Not recorded.

Visibility

Scope

PLAYERS

Player Ids
  • player4

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-concealed

Id

ternhaven-concealed

Subject Id

ternhaven

Statement

The mooring rope is rubbing against an old submerged stone edge outside the inner beach; no person has cut it. Kiri knows the fray and jerking only. Inspection, replacement or hauling inland can prevent a break. A break could lose gear if the outer mooring continues in rough ebb, but cannot on its own justify drowning a leader.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-capacity

Id

ternhaven-capacity

Subject Id

ternhaven

Statement

150 residents, about 77 adults sharing heavy work and care. Food five to six weeks plus sustainable local fishing and roots if crews are maintained. Fuel enough for ordinary month with local replenishment. The hall can house a small visiting party briefly; prolonged support of a large party displaces resident stores and dry-space uses. Refusing future nonemergency hospitality carries no automatic survival penalty.

Domain

RESOURCE

Value

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

sound-geography

Id

sound-geography

Subject Id

sound

Statement

Objective geography: Saltmere on west shallows; Keelstrand at north creek; High Barley on southeast upland shelf; Ternhaven inside southeast hook below High Barley. Saltmere–Keelstrand shore trail takes one fair-weather day, with marker beach midway. Keelstrand–High Barley ridge pack trail takes two fair-weather days one way; High Barley–Ternhaven alder/ford path takes two fair-weather days one way, lower meadow/ford midway. Keelstrand–Ternhaven shore boat journey takes two daylight stages in settled weather, with beach stops; Saltmere–Ternhaven takes two daylight stages around shore or one exposed day across sound in suitable craft and weather. Listed craft support sheltered legs, not automatic exposed crossings. Heavy loads roughly double walking times. Rain can close the ford for a day or more; riders must inspect water level. Winter journeys need dry stores, companions and turnback margins, often doubling fair-weather times. Every community has at least one locally known approach to a connecting route, so a deliberate bounded expedition can make contact by Turn 002, or earlier if supported. No leader knows exact foreign geography from this fact.

Domain

GEOGRAPHY

Value

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

sound-weather-range

Id

sound-weather-range

Subject Id

sound

Statement

Calendar Y01-M07 to M12: early, mid, late autumn then early, mid, late winter. Seasonal rain, gusts, frost and occasional snow constrain drying, fishing, care and travel. Do not prescribe a catastrophe. Establish actual weather and consequences during adjudication, preserve sensible preparation, and do not add new survival mechanics.

Domain

WEATHER

Value

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

sound-visitors

Id

sound-visitors

Subject Id

sound

Statement

Ressa and two adult kin are independent seasonal basket menders south along the coast. Del recalls past traveling menders but has no current location or arrival commitment. They can bring only directly observed route conditions and voluntary messages. Their agency is conditional, not a scheduled encounter. No external army, organized predatory faction, magic, or predetermined winner exists.

Domain

WORLD

Value

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

Knowledge

K-saltmere-scene

Id

K-saltmere-scene

Holder Id

saltmere-leader

Player Id

player1

Fact Id

saltmere-scene

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-saltmere-premise

Id

K-saltmere-premise

Holder Id

saltmere-leader

Player Id

player1

Fact Id

saltmere-premise

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-saltmere-calendar

Id

K-saltmere-calendar

Holder Id

saltmere-leader

Player Id

player1

Fact Id

saltmere-calendar

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-saltmere-map

Id

K-saltmere-map

Holder Id

saltmere-leader

Player Id

player1

Fact Id

saltmere-map

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-saltmere-conditions

Id

K-saltmere-conditions

Holder Id

saltmere-leader

Player Id

player1

Fact Id

saltmere-conditions

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-saltmere-dispute

Id

K-saltmere-dispute

Holder Id

saltmere-leader

Player Id

player1

Fact Id

saltmere-dispute

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-saltmere-warning

Id

K-saltmere-warning

Holder Id

saltmere-leader

Player Id

player1

Fact Id

saltmere-warning

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-saltmere-opportunity

Id

K-saltmere-opportunity

Holder Id

saltmere-leader

Player Id

player1

Fact Id

saltmere-opportunity

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-saltmere-neighbors

Id

K-saltmere-neighbors

Holder Id

saltmere-leader

Player Id

player1

Fact Id

saltmere-neighbors

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-saltmere-custom

Id

K-saltmere-custom

Holder Id

saltmere-leader

Player Id

player1

Fact Id

saltmere-custom

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-saltmere-contacts

Id

K-saltmere-contacts

Holder Id

saltmere-leader

Player Id

player1

Fact Id

saltmere-contacts

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-keelstrand-scene

Id

K-keelstrand-scene

Holder Id

keelstrand-leader

Player Id

player2

Fact Id

keelstrand-scene

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-keelstrand-premise

Id

K-keelstrand-premise

Holder Id

keelstrand-leader

Player Id

player2

Fact Id

keelstrand-premise

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-keelstrand-calendar

Id

K-keelstrand-calendar

Holder Id

keelstrand-leader

Player Id

player2

Fact Id

keelstrand-calendar

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-keelstrand-map

Id

K-keelstrand-map

Holder Id

keelstrand-leader

Player Id

player2

Fact Id

keelstrand-map

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-keelstrand-conditions

Id

K-keelstrand-conditions

Holder Id

keelstrand-leader

Player Id

player2

Fact Id

keelstrand-conditions

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-keelstrand-dispute

Id

K-keelstrand-dispute

Holder Id

keelstrand-leader

Player Id

player2

Fact Id

keelstrand-dispute

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-keelstrand-warning

Id

K-keelstrand-warning

Holder Id

keelstrand-leader

Player Id

player2

Fact Id

keelstrand-warning

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-keelstrand-opportunity

Id

K-keelstrand-opportunity

Holder Id

keelstrand-leader

Player Id

player2

Fact Id

keelstrand-opportunity

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-keelstrand-neighbors

Id

K-keelstrand-neighbors

Holder Id

keelstrand-leader

Player Id

player2

Fact Id

keelstrand-neighbors

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-keelstrand-custom

Id

K-keelstrand-custom

Holder Id

keelstrand-leader

Player Id

player2

Fact Id

keelstrand-custom

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-keelstrand-contacts

Id

K-keelstrand-contacts

Holder Id

keelstrand-leader

Player Id

player2

Fact Id

keelstrand-contacts

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-high-barley-scene

Id

K-high-barley-scene

Holder Id

high-barley-leader

Player Id

player3

Fact Id

high-barley-scene

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-high-barley-premise

Id

K-high-barley-premise

Holder Id

high-barley-leader

Player Id

player3

Fact Id

high-barley-premise

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-high-barley-calendar

Id

K-high-barley-calendar

Holder Id

high-barley-leader

Player Id

player3

Fact Id

high-barley-calendar

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-high-barley-map

Id

K-high-barley-map

Holder Id

high-barley-leader

Player Id

player3

Fact Id

high-barley-map

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-high-barley-conditions

Id

K-high-barley-conditions

Holder Id

high-barley-leader

Player Id

player3

Fact Id

high-barley-conditions

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-high-barley-dispute

Id

K-high-barley-dispute

Holder Id

high-barley-leader

Player Id

player3

Fact Id

high-barley-dispute

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-high-barley-warning

Id

K-high-barley-warning

Holder Id

high-barley-leader

Player Id

player3

Fact Id

high-barley-warning

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-high-barley-opportunity

Id

K-high-barley-opportunity

Holder Id

high-barley-leader

Player Id

player3

Fact Id

high-barley-opportunity

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-high-barley-neighbors

Id

K-high-barley-neighbors

Holder Id

high-barley-leader

Player Id

player3

Fact Id

high-barley-neighbors

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-high-barley-custom

Id

K-high-barley-custom

Holder Id

high-barley-leader

Player Id

player3

Fact Id

high-barley-custom

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-high-barley-contacts

Id

K-high-barley-contacts

Holder Id

high-barley-leader

Player Id

player3

Fact Id

high-barley-contacts

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-ternhaven-scene

Id

K-ternhaven-scene

Holder Id

ternhaven-leader

Player Id

player4

Fact Id

ternhaven-scene

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-ternhaven-premise

Id

K-ternhaven-premise

Holder Id

ternhaven-leader

Player Id

player4

Fact Id

ternhaven-premise

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-ternhaven-calendar

Id

K-ternhaven-calendar

Holder Id

ternhaven-leader

Player Id

player4

Fact Id

ternhaven-calendar

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-ternhaven-map

Id

K-ternhaven-map

Holder Id

ternhaven-leader

Player Id

player4

Fact Id

ternhaven-map

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-ternhaven-conditions

Id

K-ternhaven-conditions

Holder Id

ternhaven-leader

Player Id

player4

Fact Id

ternhaven-conditions

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-ternhaven-dispute

Id

K-ternhaven-dispute

Holder Id

ternhaven-leader

Player Id

player4

Fact Id

ternhaven-dispute

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-ternhaven-warning

Id

K-ternhaven-warning

Holder Id

ternhaven-leader

Player Id

player4

Fact Id

ternhaven-warning

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-ternhaven-opportunity

Id

K-ternhaven-opportunity

Holder Id

ternhaven-leader

Player Id

player4

Fact Id

ternhaven-opportunity

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-ternhaven-neighbors

Id

K-ternhaven-neighbors

Holder Id

ternhaven-leader

Player Id

player4

Fact Id

ternhaven-neighbors

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-ternhaven-custom

Id

K-ternhaven-custom

Holder Id

ternhaven-leader

Player Id

player4

Fact Id

ternhaven-custom

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

K-ternhaven-contacts

Id

K-ternhaven-contacts

Holder Id

ternhaven-leader

Player Id

player4

Fact Id

ternhaven-contacts

Epistemic Status

OBSERVED

Confidence

CONFIRMED

Source Type

INITIAL

Propagation Path

None recorded.

Learned Turn

0

Relationships

saltmere-r1

Id

saltmere-r1

Source Id

saltmere-c1

Target Id

saltmere-c2

Basis

Nessa, who tends the pans, asks for the dry billets promised at the last gathering. Orin, whose household fishes, points at the smoking rack and says fish will spoil if the pans take everything. Neither claims that all production must continue: both want the cost of a reduction to be acknowledged. Several families will work on either task, but cannot do both at once.

Stance

Disagrees over the present allocation, while accepting ordinary discussion.

Intensity

MATERIAL

Confidence

CONFIRMED

Obligation Ids

  • saltmere-custom

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-r1

Id

keelstrand-r1

Source Id

keelstrand-c1

Target Id

keelstrand-c2

Basis

Mara promised Arel and the fishing households a sound boat before the late-autumn runs. Arel has helped feed the yard and wants that promise kept. Tor asks that roof crews come first, showing you the wet blanket. Mara says the hull can be safely paused if covered; finishing it while making every roof sound will require more skilled hands than the yard has.

Stance

Disagrees over the present allocation, while accepting ordinary discussion.

Intensity

MATERIAL

Confidence

CONFIRMED

Obligation Ids

  • keelstrand-custom

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-r1

Id

high-barley-r1

Source Id

high-barley-c1

Target Id

high-barley-c2

Basis

Hesta wants every able pair of hands in the fields during this dry interval. Cal reminds her that dependents still need feeding and tending, and brings you the unfilled household rota. Beren says some sheaves can wait, but not all the exposed crop through repeated rain. Counting caregivers twice will not bring the grain in sooner.

Stance

Disagrees over the present allocation, while accepting ordinary discussion.

Intensity

MATERIAL

Confidence

CONFIRMED

Obligation Ids

  • high-barley-custom

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-r1

Id

ternhaven-r1

Source Id

ternhaven-c1

Target Id

ternhaven-c2

Basis

Del recalls an old obligation to give seasonal visitors a dry first night and a meal. Ves asks whether an old welcome now means feeding whoever arrives all winter. No visitors are presently here and no arrival date is agreed. Ruan says limits spoken before arrival would be easier to honor than angry exclusions at the door.

Stance

Disagrees over the present allocation, while accepting ordinary discussion.

Intensity

MATERIAL

Confidence

CONFIRMED

Obligation Ids

  • ternhaven-custom

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

Institutions

None recorded.

Obligations

saltmere-custom

Id

saltmere-custom

Party Ids

  • saltmere-c1

  • saltmere-c2

  • saltmere-leader

Terms

At fuel allocations, each hearth lays a stone beside the claimant it supports. The stones witness a promise; they do not give every household a veto. People currently accept your leadership and await a decision. You may keep work local, change priorities or seek information without promising anyone a grand new order.

Status

ACTIVE

Witness Ids

  • saltmere-c3

Due Key

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-custom

Id

keelstrand-custom

Party Ids

  • keelstrand-c1

  • keelstrand-c2

  • keelstrand-leader

Terms

Promises made in the yard are spoken over a laid keel with witnesses. Changed circumstances can reopen terms; that does not make the first promise imaginary. Households accept your authority, while expecting you to say whose work waits.

Status

ACTIVE

Witness Ids

  • keelstrand-c3

Due Key

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-custom

Id

high-barley-custom

Party Ids

  • high-barley-c1

  • high-barley-c2

  • high-barley-leader

Terms

At harvest, households set aside a covered bowl for those who cannot come to the field. The bowl is a witnessed obligation rather than a claim that care takes no work. People accept your leadership but watch who is asked to carry the burden.

Status

ACTIVE

Witness Ids

  • high-barley-c3

Due Key

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-custom

Id

ternhaven-custom

Party Ids

  • ternhaven-c1

  • ternhaven-c2

  • ternhaven-leader

Terms

The first guest meal is traditionally placed at the edge of the hearth where both host and visitor can see it. Older hosts disagree about what follows that first night. You hold the recognized leadership seat; an honest limit, a negotiated welcome or a quiet month of local work remains yours to choose.

Status

ACTIVE

Witness Ids

  • ternhaven-c3

Due Key

Not recorded.

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

Pressures

saltmere-pressure

Id

saltmere-pressure

Subject Id

saltmere

Name

Opening allocation conflict

State

Nessa, who tends the pans, asks for the dry billets promised at the last gathering. Orin, whose household fishes, points at the smoking rack and says fish will spoil if the pans take everything. Neither claims that all production must continue: both want the cost of a reduction to be acknowledged. Several families will work on either task, but cannot do both at once.

Progress

Not recorded.

Maximum

Not recorded.

Status

ACTIVE

Last Updated Turn

0

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

keelstrand-pressure

Id

keelstrand-pressure

Subject Id

keelstrand

Name

Opening allocation conflict

State

Mara promised Arel and the fishing households a sound boat before the late-autumn runs. Arel has helped feed the yard and wants that promise kept. Tor asks that roof crews come first, showing you the wet blanket. Mara says the hull can be safely paused if covered; finishing it while making every roof sound will require more skilled hands than the yard has.

Progress

Not recorded.

Maximum

Not recorded.

Status

ACTIVE

Last Updated Turn

0

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

high-barley-pressure

Id

high-barley-pressure

Subject Id

high-barley

Name

Opening allocation conflict

State

Hesta wants every able pair of hands in the fields during this dry interval. Cal reminds her that dependents still need feeding and tending, and brings you the unfilled household rota. Beren says some sheaves can wait, but not all the exposed crop through repeated rain. Counting caregivers twice will not bring the grain in sooner.

Progress

Not recorded.

Maximum

Not recorded.

Status

ACTIVE

Last Updated Turn

0

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

ternhaven-pressure

Id

ternhaven-pressure

Subject Id

ternhaven

Name

Opening allocation conflict

State

Del recalls an old obligation to give seasonal visitors a dry first night and a meal. Ves asks whether an old welcome now means feeding whoever arrives all winter. No visitors are presently here and no arrival date is agreed. Ruan says limits spoken before arrival would be easier to honor than angry exclusions at the door.

Progress

Not recorded.

Maximum

Not recorded.

Status

ACTIVE

Last Updated Turn

0

Visibility

Scope

GM_ONLY

Player Ids

None recorded.

Provenance

Source Kind

PRIOR_STATE

Source Ids
  • SALTWIND-INITIALIZATION

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.

Decisions

None recorded.

Approvals

SIM-BOOTSTRAP-saltwind-sound-01

Id

SIM-BOOTSTRAP-saltwind-sound-01

Kind

RULE_ACTIVATION

Authority

SIMULATION_POLICY

Approved At

2026-09-07T16:18:33.294Z

Target Ids

  • saltwind-baseline

Scope

Run configuration imports the selected rules as simulation baseline only.

State Changes

None recorded.

Results

None recorded.

Deliveries

None recorded.

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