Merge codex/godot-cultgeometry-foundation into main

Brings the Game Design surfaces, site presentation, AGENTS.md wiring, and prose
doctrine across. Resolves every Lore conflict in favour of main.

Main independently reapplied this branch's lore canon during the accessibility
waves, in clearer prose and under clearer headings: "The first rune" became
"Learning to stop", "Wands and bindings" became "Building wands and bindings",
and "Memory in flow" became "How mana carries a spell". The Vault and Hold
definitions, the multi-Hold seal rules, the civic home, and the route books all
landed on main already. Taking the branch side would have regressed fifteen
waves of accessibility work to recover claims main already holds.

One claim had no equivalent on main: that casting and enchanting express the
same operations in different structures. Reapplied to Runic Engineering in
main's register rather than merged as written.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-06 16:47:41 +02:00
commit c43d504da2
35 changed files with 398 additions and 76 deletions

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.gitignore vendored
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@ -18,3 +18,6 @@ Thumbs.db
client/.godot/
*.user
*.suo
# JetBrains IDE settings
.idea/

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@ -15,7 +15,9 @@
- The Godot client and world host communicate through typed CultMesh commands, projections, capabilities, and receipts. Client-local prediction and presentation cannot commit shared truth.
- Authoritative dungeon generation runs in the world host using GameCult.Math (CultMath), including `CultMath.Random`. CultGeometry (`GameCult.Geometry`) owns reusable isosurface extraction and neutral mesh artifacts; Godot only adapts committed results into engine objects.
- Commands cross authority boundaries as typed intents and produce typed receipts.
- Workshop shards are nodes in a persistent neighborhood graph. Shared edges require explicit ownership, capacity, provenance, and consent.
- The Greathold contains Vault-anchored Holds joined by routes. A workshop has one durable identity, one civic home and seal, and zero or more Hold-local workshop sites. One workshop-wide 36-hour presence lease governs dormancy across every site; dormant workshops create no local pressure. Contracts, route transfers, and other typed relationships preserve ownership, capacity, provenance, and consent without redefining locality.
- Each Hold begins with a resourced founding distribution policy, not a permanent economic floor. Ratified policy governs institutional mandates, budgets, procurement, reserves, access, rationing, trade, infrastructure, safety, and service obligations. Institutions plan individual actions from policy and actual material state; impossible mandates produce attributable failure, never invisible replenishment.
- DELVE equipment authority lives in the visible gear slots and limited carried inventory. Each player has unlimited private Hold gear storage and exactly five saved loadouts; saves own no items, restore performs no silent acquisition or service, and departure automatically receipts the visible equipped and carried state.
- Dungeon delving is part of a core's lifecycle. Industrial systems must remain legible to dungeon instinct as bounded, contested delving rather than direct tissue damage.
- Greathold canon is owned by `Delvehold/Lore/The Greathold.md`: it is a multigenerationally cleared extension of the world-dungeon along the dwarven mountain spine. Its inherited deep routes and institutions created the global adventurer economy and enabled later industrial exploitation; industry did not discover dwarven deep access.
@ -26,6 +28,7 @@
- The masthead owns global section routes. Desktop and mobile within-section navigation are projections of the same Quartz content tree and active-section filters; do not maintain separate route lists.
- Shared Quartz machinery remains owned by `GameCult/GameCult-Quartz`; do not vendor it here.
- Generated output under `quartz-site/public/` is disposable and must not become source truth.
- Game design, technical documentation, and lore are public project surfaces. Keep their canonical Markdown reachable through the corresponding masthead section and its projected content tree.
## Lore prose
@ -33,3 +36,11 @@
- Lore canon lives in claims, relationships, chronology, links, and ownership. Existing sentences are replaceable projections; preserve canon through a fact audit, not by protecting wording.
- Accept prose only after full-page reading for voice, rhythm, specificity, continuity, and trust in the reader. Pattern counts can locate pressure but cannot demonstrate quality.
- Commit `15863a7` is rejected prose evidence. Its sentence-local substitutions reduced surface markers while preserving viewpoint chorus, repeated frames, explanatory cadence, and authorial distance. Do not use its replacement passages as positive examples.
## Reader calibration
- Calibration drifts upward across passes and never downward, because writing above a reader reads as respect and writing below them reads as condescension. Each pass inherits the last one's ceiling. Assume drift is happening rather than waiting for a reader to report it.
- Prose is legible to precisely the reader it was tuned for, which is whoever wrote it. Rereading cannot detect over-calibration; only a read without authorial context can. Perform the full-page read as someone arriving cold, with no knowledge of the pass that produced the page.
- Completeness is not legibility. A breach compresses rather than omits: an argument folded into a named term is fully present and expandable only by someone who already holds it. Ask whether context is stated or merely named.
- Restatement after an abstraction is error correction, not padding. Cutting it feels like tightening and removes the reader's recovery path.
- The failure is silent. A newcomer understands every sentence while nothing accumulates, and names that feel weighty to us stay inert for them. That produces no complaint, so absence of complaint is not evidence.

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CLAUDE.md Normal file
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Repository doctrine for this project lives in AGENTS.md, shared with Codex.
@AGENTS.md

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@ -5,7 +5,9 @@ description: Canonical owners and projections across the Greathold and external
## Delvehold authority
The Delvehold world organ owns the Greathold and its quantitative economy: players, workshops, parties, civic seals, graph edges, dungeon lifecycle pressure, commodities, resource lots, custody, recipes, facilities, capacity, inventories, orders, prices, contracts, expeditions, and local consequences. It accepts typed intents and emits typed receipts plus updated documents through CultMesh.
The Delvehold world organ owns the Greathold and its quantitative economy: Vaults, Holds, routes, workshop identities, civic home affiliations, Hold-local workshop sites, workshop-wide presence leases, parties, institutions, charters, founding distribution policies, civic seals, institutional budgets and reserves, dungeon lifecycle pressure, commodities, resource lots, custody, recipes, facilities, capacity, inventories, plans, orders, administered price terms, realized price observations, services, shortfalls, contracts, expeditions, and local consequences. It accepts typed intents and emits typed receipts plus updated documents through CultMesh.
The world host admits Vault opening, civic-home changes, site establishment or closure, route transfers, workshop activation, and the atomic all-sites dormancy transition. The client cannot renew presence through a heartbeat, infer a site from presentation placement, transfer local inventory through shared identity, or keep a dormant workshop in local projections. Hosting and matchmaking may scale independently but cannot create canonical Vaults.
## Ghostlight authority
@ -22,7 +24,7 @@ CultMesh carries two directions of typed exchange. Delvehold publishes a derived
## Game client projection
One Godot C# client projects both DELVE and HOLD. DELVE scenes present embodied
expeditions; HOLD scenes present workshops, neighborhoods, contracts, news, and
expeditions; HOLD scenes present workshops, Holds, contracts, news, and
civic play. The client's shared session owns its CultMesh connection, local
projections, prediction, controls, animation, and presentation. It does not own
economic, dungeon-lifecycle, or civic truth.
@ -36,14 +38,18 @@ does not synchronize two clients or transfer authority.
A delving contract is the first shared object joining both experiences. Its canonical state includes issuer, objective, offered equipment, reward allocation, target region, accepted expedition, lifecycle status, and outcome references.
Delvers own the visible choice of equipped gear and carried inventory. Workshops and institutions own the equipment and services they offer under explicit custody and contract terms. On departure, the world host validates the visible state and records that choice automatically as expedition evidence.
Workshop players own the intent to publish or amend their own workshop contracts. The Delvehold world organ owns institutional contract emission from Greathold civic, guild, commercial, and military state. Foreign Ghostlight actors may issue offers or demands across the boundary, but a Greathold contract exists only after Delvehold admits the intent. Institutional contracts must carry their actual simulated provenance and cannot impersonate player authorship.
Factory and delver interfaces expose different projections of that state. Incomplete knowledge belongs in the projection; canonical state must not be falsified to manufacture mystery.
## Civic handoff
Each franchised workshop owns its seal and the intents it submits: vote, petition, amendment, capacity pledge, refusal, or withdrawal. The Delvehold world organ owns the resulting assembly state, jurisdiction derived from the world graph, ratified common commitments, and institutional consequences.
Each franchised workshop identity owns its one seal and the intents it submits while present through its civic home: vote, petition, amendment, capacity pledge, refusal, or withdrawal. Sites in other Holds may create affected-party jurisdiction and remain subject to local policy but do not clone the seal. The Delvehold world organ owns the resulting assembly state, jurisdiction derived from civic home and realized consequence paths, ratified common commitments, and institutional consequences.
A ballot cannot directly mutate a mine, contract market, or military order. The ratified mandate is the input through which the responsible institutions act, and those actions update the same typed world state seen through both modes.
A ballot cannot directly mutate a mine, inventory, contract market, price observation, or military order. The ratified mandate becomes one input to the responsible institution's plan. The world host admits that plan against its current policy version, budget, reserves, facilities, inventory, staff, knowledge, routes, and obligations; receipts name accepted actions and shortfalls. A mandate can create an obligation, but only material execution can satisfy it.
Institutional planners are no longer owners once they emit those intents. They cannot repair rejected actions, invent a baseline contract, or reconcile the economy back toward a preferred state. Clients, forecasts, settlement recommendations, and news projections remain observers.
See [[Simulation Architecture]] and [[Ghostlight Boundary]] for the complete exchange contract.

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@ -33,4 +33,4 @@ The seed state names one workshop, one commons, one dungeon core, one contract,
`scripts/verify-runtime.ps1` builds the three projects, starts the host, connects the headless Godot client, rejects an idempotency collision and an invalid projection, restarts the host against the same CultCache, and replays the original enter intent. The smoke compares the complete accepted receipt summary, including its original effective time, across both accepted calls, requires the CultCache state file to remain present, and rejects known canonical-write APIs in client source.
Dungeon generation, CultMath randomness, CultGeometry isosurface extraction, gameplay mutation, and the Ghostlight boundary remain subsequent cuts.
Vault and Hold state, workshop identity and presence, institutions, dungeon generation, CultMath randomness, CultGeometry isosurface extraction, gameplay mutation, and the Ghostlight boundary remain subsequent cuts.

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@ -3,7 +3,7 @@ title: Expeditions and encounters
description: Party decisions, opposition, objectives, and encounter structure below the gate.
---
An expedition is a persistent world object joining one accepted contract, one party, one prepared loadout, one route into a dungeon region, and one accumulating history. The run is structured around repeated decisions to continue, divert, rescue, recover, or return.
An expedition is a persistent world object joining one accepted contract, one party, one route into a dungeon region, one accumulating history, and the equipment state captured automatically when the party departs. The run is structured around repeated decisions to continue, divert, rescue, recover, or return.
## Party play
@ -13,8 +13,8 @@ Cooperative roles emerge from capabilities and equipment rather than mandatory c
Combat is one form of contested delving alongside traversal, hazards, ecological negotiation, rescue, logistics, and discovery. An encounter states its visible affordances, uncertain stakes, opposition, and possible exits. The dungeon owns creatures, routes, traps, and adaptive pressure; a client cannot declare an outcome by describing it.
Exact action timing, damage mathematics, and control schemes remain prototype decisions. Their acceptance test is behavioral: positioning and cooperation matter; retreat remains possible; equipment interacts with the environment; and the result can be represented as persistent injuries, losses, discoveries, resource changes, and dungeon memory.
Exact combat timing, damage mathematics, movement controls, and equipment actions remain prototype decisions. [[Rune Casting]] owns the committed spell-construction controls. Their shared acceptance test is behavioral: positioning and cooperation matter; retreat remains possible; equipment interacts with the environment; and the result can be represented as persistent injuries, losses, discoveries, resource changes, and dungeon memory.
## Expedition record
The canonical record retains participants, contract, kit, route, encountered regions, significant actions, observations, resources taken or lost, injuries, rescues, retreat point, and outcome receipts. Presentation may summarize this history but cannot replace it.
The canonical record retains participants, contract, route, the exact equipped and carried items at departure, their condition, modifications, custody and provenance, subsequent item changes, encountered regions, significant actions, observations, resources taken or lost, injuries, rescues, retreat point, and outcome receipts. This evidence remains inspectable for history and diagnosis but is not another preparation screen.

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@ -40,9 +40,9 @@ The two modes meet in this argument over what the expedition was for.
## Preparation without clerical labour
Inventory choices inside the dungeon are tactical pressure. Reconstructing the same kit through menus between expeditions is not.
Inventory choices inside the dungeon are tactical pressure. Reconstructing the same equipment by hand between expeditions is not.
Workshop managers can prepare named contract kits, substitutions, repair rules, and replenishment. Delvers should be able to accept a viable loadout and return to play quickly. Public and institutional provisioning supplies a baseline expedition path when no workshop player is available; player-made equipment creates specialization rather than permission to play.
Delvers manage equipped gear, limited carried inventory, unlimited private Hold storage, and five saved loadouts. Restore fills what remains available and exposes every missing, damaged, inaccessible, or over-capacity entry for player resolution. Workshops and institutions supply equipment and explicit repair or refit services through ordinary custody and contract terms. The founding distribution policy initially supplies an expedition path when no workshop player is online, but later governance or material failure may remove that local path. The interface exposes the responsible shortage, policy, or failed service and the available responses instead of inventing replacement gear.
## Progression and time

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@ -3,12 +3,20 @@ title: Preparation and recovery
description: Expressive loadouts, rapid re-entry, repair, treatment, rescue, and salvage.
---
Preparation translates workshop craft and contract intent into expedition affordances. Parties choose among supplied equipment, personal gear, substitutions, consumables, carrying capacity, rescue tools, and route-specific safeguards.
Preparation uses the ordinary equipment interface. Each delver manages equipped gear slots, a limited carried inventory, and unlimited private gear storage addressed to each Hold. The current Hold's storage is locally accessible; remote stored gear remains visible for sourcing or freight but cannot be equipped until custody arrives. Workshop-made, institution-provided, personal, and contract-loaned items appear in those same places when custody permits.
Workshop managers can publish named kits, substitution rules, repair policies, and replenishment commitments. Delvers can inspect provenance and tradeoffs, adjust what matters, and accept a viable baseline quickly. Institutional provisioning guarantees an ordinary path to play; player manufacture provides specialization, history, and relationships rather than permission to enter the game.
Each player has exactly five saved loadout slots. Saving records desired equipped items and carried entries without moving or reserving anything. Restoring returns current gear to Hold storage, equips and packs every available saved item that still fits, and leaves unresolved entries visibly missing. Unique, modified, loaned, and provenance-sensitive gear resolves by identity; ordinary consumables may resolve by kind and quantity.
A missing entry offers actions to clear it, select an available replacement, locate or source the item, arrange transfer from another Hold, or request repair or refit. Damaged owned gear remains visible as present but unusable or impaired. Restore never buys, ships, crafts, borrows, substitutes, repairs, refits, insures, or reserves gear without another explicit player action.
Departure is the authority boundary. The world host atomically validates the visible slots, carried capacity, custody, contract requirements, and party readiness. It then records the exact equipped and carried objects, condition, modifications, custody, provenance, and contract loans as expedition evidence. That receipt remains an inspectable consequence of departure.
## Repair and refit
Repair and refit are player-directed item actions. A delver may perform work they know or request a workshop or institution service. The service provider owns its available methods, price, time, materials, and workmanship; the delver chooses whether to restore, alter, replace, dismantle, or carry the item as it is. Each completed transformation updates the same item and its history through a receipt.
## Recovery
Returning begins another loop rather than closing a results screen. People require treatment, rest, testimony, payment, or memorial. Equipment may be repaired, dismantled, studied, claimed by an insurer, or left below. Extracted matter is identified, apportioned, processed, quarantined, disputed, or redirected by urgent need.
Rescue and salvage are first-class contracts. They preserve consequence while creating reasons to revisit changed spaces. Repeating a solved loadout reconstruction is clerical labor and should be automated.
Rescue and salvage are first-class contracts. They preserve consequence while creating reasons to revisit changed spaces. Five-slot save and restore removes repeated reconstruction without automating sourcing, repair, refit, substitution, or risk judgement.

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---
title: Rune casting
description: Freehand and guided construction of compositional spells during DELVE play.
---
Rune casting is live construction in the sequential source language governed by shared [[Game Design/Shared World/Runic Semantics|runic semantics]]. A caster enters spellcasting mode, adds strokes and casting runes to one append-only canvas, and presses the same mode control again to finalize and exit. Finalization, not rune recognition, commits the sequence for authoritative lowering and execution.
Three controls have separate jobs:
- the spellcasting-mode control enters construction and exits to finalize it;
- the mana trigger emits mana and defines stroke-down and pen-up boundaries; and
- the rune-library control opens a radial projection of every casting rune the character has learned.
The learned casting-rune set is world state. Opening the library does not grant knowledge or create a second casting mode.
## Direct and guided construction
Direct freehand casting records the cursor trajectory while the mana trigger is held. The detector matches completed strokes against familiar casting runes and appends recognized tokens to the active sequence.
Guided library casting is available to every player on every cast. Selecting a learned casting rune places a virtual cursor at the first canonical stroke start. Pointer movement with a positive projection onto the current stroke tangent advances that cursor; orthogonal and backward movement stall without erasing progress. Advancement has a maximum speed and is scaled by directional alignment raised to a tunable exponent. These are balance handles for keeping guided casting competitive while preserving alignment and rhythm as mastery.
Circling, wagging, or exploratory movement is permitted. It eventually advances whenever it contains some useful forward projection, but it does so slowly. The system has no failure threshold, regression rule, or hidden judgement about whether a player's motion looks intentional.
Trigger release finishes the active stroke and stops mana emission. Between disconnected strokes, pointer input guides the virtual cursor toward the next start while the trigger remains released. Pressing the trigger early pauses that transition at its current position; releasing it resumes movement. On arrival the cursor locks until a later trigger-down begins the next mana-bearing stroke.
Both paths use the same casting-rune geometry, learned token identity, active sequence, lowering path, and world result. Guided casting removes recall and lateral precision demands while retaining rune order, direction changes, pen-up transitions, trigger cadence, and casting pressure. Players may switch between guided and freehand construction rune by rune within one spell.
The casting grammar is deliberately compact. Frequently used graph motifs can be learned as compound casting runes. The common `Attach → Creation → Throw` motif has one compound gesture whose expansion attaches the current construct to a newly allocated dynamic entity and throws that carrier. Viewing an expansion in a spellbook does not silently grant the corresponding enchanting knowledge.
## Cancellation and wild magic
Individual strokes cannot be erased from the active canvas. A mistaken construction must be closed with the null terminator, a simple right-to-left rune available in every qualified mage's library. Drawing it freehand is the quick path; guided construction remains available even when the existing canvas is corrupt.
Exiting spellcasting mode finalizes the canvas. The host recognizes the casting sequence, expands compound runes, lowers it into the semantic effect graph, and validates the outer terminator. A valid graph executes. A null-terminated sequence cancels safely. Failed recognition, invalid sequential grammar, failed compound expansion, or a corrupt, incomplete, or unterminated lowered graph becomes wild magic.
Wild magic interprets the malformed accumulated pattern and attempts to pull from the caster whatever mana its resulting effect demands. The common failure draws mana into an unstable local charge and detonates roughly one second later, giving the caster and nearby allies time to move. Rarer corrupt patterns can produce stranger or useful outcomes. Exact mana limits, outcome tables, and collateral bounds remain prototype work.
## Spellbook and diagnosis
The spellbook records finalized attempts, including successful, apparently useless, cancelled, and wild results. Its baseline entry contains the submitted stroke evidence, recognized casting sequence, compound expansions, source map, authoritative semantic graph, final status, ordinary visible mana change, and consequences the character observed. The graph uses a Sugiyama layered projection beside an equivalent linear casting-rune list and relational text outline.
Internal mana flavor, branch flow, interference, hidden damage, local material response, and the exact pattern received by a terminator require sensory magic or an enchanted detection device capable of measuring them. Later equipment cannot reveal private historical host state unless an admitted instrument recorded the activation or a physical trace remains available for inspection.
Capability gates what the character can know, not how the player may access earned information. Every available observation needs equivalent graph, text, table, keyboard, non-colour, and screen-reader projections.
Exact freehand tolerances, recognition ambiguity, empty-canvas finalization, incomplete guided strokes, and interruption during construction remain prototype decisions.

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@ -7,5 +7,6 @@ DELVE turns economic and ecological pressure into embodied cooperative play.
- [[Game Design/DELVE/Extraction Play|Extraction play]]
- [[Expeditions and Encounters]]
- [[Rune Casting]]
- [[Living Dungeon Generation]]
- [[Preparation and Recovery]]

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@ -5,15 +5,15 @@ aliases:
- /Game-Design/Core-Loop
---
The first playable world contains one workshop, one dungeon core, one contract type, one expedition party, one extracted material, and one persistent expedition history.
The first playable world contains one Vault and its Hold, one active workshop site, one seeded institution operating under a founding distribution policy, one dungeon core, one contract type, one expedition party, one extracted material, and one persistent expedition history.
## HOLD
The player begins with one mage doing useful work manually:
1. scry a viable dungeon entrance;
2. prepare supplies;
3. equip and publish a delving contract;
2. prepare and offer supplies;
3. publish a delving contract;
4. process returned material;
5. encode a repeated manual action into a rune;
6. compose runes into spell-engine automation.
@ -22,7 +22,7 @@ Automation solves real inconveniences. It changes the mage from practitioner to
## DELVE
Delvers accept a funded contract, enter a generated dungeon, encounter its current ecological response, and decide how much promised extraction is worth attempting. Their success, retreat, discoveries, injuries, and losses become persistent world events.
Delvers accept a funded contract, choose equipped gear and carried inventory, enter a generated dungeon, encounter its current ecological response, and decide how much promised extraction is worth attempting. Their success, retreat, discoveries, injuries, and losses become persistent world events.
## The return stroke

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@ -9,7 +9,7 @@ Every material decision crosses the mode boundary through owned state. DELVE fee
## Preparation is play
Choosing a contract, kit, route, process, safeguard, or civic commitment should express judgement. Repeating solved menu labor should be automated or removed.
Choosing a contract, equipped gear, carried inventory, route, process, safeguard, or civic commitment should express judgement. Repeating solved menu labor should be automated or removed.
## Consequence without erasure
@ -27,6 +27,10 @@ Players can tell who authored a contract, owns an object, made a claim, ratified
Players inhabit delvers and independent workshop managers. They influence civilization through work, relationships, association, and consequence rather than receiving a strategy-game throne.
## Democracy reaches the shelves
Players inherit functional institutions and may preserve, reform, streamline, or dismantle their distribution policies. The world warns, records, and executes; it does not quietly restore the intended economy after a lawful bad decision.
## Cozy does not mean consequence-free
Warmth, mastery, neighborhood life, and humane rhythms are the foreground of HOLD. They matter because the workshop is embedded in scarcity, ecology, politics, and mutual dependence.
Warmth, mastery, Hold life, and humane rhythms are the foreground of HOLD. They matter because the workshop is embedded in scarcity, ecology, politics, and mutual dependence.

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@ -3,20 +3,22 @@ title: First playable world
description: The smallest vertical slice that can prove the joined design.
---
The first playable proof contains one workshop, one connected commons, one dungeon core, one extracted material family, one contract form, one expedition party, one useful processing chain, and persistent expedition history.
The first playable proof contains one Vault and its Hold, one active workshop site belonging to an identity with one civic home and seal, one seeded institution operating under a founding distribution policy, one dungeon core, one extracted material family, one contract form, one expedition party, one useful processing chain, and persistent expedition history.
The slice is complete only when:
1. a mage performs a useful action manually;
2. the workshop turns that practice into a repeatable rune and a bounded automation;
3. a material need produces a provenance-bearing contract;
4. a DELVE party accepts a viable prepared kit and enters the current dungeon state;
4. a DELVE player equips gear, manages limited carried inventory, optionally restores one of five saved loadouts, resolves or accepts visible gaps, and departs into the current dungeon state;
5. the dungeon responds to the actual methods used;
6. the party returns with material, evidence, injury, loss, or some combination;
7. the outcome changes workshop decisions and the next expedition;
8. the history remains after the game client reconnects and the world host restarts.
8. the recorded departure equipment matches the visible slots and carried inventory, and the history remains after the game client reconnects and the world host restarts;
9. the workshop can pass through 36-hour dormancy and reactivate its site without losing identity, relationships, local custody, or receipted history;
10. the state model can admit a second Hold-local site under the same identity without cloning its seal, facilities, inventory, or production capacity.
One institutional contract keeps DELVE playable without a workshop manager online. One public need keeps HOLD meaningful without requiring a delver to accept a personal order immediately. The slice does not need a broad item catalogue, global war, or complete combat metagame. It needs one honest return stroke.
One institutional contract proves that the seeded founding arrangement can support DELVE without a workshop manager online. One public need keeps HOLD meaningful without requiring a delver to accept a personal order immediately. These are starting fixtures, not permanent promises after players alter policy. The slice does not need a broad item catalogue, global war, or complete combat metagame. It needs one honest return stroke.
Its dungeon projection is generated authoritatively by the world host from the
committed dungeon state and a CultMath seed. CultGeometry extracts the neutral

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@ -13,7 +13,7 @@ The game is for players who enjoy cooperative PvE, expressive preparation, autom
## Product shape
- One Godot C# client projects both embodied dungeon expeditions and workshop, neighborhood, contract, news, and civic play.
- One Godot C# client projects both embodied dungeon expeditions and workshop, Hold, contract, news, and civic play.
- One central C# world host owns the canonical Delvehold simulation. Changing modes changes presentation and available interaction, not world authority.
- CultMesh carries typed state and capabilities from their owning world organs.
- One canonical world history survives player absence. There are no seasonal wipes used to repair inflation or erase consequence.

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@ -13,7 +13,7 @@ A party may contain one or more players where the expedition supports it. Solo a
## Workshop managers
Workshop managers practice magic, store materials, craft, repair, automate, commission, trade, publish contracts, maintain shared infrastructure, and participate in relevant civic bodies. Each player owns one workshop shard and its seal. Scale and wealth do not grant extra votes or authority inside another workshop.
Workshop managers practice magic, store materials, craft, repair, automate, commission, trade, publish contracts, maintain shared infrastructure, and participate in relevant civic bodies. Each player owns one durable workshop identity, one civic home and seal, and any number of economically established Hold-local sites. Scale, wealth, and additional sites do not grant extra votes or authority inside another workshop.
## Shared limits

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@ -11,12 +11,16 @@ An expedition can return below quota with maps, evidence, injury, damaged equipm
Consequences remain attached to their owners. Equipment left below can become dungeon matter or a salvage target. Debt remains an obligation with a creditor. Injury belongs to a person. Shortage changes facilities and contracts rather than subtracting an abstract happiness score.
Institutional failure also creates future play without summoning a reset. Players may substitute production, organize mutual aid, release surviving reserves, salvage, import through receipted freight, commission an emergency delve, form another association, restructure an institution, reverse policy, migrate, or deliberately abandon and rebuild. Goods or contracts return only after an owner commits the required material action.
## Time commitments
- A narrow expedition or workshop visit should produce useful progress in a short session.
- Deeper expeditions and complex production chains support longer commitments by choice.
- HOLD automation continues bounded work while absent without making constant attendance optimal.
- HOLD automation in every workshop site continues only until its admitted work completes, its inputs run out, or the workshop-wide 36-hour presence lease expires.
- Civic windows are generous, asynchronous, and optional.
- Catch-up summarizes what happened; it does not secretly puppet a player.
The world advances without requiring every player to be present. No absent player's uncommitted plan becomes an action.
An authenticated foreground session renews workshop presence across its eligible sites; background jobs and client heartbeats do not. Lease expiry checkpoints every site once and removes the workshop from live Hold simulation without decay, forfeiture, relocation, or relationship loss. Catch-up reports the bounded active interval and dormancy receipt instead of replaying production through the dormant period.

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@ -7,17 +7,17 @@ aliases:
HOLD places workshop managers directly inside the Greathold's political life. The foreground fantasy is civic stewardship, not market speculation: understand an issue, argue with neighbours, commit the workshop's seal and capacity, and live with the resulting common action.
The franchise follows [[Mastership and Citizenship|dwarven Mastership]]. Each independent workshop has one seal and one vote. Wealth, throughput, annexes, and consortium membership do not create additional votes.
The franchise follows [[Mastership and Citizenship|dwarven Mastership]]. Each independent workshop identity has one seal and one vote while present through its civic home. Wealth, throughput, consortium membership, and sites in other Holds do not create additional votes.
## Local-first issue routing
An issue begins with the smallest body that contains its material consequences. A shared mana well belongs first to its connected workshops. A lift belongs to its passengers, maintainers, and dependent districts. A deep gate implicates its neighbouring holds, delver associations, ecological stewards, and supply network.
An issue begins with the smallest body that contains its material consequences. A Hold question begins among its active workshops, residents, institutions, delvers, and ecological stewards. A route closure also implicates the connected Holds and its passengers. A deep gate implicates its Hold, delver associations, ecological stewards, and supply relationships.
Workshop shards already form a persistent [[Game Design/Shared World/World Graph|neighbourhood graph]]. Civic jurisdiction is projected from the same typed relationships rather than from a separate political map.
A workshop's [[Game Design/Shared World/World Graph|civic home]] establishes its ordinary local civic relevance. Contracts, routes, infrastructure, workshop sites, core relationships, and realized consequences can widen affected-party jurisdiction without granting another seal. Every site remains subject to the ratified policy of its host Hold regardless of where the workshop votes.
A proposal can move outward when its consequences do:
> workshop moot → shared junction → subsidiary hold → Greathold-wide commitment
> affected workshop or institution → Hold → connected Holds → Greathold-wide commitment
Greathold-wide policy is therefore an assembled common mandate, not an order descending from a permanent capital. The player does not receive an identical national ballot merely because a vote exists somewhere in the world.
@ -48,7 +48,7 @@ Motions concern conflicts, not abstract bonuses. Examples include:
- answer an export embargo;
- recognize dungeon cores as legal persons;
- mobilize workshop capacity for defence;
- guarantee baseline equipment for independent delvers;
- fund and guarantee baseline equipment for independent delvers;
- close a dangerous gate or fund one final expedition through it;
- recognize a foreign form of Mastership;
- admit a new category of practice to the workshop franchise.
@ -69,9 +69,25 @@ Civic play is slow, asynchronous, and optional in ordinary life:
Early public motions are authored by the world simulation so that they remain coherent with live events. Player petitions can later gather seals to enter the appropriate assembly without turning the first prototype into an unmoderated parliament.
A dormant workshop enters no future issue routing or quorum. Votes already cast and ratified commitments remain facts. Reactivation restores prospective relevance only through its civic home; changing that home removes the old jurisdiction before admitting the new one.
## Governing distribution
Each Hold begins with a founding distribution policy that funds public necessities, reserves, repair, procurement, and expedition work. It is inherited law, not a designer-owned safety net. Franchised players may preserve its slack, redirect it, streamline it into a brittle just-in-time system, privatize parts of it, or repeal it.
Policy can govern:
- institutional charters, mandates, budgets, taxes, fees, and subsidies;
- procurement priorities, eligible suppliers, and service obligations;
- reserve targets, release rules, access, and rationing;
- imports, exports, freight, and infrastructure investment;
- labor, safety, ecological limits, and extraction access.
An adopted service guarantee creates an obligation and a priority for scarce capacity; its budget may or may not be sufficient. It does not conjure the promised good. Forecasts, audits, notice periods, reserve recommendations, and staged implementation can warn against a destructive change; if players lawfully remove them, no hidden institution restores them downstream.
## From vote to world
A common commitment acts through institutions and material cooperation. A mining moratorium changes gate access, lift schedules, listed contracts, public provisioning, and workshop participation. It is not an invisible global flag repaired after the fact.
A common commitment acts through institutions and material cooperation. Ratification changes institutional constraints; players do not select each purchase, production run, service schedule, or contract. The institution plans from that policy and its real assets, then receipts successful actions and failures. A mining moratorium changes gate access, lift schedules, listed contracts, public provisioning, and workshop participation through those actions. It is not an invisible global flag repaired after the fact.
A defence mobilization authorizes public bodies to issue procurement, redirects shared infrastructure, and creates [[Game Design/Shared World/Economy and Contracts|institutional contracts]]. No individual workshop authors military strategy. Workshops decide how they respond to the collectively formed mandate; foreign states and their militaries remain independent non-player actors.

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@ -0,0 +1,55 @@
---
title: Enchanting and wands
description: Binding explicit runic graphs into tools, materials, and persistent workshop artifacts.
---
HOLD enchanting authors explicit graphs over shared [[Game Design/Shared World/Runic Semantics|runic semantics]]. A straightforward graph equivalent to a common cast can be inscribed directly onto an item and work, but generic inscription usually spends more mana and material than a design fitted to its host.
A wand is a tool that stores an explicit persistent effect graph and activates it repeatedly. It does not store a DELVE casting sequence. Wand names do not imply quality. Two wands carrying semantically equivalent graphs may differ sharply in efficiency, concentration, capacity, stability, and failure behaviour because their enchanting runes, conduits, materials, substrates, fabrication, damage, and repairs differ.
An integrated enchantment makes the artifact part of the spell. Weapon geometry can supply concentration or containment; an existing workpiece can receive an attachment without a `Creation` operation allocating a new entity. Auxiliary branches may gather measured waste, redirect it, or feed later operations. They cannot invent mana that the main graph never produced.
## Compound substrate graph
Enchanting is authored as an abstract hierarchical graph rather than a sword-shaped etching canvas. The artifact is the root. Components such as blade and hilt own nested clusters containing the enchanting runes and conduits physically bound to them. Every enchanting rune exposes typed inputs and outputs. Edges connect those ports within a component or across component boundaries.
```text
sword
├─ hilt
│ └─ storage rune
├─ blade
│ └─ containment rune
└─ hilt.storage -> blade.containment
```
Material, geometry, conduit construction, condition, and fabrication precision belong to authoritative component, node, port, and edge state. Renderer coordinates do not. Moving a node in the Sugiyama projection changes presentation only.
Replacing a blade removes the runes and conduits that belong to that blade. Cross-boundary edges become severed or require an explicit rebinding operation; the hilt cannot silently retarget them to a replacement. Repairs, replacements, and reinscription preserve provenance and activation history.
## Materials and conduits
Mana reaches each graph element carrying the flavor of its prior path. A masterwork therefore chooses rune and conduit materials for the local flow rather than applying one artifact-wide quality grade. Multi-material work emerges from those local requirements. Copying its visible palette onto a different graph or substrate may increase loss or distortion; an exact reproduction succeeds through the same physical rules regardless of the maker's status.
Gold is the leading reference material for broadly neutral, reliable conduction and may be the best practical choice for many routes. Its excellence does not require a contrived magical weakness. Other materials earn use through availability, substrate integration, capacity, containment, filtering, transformation, interference, repair, or another measured behaviour. The exact material catalogue and response curves remain prototype work.
Conduit size is consequential. Large channels consume more material and component routing budget while carrying heavier sustained or pulse loads and tolerating more fabrication variation, wear, or future expansion. Oversizing is a valid route to a dependable artifact. Expert optimization fits the conduit to a declared service envelope; it does not make every channel as small as possible.
Each design distinguishes:
- the logical rune graph;
- intended component bindings, conduit materials, sizes, and tolerances;
- the fabricated result and its deviations;
- current condition and repairs; and
- activation and test history for that exact artifact revision.
Visible precious material and massive traces suggest investment and possible capacity. They do not prove a useful graph, adequate mana supply, sound fabrication, current function, or danger.
## Testing and diagnosis
The enchanting workbench projects the compound graph with collapsible substrate clusters, explicit ports and cross-component edges, edit provenance, and observed activation receipts. Graph topology owns meaning; edit order does not. Accessible component trees, connection tables, material ledgers, relational outlines, and timelines expose the same earned facts.
Basic inspection shows the design the workshop authored, visible workmanship, known materials, as-built measurements, and observed results. Internal flavor, loss, interference, and branch behaviour require sensory enchantments or detection devices with sufficient range, calibration, and resolution. Measurements retain their instrument, activation interval, uncertainty, and target provenance.
Tools report evidence rather than solving the design. A structurally valid enchantment may consume resources with no discernible effect. Workshops learn by fabrication, activation, comparison, repair, and revision; the library does not suppress combinations predicted to be useless.
Exact component vocabularies, port types, conduit equations, interference models, fabrication variance, wand power and wear, inscription finalization, and persistent wild-magic behaviour remain prototype work.

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@ -1,12 +1,18 @@
---
title: Production and logistics
description: Facilities, recipes, capacity, custody, and specialization across the workshop graph.
description: Facilities, recipes, capacity, custody, and specialization across Holds.
---
Production transforms identified inputs through a facility and practice into owned outputs. Every transformation records recipe or method, consumed and produced lots, operator or automation, facility, time, quality-relevant conditions, and provenance.
Facilities expose bounded capacity. Reservations, maintenance, power, labor, route access, storage, and safety can constrain that capacity without becoming disconnected modifier cards. Logistics moves custody along explicit graph edges; inventory is not globally available because a number exists somewhere.
Facilities expose bounded capacity. Reservations, maintenance, power, labor, route access, storage, and safety can constrain that capacity without becoming disconnected modifier cards. Each [[Game Design/Shared World/World Graph|workshop site]] owns the facilities, installed methods, local storage, staff, orders, and active queues that form its productive body. Logistics moves custody through sites, institutions, contracts, and inter-Hold routes; inventory is not globally available because a number exists somewhere.
No workshop efficiently contains every chain. Players specialize, trade, commission, share commons, or accept slower local substitutes. Orders express desired future exchange; accepted orders become commitments; fulfilled transfers become realized trade. Only realized effects enter the aggregate external-world boundary.
Private player gear storage is the deliberate capacity exception. It is unlimited cold inventory addressed to a Hold, with no capacity interface or rent. Gear stored in another Hold remains visible to its owner but is not locally equipable, saleable, loanable, or usable as production input until carried within ordinary limits or moved by a receipted route transfer. Private storage does not expand industrial warehouses, facility buffers, freight capacity, or shared institutional stock.
No site efficiently contains every chain. Players specialize sites, trade, commission, use institutional services, or accept less efficient substitutes. A workshop may process frontier materials at one site, ship components through named routes, and perform advanced manufacture at another. Shared ownership authorizes the transfer; it never supplies freight, capacity, time, safety, or a custody change. Orders express desired future exchange; accepted orders become commitments; fulfilled transfers become realized trade. Only realized effects enter the aggregate external-world boundary.
Portable knowledge, workshop-wide configuration, relationships, and saved loadouts follow the identity. Facilities, installed methods, staff, inventories, active orders, and output remain at their sites. Escrowed, dispatched, institution-held, returned-loan, lost, or otherwise transferred items remain under their recorded custody until another receipt moves them.
Site closure is a settlement process, not deletion. Production stops, unaccepted intents withdraw, accepted commitments reach their admitted outcomes, and each local asset or custody item is sold, transferred, dismantled, abandoned, or otherwise receipted before the site ceases to exist.
The economy must support ordinary civic life as well as expedition gear: heat, food processing, medicine, construction, transport, maintenance, education, ritual goods, and delightful nonsense all compete for material and capacity.

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@ -3,12 +3,12 @@ title: Runes and automation
description: Turning demonstrated magical practice into inspectable spell-engine behavior.
---
A rune encodes a bounded action the mage has learned through practice. A spell engine composes runes into an observable process over admitted tools, materials, conditions, and destinations.
A spell engine composes explicit runic graphs over the same [[Game Design/Shared World/Runic Semantics|magical semantics]] used by live casting. [[Enchanting and Wands]] binds effect graphs into persistent artifacts. Exact automation control-flow structure remains prototype work rather than silently becoming a third source language.
Automation follows the same authority as manual work. It cannot create matter, ignore custody, reach through a missing route, perform an unknown practice, or repair an invalid output after the fact. A manual action, scheduled process, imported blueprint, and background continuation all use the same commit primitive.
## Progression
Early runes repeat one gesture. Later systems sense conditions, select admitted substitutions, route outputs, coordinate facilities, pause on unsafe state, and publish useful signals. Complexity buys expressive capability, not exemption from material constraints.
Early automation repeats one demonstrated operation. Later systems sense conditions, select admitted substitutions, route outputs, coordinate facilities, pause on unsafe state, and publish useful signals. Complexity buys expressive capability, not exemption from material constraints.
The interface exposes inputs, outputs, capacity, ownership, current step, failure state, and provenance. Players should be able to understand why a machine is waiting without reading a private implementation log. Exact rune syntax and simulation granularity remain prototype work.
The interface exposes inputs, outputs, capacity, ownership, current step, failure state, and provenance. Players should be able to understand why a machine is waiting without reading a private implementation log. Exact rune catalogues, quantitative operator semantics, and simulation granularity remain prototype work.

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@ -1,12 +1,16 @@
---
title: Workshop play
description: The daily practice, space, relationships, and responsibilities of one independent workshop.
description: The daily practice, relationships, and responsibilities of one independent workshop.
---
The workshop is a private production shard, a home for useful practice, and the material basis of one civic seal. The player begins by scrying, preparing, crafting, repairing, carrying, and tending processes directly.
The workshop is a durable productive practice and the bearer of one civic seal. The player begins by scrying, preparing, crafting, repairing, carrying, and tending processes directly.
Manual work teaches the material rules that later automation expresses. It should be tactile, readable, and brief enough that learning a process is satisfying without requiring permanent repetition. The workshop grows through new practices, tools, spatial choices, assistants, relationships, and connections to shared infrastructure.
Manual work teaches the material rules that later automation expresses. It should be tactile, readable, and brief enough that learning a process is satisfying without requiring permanent repetition. The workshop grows through new practices, tools, assistants, relationships, automation patterns, and Hold-local sites connected to shared institutions.
Space remains scarce. A workshop chooses what to keep near, what to automate, what to commission, and which commons or neighbors to depend upon. Expansion cannot silently annex another shard or multiply political authority.
No single site efficiently contains every production chain. A player chooses where to install capacity, what to automate, which intermediate goods to ship, what to commission or trade, and what to request through a contract. A frontier site may process fresh dungeon returns while another performs advanced manufacture in an established Hold. The resulting supply chain crosses named routes without placing workshops on a shared city map.
The cozy fantasy comes from accumulated familiarity: named stations, remembered materials, recurring customers and delvers, repaired tools, small rituals, and a machine whose history remains visible. Efficiency is useful, but the workshop is not reduced to throughput.
One workshop view makes every site, local inventory, active queue, order, and freight commitment legible. It may let the player schedule work or transport remotely, but it never presents remote goods or capacity as if they were already local.
The workshop identity has one civic home and may establish any number of [[Game Design/Shared World/World Graph|workshop sites]] in different Holds. Its workshop-wide presence lease expires after 36 hours without an authenticated foreground session, stopping bounded automation and removing every site from live local circulation. Returning immediately restores the same practice, history, and eligible sites; changing civic home is a separate prospective choice. Absence does not decay tools, erase relationships, relocate material, or multiply political authority.
The cozy fantasy comes from accumulated familiarity: named stations, remembered materials, recurring customers and delvers, repaired tools, small rituals, and sites whose local histories remain visible. Efficiency is useful, but the workshop is not reduced to throughput.

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@ -7,5 +7,6 @@ HOLD begins with competent hands and grows toward legible automation, specializa
- [[Workshop Play]]
- [[Runes and Automation]]
- [[Enchanting and Wands]]
- [[Production and Logistics]]
- [[Game Design/HOLD/Civic Play|Civic play]]

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@ -9,7 +9,7 @@ The design is proven by visible paths, not by the existence of schemas.
- A workshop decision changes a later expedition through canonical state.
- An expedition outcome changes workshop, contract, civic, or dungeon decisions after reload.
- Either mode remains playable when the other population is absent.
- The seeded world gives either mode a viable entry path while the other player population is absent; later local policy or material failure may remove goods, services, or contracts without erasing recovery, civic action, or exit.
- Failure returns material consequence and future play rather than an empty reset.
## World authority
@ -29,6 +29,37 @@ The design is proven by visible paths, not by the existence of schemas.
- Catch-up is bounded, names the interval it summarizes, and never puppets an absent player.
- The visible news, price, contract, expedition, and workshop changes can be traced to typed events and receipts at the layer where players experience them.
## Holds and workshop presence
- A Vault opens through committed survey, route, provisioning, and settlement state inside the Greathold rather than through server selection.
- Only active workshop sites contribute demand, production, discovery, notification, or infrastructure reservation in their Holds; only the singular civic home supplies ordinary future civic routing.
- At 36-hour lease expiry, automation checkpoints once across every site, unaccepted listings and reservations disappear, accepted obligations settle exactly once under their site-local terms, and the workshop produces no continuing live load.
- Dormancy preserves workshop identity, sites, local facilities and custody, history, relationships, seal identity, debts, completed acts, and already-cast votes.
- Reactivating the workshop replays no dormant production, duplicates no facility or inventory, and moves no committed material between sites without explicit route and custody receipts.
- A workshop may change its civic home or establish another site without gaining another seal; host-Hold policy governs every site regardless of the workshop's civic home.
- A site cannot close while silently owning facilities, inventory, reservations, staff commitments, accepted orders, or contracts; every item settles or receives an explicit terminal receipt.
- Quiet Holds persist, remain recoverable, and are never merged or wiped to repair population balance.
## Institutional policy and economic failure
- A seeded Hold's founding distribution policy produces ordinary procurement, reserves, services, and at least one expedition contract from real institutional assets.
- Every institutional plan and result names its institution, governing policy version, relevant budget and material inputs, admitted actions, and shortfalls.
- Lawfully cutting a budget, liquidating reserves, prohibiting a necessary import, redirecting infrastructure, or imposing unsatisfiable rationing can reduce or end local supply, services, demand, and contract volume.
- An impossible service guarantee produces an attributable shortfall, cancellation, default, rationing decision, or insolvency event; no baseline generator injects replacement goods, money, capacity, or contracts.
- Administered prices and access terms remain distinct from observed scarcity and realized trade.
- Recovery requires an owned act such as production, funding, aid, reserve release, restructuring, policy change, or receipted freight. It never occurs because a forecast, interface, or reconciliation loop prefers the previous equilibrium.
- Economic failure preserves truthful records, custody, contracts, civic inspection and participation, communication, and meaningful exit. It does not preserve local comfort or normal expedition availability.
## Equipment and preparation
- Each player has exactly five saved loadout slots; saving overwrites only the selected slot and creates no item movement, reservation, purchase, or service.
- Equipped slots and carried inventory enforce their visible constraints, while private Hold gear storage has no player-facing capacity limit.
- Restore fills only currently accessible saved gear and exposes every unavailable entry with actions to clear, source, replace, repair, or refit it. It never performs those actions silently.
- Unique and provenance-sensitive gear resolves by identity; ordinary consumables may resolve by kind and quantity. Damaged owned gear remains visible as present and repairable rather than disappearing as missing.
- Contract-offered gear is selectable only while custody terms permit and is never auto-equipped or written into a saved slot.
- Departure atomically validates the visible equipped and carried state and records exactly that state without another confirmation screen.
- Saved loadouts and Hold-addressed private gear storage survive dormancy and civic-home changes without creating live pressure or moving remote, lost, escrowed, dispatched, installed, institution-held, or returned-loan items.
## Procedural dungeon proof
- Identical canonical input, CultMath seed, and generator version reproduce the same dungeon projection after host restart.

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@ -3,18 +3,20 @@ title: Onboarding and content authority
description: The first-session reveal and the boundary between authored canon, simulation, and presentation.
---
Onboarding introduces one world through a particular practice. A new player chooses a DELVE or HOLD entry without choosing a separate history, server, or lesser mode.
Onboarding introduces one world through a particular practice. A new player chooses a DELVE or HOLD entry without choosing a separate history, server, or lesser mode. The player joins a viable Hold inside the Greathold, may later change the workshop's civic home, and can establish workshop sites in other Holds without creating another identity or seal.
## First-session sequence
1. Establish the Greathold as a lived place and show one immediate, local need.
2. Let the player perform the chosen role's physical verb: prepare and enter an expedition, or work and commit a workshop process.
3. Show the other role as a visible dependency through a kit, material, contract, report, or returning consequence.
3. Show the other role as a visible dependency through offered gear, repair or refit service, material, contract, report, or returning consequence.
4. Reveal persistence by letting the first action alter a later state rather than resetting after the tutorial.
5. Introduce civic and external-world pressure only after the player can identify who owns the local decision.
Tutorial protection may simplify risk and presentation, but it cannot create a private tutorial economy or noncanonical outcome. Any authored starter state enters through the same Delvehold authority as later play.
Settlement recommendations favour Holds with healthy institutions, useful collaborators, or room for active community growth. Friends and established relationships remain visible choices. Recommendations never force relocation, merge quiet Holds, or present a Vault as an infrastructure server.
## Content authority
- **Authored anchors** own canon: Greathold history and institutions, peoples, dungeon principles, named places, core revelations, crisis premises, and the allowed ontology supplied to Ghostlight.

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@ -17,26 +17,46 @@ The canonical economy contains commodity definitions, identified resource lots,
Planned production and offered orders remain owned intents. Only completed transformations, accepted commitments, transfers, and failures become realized economic effects. This distinction is also the membrane through which aggregate Greathold activity reaches the [[Ghostlight Boundary|external world]].
## Hold-local markets and supply chains
Each Hold is a local market and service ecology. Availability and prices emerge from its inventories, active workshop sites, institutional budgets and mandates, production capacity, population demand, expedition returns, and the time, capacity, cost, and risk of connected routes. A workshop may inspect its remote sites, but there is no global inventory, universal listing, or instant internal transfer.
Older Holds tend to accumulate broad finished-goods markets, advanced methods, skilled repair and refit, deeper inventories, and stable institutions. Frontier Holds tend to receive fresher and stranger dungeon materials while carrying thinner stocks, fewer advanced services, volatile demand, and expensive inbound support. These differences are realized history, not maturity-tier bonuses. Local policy can redirect procurement, reserves, subsidies, infrastructure, safety, and extraction without setting arbitrary price modifiers.
A workshop can establish sites in several Holds and build a supply chain between them. Each site owns its local productive body and market participation; route transfers own every cross-Hold movement of material. The founding distribution policy initially supports ordinary gear, repair, provisions, reserves, and dependable demand. Current policy and material state determine whether any of them remain available.
## Contract authorities
**Workshop contracts** are authored by HOLD players. Their targets, supplied equipment, compensation, acceptable substitutions, and desired returns express a particular workshop's needs and judgement.
**Workshop contracts** are authored by HOLD players. Their targets, issuing site and Hold, supplied equipment, compensation, acceptable substitutions, and desired returns express a particular workshop's needs and judgement.
**Institutional contracts** originating inside the Greathold are created by Delvehold on behalf of civic works, guilds, colleges, temples, insurers, commercial bodies, or public defence institutions. Foreign buyers, governments, and militaries remain Ghostlight actors: Ghostlight emits their demand, offer, or decision as an external response, and Delvehold creates a Greathold contract only after admitting that intent. Contracts reflect persistent institutional state and public mandates rather than filling empty matchmaking slots.
Institutions plan and emit part of each Hold's supply and demand. Ratified policy, population needs, budgets, reserves, facilities, inventories, staff, knowledge, routes, contracts, and recent failures determine what they attempt to produce, buy, provision, and commission. Their outputs include orders, offers, contracts, service schedules, rationing and access decisions, reserve releases, refusals, cancellations, shortfalls, defaults, and restructuring or insolvency events. Players can change the governing constraints through civic play but do not puppet individual transactions.
Both kinds enter the same legible market with explicit provenance. The interface must never disguise a simulated institution as a human workshop or imply that a player controls an institutional objective.
Contract equipment becomes selectable in the ordinary gear and storage interface only while custody and loan terms permit. Accepting a contract never equips an item or writes a saved loadout. Saving or restoring a loadout cannot purchase, craft, borrow, insure, substitute, reserve, repair, or refit anything.
## Military procurement
Military demand is not authored by workshop players. Mobilization can create standardized equipment orders, strategic extraction targets, guarded routes, secrecy, hazard pay, requisitions, and unusually severe failure terms. Its scale consumes workshop capacity and redistributes civilian demand even where no player accepts a military contract.
HOLD players can manufacture against that demand, refuse it, organize around it, or redirect their workshops toward civilian needs. DELVE players decide which institutional purposes they will physically carry below. Neither group decides that a foreign army or public defence body needs a particular resource merely by wanting a profitable contract.
## Availability without dependency
## Institutional independence and failure
Institutional work provides a durable baseline of expedition opportunities. Delvers are not prevented from playing because no workshop manager is currently online, and a new HOLD player is not responsible for sustaining the entire contract market.
The seeded founding arrangement provides expedition work and ordinary services without depending upon a workshop manager being online. Later policy or material failure can exhaust that arrangement. A Hold may lose public equipment, repair, provisions, institutional buyers, or expedition contracts until some owner funds, produces, releases, imports, or rebuilds them.
The simulation protects truthful quantities and provenance, conservation and custody, real facility, route, and budget capacity, accepted contracts and causal receipts, civic inspection and participation, and meaningful exit. It does not protect commodity availability, service levels, prices, contract volume, reserves, institutional solvency, or local economic comfort.
Workshop contracts should remain more personal and expressive: unusual equipment, negotiated priorities, relationships with recurring parties, speculative discoveries, local shortages, and returns that visibly transform a player's machinery.
## Workshop and delver relationships
Recurring contracts preserve the history between a workshop and a delver or party: terms kept or broken, equipment supplied and returned, substitutions, discoveries, injuries, rescues, losses, payment, and ecological consequences. These relationships belong to stable identities and survive dormancy or a change of civic home. Each contract also records the site and Hold through which the relationship acted; locality affects discovery, service, and fulfillment without erasing memory.
Unaccepted listings across every site disappear when the workshop's 36-hour presence lease expires. Every accepted order or contract declares what dormancy does: complete before expiry, settle from escrow, transfer to a named institution, or cancel or default under agreed terms. Each site settles its obligations exactly once; the workshop-wide transition cannot erase them or leave the workshop active forever.
## Contract outcomes
A canonical contract records issuer class, objective, offered equipment, reward allocation, target region, accepted party, lifecycle status, outcome references, and the authority under which it was published.

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@ -0,0 +1,55 @@
---
title: Runic semantics
description: The shared magical operations and effect graph beneath casting, enchanting, and spell engines.
---
DELVE spellcasting and HOLD runic engineering express one world-owned set of magical semantics through different source structures. Equivalent semantic effect graphs obey the same operation, terminator, mana, material, and resource rules regardless of how they were authored.
The world host commits recognition results and owns lowering, graph validation, interpretation, and receipts. [[Game Design/DELVE/Rune Casting|Rune casting]] owns the stroke-recognition contract. Casting controls, rune libraries, enchanting workbenches, wands, spellbooks, and renderers may project committed state; none may maintain another expansion table or interpreter.
## Source contracts
DELVE supplies an ordered sequence of recognized casting tokens with stroke evidence. The authoritative lowering catalogue maps each token to a semantic graph fragment; one compound token may expand into several nodes and edges. Casting and enchanting forms preserve recognizable topology through that versioned correspondence without requiring one-to-one rune identity or identical geometry. Learning either form does not automatically teach its counterpart.
HOLD supplies explicit enchanting nodes, typed ports, edges, substrate bindings, and fabrication provenance. It does not pass through the casting grammar. The source owners define their own construction lifecycle and learned vocabulary; this owner defines how their committed outputs become semantic effect graphs.
Conceptually:
```text
DELVE strokes
-> recognized casting runes
-> sequential casting grammar
-> compound expansion and lowering
-> semantic effect graph
HOLD enchanting nodes and typed edges
-> explicit enchanting graph
-> semantic effect graph
```
The host-owned lowering catalogue versions every correspondence between a casting rune and its graph fragment. Source maps join strokes and casting tokens to the expanded nodes and edges used for execution. Enchanting graphs preserve their own node, port, edge, substrate, and fabrication provenance.
## Terminators and finalization
Every finalized executable graph requires an outer terminator. Terminators have their own semantics: they decide how an accumulated pattern becomes consequential and may appear inside a larger effect graph.
Null is the cancellation semantic. Source structures may express it through different runes or nodes while producing the same cancellation result. [[Lore/Industry/Runic Engineering#The first rune|Field instruction begins with the null casting rune]].
## Execution outcomes
A finalized source can be:
- **parsed and effective:** lowering produces a valid graph whose execution has an observable result;
- **parsed but apparently useless:** a valid graph executes and consumes resources without producing a result the observer can discern;
- **cancelled:** null closes construction without executing its represented effect; or
- **corrupt:** recognition, source grammar, compound expansion, lowering, or graph validation cannot produce the required terminated graph.
Usefulness is not a parser rule. Rune libraries and workshop tools do not hide, disable, or reject learned combinations because an implementation expects them to waste mana. Players discover useful, useless, and situational constructions by casting, building, testing, and inspecting evidence.
## Authority and evidence
Receipts join one cast attempt or artifact revision to its source evidence, lowering version, semantic graph, resource use, and runtime result. A casting receipt distinguishes recognized gestures, casting tokens, compound expansions, and expanded graph elements. An enchanting receipt preserves explicit topology, substrate bindings, fabrication state, and activation history.
The host may retain deeper execution truth than a character can perceive. Player-facing records expose what the player authored, what their character observed, and what admitted sensory spells or detection devices measured.
See [[Game Design/DELVE/Rune Casting|Rune casting]] for the sequential source language and [[Game Design/HOLD/Enchanting and Wands|Enchanting and wands]] for explicit persistent graphs.

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@ -15,6 +15,8 @@ After each accepted boundary update, Ghostlight may run a bounded strategic wave
On recovery, the bridge replays at most eight missed hourly epochs. Older time is summarized into one coarse strategic horizon with its covered interval, source aggregates, uncertainty, and provenance. Catch-up cannot invent player actions, silently accept pending intent, or conceal lost intervals.
Workshop presence uses one versioned 36-hour identity lease measured by world-host time. An authenticated foreground session renews it for every eligible site; client heartbeats, reconnect retries, and background work cannot. Expiry commits one idempotent dormancy transition that checkpoints bounded automation across all sites, removes each site's unaccepted listings and live reservations, disables future civic routing, and invokes site-local obligation terms exactly once. Reactivation begins from the committed dormant state and never replays production across the inactive interval.
## Delivery rules
- Stable idempotency keys make retries harmless.

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@ -1,22 +1,40 @@
---
title: World graph
description: Private workshop shards joined by scarce, social infrastructure.
title: Vaults and holds
description: The shared places, active communities, and routes of the Greathold.
aliases:
- /Game-Design/World-Graph
---
Every factory player owns a private workshop shard somewhere within the distributed civic body of [[The Greathold]]. The shard is both a production space and the seat of the [[Mastership and Citizenship|workshop franchise]]. Shards are arranged as nodes in a persistent neighbourhood graph rather than literal adjacent rooms in one Euclidean factory.
The Greathold is a connected civilization of **Holds**. Each Hold inhabits a **Vault**: a large dungeon-formed chamber or chamber system whose core maintains a particular biome. Routes join Holds along the mountain spine and lead from them into contested dungeon regions.
The graph contains three initial node kinds:
A Hold is the ordinary unit of local life. Its active workshop sites, resident and visiting delvers, institutions, population, and local core encounter the same markets, contracts, news, and civic consequences. Cross-Hold effects require a named route, contract, institution, core relationship, or Greathold-wide mandate.
- **workshops**, owned by individual players;
- **commons**, such as mana wells, exchanges, junctions, and guild facilities;
- **dungeon cores**, ecological actors shared by several workshops and delving populations.
The simulation does not place workshops at coordinates on a shared Vault floor. A workshop interior may be a spatial HOLD scene, but its economic presence consists of Hold-local **workshop sites**, not plots on a city map. Contracts, friendships, customers, and research partners connect stable identities without making them spatial neighbours.
Edges carry typed relationships such as mana, materials, contracts, research, dungeon pressure, or visiting workers. They expose capacity, ownership, permission, and provenance. A neighbor may create useful pressure but cannot silently acquire authority inside another player's shard.
## Workshops and presence
The graph projects the Greathold's functional geography: ancient galleries, lift routes, mana conduits, commons, guild relationships, and access to deep gates matter more than straight-line distance through stone. Two workshops can be neighbours through a shared junction while occupying chambers far apart along the spine.
A workshop has one durable identity: owner, seal, practice, portable knowledge, history, and relationships. It has one civic home, which supplies ordinary social and civic relevance for its single seal. Changing that home is prospective and atomic; wealth, facilities, and operations elsewhere never multiply the franchise.
Workshop space is scarce. Players specialize, trade, and share infrastructure because no shard can efficiently contain every production chain. Arbitrary neighbourhood placement creates local cultures without flattening the world into one global auction house.
A **workshop site** is the workshop's productive body in one Hold. It owns the facilities and methods installed there, local storage and custody, staff or assistants, listings, orders, reservations, production history, and access to local institutions and infrastructure. A workshop may establish sites in any viable Hold by committing real local facilities and resources. Registration alone creates no capacity, demand, market visibility, or claim to floor space.
The graph also routes [[Game Design/HOLD/Civic Play|civic jurisdiction]]. A decision begins among the workshops, residents, infrastructure, and delving populations connected to its consequences. Larger mandates are assembled through those relationships rather than projected from a separate national map.
Closing a site cannot erase or relocate its body. The world host admits closure only after unaccepted listings and reservations are withdrawn, accepted obligations settle or transfer under their terms, and every facility, inventory lot, staff commitment, and local custody claim receives an explicit sale, transfer, dismantling, abandonment, or other terminal receipt.
An authenticated foreground session renews one workshop-wide presence lease for 36 hours of world-host time. Background work and client heartbeats cannot renew it. At expiry, one atomic dormancy transition checkpoints bounded automation across every site, removes their unaccepted listings, releases live reservations, and removes future civic routing. The dormant identity retains its history, relationships, seal, knowledge, debts, custody records, sites, and completed acts while producing no continuing demand, production, discovery, notification, or population pressure.
Accepted contracts and orders state their dormancy terms when accepted. Each site settles its obligations exactly once: they may complete before expiry, settle from escrow, transfer to a named institution, or default or cancel under agreed terms. Dormancy cannot erase an obligation or keep a workshop live indefinitely.
Returning reactivates the same workshop identity and its eligible sites. The player may keep or change the workshop's civic home without moving its productive bodies. Relationship history and portable knowledge follow the identity; facilities, inventories, staff, active orders, and installed capacity remain at their sites. Goods move between sites only through receipted transfers over named routes.
## Institutions and local circulation
Each Hold begins with simulated civic and commercial institutions operating under a versioned founding distribution policy. The initial arrangement gives them sensible facilities, inventories, budgets, reserves, service obligations, procurement practices, and expedition contracts. It creates a viable starting economy without pretending that institutions are human workshops or that their success is permanent.
Players govern institutions indirectly. Ratified policy can change charters, mandates, budgets, taxes, subsidies, procurement priorities, reserves, access and rationing, import and export rules, infrastructure investment, safety, service obligations, and extraction limits. These safeguards may be narrowed, underfunded, privatized, consolidated, or abolished through the same civic process that created them.
Institutions choose individual purchases, production, schedules, services, and contracts from ratified policy plus their actual money, facilities, staff, inventories, knowledge, route access, and outstanding obligations. An impossible mandate produces an attributable refusal, shortfall, cancellation, default, rationing decision, or insolvency event. Policy creates neither goods nor successful outcomes.
## Opening and sustaining Holds
A new Hold begins when delvers survey a Vault, routes and institutions make settlement viable, and players voluntarily make it their civic home or establish workshop sites there. Opening responds to sustained active community pressure, institutional load, or chosen frontier play rather than lifetime account totals. It is a committed event inside the Greathold, never a server or matchmaking shard.
Holds persist when their population becomes quiet or their economy fails. Institutions continue acting from whatever mandates, assets, and capacity survive while dormant workshops remain absent from live simulation; circulation may shrink or stop. Settlement recommendations may favour an economically viable quiet Hold, but relocation is voluntary and no Hold is merged, wiped, restocked, or discarded to repair population balance.

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@ -11,7 +11,7 @@ A HOLD player can store, craft, automate, commission, deliberate, vote, and publ
## Economic transmission
Geopolitical change propagates through ordinary work before it resolves into a named historical event. If a civilization stops importing dwarven machinery as the [[International Crisis|international crisis]] approaches, workshop managers first encounter a price shock. Lost export demand changes margins and inventories. Buyers, suppliers, and neighbouring workshops then redirect capacity toward other markets, substitutes, stockpiles, transport, weapons, and strategic dungeon materials.
Geopolitical change propagates through ordinary work before it resolves into a named historical event. If a civilization stops importing dwarven machinery as the [[International Crisis|international crisis]] approaches, workshop managers first encounter a price shock. Lost export demand changes margins and inventories. Buyers, suppliers, active workshops, and institutions then redirect capacity toward other markets, substitutes, stockpiles, transport, weapons, and strategic dungeon materials.
The same disturbance reaches DELVE as altered contract volume, equipment shortages, replacement costs, route closures, hazard pay, requisitions, and growing demand for particular extractions. Both player workshops and [[Game Design/Shared World/Economy and Contracts|world institutions]] transmit that demand. One world event therefore crosses the game through a shared chain:
@ -19,6 +19,16 @@ The same disturbance reaches DELVE as altered contract volume, equipment shortag
Ghostlight owns the foreign decision and external event. Delvehold owns the resulting quantitative trade, capacity, contract, and expedition consequences after admitting the typed response. The game client invents no parallel explanation, and neither simulation rewrites the other's decision.
## Policy reaches the shelves
Institutional policy propagates through the same material chain:
> ratified policy → institutional plan → orders, services, reserves, and contracts → material execution → local supply, demand, shortages, and prices
Every institutional action or failure names its institution and governing policy version. Unmet mandates, rationing, cancelled services or contracts, depleted reserves, failed imports, insolvency, aid, recapitalization, policy reversal, and restored throughput become visible through notices and through the underlying inventories, queues, routes, and receipts.
Policy may impose an administered purchase or sale price, tax, subsidy, or ration. Those terms affect transactions but cannot overwrite the observed evidence of scarcity. A cheap public price attached to an empty shelf is not proof that the good remains cheap or available.
## The news feed
An in-universe news feed gives players enough context that economic changes do not arrive as arbitrary numbers. It carries trade circulars, guild notices, expedition dispatches, foreign broadsheets, official statements, rumours, and corrections.
@ -40,7 +50,7 @@ The feed also carries assembly notices, proposals, public testimony, audits, and
## Markets stay in the background
Prices and inventories remain causal world signals, not the foreground identity of HOLD. The client does not expect players to trade abstract positions, read financial charts, or optimize a fantasy stock market.
Prices and inventories remain causal world signals, not the foreground identity of HOLD. They are observed per Hold from local stock, demand, production, institutions, and route-mediated imports rather than published as one Greathold price. The client does not expect players to trade abstract positions, read financial charts, or optimize a fantasy stock market.
A stockpile can still become valuable, impossible to replace, obsolete after a standards change, attractive to requisition, or expensive to keep while an expected crisis fails to arrive. Hoarding therefore has speculative consequences without being presented as a required speculation minigame.
@ -50,6 +60,8 @@ Players who enjoy reading markets may act on those signals. Most players can tre
News provides interpretation; the economy provides evidence. Neither is complete alone.
Players should receive warning signals before major consequences, but those signals should preserve uncertainty. A price shock might indicate war, sanctions, a failed route, political theatre, ecological disruption, or an attempt to corner a market. Players create social knowledge by comparing reports with prices, contracts, expedition testimony, and conditions in neighbouring workshop shards.
Players should receive warning signals before major consequences, but those signals should preserve uncertainty. A price shock might indicate war, sanctions, a failed route, political theatre, ecological disruption, or an attempt to corner a market. Players create social knowledge by comparing reports with prices, contracts, expedition testimony, and conditions in their Hold or among known partners.
Dormant workshops vanish from live Hold discovery, market listings, ordinary news routing, and forecasts in every Hold where they maintain sites. Direct collaborators retain their identity-level shared history and the provenance of the sites through which they dealt; both become available again when the workshop identity reactivates.
The living world is therefore not delivered as exposition. It is inferred through work, then argued about between players.

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@ -3,24 +3,29 @@ title: World state model
description: The canonical subjects, components, events, and derived projections of DELVE/HOLD.
---
DELVE/HOLD canonical state is typed CultCache state published through CultMesh. Components are sparse and owned: an expedition has participants and a contract; a workshop has facilities and a seal; a resource has custody and provenance. There is no universal property bag or client-owned mirror promoted to truth.
DELVE/HOLD canonical state is typed CultCache state published through CultMesh. Components are sparse and owned: an expedition has participants and a contract; a workshop identity has one seal while its sites have facilities; a resource has custody and provenance. There is no universal property bag or client-owned mirror promoted to truth.
## Greathold state families
| Family | Canonical contents |
| --- | --- |
| People and authority | players, delvers, parties, Masters, workshops, civic seals, institutions, control and consent |
| World graph | workshops, commons, cores, regions, routes, capacity, permissions, provenance and jurisdiction |
| Economy | commodity definitions, resource lots, recipes, facilities, inventories, custody, orders, realized trades and price observations |
| Contracts and expeditions | issuers, objectives, kits, rewards, parties, lifecycle, routes, findings, injuries, losses, returns and histories |
| People and authority | players, delvers, parties, Masters, workshop identities, civic seals, institutions, charters, control and consent |
| Holds and presence | Vaults, Holds, routes, civic home affiliations, Hold-local workshop sites, workshop-wide presence leases, dormancy receipts, capacity, provenance and jurisdiction |
| Player equipment | equipped slots, limited carried inventories, unlimited private Hold gear storage, exactly five saved loadout preferences, item condition, modifications, custody and automatic expedition departure snapshots |
| Economy | commodity definitions, resource lots, recipes, facilities, inventories, custody, institutional budgets and reserves, plans, orders, services, rationing, shortfalls, defaults, restructuring, realized trades and price observations |
| Contracts and expeditions | issuers, objectives, offered equipment, rewards, parties, lifecycle, routes, findings, injuries, losses, returns and histories |
| Dungeon ecology | cores, lifecycle pressure, populations, adaptations, memory, topology, hazards, responses and extraction provenance |
| Civic life | assemblies, proposals, seals, testimony, ratified mandates, capacity commitments, withdrawals and institutional actions |
| Civic life | assemblies, proposals, seals, testimony, founding distribution policies, ratified mandates, procurement and access rules, service obligations, capacity commitments, withdrawals and institutional actions |
| Information | facts, observations, reports, rumours, sources, confidence, disclosure and knower scope |
| Continuity | world time, revisions, events, commands, receipts, causal references, schema versions, generation seeds, generator versions, input and output digests |
| Continuity | world time, revisions, events, commands, receipts, causal references, schema versions, policy versions, generation seeds, generator versions, input and output digests |
## Derived state
Scenes, dashboards, prices, digests, forecasts, generated dungeon rooms, news layouts, active navigation, and the aggregate Greathold boundary are projections. They may be rebuilt from canonical state and cannot repair it.
Scenes, dashboards, prices, digests, forecasts, expected service levels, generated dungeon rooms, news layouts, active navigation, active Hold populations, local discovery, settlement recommendations, loadout restore previews, missing-item explanations, and the aggregate Greathold boundary are projections. They may be rebuilt from canonical state and cannot repair an insolvent institution, empty reserve, failed route, or unmet mandate.
Saved loadouts are player preferences, not inventories or reservations. Saving one of the five slots moves no item and changes no custody. Departure validates and records the visible equipped and carried state automatically; that state is the sole equipment input.
A workshop identity owns one seal, its practice, portable knowledge, history, and relationships. Its singular civic home owns ordinary local franchise and social affiliation. Its zero-to-many workshop sites own Hold-local facilities, installed methods, inventories and custody, staff, listings, orders, reservations, production history, and institutional access. One versioned 36-hour presence lease covers the identity and every site. Dormancy checkpoints them through one receipted transition; later activation wakes the same identity and eligible sites without cloning or relocating local state.
The world host commits each dungeon generation record and its provenance.
CultGeometry mesh artifacts are deterministic outputs of that record. Godot

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@ -1,14 +1,15 @@
---
title: Shared world
description: State ownership, simulation, economy, graph, information, and the Ghostlight membrane.
description: State ownership, simulation, economy, Holds, information, and the Ghostlight membrane.
---
The shared world is not synchronization between clients. It is typed state owned by the organs that can truthfully decide it.
- [[World State Model]]
- [[Simulation Architecture]]
- [[Runic Semantics]]
- [[Ghostlight Boundary]]
- [[Game Design/Shared World/Economy and Contracts|Economy and contracts]]
- [[Game Design/Shared World/World Graph|World graph]]
- [[Game Design/Shared World/World Graph|Vaults and holds]]
- [[Game Design/Shared World/World Signals|World signals]]
- [[Time Causality and Persistence|Time, causality, and persistence]]

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@ -10,7 +10,7 @@ DELVE/HOLD is one persistent game presented through two modes. This section is t
- **[[Game Design/Foundations/index|Foundations]]** — overview, pillars, roles, joined loop, progression, and the first playable proof.
- **[[Game Design/DELVE/index|DELVE]]** — expeditions, living dungeon generation, encounters, extraction, preparation, and recovery.
- **[[Game Design/HOLD/index|HOLD]]** — workshop practice, runes, automation, production, logistics, and civic stewardship.
- **[[Game Design/Shared World/index|Shared world]]** — canonical state, simulation ownership, Ghostlight, economy, contracts, graph, signals, time, and persistence.
- **[[Game Design/Shared World/index|Shared world]]** — canonical state, simulation ownership, Ghostlight, economy, contracts, Vaults, Holds, signals, time, and persistence.
- **[[Game Design/Narrative and Validation/index|Narrative and validation]]** — revelation, crisis progression, and acceptance criteria.
## Design status

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@ -27,6 +27,10 @@ Deep Companies run mining and core-farming operations at frontier sites. They fa
Rune Colleges provide the theory and technical expertise that make industrial progress possible. Their instruments also produce the strongest evidence within the industry for core cognition—the possibility that dungeon cores can think. Their engineers argue over whether to publish that evidence. The question remains disputed.
### Hold institutions
A winter shortage reaches the institutions of the affected Hold before it reaches the whole Greathold. Lift offices ration freight. Reserve houses release crystal or keep it sealed. Public kitchens change what they serve while delver halls rewrite the contracts offered at the deep gates. Their mandates and stores were assembled through earlier moots, and a new gathering of seals can redirect, starve, privatize, or dismantle them.
### Guilds and labour
Mechanized production reduces the standing of traditional smiths. Factory and mine workers organize over safety, working hours, crystal exposure, industrial disease, automation, and the hazards of core farms.

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@ -25,6 +25,8 @@ This is **null termination**. The null rune is a right-to-left stroke that close
Null is a learned rune like any other. Qualified mages carry it in their repertoire, but its purpose gives a badly drawn version no special protection against failure. Beginners learn the movement without releasing mana, then practise live termination under supervision.
Casting and enchanting express the same operations in different structures. A field mage works under pressure, so common arrangements are compressed into single gestures that can be drawn quickly. An enchanter has room to lay the same operations out as separate runes, with their inputs, outputs, and connections visible. The two can produce the same effect by different means. A mage who knows the gesture may still need an enchanter to lay out its connections, and an enchanter who can route the graph may never have learned to draw it.
## Building wands and bindings
A wand stores a connected arrangement of runes—a **rune graph**—and casts it when activated. Copying the graph is only part of making the wand. Its channels must be cut, filled, and joined, and the material carrying them changes how neighbouring mana flows interfere with one another. A faithful copy of a famous spell can still be a poor wand.

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@ -26,7 +26,7 @@ description: One persistent world, experienced from opposite sides of the contra
<p class="delvehold-mode-label">HOLD</p>
<h2>Build the warm machine waiting above.</h2>
<p>HOLD is a cozy magical-industry tycoon game. Begin with one mage doing every useful task by hand, encode those gestures into runes, and compose them into spell engines that grow a workshop into shared infrastructure.</p>
<p>Your workshop is one shard in a neighborhood graph. Trade with the players packed around you, share scarce infrastructure, and issue the contracts that become somebody else's night underground.</p>
<p>Your workshop has one civic home and can establish sites across the Holds of the Greathold. Build local supply chains, form relationships with the delvers you hire, govern the institutions that provision daily life, and live with what your neighbours preserve, streamline, or dismantle.</p>
</section>
<nav class="delvehold-landing-links" aria-label="Explore DELVE/HOLD">