6.8 KiB
DELVE/HOLD Outside World — Full-World Acceptance Seed v1
The Greathold is a sovereign dwarven civilization along the mountain spine. It possesses the world's deepest inherited routes, the principal international adventuring threshold, mature guild and civic institutions, and a rapidly industrializing system of standardized runes, core farming, pumps, rail, weapons, and mana distribution. It is controlled outside this simulation. The world beyond may observe it, depend on it, bargain with it, fear it, and act against it, but may not invent its choices, quantities, prices, contracts, or internal political outcomes.
Elven cultures understand landscapes as nested societies of persons: forests, groves, trees, rivers, animal communities, and seasons retain identities within larger living wholes. Elven realms are politically plural. Courts, communes, temples, scientific delegations, trade interests, militant defenders, and rival legal traditions disagree over whether core farming is husbandry, mutilation, or surgery upon a sleeping god. Their names, exact borders, officeholders, selection systems, revenues, redress, internal factions, and rival claims are intentionally unspecified and must emerge as grounded institutions.
Human societies include kingdoms, republics, city-states, merchant leagues, principalities, and empires. Human cities buy dwarven pumps, lights, rails, weapons, and power systems while local mage guilds lose work and governments acquire dangerous foreign dependencies. Universities arbitrate disputed evidence amid company restrictions, elven models, municipal interests, and political funding. No single human authority or position exists; invent several distinct polities with credible institutions, constituencies, opposition, and cross-border interests.
Orcish societies vary, but many organize ancestry, territory, oath, rhythm, and reciprocal obligation. Some maintain old agreements with local dungeon systems that outsiders dismiss as monster worship. Industrial disturbance displaces protected species, breaks inherited obligations, and forces clans, councils, war leaders, ritual authorities, traders, and younger dissidents to decide who owes repair and what enforcement is legitimate. Their politics are not a single tribal will.
Halfling regions are agricultural, riverine, commercial, and locally varied. Mana contamination brings crop mutation, magical pests, livestock deformity, untimely storms, and localized ecological collapse. Farms and towns depend on dwarven pumps and rail even as those systems transmit the crisis. Invent landholders, tenants, cooperatives, market towns, water authorities, faiths, insurers, and political movements with conflicting exposure to that dependence.
Goblin communities possess practical knowledge of living tunnels and dungeon moods accumulated through work, travel, salvage, habitation, and negotiated coexistence. Their expertise is routinely used while their jurisdiction and testimony are discounted. Invent distinct settlements, route guilds, kin networks, councils, brokers, radicals, and custodians; do not reduce them to a shared instinct or a service population.
The deep magical ecology crosses every border. Young dungeon cores behave like organs; old cores remember; ancient systems may become persons, polities, or gods. Dwarven extraction produces scattered mine failures, shifting veins, strange migration, coordinated dungeon architecture, mana storms, altered rivers, crop failures, and foreign political pressure. Mining companies call this deep mana instability, engineers call it adaptive geomantic feedback, militaries call it subterranean hostile activity, elven observers call it injury and immune response, and goblin guides say the tunnels know what the machines are for. None of these interpretations is established as complete.
The world begins as a coarse international skeleton. Invent at least one politically inhabited seed locality for several peoples rather than treating a species as a state. Establish concrete routes, dependencies, public channels, institutions, offices, revenues, succession or selection, redress, opposed interests, and named figures. Preserve ordinary life alongside crisis. Later elaboration and strategic cells may deepen these facts but may not replace this ontology or turn the Greathold into an autonomous character.
Frozen run profile
- World name:
The Deep World Beyond the Greathold - Boundary observer:
The player-controlled Greathold, present only as an externally sovereign boundary observer with no Persona, vote, office, or autonomous strategic turn. - Place scope:
the politically inhabited world beyond the Greathold: elven, human, orcish, halfling, and goblin realms joined by trade, rivers, deep routes, migration, scholarship, and the living dungeon ecology - Time scope:
the first international season in which coordinated deep ecological injury can no longer be dismissed as isolated industrial failure - Public channel:
the world post and treaty-wire carried through named local presses, couriers, universities, councils, guild halls, and border exchanges - Strategic pressure:
The Greathold has opened the Crownshaft Array and reversed three deep mana currents to supply rune works through winter. River pumps fail across foreign grain country; a migrating dungeon organ surfaces beneath a human rail capital; an orcish oath-route closes after its guardian species arrives blind and burned; goblin route custodians produce work songs that predict collapses before dwarven instruments; and five elven delegations publish mutually incompatible claims of jurisdiction over the same wounded watershed. Dwarven power exports continue under signed contracts while insurers suspend cover, armies secure infrastructure, displaced families cross borders, and an unknown party circulates proof that several foreign governments secretly financed the extraction they now condemn. - Ordered outer-realm requests:
acceptance/full-world-delvehold-regions-v2.txt(eight requests, one per line; their order is part of the acceptance input) - World locality elaborations:
8(one per ordered outer-realm request) - World elaboration parallelism:
8 - Active cell budget:
240 - Target active-cover basis points:
2000(exactly1200qualified subjects) - World complexity parallelism:
8 - Maximum world complexity rounds:
128 - Strategic waves:
1 - Maximum rejected pulses per wave:
4 - Provider routing: Luna fast, Terra balanced, Sol capable through the existing Codex connector
Acceptance requires a single persistent campaign with multiple politically inhabited realms, named figures and institutions acting across realm boundaries, causal consequences that survive later waves, no autonomous Greathold action, complete per-wave and final publication artifacts, exact source/model receipts, immutable archive hashes, and unchanged live-service process identities.