Clarify lore articles: accessibility wave 34
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# Dungeons
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Kalsa's dungeons are places where several histories occupy the same structure. A Crown City underwork may begin as a [[Spoilers/Foundations/Ark and Fall|Ring]] service corridor, pass through [[Spoilers/Foundations/Prometheus|Promethean]] experimentation, become a post-Fall refuge or fortress, receive generations of burials, and still carry water or heat to people above. A dead god or [[Spoilers/Foundations/Projections, God Beasts, and Thaumavores#Thaumavores|thaumavore]] concentration can add another live authority without erasing the older ones.
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A dungeon in Kalsa may still supply water or heat to the people living above it. It may also hold their dead, preserve earlier inhabitants' work, and contain powers that remain active. Entering it does not give an expedition ownership or cancel anyone else's claims.
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## Owners
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These uses can accumulate in one structure. The [[Spoilers/Foundations/Ark and Fall|Rings]] were inhabited parts of the colony ship; their wrecks became the Crown Cities. A service corridor might have housed [[Spoilers/Foundations/Prometheus|Promethean]] coercive evolutionary experiments, then served as a refuge or fortress after the Fall, then received generations of burials. It may still carry water or heat today. A dead god or a concentration of [[Spoilers/Foundations/Projections, God Beasts, and Thaumavores#Thaumavores|thaumavores]] can introduce another active power. The older uses and claims still matter.
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- [[Spoilers/Dungeons/Dungeon Provenance|Dungeon Provenance]] — identifies the source layers, alterations, dependencies, claims, and uncertainty attached to a site. Provenance describes; it does not grant entry or title.
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- [[Spoilers/Institutions/Relic and Ruin Law|Relic and Ruin Law]] — governs admission, public danger, claims notice, removal, refusal, and appeal through the authorities that actually exist at the site.
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- [[Spoilers/Institutions/Delving Compacts|Delving Compacts]] — bind expedition participants to work, rescue, record, cost, and residual-salvage terms without governing outsiders or pre-existing claims.
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## Understanding a site and deciding what may happen there
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## Launch site
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Three references cover different parts of a descent:
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- [[Spoilers/Dungeons/The Ashen Intake|The Ashen Intake]] — a direct-entry Ghostlight dungeon beneath [[Spoilers/Places/Low Sere|Low Sere]], with a controlled threshold, three-shutter clock, contested custody, mortal remains, a language-and-measure failure, recoverable records, and consequences that continue after ascent.
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- [[Spoilers/Dungeons/The Second Gate Understore|The Second Gate Understore]] — a live urban Ghostlight pressure beneath a Divided City cargo gate, where a house comparison, Papsenai delivery bond, Ju'onai opening, public signals, and rival claims change while the party carries the grain.
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- [[Spoilers/Dungeons/The Ash-Halo Court|The Ash-Halo Court]] — a reopened Jamnai furnace court where source stores, divine armament, a sealed answer roll, and a route-connected dead claimant collide across three horns.
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- [[Spoilers/Dungeons/Dungeon Provenance|Dungeon Provenance]] — records where a site's layers came from, what changed, what depends on it, and which claims or uncertainties remain. That account grants neither entry nor title.
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- [[Spoilers/Institutions/Relic and Ruin Law|Relic and Ruin Law]] — explains how the authorities present at a site govern admission, public danger, notice of claims, removal, refusal, and appeal.
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- [[Spoilers/Institutions/Delving Compacts|Delving Compacts]] — set the expedition participants' obligations for work, rescue, records, costs, and salvage left after prior claims are addressed. They bind the participants; they do not govern outsiders or override pre-existing claims.
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## Adjacent authority
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Kalsa has no adopted universal adventurers' guild, rule granting ownership to the finder, or single dungeon law.
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- [[Spoilers/Institutions/The Techpriesthoods|The Techpriesthoods]] own bounded operational competence at named systems.
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- [[Spoilers/Institutions/Relic Custody|Relic Custody]] owns the custody and handoff distinctions around particular relics.
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- [[Spoilers/Institutions/Death and Binding Law|Death and Binding Law]] preserves claims involving bodies, Projections, divine remains, and the unquiet dead.
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## Sites for play
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There is no adopted universal adventurers' guild, finder-keeps title, or single dungeon law. Descent reveals a site; it does not make the site socially empty.
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- [[Spoilers/Dungeons/The Ashen Intake|The Ashen Intake]] — a direct-entry Ghostlight dungeon beneath [[Spoilers/Places/Low Sere|Low Sere]]. Entry is controlled, custody is contested, and three remaining shutter indicators count down toward failure of the heat and water works. Mortal remains, a failure involving language and measurement, and recoverable records make decisions below matter after the party returns.
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- [[Spoilers/Dungeons/The Second Gate Understore|The Second Gate Understore]] — an active urban Ghostlight situation beneath a Divided City cargo gate. The party escorts grain while several kinds of knowledge and obligation affect its delivery: a house report compares two routes, a Papsenai bond names the promised load and recipient, and a Ju'onai opening reveals how the understore mechanism will bear its load. Public route announcements move people and officials; rival claims and changing conditions can upset the delivery.
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- [[Spoilers/Dungeons/The Ash-Halo Court|The Ash-Halo Court]] — a reopened Jamnai furnace court preparing divine armour for a champion, using staged materials and machinery. Three horns mark the rite's progress. A sealed answer roll records signs of earlier manifestations without proving their identities. A dead claimant can reach the divine grant through a connected route, putting the armament and possible negotiation at risk.
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## Specialist responsibilities and claims
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Other authorities cover particular systems, objects, and remains:
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- [[Spoilers/Institutions/The Techpriesthoods|The Techpriesthoods]] — have operational competence at specified systems, within defined limits.
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- [[Spoilers/Institutions/Relic Custody|Relic Custody]] — distinguishes the forms of custody and handoff that apply to particular relics.
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- [[Spoilers/Institutions/Death and Binding Law|Death and Binding Law]] — preserves claims involving bodies, Projections, divine remains, and the unquiet dead.
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# Kalsa
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This vault has a reader path and a deliberately separated spoiler section.
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Begin with [[Public/index|Kalsa for Readers]]. It presents the setting as people
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within it encounter it and does not expose author mechanics or GM answers.
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Start with [[Public/index|Kalsa for Readers]] to explore the setting through what its inhabitants encounter. This reader section keeps the author's explanations of how the world works and the game master's answers out of view.
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> [!warning] Spoiler section
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> Everything under `Spoilers/` contains author truth, deep historical causes,
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> unresolved design state, and GM-facing material. The repository is open, but
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> entering that section is an explicit choice.
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> The separate `Spoilers/` section contains author-established truths, deep historical causes, unresolved design questions, and material for game masters. The repository is open to everyone; choose whether you want those answers before entering.
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When you want the complete machinery, continue to
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[[Spoilers/index|Author and GM Vault]].
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For that material, enter the [[Spoilers/index|Author and GM Vault]].
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