Commit 4796cb

2026-09-07 13:57:53 Anonymous: Visionary: accept cast and clue chain; replace song quota with qualitative boundary, defer defence until after wonder; fix two doubled valve names
hold the flood/world and mystery.md ..
@@ 14,7 14,7 @@
| Person | Their thread | The practical goal they give | The reason to care, help or defend (authored situations, never a bar or a schedule) |
| --- | --- | --- | --- |
- | **Senn**, medic and grower | The warm room: Hearth's seedlings and its sick | The first goal: a heat cell before the next cold night | The room is visibly emptied when it cools and refilled when it warms; later, a patient who cannot be moved when the first arrivals come up the lift, which is the refuge's first authored defence and the first time the world below reaches Hearth. |
+ | **Senn**, medic and grower | The warm room: Hearth's seedlings and its sick | The first goal: a heat cell before the next cold night | The room is visibly emptied when it cools and refilled when it warms; much later, after Hearth chooses to answer the distant lights and reopen travel, a patient cannot be moved when creatures follow a returning lift. That is the refuge's first authored defence. The initial lift reveal itself remains a moment of wonder, not an immediate punishment. |
| **Mara**, workshop keeper and mentor | The bench: what the player brings home is installed, not counted | Knows where the spare cell is; reads relics with the player | She raised the player and taught them salvage; she is the one who says the bell frame is a tuning rack, not a bell frame; and she is wrong once, about the rooftops being all there is, and takes the plate's reading hard. A mentor who can be wrong is a reason to go and see. |
| **Tavi**, mapmaker and closest friend | The songs and the map: the same odd images in songs and in ruins no one enters | Asks the player to bring back "anything with lines"; every place the player opens, Tavi draws | Tavi's map is the player's map, so Tavi's curiosity is the player's; when the plate is read, Tavi wants to go down first, and the refuge has a reason to hold someone back or let them go. |
@@ 36,7 36,7 @@
### Which songs are keys, and which are history (the owner's relaxed rule, applied)
- Songs that preserve a **sequence** are keys: the order the doors answer; the safe way to wake a relic. Songs that preserve **people** are history: grief, loyalties, and competing accounts of why the ancestors sealed the layers and why they left ordinary families songs that could reopen them. History changes what the player believes, and later whose account they trust when the settlements below disagree; it never locks a door. Proposed proportion: at most one song in three is a key; a discovery earns its place by changing what the player understands, not only what they can open. The rule this page kept from before, that a clue must change what the player *does*, is relaxed to *understands or does*, as the owner asked.
+ Only a song with an unmistakably actionable **sequence** may be a key: the order the doors answer; the safe way to wake a relic. Songs that preserve **people** are history: grief, loyalties, and competing accounts of why the ancestors sealed the layers and why they left ordinary families songs that could reopen them. History changes what the player believes, and later whose account they trust when the settlements below disagree; it never locks a door. Do not set a song-to-key quota: the point is that keys are a rare consequence of the fiction, not a content ratio to fill. A discovery earns its place by changing what the player understands, what they do, or whom they trust.
### What the Flood is in this premise (enemy fiction, shared with the Lead and Combat)
@@ 48,7 48,7 @@
### Handoff
- Colony: the three situations above as Hearth grows, and who else lives there. Lead and Campaign: the layered progression from the lift down. Equipment and Combat: the Bell House pulse and the Echo Relay. Visionary: whether these reasons to care and the key-or-history rule serve the premise; PM disposes. What follows on this page is the drowned-city material, superseded as the active pitch and preserved as design.
+ Colony: the three situations above as Hearth grows, and who else lives there. Lead and Campaign: the layered progression from the lift down. Equipment and Combat: the Bell House pulse and the Echo Relay. **Visionary disposition:** retain the three relationship threads and fair clue chain; use the qualitative key/history rule above, and let the lift reveal breathe before the later authored defence. PM disposes. What follows on this page is the drowned-city material, superseded as the active pitch and preserved as design. The superseded quota and earlier defence timing remain in [World r29 / 8d03e80](/Hold%20the%20Flood/World%20And%20Mystery?revision=8d03e80).
---
@@ 150,8 150,8 @@
| Valve | Joins | Found | Set to reach the door | Note |
| --- | --- | --- | --- | --- |
| the junction valve | yard channel → junction pool | shut (opened in tier two) | open | already known |
- | **the pool valve**, the pool valve | junction pool → head pool | shut | open | walked past on the interior route |
- | **the head valve**, the head valve | head pool → the sluice-head channel that feeds the relay | shut | open | at the room's door |
+ | **the pool valve** | junction pool → head pool | shut | open | walked past on the interior route |
+ | **the head valve** | head pool → the sluice-head channel that feeds the relay | shut | open | at the room's door |
Success condition: the sluice-head lamp (an indicator) lights while the yard is lit or during a discharge in the pool; any of the three left shut leaves it dark. Order never matters, because the rule is conduction through joined water; the note's "order" is just the order the crew walked.
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9