Hold the Flood — Pumping District
PMU004 r1 (PM's seed, below, unchanged) + CAM101 r1 · 2026-09-06 · Campaign and District Designer · In review. The role PM's seed named as intended owner is now staffed. This revision adopts the page and appends a campaign-role section; it changes nothing PM wrote, and the two sections below are the seed exactly as saved. The four CAM101 questions the seed asks of this role are answered in the appended section. Lead owns the district's rules and map; World owns its mystery. Source: Design Document r13 / 50046f, sections 2, 9–10 and 15. This records the existing proposal, not an accepted expansion design. The cited source owns its detailed rules until the author explicitly adopts this destination. Design Index · Expansion Brief · Glossary.
Existing candidate
A ruined pumping area with two docks, a raised causeway, a gravity-drained culvert, a flooded yard and pump hall, a junction platform with a gate/pool/valve, a sluice, and an interior relay room. The default dry causeway dock provides a starting point; changing which dock the refuge holds dry changes approach conditions.
The causeway panel selects the powered/signaled branch. Lighting the yard can open its pump-hall hatch while selecting the yard intake for the next dispatch. The culvert offers an alternative connection; the junction and interior routes become important when crowds move between branches. The relay room anchors the existing local mystery and proposed resolution.
The source map is fixed. Contents and expedition pressure provide revisits. Exact valve states, the relay-versus-door supply distinction and the finale's examples have been review subjects; consult World r16 and PMR003, and check later corrections before marking them resolved.
Candidate role in a larger campaign
PM proposes this as an opening district that teaches power versus signal, route redirection, equipment/cargo tradeoffs, and discovery through machinery. This is a reuse recommendation, not a settled campaign map.
CAM101 with WLD103: define how the player reaches another district, what discovery or resource travels with them, what local outcome persists, and what later discovery makes a return worthwhile. Reassess the current final relay decision as a district outcome; do not force the entire larger mystery to end here.
Later districts must differ in the player's decisions, not just their names or tiles. Do not make seven copies of this layout. Record which shared assets and rules can be reused and which genuinely new content is required.
CAM101 — the pumping district's role in the campaign
Added 2026-09-06 by the Campaign and District Designer, answering the four questions PM's seed above asks of this role. The district's own rules, map and mystery are not restated here: they are the lead's in Design Document §2, §4 and §11 and the World designer's in World and Mystery, and those pages remain canonical. This section says only what the campaign makes of this place. The campaign it belongs to is the lead's DES104; the district plan around it is Districts (CAM101).
Confirmed as the opening. It teaches the whole rule set with one panel, two branches and one door, and every later district is a change to exactly one thing it establishes. Nothing in the campaign plan asks it to change.
1. How the player reaches another district
Two threads leave here, and either can be followed first, so the campaign never depends on one room.
- The inked plan, behind the junction gate (tier two), draws the district's drains and names where the water goes. Reading it opens The Collector, and beyond it the low half of the city.
- The trunk signal cable, leaving the relay room (tier three), carries a tag naming where the time comes from. Following it opens the Lock Flight and, through it, the road up to the Exchange.
Both are things read, not things carried. No object leaves this district as a key, which keeps the campaign's entries knowledge gates rather than item gates.
2. What travels with the player
A fact and a convention, per the WLD103 contribution rule, and nothing else.
- The fact: only a beacon that flashes chooses where the next surge enters, and anything the surveyor lights themselves is steady. This is the reading every later district is built on, and it is the reason a player can be dropped into the Tidal Barrier or the Collector and still know what they are looking at.
- The convention: turned refuge signs face the way the last crew went (W4). It is a navigation habit that costs one rotated asset and pays in every district.
3. What local outcome persists
Shut, fix or hold at the relay, as the lead's §11 defines them, as a district outcome and not the end of the game — which is what PM's seed asks this role to confirm, and I confirm it. Two campaign consequences follow:
- Shut produces the campaign's first clue at no content cost: the drum stops, local dispatches stop, and the trunk cable entering from outside still pulses on the old cadence. Something upstream is still keeping time. That is the door to the whole campaign and it is already designed.
- The choice is visible again at the end. A relay clutch the player disengaged here shows on the Head-works governor board as a position with no cadence on it — the first thing they ever did to the network, seen from the place that owns it. It costs nothing to build and it is the best payoff this district has.
4. What later discovery makes a return worthwhile
The Exchange's routing bank, and it changes this district more than any other. Set this district's bank position dark and, on the next visit: no announced dispatch, no forecast, no flashing beacon — the Flood arrives by the sluice as unannounced trickles that spread, in the shut regime the endings table already defines.
- Better: the yard's three deposits and the pump hall's tally board sit at the far end where the crowd always gathers. With nothing announced and nothing concentrating, the far end is workable for the first time in the campaign.
- Worse: a spread crowd on no schedule cannot be routed. The panel is worth much less, the forecast board is dark, and the trickles reach the dock road as readily as the interior.
Strictly better in one dimension, strictly worse in another, so a player who wants both makes two trips with the bank set differently. It costs no new content at all — the state already exists as this district's own shut ending, reached from somewhere else.
Asset reuse and gaps
This district is the campaign's asset vocabulary: ground and water tiles, wet and dry tinting, cable, lamps, beacons, panels, hatches, valves, boards, signs, dock props, the humanoid mass. Every other district in the plan is dressed from it plus a marked list of its own. This district needs no new asset category for its campaign role, and that is the strongest argument for keeping it as the opening. No free asset has been located, checked or licensed for anything here, and nothing on this page authorises creating one (Brief D009).
Open, and not settled by this section
The valve states, the relay-versus-door supply distinction and the finale's examples that PM's seed lists above are still the lead's and the World designer's to close; this section depends on none of them and does not close any. The one contract item this district's campaign role rests on is REV104-1 — the drum makes the moment, the trunk permits it — because the shut clue and the bank's effect here both assume it.
