music/environment-terrain-alteration.md
CANON SUBORDINATION — this document is PROPOSAL-TIER: it serves canon and never outranks it.
The canon: the CVD · the T1 foundation docs · the T0 registries (registries/) · the spine
(docs/spine/CH_*.md) · the region pages (_source/02_Tier_2_Region_Pages/). Authority order:docs/DOC_MAP.md§ 0.
Canon served (scanned from this document's own citations — widen it by hand where it is thin):
CVD §17·T1_Integrity_Paths_Worldstates_Master
READ THAT CANON FIRST — open it and derive from it before you build anything from this document.
If this document disagrees with canon, CANON WINS and this document is the defect — fix the
document, never the canon. Nothing here is applied until it is ratified into canon.
Status: PROPOSAL (Opus 4.8 design pass, 2026-07-13). Answers Josh's seed — "where can we leave PERMANENT traces, and what other areas are we RESTRICTED from... ('I shouldn't do that here' / 'someone will see' / 'let's not do that here')?" Builds directly on docs/proposals/systems/base-building.md (the three buildable layers + the integrity-visible skin + the Hearthway), and composes with the identity-hiding/concealment canon, the integrity-paths world-state model, and the no-dead-end invariant. Nothing here edits the CVD, the spine, or any registry until Josh ratifies the flagged forks (§10).
Canon read in depth: T1_Integrity_Paths_Worldstates_Master §4 (five world-states) / §4.9 + §8.3 (the mark persists and accumulates) / §8.9 (integrity-visible aesthetic on the world) / the solo-region autobiography rule ("the player's physical autobiography in terrain... other players cannot leave any permanent mark"); T99_Story_Spine_Build_Logic §9.6 + the v2.2 §5.1 identity_hiding_status array canon + the three concealment modes (OPEN_PRESENCE / CONCEALMENT_WITH_RECOGNIZED_ALLY / CONCEALMENT_WITH_HOSTILE_RECOGNITION) + identity_hiding_pressure LOW/MEDIUM/HIGH; CVD §17.1 Care Doctrine (living faithful protected, sacred/protected sites, Ch 57 hard line, protected property referenced-not-reproduced); the no-dead-end reachability invariant (harness/check_no_dead_end.py + ENTITY_PERSONA_SYSTEM §3.4/§3.5 — progression belongs to the spine, opportunities only vary texture, a progression_critical affordance is never closable); base-building.md §4-§5 (Layer B world-homes integrity-skin + Layer C Personal Dimension unbounded/physics-free) + §6 (walked-geography); CVD Pillar 1 (combat never stops — the Aggro-Magnet / Velheim-Hunter triggers) + §7.4 (Evil = hollowed, never monstrous).
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Most action-RPGs answer "can I change the world?" with a lie: everything you smash respawns by the time you turn around, and the one exception is a scripted rubble pile the designers pre-approved. *Humanity* can do better because it already owns the machinery to do better — the solo region is canonically "the player's physical autobiography in terrain" (T1_Integrity_Paths, world-state layer), permanently and uniquely shaped by choices, where other players may visit but cannot leave any permanent mark. Permanence is not a feature we are adding; it is a promise the canon already made. The design problem is not *whether* the player leaves traces — it is *where*, *how legibly*, and *how the world tells them "not here"* without ever dropping an invisible wall in front of them.
The governing feel: the wilderness remembers you, the world resists being scarred where people live and where the road must stay open, and your morality is written into whatever you leave behind. You can carve a home into a cliff no one watches, and it is there for the rest of the game. You raise a pick to gouge a channel through a living village's market square and something in you — and in the fiction — says *not here*. You try to collapse the only pass the story needs you to walk through, and the mountain simply will not stay collapsed. Three different "no"s, three different reasons, and the player learns the world's ethics by bumping into them, never by reading an error message.
This is the terrain-facing twin of base-building. Base-building answered "where can I *build*." This answers "where can I *permanently mark, scar, extract from, or reshape the ground itself* — and where the world gently, diegetically refuses." The two share one integrity skin (verdant/grey/shadow) and one persistence ledger.
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Every point of ground in the game falls into exactly one band. The band decides what a terrain-altering action *does* and what the world *says back*.
| Band | Meaning | What persists | How the world responds |
|---|---|---|---|
| ALLOWED — permanent | Wilderness away from eyes · your own dwelling-home/base sites · the Personal Dimension · quest-sanctioned spots · earned battle-scars | The alteration writes to the solo-region autobiography and stays for the rest of the game | No refusal. Optional concealment cost only if eyes are *near*. Integrity valence applies (§4). |
| SOFT-RESTRICTED — refused-with-consequence | In view of a town / road / inhabited ground · near hostile or ally eyes · a living community's working land (non-sacred) | The action is *possible* but the world pushes back diegetically; if forced, it raises hiding-pressure and/or a faction/care cost, and most such damage is transient anyway | One of the three keyed refusals (§3): "someone will see" (concealment), "I shouldn't do that here" (respect), softened by "it won't hold / it heals over" where it also touches a path (§2 note) |
| HARD-BLOCKED — the world will not let you | Sacred/protected sites (§17.1) · Ch 57 Australia ground · story-critical terrain whose destruction would soft-lock the spine · protected-property ground | Nothing persists; the alteration does not take | An in-fiction absolute refusal, never a collision box: the tool stops, the ground holds, the protagonist declines. Framed as reverence or as the world's own resistance — never as a menu greyout |
The bands are contextual, not painted-on-the-map-forever: the *same* patch of forest floor is ALLOWED when you are alone and SOFT-RESTRICTED the moment a caravan is watching. Permanence is a function of *ground × witnesses × sanctity × story-criticality × your integrity* evaluated at the moment you act — which is exactly why the refusal can be diegetic (the fiction has a live reason every time) instead of a static invisible wall.
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Josh's three example lines are not interchangeable flavor — each is a *different system firing*, and the design keys the refusal register to the underlying WHY so the player learns three distinct lessons. The rule that governs all three: a refusal is a line of fiction, a gesture, or a physical fact — never a red X, never a floating "you can't do that here," never a hard collision the player reads as a bug.
Fires when: the ground is otherwise ALLOWED, but the alteration would happen within perception range of a town, a road, a settlement, an ally network, or hostile eyes — and the protagonist is in a concealment mode (CONCEALMENT_WITH_RECOGNIZED_ALLY or CONCEALMENT_WITH_HOSTILE_RECOGNITION per the identity-hiding canon), i.e. hiding what she is.
Why it is a real cost, not a wall: altering terrain by vril/inscription/elven means in front of witnesses is *evidence of what she is*. This is the terrain expression of the whole arc's identity-hiding thread. The refusal is therefore soft and overridable — the player *may* do it, but doing it has teeth:
identity_hiding_pressure UP (LOW→MEDIUM→HIGH), appends a hostile-recognition or exposure node to the identity_hiding_status array, and — under CONCEALMENT_WITH_HOSTILE_RECOGNITION — writes to the Velheim antagonist-network intelligence record (a private register per the reputation-biography propagation system), which raises the Pillar-1 Velheim-Hunter trigger weight. You blew your cover to move a hill; hunters now have a heading.This refusal is keyed off the live concealment mode, so in OPEN_PRESENCE (eras/places where she is not hiding) it does not fire at all — the same market square is free to reshape when she has nothing to conceal. That is the correct diegetic behavior and it comes for free from canon.
Fires when: the ground belongs to a living community, a sacred site, a protected-culture space, or protected-property ground. This is the Care Doctrine made physical: you do not deface a living community's ground or a sacred/protected site.
Two sub-tiers, because §17.1 is not monolithic:
The design's care firewall (inherited from base-building §5.3): your morality may visibly corrupt *your own* structures and *wild* ground, but it never corrupts a living culture's fabric — letting an Evil player's shadow-blight creep across a community's home ground is a §17.1 violation, so those surfaces are excluded from the integrity skin.
Fires when: an alteration would (or could) block, sever, or soft-lock a path the spine needs — collapse the only pass, flood the only ford, wall off a story-critical threshold, bury a required door.
This is the terrain expression of the no-dead-end reachability invariant (check_no_dead_end.py): *progression belongs to the spine; no decision and no closed affordance may reduce the set of paths forward to empty; a progression_critical target is never closable.* Terrain is just another affordance the player could otherwise use to close a path — so it is subject to the same law, and the same law gives us the gentlest possible diegetic refusal:
progression_critical flag on the ground, mirroring the gate's progression_critical affordance concept) so the heal-over rule fires deterministically. An untagged critical path that a player could bury is a hard fail of the same class the gate already guards — so terrain-criticality tags ride the same audit.One grammar, three registers. The player, over the arc, internalizes three distinct "no"s: *someone's watching* (move, or pay in cover), *this isn't mine to wreck* (respect, or pay in soul), *the world needs this road* (it heals, always). None of them is ever a greyed-out button.
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Terrain alteration is one of the sharpest surfaces for the integrity-visible aesthetic (§8.9), because the ground *keeps the record*. The valence composes with the base-building integrity skin (verdant/grey/shadow) and with the world-state's five bands:
Crucially, the valence is legible from the ground itself: walk back through a region you passed and the terrain is your confession — verdant recovery, grey pragmatism, or hollowed scars. This is exactly the §8.3 "the Ch 59-65 continental revisits let the protagonist directly observe" the mark — terrain alteration is the most *visible* form that observation takes.
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Four persistence classes, each with a clear rule, all writing to the one solo-region autobiography ledger:
| Class | Example | Reversibility |
|---|---|---|
| Transient combat terrain | Craters, scorch, felled trees, shattered rock from a fight | Heals over on a natural-recovery timer (biome-tuned). The default for incidental damage — keeps regions from becoming junkyards, keeps the fight destructible without permanent litter. |
| Sanctioned / base alteration | Dwelling-home site prep, terraces, wards, channels, quest-sanctioned digs, the Personal Dimension | Persists for the rest of the game. This is the "permanent trace" the player is promised — tied to base-building's Layer B/C persistence. |
| Evil-path scars | Strip-extraction, blight, salted ground | Persists as consequence — does *not* heal even on the combat-transient timer, because it is the record of the path (§4). |
| Good-path restorations | Reseeding, re-watering, community-recovery repair | Persists as consequence — the healed state holds and can compound toward the verdant world-state band. |
The permanence rule of thumb: incidental damage forgets; intention remembers. What you did *on purpose* — build, extract, scar, heal, sanction — stays. What merely *happened* in a fight fades. This gives destructible-combat freedom without either a littered world or a trivialized permanence, and it maps cleanly onto the existing world-state persistence machinery (§4.9, §8.3) rather than needing a new subsystem.
Tracking: every persistent alteration is a row against the region's world-state autobiography (the same store that already holds NPC-relationship and world-state marks), tagged with {ground_ref, alteration_type, integrity_valence, permanence_class, chapter_stamp}. The Hearthway/return network (base-building §6) surfaces them as you revisit; the Ch 59-65 revisits read them as narrative.
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identity_hiding_pressure and the Velheim-Hunter trigger.check_no_dead_end audit.One ledger, one integrity skin, three refusal registers, zero invisible walls.
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Fork T1 — how permanence is scoped.
Fork T2 — how restrictions are expressed.
Fork T3 — the concealment override.
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1. The concealment-override ceiling. How punishing is altering terrain in full view under hostile concealment? Options: (a) soft — a pressure tick and a hunter-heading; (b) severe — an immediate hostile-recognition escalation on repeat; (c) mode-gated — free in OPEN_PRESENCE, escalating under CONCEALMENT_WITH_HOSTILE_RECOGNITION. REC: (c) with a (a)-magnitude first offense scaling toward (b) on repetition — positional, learnable, and diegetic. The exact pressure magnitudes are Fable-5 tuning.
2. The soft-respect override — may the player deface a living (non-sacred) community's ground at all? Options: (a) yes, at a hard faction/integrity cost (the extractive assimilation choice made physical); (b) no — the protagonist always declines non-sacred community ground too. **REC: (a) — the harm posture must be *available* for the integrity mirror to mean anything, gated behind the Evil band and always mirrored by the community's remembered mark; sacred/protected/Ch 57 stay HARD-BLOCKED regardless.** This is a §17.1 care call — Josh's to make.
3. Evil-scar permanence vs. redemption. Do Evil-path scars *ever* become healable if the player turns toward Good, or are they permanent consequence? Options: (a) permanent (the land keeps the record); (b) healable at real cost on a sustained Good turn (restoration-as-atonement). REC: (b) — healable, but slowly and at cost, so restoration is a meaningful arc, not an undo button; deepest L5 scars may leave a permanent faint residue (mirrors the §9.3 familiar-trace "faint persisting vril-signature" grammar). Canon/tuning call for Josh.
4. Terrain-criticality tagging authority. The progression_critical terrain tag that drives the heal-over rule (§3.3) needs an owner. REC: it rides the existing no-dead-end audit and the spine's per-chapter critical-path definition — a build-time tagging step in /spine-chapter, gate-checked by check_no_dead_end once the affordance layer lands. Wiring, not canon — flagged for the harness.
5. Persistence budget / decay tuning (Josh's system-canon numbers): the combat-transient heal timer per biome, the per-region persistent-alteration cap (if any), and whether persistent alterations ever decay. **REC: generous but non-infinite; incidental-forgets timer biome-tuned; no cap on *intentional* alteration but a soft visual-density budget so a region never becomes noise.** Numbers await Josh / Fable-5.
6. Integrity-skin extension to wild terrain. Canon owns the skin for the Personal Dimension + protagonist + fauna (§8.9). Base-building §9.5 already proposes extending it to Layer-B structures. Extend it to *wild ground you have altered* too (verdant/grey/scar)? REC: yes for altered wild ground and your own structures; NO for any living-culture fabric (the care firewall). Needs the same T1_Integrity_Paths authority sign-off base-building §9.5 already requested — fold into that one ruling.
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OPUS-CAN-SPEC-NOW (lock this session):
docs/DOC_MAP.md entry (a doc is not done until it is listed there).NEEDS-JOSH-RULING (genuine canon/§17/numerical forks — §8): concealment-override ceiling (8.1); soft-respect community-ground override (8.2 — a §17.1 care call); Evil-scar redemption/permanence (8.3); persistence budget & decay numbers (8.5); integrity-skin extension to wild ground (8.6 — fold into the base-building §9.5 ruling). Tagging authority (8.4) is wiring, surfaced for awareness.
FABLE-5-HANDOFF (deep implementation / tuning):
progression_critical terrain-tagging pass* per chapter and the check_no_dead_end extension that verifies it (rides the affordance-layer landing).{ground_ref, alteration_type, integrity_valence, permanence_class, chapter_stamp}) as an extension of the world-state autobiography store.---
"The wilderness remembers you, the world resists where people live, and the ground keeps the record of who you chose to be." You can carve a permanent home into a cliff no one watches — and find it exactly as you left it fifty hours later. Raise a tool over a living village's ground and the game does not flash a red X; *you* hesitate, because someone is watching and because it isn't yours to wreck. Try to bury the only road the story needs and the mountain quietly re-seats itself — the world needs its road. And when you walk back through everything you crossed, the terrain is your confession: verdant where you healed, grey where you only survived, hollowed where you took. No invisible walls, three honest reasons the world says *not here*, and a landscape that is, permanently, the autobiography of your path.
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*Cross-refs: base-building.md (the three buildable layers · integrity skin · Hearthway · care firewall) · T1_Integrity_Paths_Worldstates_Master §4/§4.9/§8.3/§8.9 (world-state · the persisting mark · integrity-visible aesthetic) + the solo-region-autobiography rule · T99_Story_Spine_Build_Logic §9.6 + v2.2 §5.1 (identity_hiding_status · the three concealment modes · identity_hiding_pressure) · CVD §17.1 (Care Doctrine · living faithful · sacred/protected · Ch 57 hard line · protected property) + §7.4 (Evil hollowed not monstrous) + Pillar 1 (combat never stops · Velheim-Hunter triggers) · harness/check_no_dead_end.py + ENTITY_PERSONA_SYSTEM §3.4/§3.5 (the non-gating invariant · progression belongs to the spine).*