Build specification
Bellwether Island#
Bellwether is one coherent physical island, not a menu of rooms. coral harbor and mangrove eastern inlet; basalt central ridge; Lantern saddle; high northern observatory; western water terraces; southern grove and ruins; tidal under-island caves; Apiary work valley.
Spatial logic#
- The Lantern is the return landmark and shortest path between arrival, family, Pitch, and orientation.
- The ridge gives Stella visual and conceptual horizon.
- The eastern working shore connects Orson and Ruby to tools, weather, logistics, and arrivals.
- The western terrace connects Vesper to water, voice, and public/private gathering.
- Cadillac’s Harbor House sits between incoming resources and The Apiary rather than above either.
- The Apiary occupies a valley that can visually expand from isolated tables to compounds and portal-linked districts.
- Psy’s Underways physically connect low-tide harbor caves, Grove ruins, and the anomaly chamber while their Portals can violate expected adjacency.
Travel budgets#
Critical adjacent journeys take 20–90 seconds at normal movement. Long routes offer discovered Portals or a semantic travel action. Weather may change a route but must never strand a player without an equivalent path. Accessibility alternatives preserve destination, consequence, and orientation; they do not teleport the player to a different version of the Scene.
Source assets#
- Concept reference:
assets/reference/generated/bellwether-island-concept.png - Normative map:
assets/maps/bellwether-island-map.svg - Machine graph:
data/island.json