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WORLDS_01 / WLD-043 // THE SALTHAVEN HERBARIUM

The Salthaven Herbarium

GENRE: FANTASY
The Salthaven Herbarium

A CREATION OS STUDIO WORLD

// DISPATCH · WLD-043

Your aunt's herbarium, in a fishing town that turns its lighthouse at dusk.

// THE PREMISE

What this world is

Salthaven is a small fishing town where the cliffs lean against the sea and the lighthouse turns at dusk in the same arc it has turned for two hundred years. Your great-aunt Linnea ran the herbarium on the back lane for forty years. She left you the keys, the seed-jars, and a ledger of regulars who came for tinctures, gentle remedies, and the kind of advice that a doctor does not give.

The ledger is the inheritance. Linnea wrote everything down. The widow Olafsen takes valerian on Tuesdays. The fisherman with the bad shoulder will not admit he comes for the comfrey. There is a list of seven children who get throat tea in winter, free of charge, paid for out of the herbarium's general fund because Linnea decided this in 1971 and never changed her mind.

The greenhouse on the south slope has been abandoned for fifteen years. The seed bank is older than the greenhouse. There are hands in this town that remember Linnea, and hands that do not, and the difference is whether you have the patience to learn the names.

This is a gentle slice-of-life setting focused on the herbarium, its regulars and the changing seasons. The shop opens at nine and closes when the lighthouse turns. There is a garden to tend, a greenhouse to restore, and room to decide which of Linnea's traditions you want to carry on.

// PLAY PROFILE

What this world plays like

Begin with Linnea's notes and the next person at the counter. Meet the widow Olafsen, look at the seed-jars, and decide how you want to handle the children's winter tea. You are learning a place as well as a trade.

When you want a project beyond the daily shop, explore the abandoned greenhouse. You could ask neighbours for help, work through the old seed bank, or take a morning along the cliffs before returning to the drying herbs.

Build a routine that suits your story. Become a familiar face at the counter, share what you learn, or carry a basket to someone who cannot make the walk. Leave yourself time to watch the lighthouse turn.

// STORY PASSAGE

A passage from the published profile

The widow Olafsen sets her basket on the counter and does not say what she came for.

You weigh the valerian by feel. You set it in a small parchment twist. You add a sprig of lemon balm because you know her, now, and because Linnea's note in the ledger said do this when she comes in on a Tuesday and the lighthouse is fogged.

She nods once. She takes the parcel. She leaves a coin and a small piece of soft cheese wrapped in a cloth.

Selected story passage. Your choices can lead elsewhere.

BEFORE YOU ENTER

Choose a first decision

Start with a person you want to meet, a place you want to see, or a problem you want to understand. You make choices through written actions and read the Narrator's response. The people and places above introduce this world; they do not promise a fixed sequence of scenes.

Completed turns save to your account. Review the latest scene and the relevant in-game information when returning. Check current access and Spark allowances before a longer session, and use the player guide for help with saves, artwork, possessions, and other supported features.

Profile updated .

BEGIN IN THE SALTHAVEN HERBARIUM ▶

CHECK ACCESS AND SPARK COSTS · CHOOSE A CHARACTER BEFORE PLAY