// 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 slice-of-life sandbox. There are seasons. There is no combat. The herbarium opens at nine and closes when the lighthouse turns, and the world keeps the count of what you grew and who you grew it for.
// PLAY PROFILE
What this world plays like
Your first ten turns are the ledger and the regulars. You will read Linnea's notes. You will meet Olafsen. You will decide whether to honour the children's throat tea or change the policy, and the town will quietly notice either way. The greenhouse you do not enter yet.
By turn fifty, you have a routine. Mornings are for the cliffs. Afternoons for drying. Evenings for the lighthouse. The greenhouse is being restored, slowly, on the days you have the energy for it. Standing with the regulars exists as a real number. Standing with the fishermen, who do not yet know what to make of you, exists as another.
By turn one hundred, the herbarium is yours. The greenhouse grows what Linnea planted plus three things she did not. There is a young woman who has started coming on Saturdays to learn. The town invites you to the harvest festival the way they invited Linnea, which is to say without invitation, because you simply belong there now. The world remembers the tinctures you mixed and the people you handed them to.
Salthaven does not reset between sessions. Close the tab in autumn. The lighthouse turns at dusk regardless.
// LIVE TURN
A real turn from this world
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.
Coffers: +1 silver. Pantry: +1 cheese (Olafsen, gift). Standing with the widows of the fishing fleet: +1. The world records that you read Linnea's ledger correctly today.
// WHY IT HOLDS UP
Why The Salthaven Herbarium holds up over a long run
The factions, characters, and places on this page are live state the world tracks, not prose written once and forgotten. What you do changes them: what you own, who owes you, who has forgiven you and who has not.
Supported state persists between sessions. Leave for a week and the scene holds; come back and catch-up can resolve relevant elapsed changes. An established promise can remain available for a later consequence, though the Narrator may still phrase a smaller detail loosely.
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