BLACK KEEL GAMESFORTUNE & GALLOWS · TECHNICAL DOCUMENTATION

WORLD REGISTRY

The world is represented as connected records.

Places, people, ships, factions, historical events, items, economic rules, and other content are maintained as structured world data so the runtime does not have to invent the setting from scratch every turn.

Verified CurrentRegistry snapshot · September 6, 2026

Audited registry snapshot

67

World locations

Settlements, regions, and other location-layer records available to the world model.

210

Points of interest

Buildings, institutions, landmarks, religious sites, civic spaces, and other place-specific entities.

210

Historical people

Named people and officeholders represented in the historical data layer.

26

Factions

Political, military, civic, commercial, pirate, community, and other organizational actors.

73

Ships

Historical and world-vessel records used by the maritime setting.

130

Items & services

Period goods, equipment, consumables, work, and service records.

156

Story/world content

Structured content records that support encounters, situations, and world-facing material.

82

Historical events

Historical-event registry entries, a subset of which has full runtime staging packages.

20 + 7

Economy layers

Twenty economy-rule records and seven settlement-specific economy profiles at the audit point.

These totals describe the connected project at the stated audit date. They are not minimum-content guarantees for a future release.

Why use a registry?

A free-form game needs stronger world boundaries, not weaker ones. If a player can ask about almost anything, the runtime needs a way to distinguish “this exists here now” from “the model can imagine something plausible.” Structured registries provide that boundary.

Identity

A named entity can have one stable record instead of being re-created differently in every scene.

Date validity

Places, offices, ships, events, and institutions can be tied to the periods in which they plausibly exist.

Relationships

People can connect to ships, settlements, factions, offices, institutions, and historical events rather than existing as isolated biographies.

Research status

Documented, probable, reconstructed, disputed, and research-pending material can remain distinguishable instead of being flattened into one confidence level.

Registry existence is not scene presence

The world registry answers questions such as “What entities are known to the system?” It does not automatically answer “Who is standing in this room right now?” Current scene state is a separate authority layer.

historical/world registry ↓ possible entities and facts ↓ location + date + runtime context ↓ current scene state ↓ what is concretely present and interactable now

This distinction reduces a common generative-world failure: materializing a famous historical person simply because the database knows their name and approximate region.

Provenance and uncertainty

The project is designed to preserve the difference between evidence and inference. Historical source records, event-evidence structures, audit records, and research notes allow corrections without pretending that uncertain material was always certain.

That matters especially for locations, religious institutions, weather, ship histories, local officeholders, economic conditions, and events whose eighteenth-century evidence is incomplete or contradictory.

Public documentation rule.A structured record may be verified as existing in the project while an individual field inside that record remains reconstructed, disputed, approximate, or research-pending. Those are different claims.

How the registry reaches play

Relevant world records can be included in canonical runtime context, but the narrator is still constrained by current scene authority and supported mechanics. The registry gives the runtime researched material to work with; it does not bypass state validation.