{
  "edition": "selected-completion-06",
  "package": "P01",
  "records": [
    {
      "id": "C06-REG01",
      "realm_id": "EAR01",
      "realm": "Overworld",
      "name": "Bluewater Quarry Coast",
      "generation_grammar": "Place a pale terraced cut beside a contained coastal cove, with one dry office shoulder and a visible cave invitation.",
      "activity_loop": "Carry stone to secure the quarry approach, inspect the water edge and choose whether to defer the submerged side room.",
      "variation_and_failure_boundary": "A shallow dry loop and a deeper optional water loop share landmarks. Preserve a working shoreline and building terrace; no mandatory early underwater retrieval.",
      "return_value": "The first depot gains a familiar stone source, an intelligible descent and a reason to return with diving preparation.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Overworld",
      "approved_atlas_text": "A sheltered coast places broken stone terraces beside clear blue shallows. Pale exposed rock, darker wet edges, reeds, submerged plants, and scattered trees create an inviting early expedition area. Sunlight reaches the water floor near shore; deeper water becomes harder to read. The player harvests ordinary stone and familiar ores, secures a descent into a quarry opening, and finds a submerged side chamber. Slippery-looking narrow edges and sudden depth teach caution. A dry quarry office platform offers an obvious first outpost.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG02",
      "realm_id": "EAR01",
      "realm": "Overworld",
      "name": "Rooted Uplands",
      "generation_grammar": "Connect forested hills to shallow chambers through supported root arches, soil pockets and a stream with a visible sink and contained continuation.",
      "activity_loop": "Track water below the roots, open a modest dry path, collect common building supplies and mark a storage chamber before returning to daylight.",
      "variation_and_failure_boundary": "Vary a broad root arch and a tighter stream-side entrance. Sparse ordinary stone keeps footing legible; marked nesting branches and wet slots are optional, and the known return remains usable.",
      "return_value": "A convenient home-to-cave route, secure storage and gathered cultivation stock turn the new entrance into part of everyday life.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Overworld",
      "approved_atlas_text": "Forested hills conceal shallow caves beneath broad root systems. Soil, stone, fallen wood, moss, and root arches connect above and below. Daylight filters through occasional openings, and small streams disappear into visible sinks. Wildlife makes the surface feel settled; deeper movement hints at another habitat. Players track water, open a useful path, collect early building supplies, and discover a protected chamber suitable for storage. The reward is a convenient home-to-cave connection with enough shape to make improving it satisfying.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG03",
      "realm_id": "EAR01",
      "realm": "Overworld",
      "name": "Rivergate Country",
      "generation_grammar": "Set farms and modest settlement sites beside a broad river, with dependable high banks, a visible rock-arch bend and suitable shore positions.",
      "activity_loop": "Survey the broken connection, choose a supported ferry landing or short restored bridge, then carry provisions between farm and expedition depot.",
      "variation_and_failure_boundary": "Vary a gravel-bank crossing and a higher-bank branch. Flooded side channels stay bounded and optional; arrivals can still reach ordinary shelter when one local crossing needs work.",
      "return_value": "The restored route carries provisions and useful freight long after the first descent.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Overworld",
      "approved_atlas_text": "A wide river crosses farms, modest cliffs, gravel banks, and scattered settlement sites. Its underground story appears through springs and a navigable rock arch near a bend. Familiar plants and fish give the route everyday value. Flooded side channels require care, while high banks provide dependable shelter. Players can build a ferry landing, restore a short bridge, or connect farms to an expedition depot. Food production and travel make this region useful long after its first discovery.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG04",
      "realm_id": "EAR01",
      "realm": "Overworld",
      "name": "Windscar Heights",
      "generation_grammar": "Arrange exposed mountain faces around protected bowls, saddles and an old survey platform, with daylight continuing into a real rock passage.",
      "activity_loop": "Use visible sightlines to mark a safe climb, inspect the mountain opening and return through the protected saddle.",
      "variation_and_failure_boundary": "Alternate snowline exposure, sunny rock cuts and shaded bowls. A dramatic view never makes a precision cliff jump the only main route.",
      "return_value": "Survey information, building stone and a repeatable route into mineral country make the platform a lasting waypoint.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Overworld",
      "approved_atlas_text": "A mountain district contains exposed faces, sheltered bowls, scree-like slopes, and passages where daylight reaches surprisingly far underground. Snow and cold belong to recognizable surface terrain; glowing subterranean life appears only near the lower transitions. Traversal emphasizes climbing, careful descent, and route marking. An old survey platform frames a route into the mountain. Players gain sightlines, stone varieties, and access to deeper mineral country, then return through a protected saddle rather than repeating an awkward cliff scramble.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG05",
      "realm_id": "EAR01",
      "realm": "Overworld",
      "name": "Rainwood Hollows",
      "generation_grammar": "Place fern-lined openings, shallow pools and sinkholes among dark woodland soil and pale stone, with connected hollows separated by recognizable surface landmarks.",
      "activity_loop": "Map neighboring entrances, mark the dry approach and gather an approved plant sample before opening a supported lateral connection.",
      "variation_and_failure_boundary": "Vary rainy dense canopy and a more open sinkhole edge. Raised ordinary ground gives a conservative route; darkness and sound enhance orientation without becoming the only cues.",
      "return_value": "A field station and marked wet-ground route turn confusing woodland into a useful garden and exploration base.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Overworld",
      "approved_atlas_text": "A lush, wet woodland hides sinkholes, fern-lined openings, and shallow pools under a dense canopy. Dark soil and pale stone make openings readable. Dripping water, insects, and distant birds form the soundscape. The chief challenge is orientation: several harmless-looking hollows can connect underneath. Exploration yields decorative plants, cultivation stock, and a sheltered entrance toward the Deepwilds. Building raised paths and a modest field station turns confusing ground into a useful living landscape.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG06",
      "realm_id": "EAR02",
      "realm": "Shallows",
      "name": "Rootlace Galleries",
      "generation_grammar": "Let broad roots follow chamber roofs above mossy stone, small soil pockets and contained pools; preserve a substantial dry ledge beneath the largest root group.",
      "activity_loop": "Read a familiar surface connection, take a permitted cultivation sample and place a small supported walkway toward the next visible junction.",
      "variation_and_failure_boundary": "Use scattered daylight or a more enclosed lamp-lit variant. Territorial nests occupy announced side pockets; decorative roots cannot seal the required walking route.",
      "return_value": "A recognizable dry root ledge becomes an early supply stop and a route to a home garden.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Shallows",
      "approved_atlas_text": "Broad roots follow chamber roofs and form occasional natural arches. Earthy stone, moss, exposed soil pockets, and pools distinguish this habitat from a generic cave. Scattered warm daylight gives way to player lighting along the inner route. Small harmless creatures shelter among roots; territorial nests occupy marked side pockets. Players collect renewable cultivation material, discover surface connections, and build hanging walkways. A broad dry ledge beneath the largest root system provides a dependable refuge.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG07",
      "realm_id": "EAR02",
      "realm": "Shallows",
      "name": "Chalkstep Terraces",
      "generation_grammar": "Stack pale shelves around a shallow stream with contrasting seams, small cascades and a dry rim that can be read from above.",
      "activity_loop": "Survey a pale building face, descend by the chosen route and secure a terrace alcove for a small workshop.",
      "variation_and_failure_boundary": "Vary narrow cascades and quiet stepped pools. A deep basin is previewable from above and never holds the sole required first ingredient.",
      "return_value": "Useful pale masonry, familiar ore exposure and a dependable alcove support both building and later pool exploration.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Shallows",
      "approved_atlas_text": "Pale mineral shelves descend around a shallow stream. Rounded pockets, small cascades, and contrasting dark seams help players read the landform from above. Mineral deposits catch torchlight without making the entire space glow. Wet ledges and concealed deeper basins create traversal choices. Players choose a direct descent or a longer dry rim, uncover familiar ores in terrace breaks, and obtain a useful pale building palette. Terrace alcoves make attractive workshops and supply stops.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG08",
      "realm_id": "EAR02",
      "realm": "Shallows",
      "name": "Copperwash Channels",
      "generation_grammar": "Warm common-metal exposures follow worn channel walls and gravel banks, with a dry cut above the active stream and a feasible short transport path.",
      "activity_loop": "Read the exposure, establish a modest working face and carry a useful metal batch along the cleared transport path.",
      "variation_and_failure_boundary": "Use a single-channel teaching example or a branched survey variant. Signpost the main return with landform before adding route markers.",
      "return_value": "A convenient mine, repeatable stock movement and a dry working position connect discovery directly to the workshop.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Shallows",
      "approved_atlas_text": "Warm-colored seams run through worn channels and modest chambers. Water stains, coarse stone, gravel banks, and hanging vegetation explain where the route continues. The place feels industrious before any settlement is built. Players trace an exposed seam into workable mining ground, clear a short transport path, and find a dry cut above the active stream. Branching water routes can disorient an unprepared traveler. Useful common metal and a naturally convenient mine site make the discovery immediately practical.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG09",
      "realm_id": "EAR02",
      "realm": "Shallows",
      "name": "Glasswell Pools",
      "generation_grammar": "Arrange clear pools in stepped pockets beneath actual openings, with pale waterline growth, dark deeper branches and a dry margin suitable for a small dock.",
      "activity_loop": "Survey the surface loop, collect an accessible decorative specimen and record the submerged continuation for a later equipped visit.",
      "variation_and_failure_boundary": "Vary open roof light and a more enclosed reflected-light pocket. The first useful sample and ordinary return remain dry; deeper water never supplies an obligatory early retrieval.",
      "return_value": "A memorable water habitat, marked shortcut and prepared dock make later diving a chosen extension of a familiar place.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Shallows",
      "approved_atlas_text": "Clear pools occupy a stepped pocket system with pale crystal growth near the waterline. Light travels through the openings above and reflects from small surfaces, leaving deeper passages distinctly darker. Fish and slow-moving cave life occupy the shallows. Players can collect decorative crystals, survey a submerged loop, or build a short dock and breathing station for later dives. The main rewards are a memorable water habitat, a shortcut, and access to a larger flooded district that initially remains optional.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG10",
      "realm_id": "EAR02",
      "realm": "Shallows",
      "name": "Drybell Vaults",
      "generation_grammar": "Use smooth roof domes, gravel fans and narrow chimneys over broad dry floors, leaving clear building space outside designated loose-material patches.",
      "activity_loop": "Compare shape and sound, survey an aggregate face and establish a communal work or supply position before investigating a side chimney.",
      "variation_and_failure_boundary": "A sparse entrance-shaft version contrasts with a fully enclosed vault. Loose banks have visible bounds; normal walls and player-built supports do not collapse as an unannounced global system.",
      "return_value": "Common stone, aggregate and a spacious refuge give this quiet district continuing construction value.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Shallows",
      "approved_atlas_text": "A comparatively dry region contains smooth roof domes, gravel fans, narrow chimneys, and broad undisturbed floors. Its sparse life and clear acoustics create relief after wet passages. Lighting comes almost entirely from the player and occasional entrance shafts. A few weak-looking slopes identify designated loose-material encounters; major load-bearing terrain remains stable under ordinary building. Players obtain aggregate and stone, practice surveying sound and shape, and establish a spacious refuge suitable for a communal workshop.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG11",
      "realm_id": "EAR03",
      "realm": "Deepwilds",
      "name": "Lanternroot Forests",
      "generation_grammar": "Tall supported root columns and hanging growth frame stone shelves, pools and a wide clearing; luminous clusters remain localized within a darker forest.",
      "activity_loop": "Follow the lower walkable route, collect a cultivation sample and return via an optional elevated viewpoint.",
      "variation_and_failure_boundary": "Vary a dense canopy side branch and a sparse open clearing. Territorial life uses readable paths; concealed drops have edge cues.",
      "return_value": "The clearing becomes a useful living-material base, while an upper return view helps the player understand the forest they crossed.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Deepwilds",
      "approved_atlas_text": "Tall root columns support hanging leaves and softly luminous growth. Dark trunks, broad stone shelves, damp soil, and clear pools create foreground and depth. Light gathers around fruiting clusters; unlit routes remain visibly separate. Small climbers and cautious grazers use established paths. Players collect cultivation stock, navigate the canopy, and seek elevated viewpoints. Territorial animals and obscured drops reward patient movement. A wide clearing beside a root column is a natural settlement site.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG12",
      "realm_id": "EAR03",
      "realm": "Deepwilds",
      "name": "Sporemeadow Basins",
      "generation_grammar": "Place low fungal fields around shallow water and scattered rocks beneath a vaulted roof, with plain margins between distinct growth patches.",
      "activity_loop": "Observe a local growing condition, collect a bounded food or processing batch and restore a small supported growhouse position.",
      "variation_and_failure_boundary": "Vary amber-dominant and muted-blue growth districts without changing the underlying activity. A dense spore patch warns locally and permits a clear bypass; ordinary meadow ground stays comfortable.",
      "return_value": "Managed cultivation and a familiar growhouse support provisions and useful workshop ingredients after the first discovery.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Deepwilds",
      "approved_atlas_text": "Low fungal fields surround shallow water and scattered boulders beneath a vaulted roof. Soft amber and muted blue patches provide color without uniform brightness. Insects and small foragers move between growth clusters. Certain visibly dense spore patches briefly reduce clarity or require an alternate route; the ordinary meadow remains comfortable. Players harvest food and processing ingredients, learn cultivation conditions, and restore an authored growhouse. Managed production later makes this region a reliable supply partner.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG13",
      "realm_id": "EAR03",
      "realm": "Deepwilds",
      "name": "Hanging Gardens",
      "generation_grammar": "Vegetated shelves step up mineral-streaked walls above a narrow river; supported rock ribs and a readable lower route frame the climb.",
      "activity_loop": "Compare the water-level path and shelf climb, add a short bridge and obtain a plant sample from a reachable edge.",
      "variation_and_failure_boundary": "Vary open rock shelves and denser hanging growth. Nesting pockets are local; an ordinary route reaches the useful first sample.",
      "return_value": "An upper balcony refuge, new plant stock and a supported link between river and canopy reward more than one style of exploration.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Deepwilds",
      "approved_atlas_text": "Vertical walls carry vegetation on stepped shelves above a narrow river. Mineral streaks, exposed rock ribs, hanging vines, and isolated platforms give the place a strong ascending silhouette. Light falls in irregular patches from plants and reflective wet stone. Nesting creatures occupy particular shelves. Traversal centers on climbing, bridging, and choosing a safe water-level route. Distinct plant varieties and roof access reward the effort. An upper balcony provides a refuge with a commanding view of the cavern network.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG14",
      "realm_id": "EAR03",
      "realm": "Deepwilds",
      "name": "Bluefen Groves",
      "generation_grammar": "Dark shallow channels divide root islands and broad-leaf margins, with visible depth edges, sound landings and one dry island that works as a landmark.",
      "activity_loop": "Follow the marked bank, establish a raised crossing, collect wetland stock or fish, then return through the same secure landing.",
      "variation_and_failure_boundary": "Vary a winding channel and broader island basin. Submerged root pockets remain optional; protective animals have readable local areas and a dry route supports retreat.",
      "return_value": "A dock settlement, fishing position and raised route make the wet landscape a comfortable return point.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Deepwilds",
      "approved_atlas_text": "A low, wet district contains dark shallow water, root islands, broad leaves, and luminous shoreline growth. The reflective surface makes depth deceptive until clear margins reveal the channel structure. Amphibious animals and occasional protective parents animate the waterline. Players build raised paths, collect wetland cultivation stock, fish, and search submerged roots for material pockets. Secure landing platforms matter more than heavy combat equipment. A central dry island supports a small dock settlement and an excellent visual landmark.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG15",
      "realm_id": "EAR03",
      "realm": "Deepwilds",
      "name": "Quietwood Hollows",
      "generation_grammar": "Dry stone bowls hold pale woody growth, sheltered pools and broad gaps; contrasting trunk or roof landmarks distinguish connected hollows.",
      "activity_loop": "Map a concealed lateral exit, examine a protected seed store and start a bounded renewable growing project outside the ordinary walking route.",
      "variation_and_failure_boundary": "Vary open woodland and a quieter enclosed bowl at the Underreach edge. Similar chambers retain distinctive landmarks, and gathering from a managed source preserves natural shelter.",
      "return_value": "Renewable construction material, seeds and comfortable building ground connect a calm home to the deeper transport network.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Deepwilds",
      "approved_atlas_text": "Dry stone bowls contain pale woody growth, leaflike litter, sheltered pools, and spacious gaps between trunks. Their restrained light and gentle local life offer a calmer Deepwilds experience. Thin edges of the forest open toward dark rock country, foreshadowing the Underreach. Players establish timber-like renewable production, explore concealed lateral exits, and uncover a protected seed store. Rewards support construction and settlement comfort. The challenge is maintaining orientation across connected hollows that look similar until their landmarks are learned.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG16",
      "realm_id": "EAR04",
      "realm": "Underreach",
      "name": "Ironfold Ridges",
      "generation_grammar": "Broad folded rock ribs divide parallel valleys and stepped mineral faces; include a protected shelf, short bridge positions and room for measured excavation.",
      "activity_loop": "Survey a visible seam, identify safe access, recover a useful selected batch and secure a short material route back to the camp shelf.",
      "variation_and_failure_boundary": "Vary ridge-top exposure and sheltered gully approaches. Mandatory supplies remain reachable before any optional exposed shortcut; mining does not erase the camp or required route by default.",
      "return_value": "A repeatable mine and expandable material camp can feed the Underreach Junction without making every visit another first expedition.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Underreach",
      "approved_atlas_text": "Broad folded-looking rock ribs divide parallel valleys and stepped mining faces. Dark gray stone, exposed metal seams, rubble fans, and sparse hardy growth create an industrial palette before construction. Light is mostly carried or settlement-made. Animals favor sheltered gullies; exposed ridges require careful traversal. Players survey seams, establish a measured excavation, and bridge short gaps. A protected shelf between ridges provides a mine camp with practical expansion room.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG17",
      "realm_id": "EAR04",
      "realm": "Underreach",
      "name": "Saltmirror Halls",
      "generation_grammar": "Place pale crusts and reflected facets around still dark pools, with supported shore paths and a legible storehouse approach beneath clean vaults.",
      "activity_loop": "Survey a safe pool margin, gather a modest decorative sample and recover a storehouse record through the supported route.",
      "variation_and_failure_boundary": "Vary dry crust shelves and a wetter crossing. Brittle-looking authored tiles are local and readable; a whole floor cannot collapse without warning.",
      "return_value": "Unusual building material and a mapped water connection make the district useful after the storehouse discovery.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Underreach",
      "approved_atlas_text": "Pale mineral crusts frame still, dark pools beneath high, relatively clean vaults. Scattered reflective facets respond strongly to moving light, so the player can read pillars across the water. Life gathers at limited freshwater margins. Brittle-looking crust marks specific hazardous tiles or authored routes, with solid alternate shore paths visible. Players collect decorative mineral blocks, survey pool edges, and uncover a sealed storehouse. The reward is an unusual building palette and a navigable water route through otherwise difficult country.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG18",
      "realm_id": "EAR04",
      "realm": "Underreach",
      "name": "Blackriver Galleries",
      "generation_grammar": "A substantial contained river connects stone quays, gravel bars, arches and dry former banks; usable landings and shore shelves define each segment.",
      "activity_loop": "Repair a short towpath, commission one supported dock and make a bounded boat or shelf journey between actual receiving positions.",
      "variation_and_failure_boundary": "Vary a broad quiet reach and a clearly signposted rapid encounter. Keep refuge landings and an ordinary return; fast current is local rather than an unbounded whole-river simulation.",
      "return_value": "A water logistics route reduces repeated carrying and creates inhabited stopping places.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Underreach",
      "approved_atlas_text": "A substantial underground river passes stone quays, natural gravel bars, rock arches, and dry former banks. Subdued water reflections and warm authored lights distinguish safe stops. Fish and shoreline creatures give the channel life. Players establish docks, repair a short towpath, and choose between boat travel and shelf routes. Currents or rapids belong to clearly bounded encounters. The river can support repeat logistics once crossings and landings are secured.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG19",
      "realm_id": "EAR04",
      "realm": "Underreach",
      "name": "Echoquartz Fields",
      "generation_grammar": "Pale outer growth and smoky cores occupy fractures and isolated fans in dark rock, with ordinary stone passages and a plain refuge pocket.",
      "activity_loop": "Compare a bounded signal at selected formations, recover a permitted sample and connect visible survey points before returning to quiet stone.",
      "variation_and_failure_boundary": "Vary a sparse fractured wall and a denser fan district. Exposed ledges have a conservative alternative; visual indicators support any audible response, and not every crystal rings continuously.",
      "return_value": "Resonant-quartz study, careful harvesting and a mapped opening support instruments and later investigation without stripping the whole field.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Underreach",
      "approved_atlas_text": "Pale outer crystal growth surrounds smoky cores with quiet internal lines, occupying fractures and isolated fans within dark rock. The proposed material, resonant quartz, gives selected interactions a soft audible response without turning the whole biome into a continuous chime. Crystal silhouettes reveal otherwise obscure steps and openings. Players trace signal changes, recover useful pieces, and protect larger formations when preferred harvesting methods become available. Exposed ledges and disorienting overlapping sound provide challenge. A plain stone pocket outside the densest field offers relief and refuge.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG20",
      "realm_id": "EAR04",
      "realm": "Underreach",
      "name": "Dustroad Expanse",
      "generation_grammar": "Broad dry floors, sparse pillars and shallow gullies lead toward distant shelves and a recognizable rest stop, with sheltered islands for existing life.",
      "activity_loop": "Scout a visible rest stop, mark the route between two landmarks and select a modest transport corridor.",
      "variation_and_failure_boundary": "Vary open country and a shallow-gully detour. Local dust can obscure one stretch, but a main return route has persistent physical cues.",
      "return_value": "Space for controlled projects, a useful freight corridor and connected resource satellites make the underground feel like inhabited country.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Underreach",
      "approved_atlas_text": "Broad dry floors, scattered pillars, shallow gullies, and distant wall shelves create one of the first places that feels like underground countryside. Drifting dust remains localized and readable. Sparse tough plants and moving animal groups occupy islands of shelter. Players establish route markers, restore a rest stop, and scout across meaningful distances. The rewards are room for controlled settlement projects, transport infrastructure, and resource satellites. Getting lost is mitigated by distinctive skyline forms and visible wayfinding structures.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG21",
      "realm_id": "EAR05",
      "realm": "Abyss",
      "name": "Pillarfall Reaches",
      "generation_grammar": "Massive irregular columns must provide connected shoulders and reachable shelves across the intended route.",
      "activity_loop": "Read the far shelf from a broad landing, bridge a short supported span and establish an intermediate supply position before the farther survey.",
      "variation_and_failure_boundary": "Vary broken-arch and wall-shelf connections. Long exposure stays optional when the first camp is reached; visible footing and a supported retreat matter more than sheer void size.",
      "return_value": "An illuminated chain of safe places turns distance into a route the player recognizes as their own work.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Abyss",
      "approved_atlas_text": "Massive irregular columns and isolated wall shelves divide a deep cavity. Broken arches and hanging mineral shapes create a recognizable skyline. Pale deposits catch player light; moisture gathers on sheltered sides. Small gliding or climbing creatures demonstrate possible routes without serving as automatic guides. Players bridge short spans, descend through connected shelves, and secure observation points. Valuable seams and a route toward a lower basin reward exploration. Broad column shoulders provide reliable camps above the exposure.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG22",
      "realm_id": "EAR05",
      "realm": "Abyss",
      "name": "Stillsea Basin",
      "generation_grammar": "A large contained lake combines quiet coves, dark open water, rock islands and submerged terraces, with recognizable shoreline silhouettes and suitable docks.",
      "activity_loop": "Reach a known island by shore or boat, set a staging point and reserve deeper diving for suitable equipment.",
      "variation_and_failure_boundary": "Vary open-water sightlines and protected cove routes. Optional submerged rooms never contain the only way to continue the campaign.",
      "return_value": "A dependable crossing and island refuge support later mineral, archive and diving work while preserving the first homeward route.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Abyss",
      "approved_atlas_text": "A large underground lake contains dark open water, quiet coves, exposed rock islands, and submerged terraces. Sparse luminous life defines portions of the shoreline rather than illuminating everything. The player learns the lake through docks, sound, and island silhouettes. Preparation supports diving routes, shore exploration, and boat travel. Rewards include submerged archives, mineral beds, and cross-region access. Deep water remains dangerous without appropriate supplies, while several islands offer comfortable staging sites.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG23",
      "realm_id": "EAR05",
      "realm": "Abyss",
      "name": "Moonmilk Shelves",
      "generation_grammar": "Pale mineral forms spread across dark walls as supported terraces, shallow seep grooves and selected side openings, with a broad balcony visible from the approach.",
      "activity_loop": "Climb the deliberate shelf route, collect permitted mineral stock and expose a concealed side passage before returning to the pale balcony.",
      "variation_and_failure_boundary": "Vary wide flowing forms and a tighter ledge branch. Narrow crossings are clearly announced and bypassable where progression requires access; the shelter itself remains ordinary stable terrain.",
      "return_value": "Distinct masonry and a memorable refuge reward deliberate route-making.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Abyss",
      "approved_atlas_text": "Pale flowing-looking mineral forms spread across dark walls and create terraces of contrasting texture. Cool soft light comes from occasional crystal pockets and the player's equipment. Water seeps through shallow grooves; small organisms gather in protected wet niches. Players climb deliberate shelf routes, collect selected mineral material, and uncover side passages concealed by unusual wall shape. Narrow crossings are the main hazard. A large pale balcony acts as a memorable refuge and a visible homeward landmark.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG24",
      "realm_id": "EAR05",
      "realm": "Abyss",
      "name": "Whisper Chasms",
      "generation_grammar": "Parallel narrow clefts connect larger spaces through identifiable rock ribs, mist pockets and intermittent water, with dry marker positions outside nest branches.",
      "activity_loop": "Place a small marker set, compare two parallel passages and map a sheltered through-route.",
      "variation_and_failure_boundary": "Vary a quiet dry cleft and a misty wet constriction. Directional sound supplements visible cues; it cannot be the only accessible instruction.",
      "return_value": "A major shortcut, useful material pockets and a known retreat reward systematic exploration rather than guessing from audio alone.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Abyss",
      "approved_atlas_text": "Interconnected narrow clefts open unexpectedly onto larger spaces. Dark stone ribs, sparse crystals, mist caught in constrictions, and intermittent trickles make distance difficult to judge. The region uses directional environmental sound to support exploration. Players place markers, compare parallel routes, and locate a sheltered passage through the fracture network. Certain branches contain territorial creatures, clearly indicated by nesting material and movement. Useful mineral pockets and a major traversal shortcut reward systematic exploration.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG25",
      "realm_id": "EAR05",
      "realm": "Abyss",
      "name": "Drowned Stair Country",
      "generation_grammar": "Arrange finite pools and dry ledges as a stepped route, with authored platforms only where supported.",
      "activity_loop": "Survey the next landing from dry ground, repair a short connection and alternate ordinary walking with explicitly prepared optional diving.",
      "variation_and_failure_boundary": "Vary shallow stepped pools and a deeper salvage side room. Flooded encounters have declared bounds; the primary descent and recovery plan cannot rely on draining a whole distant region.",
      "return_value": "A protected route toward thermal country and a newly secured return passage retain value after any optional salvage is collected.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Abyss",
      "approved_atlas_text": "Broken natural terraces descend through successive water levels and dry ledges. Old authored platforms can occupy suitable points, giving the impression of an earlier survey route. Water plants and small aquatic life inhabit the upper pools; lower chambers become sparse. Players alternate walking, controlled diving, and repairing short connections. Finite flooded rooms contain optional salvage and environmental stories. The route’s reward is a protected descent toward deeper thermal country and a newly secured return passage.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG26",
      "realm_id": "EAR06",
      "realm": "Mantle",
      "name": "Basalt Steps",
      "generation_grammar": "Broad dark terraces and broken columns descend beside contained hot channels, with thick rock ribs separating exposure from cooler working pockets.",
      "activity_loop": "Survey the wide outside route, gather structural stone and evaluate an optional shorter hot crossing.",
      "variation_and_failure_boundary": "Vary active-channel edges and quiet cooling shelves. Heat follows identifiable sources; stable cool ground remains useful for first staging.",
      "return_value": "A protected materials yard and later thermal workshop make the realm workable.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Mantle",
      "approved_atlas_text": "Broad dark terraces and broken column formations descend beside clearly contained hot channels. Matte stone, fresh fracture faces, faintly lit cracks, and isolated mineral deposits create a restrained palette. Sparse heat-adapted life stays near cooler margins. Players choose broad safe stairs or shorter exposed crossings, collect abundant structural stone, and survey higher-value seams. A recessed terrace behind a thick rock rib offers a defensible workshop site.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG27",
      "realm_id": "EAR06",
      "realm": "Mantle",
      "name": "Ember Gardens",
      "generation_grammar": "Sheltered warm basins contain tough luminous growth around small vents and mineral pools, with cooler collection edges and plain approach ground.",
      "activity_loop": "Observe a bounded vent cycle, gather a permitted ingredient at a safe edge and restore a protected garden enclosure.",
      "variation_and_failure_boundary": "Vary a cooler quiet basin and a more active neighboring vent. Hazards stay near visible sources; earlier equipment reaches the first useful stock, and cultivation follows explicit conditions.",
      "return_value": "Useful ingredients and a managed enclosure improve subsequent thermal travel and habitation while allowing the natural garden to remain.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Mantle",
      "approved_atlas_text": "Warm sheltered basins support tough, luminous growth around shallow mineral pools and small vents. Deep reds, gold accents, dark stems, and pale mineral rims distinguish this life from the Deepwilds. Local creatures browse in cooler pockets. Players cultivate useful ingredients, observe a vent’s readable cycle, and restore a protected garden enclosure. Hazards stay close to visible sources. The region rewards patient harvesting and supplies materials that support travel and habitation in thermal environments.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG28",
      "realm_id": "EAR06",
      "realm": "Mantle",
      "name": "Ashen Hollows",
      "generation_grammar": "Layered pale dust banks and dark stone islands occupy quiet dry chambers beside traces of inactive heat channels, with obvious stable storage ledges.",
      "activity_loop": "Survey a buried side-room clue, recover a selected mineral additive and establish dry stock storage away from the designated soft bank.",
      "variation_and_failure_boundary": "Vary open ash country and a tighter layered alcove. Only visibly bounded loose-material encounters shift when disturbed; roofs and distant settlements remain stable through ordinary play and absence.",
      "return_value": "Sheltered storage, useful additives and a calm staging place make this district a practical pause between active thermal sites.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Mantle",
      "approved_atlas_text": "Quiet dry chambers contain pale dust deposits, layered banks, dark rock islands, and the traces of inactive heat channels. Light is mainly player-provided, with occasional warm seams in the distance. Little life occupies the open ground. Designated soft banks can shift locally when disturbed, while stable ledges remain obvious. Players survey buried side rooms, recover mineral additives, and establish sheltered storage. The atmosphere offers deliberate quiet between more active districts.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG29",
      "realm_id": "EAR06",
      "realm": "Mantle",
      "name": "Redglass Margins",
      "generation_grammar": "Cooled dark-glass shapes and red-brown stone flank identifiable active fissures; steam belongs only to specific water contacts, and a high ridge offers limited camp space.",
      "activity_loop": "Plan footing from a safe ridge, collect a selected glass sample and use the ridge to mark a repeatable route.",
      "variation_and_failure_boundary": "Vary a quiet cooled margin and a locally active seam. Reflection helps show edges but never replaces solid geometry or a readable bypass.",
      "return_value": "A distinctive approved processing feedstock and a safe overlook support later work without requiring a huge industrial platform at every fissure.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Mantle",
      "approved_atlas_text": "Black glassy surfaces and red-brown fractured stone frame cooled flow shapes near active fissures. Bright reflections create strong edges under moving light. Steam collects only near specific water contacts, and life is sparse. Players collect volcanic glass for approved processing uses, investigate exposed mineral pockets, and plan routes across difficult angular ground. Active fissures are legible and bypassable. A high ridge gives a spectacular view and a safe camp with limited construction space.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG30",
      "realm_id": "EAR06",
      "realm": "Mantle",
      "name": "Steamvaults",
      "generation_grammar": "Warm pools, mineral chimneys and wet bridges sit beneath large roof pockets; individual vent openings, shielding positions and a dry gallery remain readable.",
      "activity_loop": "Watch a complete local vent pattern, select the conservative route and restore one shielding section.",
      "variation_and_failure_boundary": "Vary a low-activity gallery and an exposed shortcut. Mist remains local; visual markers and instrument feedback repeat the useful warning.",
      "return_value": "A protected return walkway and service site connect regional processing to a dependable homeward route.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Mantle",
      "approved_atlas_text": "Large roof pockets enclose warm pools, mineral chimneys, wet stone bridges, and clearly readable vent openings. White mist creates shifting local views; cool light on wet rock balances nearby warm sources. Small organisms inhabit protected pools. Players observe vent cycles, restore a shielded passage, and collect region-specific processing ingredients. Alternate routes let cautious players trade time for reduced exposure. A sealed dry gallery suitable for a refuge anchors the district.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG31",
      "realm_id": "EAR07",
      "realm": "Core",
      "name": "Heartglass Groves",
      "generation_grammar": "Sparse thick mineral clusters rise from dark ground, with restrained translucent edge planes, small pools and a plain stone clearing between formations.",
      "activity_loop": "Survey a repeated pattern, take a bounded sample through a deliberate supported method and mark a gentle route back to the clearing.",
      "variation_and_failure_boundary": "Vary an open grove and a closer group of mineral fans. Fragile-looking collection sites have local rules; required movement and reserve supplies do not depend on destroying the central landmark.",
      "return_value": "Distinct deep-world equipment and research stock accompany a comfortable camp; these later discoveries do not become a prerequisite for the first Explorer.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Core",
      "approved_atlas_text": "Sparse mineral structures rise from dark ground in recognizable clusters. Heartglass is dark in thick formations and translucent at thin edges, with restrained warm internal planes and a few brighter nodes. Spaces between formations remain calm. Small pools and slow-moving life gather around protected bases. Players survey patterns, recover limited material through a deliberate harvesting process, and identify safe paths through fragile-looking clusters. Rewards support distinctive deep-world equipment and research projects. A plain stone clearing provides a naturally comfortable camp.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG32",
      "realm_id": "EAR07",
      "realm": "Core",
      "name": "Pale Resonance Fields",
      "generation_grammar": "Rhythmic pale ribs and selected interactive seams cross broad shelves, with ordinary footing between stations and sheltered water only in bounded basins.",
      "activity_loop": "Compare a short sequence of visible survey responses, record the useful relation and deliver information to the supported project.",
      "variation_and_failure_boundary": "Vary scattered independent formations and a longer shelf sequence. Local unstable features warn before consequence, and the required information has visible equivalents for sound cues.",
      "return_value": "A useful observation record and clear survey path connect the field to the Heart Observatory without an arbitrary research timer.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Core",
      "approved_atlas_text": "Pale mineral ribs and crystal seams spread across broad shelves, creating a strong rhythmic landscape. Soft tones and visual responses occur at selected interactive formations, giving the player something to investigate without constant audiovisual noise. Water is limited to sheltered basins, and life remains sparse. Players compare responses, connect a small sequence of survey points, and recover information needed for an authored project. The hazard is exposed footing and occasional unstable local formations, clearly bounded in play.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG33",
      "realm_id": "EAR07",
      "realm": "Core",
      "name": "Stillwater Sanctuaries",
      "generation_grammar": "Clear contained pools fill quiet pale-edged chambers, leaving a substantial dry research landing and restrained living growth around protected margins.",
      "activity_loop": "Document the habitat, take an approved cultivation sample and establish a simple sheltered research position before choosing any deeper water route.",
      "variation_and_failure_boundary": "Vary reflective roof pockets and open landing chambers. Difficult submerged branches remain optional; the serene view does not imply free breathing, inexhaustible stock or a simulated planetary water network.",
      "return_value": "A secure deep home, distinct living material and a generous resting place remain worthwhile even after the main Earth chapter ends.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Core",
      "approved_atlas_text": "Exceptionally clear pools fill quiet chambers edged with pale stone and restrained luminous plants. Reflections reveal roof forms that are difficult to see directly. Peaceful aquatic life gives the place a feeling of continuity with earlier waters. Players cultivate an approved rare plant, document the habitat through in-game exploration systems, and establish a sheltered research landing. Difficult submerged side routes remain optional. The primary rewards are a secure home in the deepest region, distinct living materials, and an emotionally generous resting place.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG34",
      "realm_id": "EAR07",
      "realm": "Core",
      "name": "Blackroot Islands",
      "generation_grammar": "Stone islands support dark rootlike forms above recessed fissures, with a visible multi-stop route and plain landing pads.",
      "activity_loop": "Restore short supported connections, detour around a marked nesting island and reach a protected archive approach.",
      "variation_and_failure_boundary": "Vary a wider bridge circuit and a more enclosed stone-neck route. The backdrop may suggest depth without pretending every glowing surface is walkable.",
      "return_value": "A repeatable archive route, familiar lights and useful material edges support later occupation.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Core",
      "approved_atlas_text": "Dark rootlike mineral and biological structures occupy separated stone islands above a shallow glowing substrate or deeply recessed fissure system. Bridges and shorelike paths create different approaches. Light comes mainly from below and from sparse growth, making silhouettes memorable. Territorial life occupies specific nesting islands. Players follow a multi-stop expedition, restore short authored connections, and locate a protected archive chamber. Valuable materials and a new understanding of Earth’s hidden relationships reward preparation.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    },
    {
      "id": "C06-REG35",
      "realm_id": "EAR07",
      "realm": "Core",
      "name": "The Heart Chamber",
      "generation_grammar": "Place the chapter landmark in a supported enclosing formation with useful foreground shelves, quiet pools, side chambers and at least one reachable campaign approach.",
      "activity_loop": "Establish the Observatory return relation, join survey and practical restoration, reach the meaningful discovery, then return through the route the player helped secure.",
      "variation_and_failure_boundary": "Vary the order of enclosing ribs and side approaches while preserving its identity and validated required placement. Uncommon does not mean absent; no seed may lose the destination because an optional placement failed.",
      "return_value": "The Earth chapter gains an earned discovery, lasting homeward infrastructure and future ambitions without erasing Earth's continuing value or making combat the sole definition of arrival.",
      "status": "creative experience specification; not an implemented biome registration",
      "source_chapter": "Core",
      "approved_atlas_text": "An uncommon major regional landmark combines natural enclosing forms with space for the Earth chapter destination. At least one supported reachable campaign placement is required; uncommon does not mean absent from an unlucky world. A concentrated central formation provides visual focus, while surrounding shelves, quiet pools, and side chambers create actual exploration. Ambient light remains calm enough for player-built lamps to matter. The main route joins survey, practical restoration, and a meaningful discovery; combat may be one encounter type, not the definition of arrival. The outcome opens future ambitions while leaving Earth a continuing home.",
      "source_file": "sources/complete_text_for_typesetting.txt"
    }
  ],
  "realms": [
    "Overworld",
    "Shallows",
    "Deepwilds",
    "Underreach",
    "Abyss",
    "Mantle",
    "Core"
  ],
  "working_envelope": {
    "levels": 672,
    "min_y": -352,
    "max_y": 319,
    "authority": "Edition 06 P00 source reconciliation; realm cards do not define numerical bands"
  },
  "creative_records_are_registered_biomes": false,
  "section_ids": [
    "C06-P01-01",
    "C06-P01-02",
    "C06-P01-03",
    "C06-P01-04",
    "C06-P01-05"
  ],
  "recovery_note": "Regional expansions reconstructed after workspace loss against all 35 preserved atlas paragraphs and retained Edition06 rules; original approved atlas text retained verbatim per record."
}
