Mood and Atmosphere

Series: raising-an-island · Part 3

Realm presentation begins in archipelago.toml:

[realm.identity]
glyph = "⌂"
mood = "tense"

[realm.narrator]
register = "weather-and-distance"
adjectives = ["rain", "fog", "salt", "lamplight", "silence"]

[realm.senses]
air = ["rain", "fog", "salt", "lamplight", "silence"]

The glyph and prompt belong to the TUI identity. Mood, register, adjectives, and air are inputs to narration and sense composition where callers supply them. The engine does not yet rewrite every room description by season, clock, or mood.

Ambient line bank

Ambient narration follows a bounded degradation path:

  1. serve an approved cached line;
  2. on a miss, enqueue generation and serve authored fallback;
  3. if the operator envelope is empty, try the player-funded atmosphere pool;
  4. if both are empty, serve fallback or silence.

No player command waits on a model call.

watch> ambient generate room:winding-stair/landing
watch> ambient review
watch> ambient stats
watch> llm status

Players can inspect and fund the pool when the local ledger has a balance:

> /balance
> /tip atmosphere 5
> /tip status
> /config atmosphere rich

Rich preference increases the intended ambient tick frequency and prefers pool funding. The connection currently stores that preference only for the session.

Weather derived from federation health, automatic seasons, runtime mood commands, and narrator injection across every NPC prompt remain partial or planned. Author the room’s baseline prose so atmosphere survives without them.