SaltmarrowReading edition
The tide calendar
The flats run on a 14-day tide calendar. Players learn it the way harvesters do: by the moon, by the horn and by the colour of the water.
About 1 min read2 sections1 table
- Milestone
- Alpha
- Track
- Design
- Era
- The salt years
- In-world year
- 0 YD
- Until year
- 212 YD
Tide windows
Tide windows
| Phase | Days | Low water (min) | Storm odds | Deepest gallery open |
|---|---|---|---|---|
| Spring low | 3 | 40 | 5% | Third gallery |
| Waxing | 4 | 26 | 12% | Second gallery |
| Neap | 3 | 14 | 25% | Entrance halls |
| Waning | 4 | 24 | 15% | Second gallery |
| Cycle | 14 | 25.9 | 14% |
Spring tides are generous and rare: three days in fourteen. Neap tides are short and stormy, which is exactly when the deepest crystals wash into the entrance halls. The calendar is the same for every crew, so crews plan together across sessions, even when half of them are asleep.
The horn
Two minutes before the turn, the lighthouse horn sounds (once the horn is restored; before that, the village bell). The sea then advances at 2.4 metres a second, faster than a loaded sledge. See Tide clock and storms.
NODARYEnd of document