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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
PhaseDaysLow water (min)Storm oddsDeepest gallery open
Spring low3405%Third gallery
Waxing42612%Second gallery
Neap31425%Entrance halls
Waning42415%Second gallery
Cycle1425.914%

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