The first playable proof contains one Vault and its Hold, one active workshop site belonging to an identity with one civic home and seal, one seeded institution operating under a founding distribution policy, one dungeon core, one extracted material family, one contract form, one expedition party, one useful processing chain, and persistent expedition history.

The slice is complete only when:

  1. a mage performs a useful action manually;
  2. the workshop turns that practice into a repeatable rune and a bounded automation;
  3. a material need produces a provenance-bearing contract;
  4. a DELVE player equips gear, manages limited carried inventory, optionally restores one of five saved loadouts, resolves or accepts visible gaps, and departs into the current dungeon state;
  5. the dungeon responds to the actual methods used;
  6. the party returns with material, evidence, injury, loss, or some combination;
  7. the outcome changes workshop decisions and the next expedition;
  8. the recorded departure equipment matches the visible slots and carried inventory, and the history remains after the game client reconnects and the world host restarts;
  9. the workshop can pass through 36-hour dormancy and reactivate its site without losing identity, relationships, local custody, or receipted history;
  10. the state model can admit a second Hold-local site under the same identity without cloning its seal, facilities, inventory, or production capacity.

One institutional contract proves that the seeded founding arrangement can support DELVE without a workshop manager online. One public need keeps HOLD meaningful without requiring a delver to accept a personal order immediately. These are starting fixtures, not permanent promises after players alter policy. The slice does not need a broad item catalogue, global war, or complete combat metagame. It needs one honest return stroke.

Its dungeon projection is generated authoritatively by the world host from the committed dungeon state and a CultMath seed. CultGeometry extracts the neutral isosurface mesh. Reconnect and restart reproduce the same committed projection unless canonical dungeon inputs advance.