📘 Blue Trade Organization Public Record
Document Title:Sea of Fragments and the System of Reciters and Players – Part 2
Filed by: [Blue Archivist]
Clearance Level: Public – Available to all Story System Users
Document Type: Informational
⚠️ The Sea of Fragments – A Treacherous Place
The Sea of Fragments, while the cornerstone of the Story World, is not easily accessible. It is wild, unstable, and highly dangerous, filled with unregistered Fragments, time disruptions, and story loops.
Only those ranked A and above are permitted (or capable) of navigating it freely and mostly safely.
All others reach it through a safer, organized means:
Transportation services (ships, buses, skyliners) for a fee.
Destination: The Golden Space.
✨ The Golden Space – Gateway of Stories
A colossal floating platform of shimmering gold, suspended in the void of space at the edge of the Sea of Fragments.
Key Facts:
First recorded existence: Hundreds of thousands of years ago.
Owner/Controller: None — its origin remains a mystery.
Purpose: A hub of portals, each linked to registered Reciters' Fragments.
Reciter Requirements:
Must register their Fragment to connect to the Golden Space.
Must pay a registration fee — amount varies depending on Fragment Rank and expected traffic.
Players can only access registered Fragments via these portals.
🧭 Story Guides – Fragment Navigators
Story Guides are experienced Players who have played through a Fragment's story thoroughly and now serve as navigators or coaches.
Imagine a pro gamer guiding a new player through a complex game — this comparison comes directly from external-world Readers.
Role:
Escort Players through difficult story paths.
Suggest hidden routes, secret endings, efficient builds, and optimal Reader engagement moments.
Paid per session or story arc.
Highly recommended for first-time Players in high-rank Fragments.
☠️ Death & Exit in Fragments
A core distinction exists between entering a Fragment's world and playing its storyline:
➤ Storyline Mode (Virtual):
Death is not real.
If you die:
You exit the story automatically.
You keep memories and gained knowledge, but not powers (unless explicitly rewarded).
You can also exit by:
Completing the story.
Requesting exit — most Reciters allow it for flexibility and reputation.
➤ World Mode (Physical):
Death is real.
You are physically present.
Exit options:
Ask for permission (again, shows respect).
Break through barriers yourself (only high Rankers can do this — it's seen as arrogant or hostile).
⏳ Time, Life, and Story Recitation
In the Story World, time behaves strangely:
Even a Rank F Story Owner may live hundreds of years.
A single storyline may take a Player months, decades, or even lifetimes to play out.
However, when Reciters narrate these stories, they can condense the experience into minutes or hours.
Recitation skips filler time — e.g., "The rest of the day passed uneventfully." But inside the Fragment, the Player must live that uneventful day fully.
This temporal dissonance is accepted as standard by all Story System users.
🧠 Saving Progress – A Reader-Term Mechanic
Another concept provided by external Readers is "saving your progress."
Save Points:
Available in most Fragment Storylines.
Allow Players to return later and resume the story from where they left off.
Requires an extra fee, based on Fragment Rank and story popularity.
Save points are stored securely via the Story System's central records.
🔀 Deviation & Reciter Control
Changing a Fragment's story path can be thrilling — or disastrous.
Some Reciters encourage deviations — it makes their stories more dynamic and can attract more Readers.
Others enforce strict story paths, fearing that change might lead to Reader backlash or story destabilization.
Altering a storyline is a gamble — will Readers enjoy the new path or hate it?
Consequences:
Unauthorized deviation can result in expulsion from the storyline.
Repeat offenders might be banned from that Fragment entirely.
🧩 Conclusion & Future Notes
The Sea of Fragments, while awe-inspiring, is a highly regulated and story-driven realm where narrative control is key.
Players must navigate not just the dangers of battle and story failure, but the expectations of Reciters and the opinions of Readers watching their every move.