wharf
0.1.2the harbor, and the place the hull law keeps its promise

the pier kit. pilings that drive themselves to the seabed — place one over the sea and it hammers down column by column, each block paid for from the stack in your hand, the drive stopping honestly when the hand runs dry. one gesture, one pier leg. deck planking that holds itself up the scaffolding way: grounded beside a piling, carried out to six panels, and if the run is cut off from its piling it unravels panel by panel — a collapse, not a blink. build the legs first and the planking follows, which is how real piers go up.
a bollard with an iron cleat and no code for mooring at all: vanilla's lead knots survive on anything in the fences tag, and boats are leashable now, so the bollard joins that tag as data and a lead does the tying. a slipway of greased timbers that eases a launch home. and the drydock cradle, iron-banded, standing ready either side of a berth.
the hull law says a beaten ship is repairable at anchor; the cradle is the at. wharf's side of the seam is built and waiting — a hull bracketed by cradles lies in a drydock, and the timber for the mend is drawn from any bin touching them — for the day keel's hulls can be hurt. vanilla textures throughout: no new pixels anywhere, just spruce and iron in new shapes.




