A say-box under the chronicle sends table talk to the room; messages
land in the event log itself, styled as parchment asides — banter
between the battle lines, the way it happens at a real table. Talk is
seat-authenticated, stripped and capped at 300 chars, rate-limited by
the existing bucket, persisted as chat lines in the room file (the
game replay ignores them; the room keeps its last 500), and replayed
to anyone joining. Async games get unread badges in the lobby ledger
(💬3), cleared by watching the table, and catch-up replays speak the
lines at the step where they were said. Public to the whole room, no
whispers — and no chat in hotseat, where the table talks for itself.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>