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Diagrams

Visual reference for world geography, system relationships, and documentation structure.


World Geography

Villages and march ring sites relative to Trevalkaan. Solid lines are Named Roads; dashed lines are Trails (slower, no board condition tracking). Travel times are on-foot under Clear road conditions.

graph TB
    subgraph N ["North"]
        RU["⛏️ Rumiarr<br/>16 km · Mining"]
    end
    subgraph NW ["Northwest"]
        ME["🌿 Metsadu<br/>14 km · Herbalism"]
    end
    subgraph NE ["Northeast"]
        CO["🪵 Coedwair<br/>18 km · Logging"]
    end

    HUB(["🏙️ Trevalkaan"])

    subgraph W ["West"]
        PO["⚓ Polheen<br/>13 km · River Crossing"]
    end
    subgraph E ["East"]
        AR["🎣 Arujoki<br/>12 km · Fishing"]
    end
    subgraph S ["South"]
        TA["🌾 Talmaes<br/>15 km · Farming"]
    end

    subgraph MARCH ["March Ring Sites"]
        QB["The Quarry<br/>14–18 km N"]
        NRR["North Road Relay<br/>23–27 km N"]
        EB["East Briar Thicket<br/>7–9 km E"]
        MC["Millford Crossing<br/>12–16 km SW"]
    end

    %% Named Roads (solid)
    RU --- |"Northern Escarpment Rd · 4h 34m"| HUB
    CO --- |"Logging Road NE · 5h 9m"| HUB
    PO --- |"Western Ford Rd · 3h 43m"| HUB
    AR --- |"River Road · 3h 26m"| HUB
    TA --- |"Southern Farm Rd · 4h 17m"| HUB

    %% Trail (dashed)
    ME -.- |"Thicket Trail · 4h"| HUB

    %% Inter-village trails
    AR -.- |"~12 km trail"| CO
    PO -.- |"~9 km trail"| ME
    RU -.- |"~11 km trail"| CO
    AR -.- |"~24 km bank track"| PO
    TA -.- |"~18 km track"| PO

    %% March ring site connections
    RU --- QB
    QB -.- NRR
    HUB -.- EB
    PO -.- MC

System Relationships

How the core game systems connect. The daily settlement tick is the central driver; everything else responds to it.

flowchart TD
    TICK(["⚙️ Settlement Tick\n—daily—"])

    TICK --> SUPPLY["Supply & Security\nBand Recalculation"]
    TICK --> EVENTS["Event Generation\n& Escalation"]
    TICK --> BSYNC["Board Sync\nVillage → Trevalkaan"]

    SUPPLY --> URG["Order Urgency Tier\nRoutine 1.0× → Emergency 2.0×"]
    SUPPLY --> ROAD["Road Condition\nClear / Disrupted / Blocked"]

    EVENTS --> ORDERS
    URG --> ORDERS["Board Order Generation\nwork-order-board.md"]
    BSYNC --> ORDERS

    ROAD --> TRAVEL["Travel Speed\n& Expedition Duration"]
    ROAD --> PATROL["Escort & Patrol Orders\ngenerated on Disrupted"]

    ORDERS --> CLAIM["Player Claims Order"]
    CLAIM --> PROOF["Proof Submission"]

    PROOF -->|"Pass"| REWARD["Coin + Rank Credit"]
    PROOF -->|"Conduct violation"| CMARK["Conduct Mark\n−5 Civic Standing"]

    REWARD --> RANK["Hall Rank Advance\nguild-rank-system.md"]
    REWARD --> VSTND["Village Standing\n+1–3 per order\nreputation-and-standing.md"]

    RANK --> CIVIC["Trevalkaan Civic Standing\n+10 per rank advance"]

    VSTND --> VUNLOCK["Village Unlocks\nDiscounts · Exclusive items\nAdvance event notice"]
    CIVIC --> CUNLOCK["Civic Unlocks\nPost bounties · Advisory seat\nCivic project sponsorship"]

    VSTND -.->|"Honored tier"| BOUNTY["Standing Bounty\nsocial-trade-and-governance.md"]
    CIVIC -.->|"Contributor tier"| BOUNTY
    BOUNTY --> ORDERS

    PATROL -.->|"Completed patrol\nresets road to Clear"| ROAD

    classDef tick fill:#4a4,color:#fff,stroke:#333
    classDef system fill:#446,color:#fff,stroke:#333
    classDef player fill:#664,color:#fff,stroke:#333
    classDef unlock fill:#244,color:#fff,stroke:#333
    class TICK tick
    class SUPPLY,EVENTS,BSYNC,ORDERS,ROAD,URG system
    class CLAIM,PROOF,REWARD,RANK,CMARK player
    class VSTND,CIVIC,VUNLOCK,CUNLOCK,BOUNTY,PATROL,TRAVEL unlock

Documentation Structure

All pages in the Planning Set, grouped by section.

graph TD
    ROOT["📚 Aelghar Design Docs"]

    ROOT --> VIS["Vision"]
    ROOT --> WORLD["World"]
    ROOT --> SYS["Systems"]

    VIS --> GP["Game Pillars"]
    VIS --> APS["Active Play & Session Shape"]

    WORLD --> WS["World Structure"]
    WORLD --> RE["Regions"]
    WORLD --> VI["Villages"]
    WORLD --> CO["Character Origins"]
    WORLD --> DG["Diagrams ← you are here"]

    SYS --> SOC["Social"]
    SYS --> GU["Guilds"]
    SYS --> WOB["Work Order Board"]
    SYS --> WST["World State"]

    SOC --> STG["Social, Trade & Governance"]
    SOC --> GCT["Guilds, Clans & Town Control"]
    SOC --> RS["Reputation & Standing"]
    SOC --> SF["Supporting Features"]

    GU --> GRS["Guild Rank System"]
    GU --> AH["Adventurers Hall"]
    GU --> CH["Crafters Hall"]

    WST --> TS["Town Simulation & Supply"]
    WST --> DE["Dynamic Events & World State"]

    classDef current fill:#446,color:#fff,stroke:#333
    class DG current