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Work Order Board

The board is the primary interface between players and the game economy. Every NPC commission, player-funded contract, and guild standing bounty appears on a board. The board is not decorative — it is the settlement-tick-driven allocation system that connects player action to town supply, village events, and Hall rank progression.


Board Types

Board Location Managed By Content
Adventurers Hall Main Board Trevalkaan — Hall front Board Clerk Lowenax All ranks, all order types for the Adventurers Hall
Crafters Hall Main Board Trevalkaan — Hall counter Hall Clerk Enkhanwen All disciplines, all commission types
Village Branch Board Each village — branch office Branch Warden or branch clerk F–C rank orders tied to that village's economy
Player Contract Board Trevalkaan — River Market district No NPC manager Player job postings, standing bounties, survey requests

Village branch boards sync to the Trevalkaan main boards at each daily settlement tick. Rank advancement completed at a village branch registers in the main Hall record at the next sync.


Order States

Every order moves through a defined state sequence. The system enforces transitions; players cannot skip states.

State Description
Available Visible on the board, claimable by any eligible character
Claimed A character has accepted the order; removed from the available list
In Progress Active — the character is working the order
Submitted Character has submitted proof of completion; awaiting verification
Verified Proof accepted; reward queued
Completed Coin transferred and rank credit logged. Entered in character's Hall record.
Expired Time limit elapsed without completion. Order returns to Available or is retired.
Disputed Proof rejected or conduct issue flagged. Review period open.

Claiming an Order

To claim an order, a character must:

  1. Meet the minimum rank listed on the order (F through S, or unranked for open orders)
  2. Be registered with the relevant Hall (Adventurers or Crafters)
  3. Not already hold a conflicting active claim (some order types lock out parallel claims)

Single-claim orders (standard routine, knowledge tasks, solo bounties) are removed from the board the moment one character claims them. If the character abandons the order, it returns to Available after a cooldown (typically 1 real day).

Multi-player orders (Relief Force expeditions, joint commissions, village emergency orders) allow multiple claimants. Each must separately accept; the order remains visible until the participation window closes or minimum headcount is met. All participants share a unified proof window.


Proof of Completion

Proof is order-type-specific. The system validates proof server-side at submission.

Order Type Proof Required
Gather / harvest Item quantity in inventory matching the order spec at submission time
Hunt / cull Creature token(s) acquired during expedition matching target type and count
Delivery Cargo item delivered to the specified NPC within the time window
Escort Escorted entity reached destination without abandonment or critical failure
Patrol Waypoints logged along the route within the time window
Craft commission Item produced meeting quality spec, submitted to the Hall counter
Knowledge task Correct selection submitted (appraisal grade, botanical catalogue, investigation finding)
Survey Map data logged for specified zone, above minimum coverage threshold

The system distinguishes failure modes:

  • Honest fail — order expired, wrong item, missed waypoint. Order returns to Available; no conduct mark.
  • Conduct violation — false proof submission, intentionally vacated a multi-player slot after others committed, contraband misjudgment. Generates a conduct mark.

Urgency Tiers

Urgency tier affects pay rate, time window, and board sort order. It is set by the settlement tick based on current reserve band and active event state.

Tier Label Pay Modifier Time Window When It Triggers
1 Routine 1.0× 7 days Standard NPC demand; no active event
2 Priority 1.3× 3 days Elevated demand; supply trending down
3 Urgent 1.6× 24 hours Active village or town event; band at Scarce or Strained
4 Emergency 2.0× 8 hours Band at Critical, Threatened, or Failing

Pay modifier applies to the base rate. A Routine order worth 50 coin becomes 100 coin at Emergency. The time window is real-time. A character who commits to an Emergency order must complete and submit proof within 8 real hours or the order expires and returns to Emergency status for the next claimant.

Board Countdown Display

Urgency tier and time remaining are both shown on the board card, not hidden behind a tooltip.

Tier Time display Visual treatment
Routine Expiry date ("Thu") --text-muted color, no urgency indicator
Priority Countdown in hours: "2d 14h" --text-secondary color
Urgent Countdown: "18h 22m" --amber-bright text, amber --border-default on card
Emergency Countdown: "4h 09m" --red-bright text, red border; danger-flash animation when under 1 hour

Timer uses font-variant-numeric: tabular-nums. Updates client-side every 60 seconds; no server round-trip required.


Expiration

  • Routine and Priority orders that expire return to Available at the same urgency tier, unless the underlying condition has changed.
  • Urgent and Emergency orders that expire either escalate (the condition worsens and a new harder order replaces it) or are retired if the triggering event resolved before completion.

Disputes and Conduct Marks

A character may dispute a rejected proof submission once per order. The dispute is reviewed by the board system (automated, server-side rule check) within one settlement tick.

  • If the dispute is upheld: the order re-opens as Claimed for that character; no mark.
  • If the dispute is denied: a conduct mark is added to the Hall record.

Conduct mark effects:

Mark Count (rolling 30-day window) Effect
1–2 marks Civic Standing −5 per mark (see reputation-and-standing.md)
3 marks in one week Priority and Urgent orders locked for 48 real hours
5 marks in one week Review flag visible to Guildmaster Bathrael; potential board suspension (Emergency only, no rank advancement) for 7 real days

Conduct marks expire from the active count after 30 real days but remain in the Hall record permanently.


Board Filtering

Characters can filter the board by:

  • Rank band — show only orders at or below current rank
  • Order type — gather, hunt, delivery, craft, knowledge, survey, escort, patrol
  • Urgency tier — e.g., show only Urgent and Emergency
  • Village source — show only orders from a specific village branch
  • Discipline (Crafters Hall only) — filter by Forging, Alchemy, Weaving, etc.

The default view shows all claimable orders sorted by urgency descending, then by expiry time ascending.


NPC Orders vs Player Orders

Both appear on the same board. The only visual distinction is a small tag on player-funded orders ("Player-funded" or the player's posted title). Mechanically they are identical — same proof system, same expiry rules, same conduct tracking.

NPC orders are generated by the settlement tick based on supply demand, active events, and NPC state. They refill automatically as conditions persist.

Player orders require active escrow funding at posting time and expire on the posted window without renewal.


Order Generation by Settlement Tick

The settlement tick is the authoritative source for all NPC order generation. In order:

  1. Supply and security band values are recalculated for each village and for Trevalkaan
  2. Active events are checked for resolution or escalation
  3. Boards are updated: expired orders removed, new orders generated at the urgency tier matching current band values
  4. Board Clerk Lowenax (Trevalkaan) and each Branch Warden (villages) receive the updated order set
  5. Players viewing the board see the new state

Orders generated at Emergency tier during a tick remain for the full 8-hour window regardless of what happens to band values mid-window. They do not drop urgency mid-order.


  • guild-rank-system.md — Rank eligibility rules for claiming orders
  • reputation-and-standing.md — Conduct marks, Civic Standing, Village Standing earn via orders
  • social-trade-and-governance.md — Standing Bounties (player-funded orders)
  • town-simulation-and-supply.md — Settlement tick, reserve bands, order generation triggers
  • villages.md — Village branch boards, sync rules, village event orders