Tile Types Reference¶
Overview¶
The world is a flat-top hex grid where each tile covers approximately 1 km². A flat-top hex at 1 km² area is roughly 1.24 km wide (point-to-point) and 1.07 km tall (flat-to-flat).
Every hex has:
- A terrain type that sets its movement modifier, exploration time, and resource profile
- A movement class (
road,trail, orwilderness) that overrides the speed modifier when infrastructure is present - A knowledge state per player (
unknown→rumored→traversed→explored→charted/stale) - A hidden content layer (resources, creatures, treasures) that is only revealed on
exploredstate
Settlement Tile Types¶
Settlement hexes suppress wild resource and creature spawning. They provide services, crafting stations, and social functions.
City Center (city_center)¶
The hub of Trevalkaan. Market, Adventurers Hall, guild buildings, main work order board, civic administration.
- Movement: full road speed within
- Resources: none (all commerce; no gathering)
- Footprint: 1 hex
City District (city_district)¶
Inner ring surrounding the city center. Crafting quarters, temples, noble residences, barracks, harbor ward, banking district.
- Movement: full road speed
- Resources: none
- Footprint: 6 hexes (first ring around center)
City Outskirts / Slums (city_outskirts)¶
Outer ring. Low-cost housing, roadside inns, stables, workshops, informal markets, smuggler presence, transitional farmland patches.
- Movement: road speed within; slows to wilderness at the true edge
- Resources: trace forageables (weeds, scrap) — no meaningful wild yield
- Footprint: 12 hexes (second ring)
Full Trevalkaan footprint: 19 hexes (~3 km across at 1 km²/hex). The inner 7 hexes (center + 6 districts) are the city proper. The outer 12 outskirt hexes are the informal boundary zone.
Village Center (village_center)¶
Core settlement hex for each of the 6 starting villages. Inn, board, crafters, basic market, branch warden post.
- Footprint: 1 hex per village
Village Outskirts (village_outskirts)¶
Adjacent hexes claimed and maintained by the village. Local farms, community woodlots, mills, livestock fields.
- Footprint: 1–4 hexes depending on village size and type
- No wild creature spawning; resources are owned (harvesting without permission flags theft)
Natural Terrain Tile Types¶
Plains (plains)¶
Open flat land. Farmable candidates, grasslands, open grazing ground.
| Traversal (wilderness) | Exploration Time |
|---|---|
| 0.50× speed — ~24 min/hex | 30 min |
Resource distribution:
| Resource | Density | Notes |
|---|---|---|
| Grass / wild feed | Very high (70–90%) | Animal feed ingredient; always present |
| Root vegetables | Medium (25–40%) | Wild carrot, turnip varieties |
| Wild herbs (common) | Low (10–20%) | Basic alchemy inputs |
| Small game | Medium (30–50%) | Rabbit, pheasant; seasonal and depletable |
| Stone (surface) | Trace (5%) | Occasional surface finds only |
| Timber | None | Open plains have no trees |
Creature presence: Small game animals (rabbits, pheasant); wolves following prey herds at low density; bandits using open terrain for ambush (event-driven, not permanent spawn).
Farmland (farmland)¶
Cultivated hex. Owned by an NPC settlement, a player guild, or a named NPC family. Unsanctioned harvesting triggers a theft conduct flag.
| Traversal (paths between fields) | Exploration Time |
|---|---|
| 0.55× speed — ~22 min/hex | 30 min |
Resource distribution:
| Resource | Density | Notes |
|---|---|---|
| Crops | High — but owned | Requires permission or purchase; theft flag on violation |
| Livestock | Medium — but owned | Same ownership rule |
| Wild herbs (field edge) | Low (10–15%) | Grows at margins |
| Small game | Low (10–15%) | Farming activity suppresses wildlife |
Creature presence: Minimal. Pest events (rats, feral animals) are event-driven spawns, not permanent.
Light Forest (forest_light)¶
Sparse tree coverage. Passable on foot; mild visibility limitation.
| Traversal (wilderness) | Exploration Time |
|---|---|
| 0.40× speed — ~30 min/hex | 45 min |
Resource distribution:
| Resource | Density | Notes |
|---|---|---|
| Timber (softwood) | Medium (40–60%) | Standard construction and fuel wood |
| Firewood | High (60–80%) | From fallen branches; quick gather |
| Berries / wild fruit | Medium (25–40%) | Seasonal |
| Wild herbs (woodland) | Medium-high (35–55%) | Strong representation |
| Mushrooms | Medium (20–35%) | Scattered finds |
| Small game | High (50–70%) | Good hunting ground |
| Larger game (deer, boar) | Medium (25–40%) | Territorial — depletable by overhunting |
| Stone | Trace (5%) | Occasional surface finds |
Creature presence: Deer and boar in territorial groups; wolves and foxes as predators following prey; forest bandits (low density, event-driven).
Dense Forest (forest_dense)¶
Thick canopy and undergrowth. Hard to move through; rich in resources and danger.
| Traversal (wilderness) | Exploration Time |
|---|---|
| 0.30× speed — ~40 min/hex | 60 min |
Resource distribution:
| Resource | Density | Notes |
|---|---|---|
| Timber (hardwood) | High (60–80%) | High-quality construction material |
| Rare timber | Low (10–15%) | Exotic wood for specialty crafting |
| Wild herbs (rare) | High (50–70%) | Dense flora; rarer alchemy variants present |
| Mushrooms (rare) | Medium-high (35–50%) | Unique dense-forest species |
| Large game (bear, large boar) | High (50–70%) | High danger; highly territorial |
| Furs (apex predators) | Medium (30–45%) | From bear, wolf, feline hunts |
| Stone | Low (15–25%) | Occasional outcrops |
| Ore (trace) | Trace (5–8%) | Shallow mineral seams in deep forest bedrock |
Creature presence: Bears, large cats, apex predators at high density; very territorial. Dense forest creatures migrate rarely — overhunting creates dead zones that persist longer before refilling.
Marsh / Wetland (marsh)¶
Saturated ground with reeds, standing water, and difficult footing.
| Traversal (wilderness) | Exploration Time |
|---|---|
| 0.25× speed — ~48 min/hex | 60 min |
Resource distribution:
| Resource | Density | Notes |
|---|---|---|
| Marsh herbs (unique) | High (55–75%) | Exclusive to marsh hexes; unique alchemy inputs not found elsewhere |
| Reeds / fiber | High (60–80%) | Crafting material |
| Peat | Medium (25–40%) | Fuel; slow to harvest |
| Fish / amphibians | High (50–70%) | Freshwater and semi-aquatic catch |
| Bog wood (timber) | Medium (20–35%) | Lower quality; useful for specific crafts |
| Rare marsh materials | Low (8–15%) | Event-driven; bog preservation finds, unique components |
Creature presence: Amphibious creatures (marsh serpents, large amphibians) at moderate density; water predators; bog-dwelling monsters at low density with high danger rating; migratory aquatic species appear seasonally along waterway hexes.
River / Waterway (river)¶
Flowing water. Crossing without a bridge or ford is extremely slow.
| Traversal — no bridge (wilderness cross) | Traversal — bridge or ford (road class) | Exploration Time |
|---|---|---|
| 0.15× speed — ~80 min/hex | Road class applies | 45 min |
Resource distribution:
| Resource | Density | Notes |
|---|---|---|
| Fish | High (60–80%) | Freshwater species; seasonal variation |
| Clay | Medium (30–50%) | Riverbank clay; ceramics and construction |
| Sand / gravel | Medium (25–40%) | Construction aggregate |
| Reeds (riverbank) | Medium (20–35%) | Similar to marsh edge |
| Alluvial ore (trace metals) | Low (10–15%) | Pan-mined from riverbed |
| Freshwater | Abundant | Cooking, alchemy, expedition supply |
Creature presence: Freshwater fish and aquatic animals (non-hostile, resource only); river predators at low density; aquatic monsters as rare dangerous spawns.
Hills (hills)¶
Rolling elevated terrain with exposed rock and mixed vegetation.
| Traversal (wilderness) | Exploration Time |
|---|---|
| 0.35× speed — ~34 min/hex | 45 min |
Resource distribution:
| Resource | Density | Notes |
|---|---|---|
| Stone | High (60–80%) | Construction and crafting stone |
| Ore — base metals (iron, copper) | Medium (30–50%) | Consistent seam presence |
| Wild herbs (hillside) | Medium (25–40%) | Wind-exposed species; some unique varieties |
| Timber (scrub) | Low (10–20%) | Sparse hillside trees; lower quality |
| Small game | Medium (25–40%) | Rabbits, pheasant on hillside |
| Larger game (mountain goat, hill stag) | Low-medium (20–30%) | Good trophy hunting |
Creature presence: Mountain goats and hill deer in territorial grazing groups; wolves following herds; goblin camps common (highly territorial, defend ore deposits); cave-dwelling creatures near rocky outcrops (event-driven).
Rocky Hills (hills_rocky)¶
Rough, outcrop-heavy terrain. Harder to traverse than standard hills; richer in ore and stone.
| Traversal (wilderness) | Exploration Time |
|---|---|
| 0.28× speed — ~43 min/hex | 60 min |
Resource distribution:
| Resource | Density | Notes |
|---|---|---|
| Stone (high quality) | Very high (75–90%) | Dense outcrop; premium construction stone |
| Ore — base metals | Medium-high (40–60%) | Better seam quality than standard hills |
| Rare minerals | Low (10–15%) | Uncommon crafting inputs |
| Wild herbs (cliff face) | Low (8–12%) | Specialized rock-face plants |
| Timber | Trace (3–5%) | Almost none |
Creature presence: Goblin camps very common (treat outcrops as home territory and guard ore; territorial); large territorial predators at moderate density; flying creatures nesting on high outcrops.
Mountain (mountain)¶
High elevation, harsh exposure. Very slow to traverse. Best ore yield in the launch region.
| Traversal (wilderness) | Exploration Time |
|---|---|
| 0.20× speed — ~60 min/hex | 90 min |
Resource distribution:
| Resource | Density | Notes |
|---|---|---|
| Stone (high quality) | Very high (75–90%) | |
| Ore — base metals | Medium-high (40–60%) | |
| Ore — rare metals (silver, deep iron) | Medium (25–40%) | Better rare ore than hills |
| Gems / crystals | Trace (3–6%) | Very rare; high value |
| Mountain herbs | Low (8–15%) | Altitude-specific; unique alchemy uses |
| Timber | Low (10–20%) | Stunted growth; poor quality |
Creature presence: Mountain predators (large cats, bears) at low density but very high danger; flying creatures (rocs, wyvern-class) extremely rare but lethal; general encounter danger rating is the highest in the launch region.
Mountain Peak (mountain_peak)¶
Extreme altitude. Near-impassable without specific skills and cold-weather gear.
| Traversal (wilderness) | Exploration Time |
|---|---|
| 0.10× speed — ~120 min/hex | 120+ min |
Resource distribution:
| Resource | Density | Notes |
|---|---|---|
| Rare ore | Low (8–12%) | Extreme rarity, extreme value |
| Gems / crystals | Trace (2–4%) | |
| Everything else | None |
Creature presence: Encounter danger at maximum. Extremely rare spawns; combat is near-certain death without elite gear and party composition.
Water Tile Types¶
Water tiles carry a water_coverage value of 1.0 (the hex is entirely water). Land tiles that a river or lake partially crosses carry a fractional water_coverage based on the water body's width at that point.
Ocean (ocean)¶
Open salt water. Impassable without a vessel.
| water_coverage | Movement | Resources |
|---|---|---|
| 1.0 | Vessel-only | None at launch (future maritime content) |
No creature spawning, no resource nodes, no fog states apply (ocean tiles are always visible from shore).
Lake — Deep (lake_deep)¶
Interior of a freshwater lake. Open water, significant depth, no crossing on foot.
| water_coverage | Movement | Resources |
|---|---|---|
| 1.0 | Vessel or swimming (0.05× — effectively impassable) | Fish: high (50–75%); rare deep-water fauna |
Visible as a blue hex on an explored map. Resource nodes are skill-gated under Fishing (see Skill-Gated Resource Information).
Lake — Shore (lake_shore)¶
The transition hex where a lake's edge meets land. Shallow water, reeds, muddy banks.
| water_coverage | Movement | Resources |
|---|---|---|
| 0.40–0.70 | Wilderness, mud-slowed (0.25×) | Fish: medium; Reeds/herbs: medium-high; Clay: medium |
River Channel (river_channel)¶
A hex where the river is wide enough to be the dominant terrain feature. Crossing without a bridge costs the full ford penalty.
| water_coverage | Movement | Resources |
|---|---|---|
| 0.50–0.80 | Bank travel: wilderness of surrounding terrain; Ford crossing: 0.15× | Fish: medium-high; Alluvial ore: trace; River clay: low |
River Crossing (partial — land tile)¶
A standard land tile that a river passes through but does not dominate. The tile retains its base terrain type; the river is a terrain feature within it.
| water_coverage | Movement | Resources added by river |
|---|---|---|
| 0.10–0.45 (narrow stream to wide arm) | Base wilderness terrain speed; ford adds time if crossing is needed | Fish: low-medium; Alluvial ore: trace |
River width and water_coverage — River Maren: The River Maren is a substantial mainland-fed river descending out of the Northwall Range and crossing the Frontier Marches on a broken east-to-west course. water_coverage on hexes it crosses ranges from 0.20–0.35 in its narrow upland reach to 0.45–0.60 through Arujoki's lower reed-bend and the broader city reach, then falls back toward 0.20–0.30 where the western shelf spreads shallow before the karst sink. The city of Trevalkaan is bisected by the river; the city hexes it runs through have water_coverage ~0.35–0.45. Key landmarks along its surface course include Arujoki village (12 km east-southeast of the city, on the lower bend) and Polheen village (13 km west-northwest, at the last reliable ford before the river disappears underground).
Movement Speed Reference¶
Base speed for a healthy unencumbered adult on flat road terrain is 5 km/h. All modifiers multiply against this base.
Speed Modifiers (multiplicative)¶
| Factor | Modifier | Resulting Speed | Notes |
|---|---|---|---|
| Base — unencumbered, flat road | 1.00× | 5.0 km/h | Reference |
| Expedition pack (loaded) | 0.70× | 3.5 km/h | Standard loaded travel |
| Light armor only | 0.92× | 4.6 km/h | Minor restriction |
| Medium armor | 0.82× | 4.1 km/h | Significant restriction |
| Heavy armor | 0.70× | 3.5 km/h | Stacks with pack penalty |
| Expedition pack + heavy armor | 0.70 × 0.70 = 0.49× | 2.45 km/h | Heavily burdened |
| Encumbrance — overloaded (>10% over cap) | −0.10× per 10% | — | Additional penalty on top of pack/armor |
| Athletics / Speed skill | +0.05× per rank | — | Partially offsets load penalties |
| Route familiarity (cartographer map) | +0.08× on mapped hexes | — | Road and trail hexes only |
When multiple modifiers apply, multiply them together:
effective_speed_kmh = 5 × pack_mod × armor_mod × skill_mod × familiarity_mod
traversal_minutes = 60 ÷ effective_speed_kmh
Traversal Time Per Hex at Base Speed (unencumbered, no armor)¶
| Terrain / Movement Class | Speed Modifier | Effective Speed | Traversal Time |
|---|---|---|---|
| Road hex | 1.00× | 5.0 km/h | ~12 min |
| Trail hex | 0.70× | 3.5 km/h | ~17 min |
| Plains wilderness | 0.50× | 2.5 km/h | ~24 min |
| Farmland (paths) | 0.55× | 2.75 km/h | ~22 min |
| Light forest wilderness | 0.40× | 2.0 km/h | ~30 min |
| Hills wilderness | 0.35× | 1.75 km/h | ~34 min |
| Dense forest wilderness | 0.30× | 1.5 km/h | ~40 min |
| Rocky hills wilderness | 0.28× | 1.4 km/h | ~43 min |
| Marsh wilderness | 0.25× | 1.25 km/h | ~48 min |
| Mountain wilderness | 0.20× | 1.0 km/h | ~60 min |
| River crossing (no bridge) | 0.15× | 0.75 km/h | ~80 min |
| Mountain peak wilderness | 0.10× | 0.5 km/h | ~120 min |
Road and trail movement class override the wilderness modifier for that hex — a road through a dense forest hex travels at road speed (5.0 km/h), not forest wilderness speed, because the road clears a maintained path.
Resource Depletion System¶
Every resource node in a hex has a stock pool (0–100%). Harvesting draws from the stock. Stock regenerates at a natural rate between settlement ticks.
Stock Thresholds¶
How much depletion detail a player sees depends on their relevant skill level — see Skill-Gated Resource Information below.
| Stock Level | State | Visible at Apprentice+ |
|---|---|---|
| 76–100% | Abundant | Normal resource icon |
| 41–75% | Normal | Normal resource icon |
| 21–40% | Sparse | Icon dimmed; "sparse" label |
| 1–20% | Depleted | Warning indicator; reduced yield |
| 0% | Exhausted | Grayed icon; no yield |
Base Regeneration Rates per Settlement Tick¶
| Resource Type | Regen Rate | Notes |
|---|---|---|
| Wild herbs / forageables | 15–25% | Regrows quickly |
| Berries / seasonal fruits | 20–30% | Fast seasonal regrowth |
| Small game | 10–20% | Depends on territory health |
| Fish | 15–25% | Freshwater population rebounds |
| Timber (cut trees) | 5–10% | Slow; trees take time to grow |
| Stone (surface outcrop) | 1–3% | Very slow natural weathering and fracture exposure |
| Ore (metal seams) | 0.5–1.5% | Extremely slow; geological pressure re-exposes seams over many ticks |
Stone and ore regenerate, but at geological pace — meaningfully slower than any biological resource. A fully exhausted ore seam at the lowest regen rate (0.5%/tick) takes 200 ticks to fully recover. Players should expect a working deposit to last the lifetime of a settlement phase unless heavily pressured by multiple groups.
Pressure Rating¶
If a node is harvested 5 or more times within 3 ticks, it gains a pressure flag:
- Regeneration rate halved
- Yield per harvest reduced by 25%
- Warning flag shown on the player's explored hex marker — only visible at Apprentice rank or higher in the relevant skill
Pressure recovers after 3 ticks without harvesting.
Skill-Gated Resource Information¶
How much detail a player sees about a resource node or creature territory scales with their relevant skill (Foraging, Mining, Hunting, Fishing, etc.). The resource itself is visible as soon as the hex reaches explored state — but the depth of information about its health is gated on skill.
| Skill Rank | What You See |
|---|---|
| Untrained | Node icon and type only. You know the resource is present; you cannot tell if it has been worked or depleted at all. |
| Novice | Broad health signal: an unlabeled "low" indicator appears when stock is at 40% or below. No finer detail. |
| Apprentice | Full 5-tier state label (Abundant / Normal / Sparse / Depleted / Exhausted). Pressure warning flag visible. |
| Journeyman | Approximate stock percentage (±15% accuracy). Pressure severity (mild / heavy). Dead zone warnings on creature territory hexes. |
| Expert | Precise stock % and estimated ticks to recovery at current regen rate. Creature migration window timing. |
| Master | Everything above, plus yield-per-harvest projection, multi-hex pressure spread warnings, and a flag if a cartography record's resource data has gone stale. |
Two players at different skill ranks see different amounts of information about the same hex. An untrained laborer sees "stone deposit here"; a Master Miner sees the node at 34% stock, under light pressure, recovering to Abundant in approximately 18 ticks at current regen rate.
Skill rank used is the most relevant single skill for the resource type:
| Resource Category | Governing Skill |
|---|---|
| Wild herbs, mushrooms, forageables | Foraging |
| Timber | Lumbering |
| Stone, ore, gemstones | Mining |
| Small game, large game, fur | Hunting |
| Fish, shellfish, river resources | Fishing |
Creature Territories and Migration¶
Territorial Creatures¶
Territory health information is skill-gated under Hunting (see Skill-Gated Resource Information). An untrained player who has explored a hex will see creature icons but will not see vacant territory markers, dead zone warnings, or group health estimates — those require Journeyman Hunting or higher.
Each territorial creature group (pack, family, nest) claims a home territory of 1–3 hexes.
- Only one group of a given species can claim a territory in the same hex
- Killing a group clears the territory and marks those hexes as
vacant - Neighboring groups may expand into a vacant territory after 2–4 ticks
- If no neighbors are close enough, the territory stays vacant — creating genuine dead zones from sustained overhunting
- Vacant territory hexes show a depleted icon on an up-to-date explored map
Dead Zones¶
Sustained overhunting that clears territories faster than migration can refill them creates a dead zone — a cluster of hexes with zero creature presence for multiple ticks. Dead zones:
- Are visible on a fresh explored map (empty creature icon, explicit warning marker)
- Suppress combat board orders in that area (no valid targets for hunting contracts)
- Recover in 5–10 ticks before a new group settles
Migratory Creatures¶
Some species follow seasonal or event-driven migration paths rather than holding fixed territories:
- Migration routes are fixed hex sequences that repeat on a game calendar schedule
- During migration windows, these creatures appear along their route in large numbers
- Outside migration windows, the route hexes have no presence of that species
- Migration timing is discoverable through high-quality Cartography records or NPC lore
Selling accurate, timestamped migration route maps is one of the higher-value cartography trade goods.
Cartographer Speed Bonus¶
When a Cartography professional records a route into a tradable map item, they embed survey waypoints from their own exploration data — rest spots, safe crossings, confirmed ford locations, and hidden shortcuts.
A player who purchases and carries that map item gains a route familiarity bonus on the hexes covered:
| Hex Class | Familiarity Speed Bonus |
|---|---|
| Road hex (included in map) | +8% effective speed |
| Trail hex (included in map) | +8% effective speed |
| Wilderness hex (included in map) | +5% effective speed |
Conditions:
- Applies only while the player carries the map item
- Applies only to hexes the map covers
- Lapses if the map item reaches stale status (freshness expires)
- Re-buying a freshly verified map restores the bonus
This makes accurate, fresh maps a durable trade good: buyers pay for both the fog-clearing knowledge (one-time) and the ongoing travel efficiency (recurring value while held).