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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, or wilderness) that overrides the speed modifier when infrastructure is present
  • A knowledge state per player (unknownrumoredtraversedexploredcharted / stale)
  • A hidden content layer (resources, creatures, treasures) that is only revealed on explored state

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).