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World Structure

Geographic Model

Use a layered structure:

  • Continent: one major landmass at launch.
  • Region: large biome-driven territory with culture, climate, monsters, and trade identity.
  • Area: sub-region containing routes, fields, ruins, caves, and settlements.
  • Site: exact mission or gathering location.

This supports exploration, regional markets, and knowledge accumulation without needing a fully simulated open world.

Starting World Principles

  • Regions should feel meaningfully different in resources, hazards, and monsters.
  • Travel time between regions should matter economically.
  • Not every town should produce the same goods.
  • Local monster knowledge should be easier to build where the character lives.

Spawn Logic

Characters should begin in a homeland region selected during creation. The origin choice should influence:

  • starting town
  • beginner contacts
  • climate affinity
  • starting codex knowledge
  • starter recipes or supplies

Suggested Starting Regions

  • Frontier Marches: temperate borderlands, farms, goblins, wolves, ruins.
  • Frost Tundra: cold settlements, fur trade, undead barrows, ice beasts.
  • Sunscar Desert: caravans, oases, tomb delves, dust predators.
  • Storm Coast: fishing ports, cliffs, elementals, raiders, sea-caves.
  • Ashwood Wilds: deep forests, fae borders, herbs, beasts, cursed groves.

Biome Effects

Climate should influence food and water consumption, route risk, disease chance, gear demand, and expedition planning.