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.