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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

  • Launch should center on Trevalkaan with surrounding roads, farms, ruins, and wild sites.
  • The first playable footprint should sit inside one surrounding region so travel, economy, and event pressure stay readable.
  • Travel time beyond the city outskirts should still matter economically.
  • Not every district, outpost, or supplier should produce the same goods.
  • Local monster knowledge should be easier to build near the launch hub before expansion widens the map.

Spawn Logic

Characters should begin in their chosen village, then travel to Trevalkaan after completing the village intro arc. The origin choice should influence:

  • starting village and early community
  • beginner contacts
  • starting codex knowledge
  • starter recipes or supplies
  • first-board bias

Launch Footprint

  • Trevalkaan (placeholder name): the main hub city. Market, guild, board, crafting, and social center for launch play.
  • March Ring: farms, mills, roads, ruins, and hunting grounds attached to Trevalkaan.
  • Outlying Sites: exact mission, gathering, and survey locations reached from the hub.

Region Rollout

Launch begins in one frontier region centered on Trevalkaan. Additional regions expand later.

Initial Launch Region

  • Frontier Marches: temperate borderlands, farms, goblins, wolves, barrows, and road pressure around Trevalkaan.

Planned Later Regions

  • Frost Tundra: cold settlements, fur trade, undead barrows, ice beasts.
  • Sunscar Desert: caravans, oases, tomb expeditions, 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.


World Scale

The world uses real-world-grounded distances so the expedition resolver can compute travel time from actual numbers rather than arbitrary ticks.

The world is a flat-top hex grid at approximately 1 km² per tile (each hex is ~1.24 km wide, ~1.07 km tall). All distances below are also hex counts.

Layer Distance / Hex Count
1 hex ~1 km² area
Trevalkaan city proper (center + 6 inner districts) ~3 km across — 7 hexes
Trevalkaan full footprint including outskirts/slums ~4 km across — 19 hexes
City outskirts to immediate farms and March Ring edge 0–2 km (0–2 hexes from outskirt edge)
March Ring — inner belt 2–10 km from city gates
March Ring — outer belt 10–30 km from city gates
Within-region far sites (post-launch content) 30–80 km
Full Frontier Marches region diameter ~200 km
Region-to-region separation 100–300 km

These distances drive the expedition resolver. 1 km of travel = 1 hex crossed at the terrain's movement modifier applied to effective speed. See Tile Types Reference for per-terrain traversal times.

Named March Ring site distances from Trevalkaan gates:

Site Approximate Distance
Outer Fields 2–4 km
East Briar Thicket 7–9 km
Millford Crossing 12–16 km
The Quarry 14–18 km
North Road Relay 23–27 km

Movement and Travel Speeds

Base speed for a healthy unencumbered adult on flat road terrain is 5 km/h. Speed is reduced by armor worn, encumbrance carried, and the terrain type of each hex crossed. It can be increased by skills and by carrying a cartographer's route map.

Travel Mode Sustained Speed Notes
On foot, unencumbered, no armor 5.0 km/h Reference base
On foot, expedition pack (loaded) 3.5 km/h 0.70× modifier
On foot, light armor 4.6 km/h 0.92× modifier
On foot, medium armor 4.1 km/h 0.82× modifier
On foot, heavy armor 3.5 km/h 0.70× modifier; stacks with pack
On foot, expedition pack + heavy armor ~2.45 km/h 0.49× combined; heavily burdened
Pack animal — mule or donkey 3.5 km/h Same pace as loaded foot; character carries no encumbrance penalty
Light riding mount — horse, trained beast 10 km/h Standard riding speed on roads and trails
Heavy working mount — draft beast, war horse 7 km/h Lower speed, higher carry threshold
Elite trained mount — fast species, peak specimen 15 km/h Requires Mount Riding at Expert and a Champion-tier mount

Terrain speed modifiers (applied on top of travel mode speed), full traversal time table, and cartographer familiarity bonus are in the Tile Types Reference.

Expedition Duration Formula

expedition_time = (site_distance_km × 2 ÷ travel_speed_kmh) + site_time_h + wilderness_activity_overhead_h

Site time by type:

Site Type Site Time
Simple skirmish or patrol zone 0.5 h
Standard hunt or gathering zone 1 h
Moderate site — small ruins, outpost 2 h
Major site — dungeon, boss chamber, large ruins 3–6 h

Wilderness activity overhead: +0.5 h per activity selected. If no valid targets are found, most of the overhead is refunded — approximately 0.1–0.2 h is consumed as scouting time.

Example Expedition Durations

Expedition Distance Travel Mode Travel Site Total
Outer Fields hunt 3 km foot, loaded 1h 43m 1h ~2h 45m
East Briar Thicket — hunt 8 km foot, loaded 4h 35m 1h ~5h 35m
East Briar Thicket — hunt 8 km riding mount 1h 36m 1h ~2h 36m
North Road Relay — escort 25 km foot, loaded 14h 17m 1h ~15h 17m
North Road Relay — escort 25 km riding mount 5h 1h ~6h

A riding mount roughly halves travel time on inner ring sites and turns outer ring overnight waits into afternoon-length sessions.


Mounts

A mount reduces expedition travel time, relieves encumbrance, and extends the practical range of a character's daily activity window.

What Mounts Do

  • Riding mount: cuts travel time significantly. Speed benefit scales with Mount Riding skill and mount tier.
  • Pack animal: does not speed up travel but removes the encumbrance penalty — the character moves at full unloaded pace while the animal carries the gear weight.
  • Combat-trained mount: eligible for use in hostile encounter zones. Untrained mounts are stable-held or tethered at the site perimeter during fights.
  • Specialty mounts: certain creature types are faster in specific biomes, better suited to cargo roles, or harder to acquire but substantially higher-performing.

How to Get a Mount

  • Stable purchase: Arujoki, Rumiarr, and Trevalkaan North Gate Ward all have stables selling horses, ponies, mules, and draft horses. Purchased mounts start at Tamed tier.
  • Wild capture: taming a feral creature found in the field using the route-action taming system. Requires Beastbonding and Taming at the species floor. Tameable species include wild horses, wild mountain ponies, Forest Stag (Kaaduaran), Plains Aurochs (Maesarw), wolf variants, and Forest Bear (Tapiokarhu). See mount-system.md for the full species table and taming mechanic.
  • Breeding: planned post-launch feature. Not available at launch.

Mount Condition and Care

Mounts have stamina, health, and a trust level that degrade without ongoing attention. A mount pushed through repeated hard expeditions without rest or care will drop below its trained performance ceiling and may become unmanageable in hostile conditions.

Feed is a hard daily requirement. A mount that is not fed loses condition, then stamina, then trust. A starving mount will not accept a rider regardless of skill level. Feed must be sourced, stored, and included in the expedition supply package whenever a mount is taken. Different mount species may require different feed types — grain, hay, dried meat, or specialty forage.

The Mount Husbandry skill governs ongoing maintenance. A well-maintained mount holds its trained tier and can slowly improve trust between expeditions.

Mount Tiers

Tier What It Means
Wild Untamed. Lives in the field. Cannot be ridden until a capture attempt succeeds.
Tamed Domesticated. Can carry cargo or serve as a basic road riding mount.
Bonded Trust raised through sustained contact and care. Full riding speed bonus active.
Trained Performance improved through deliberate training work. Eligible for rough terrain, harder expeditions, and combat-adjacent zones.
Champion Peak condition and trust. Achieved through sustained investment across all mount skills.

See skill-catalog.md for the full Mounts and Taming skill tree.


Route Network

The world map is a hex grid. March parties move hex by hex, and each hex has a movement_class that sets the travel speed for that tile. Named roads and trails are not abstract edges — they are sequences of hexes with a specific movement class burned into the terrain data.

Players can choose any hex path they want. Taking a road hex sequence is fastest; cutting across wilderness hexes is valid but slow.

Hex Movement Classes

Movement Class Speed Modifier Condition Tracking Notes
road 1.0× (base) Yes — full condition states Maintained road hexes; named inter-settlement routes
trail 0.7× Partial — Disrupted only Trail hexes; shorter paths between villages and minor sites
wilderness 0.4× None Off-path hexes; no board support, variable by terrain type

The resolver uses the movement class of each hex the party crosses to compute total travel time. If a player deliberately avoids road hexes and cuts through wilderness, the wilderness modifier applies for those hexes.

Every hex crossed by a march is marked traversed in the player's tile knowledge. Stopping to survey a hex advances it to explored, revealing its resource nodes, creature presence, and any hidden site footprints.

Road Condition States

Condition Speed Modifier Board Effect
Clear 1.0× No modification to travel time or pay
Disrupted 0.75× Escort and patrol orders appear on board; pay elevated to Priority
Blocked Route impassable Emergency clearance and reroute orders generated; reroute adds wilderness-rate movement to the detour segment

Road conditions are set and cleared by the settlement tick. Active threat events (bandit raids, supply route disruptions, structural damage) set roads to Disrupted or Blocked. Completing the relevant board orders restores Clear status.

Branch Warden patrol completions directly maintain road condition: if a road segment has no completed patrol order in the last two ticks and a threat event is active, that segment's condition degrades one step.

Named Routes and Village Travel Times

All travel times below assume on foot with expedition pack (3.5 km/h) under Clear road conditions. Riding mount times use 10 km/h.

Route Distance Foot (Clear) Mount (Clear) Road Type
Trevalkaan → Arujoki (River Road east) 12 km 3h 26m 1h 12m Named Road
Trevalkaan → Polheen (Western Ford Road) 13 km 3h 43m 1h 18m Named Road
Trevalkaan → Talmaes (Southern Farm Road) 15 km 4h 17m 1h 30m Named Road
Trevalkaan → Metsadu (Thicket Trail NW) 14 km 4h 1h 24m Trail
Trevalkaan → Rumiarr (Northern Escarpment Road) 16 km 4h 34m 1h 36m Named Road
Trevalkaan → Coedwair (Logging Road NE) 18 km 5h 9m 1h 48m Named Road
Arujoki → Coedwair (River-Forest Trail) 12 km 4h 57m Trail
Arujoki → Polheen (Maren bank track) 24 km 9h 54m Trail
Polheen → Metsadu (Western Thicket Path) 9 km 3h 43m Trail
Rumiarr → Coedwair (Ridge-Forest Path) 11 km 4h 32m Trail
Talmaes → Polheen (South-West Farm Track) 18 km 7h 26m Trail

Mounts cannot be used on trail routes with technical sections (the ridge-forest path, river-forest trail). Named road mounts are valid.

Road Security and Board Relationship

Segment Maintaining NPC Threat Event That Disrupts
Northern Escarpment Road Branch Warden Killaitzi (Rumiarr) Claim Jumpers, cave creature surges reaching the road
Logging Road NE Branch Warden Rianumaq (Coedwair) Logging Road Blocked, illegal logging gang spillover
Southern Farm Road Branch Warden Boldwyn (Talmaes) Bandit Grain Theft, Feral Livestock Escape
Western Ford Road Branch Warden Piraax (Polheen) Ford Sabotage, Caravan Ambush
River Road East Branch Warden Tapaulo (Arujoki) River Creature Incursion (road-adjacent), Smuggler Cache
Thicket Trail NW Branch Warden Sisumur (Metsadu) Predator Surge, Poacher Ring road overflow

When a village's security band drops to Strained, the road segment maintained by its Branch Warden automatically degrades to Disrupted. When it drops to Threatened, the road degrades to Blocked.