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McNieps a7ccc2c928 add kontor depot network and PvP cadence
Introduces kontor depots as the writ-honour site type, distinct from
waystations. Defines factor, queue, equitable split, and the
jurisdiction boundary that makes egress a predation zone.

Updates PvP with: kontor squads as identifiable targets, cadence-as-bias
(~10 windows/run ±1 day, geography sites the encounter), depot egress
as a trigger surface, mandatory terminus per contract type, and
player-initiated ambush with consequence model. Clarifies that recorded
opponents are predominantly other archivists' kontor squads.

Patches archivists writ-flow (archivist signs → courier delivers →
squad presents at depot → factor honours partial) and pins depot nodes
on the cork board as the spine of route planning.

Marks plot_holes #18 partially resolved; village-shop / reroll
interaction remains open.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-04 22:54:51 +02:00
.obsidian Untrack workspace.json 2026-04-29 19:27:15 +02:00
_meta add kontor depot network and PvP cadence 2026-05-04 22:54:51 +02:00
factions Initial state 2026-04-29 19:26:58 +02:00
quests Initial state 2026-04-29 19:26:58 +02:00
systems add kontor depot network and PvP cadence 2026-05-04 22:54:51 +02:00
world Initial state 2026-04-29 19:26:58 +02:00
.gitignore Untracked claude related files and spec.md 2026-04-30 12:57:47 +02:00
CLAUDE.md add archivist as player's persistent role 2026-05-04 19:31:09 +02:00
README.md add archivist as player's persistent role 2026-05-04 19:31:09 +02:00

Lore Vault — Map of Content

The lore for an asynchronous autobattler set in a fictional dark-medieval France. Start here.

For writing conventions and consistency rules, see CLAUDE. For unresolved questions and gaps, see plot_holes.


World

  • wisteria — the MacGuffin: 25-year invasive-species crisis, origin, spread, ambient detail
  • global_story — how aggregate player action drives the world forward
  • geography — the map: Provence-equivalent, the Auronne, the Suaire, the Sère, the Gulf, Le Cloître
  • metallurgy — the iron-and-rune economy: mines, the dead Grand-Fourneau, the satellite furnaces, charcoal, faction tension

Zones

  • core — abandoned interior, environmental threat
  • frontier — lawless ring, PvP threat
  • civilised_fringe — fragile institutions, political threat

Factions

  • guilds — trade and craft, information networks, stake in the future
  • lords — fragmenting feudal authority
  • church — fractured between institutional and reform positions
  • marginal — heterodox and unaffiliated groups; a category, not a faction

Systems

  • runes — pre-industrial inscribed-symbol effects; the build-complexity engine
  • archivists — the player's persistent role; dispatch beats, pin-map, the office
  • recruiters — how runs begin in-world; the courier chain that delivers contracts to villages
  • journey — the hex grid, the daily clock, terrain cost, sleep, fog of war
  • pvp — bandit paranoia, asynchronous encounter framing, defeat consequences
  • economy — food and runes as currency, food as fuel, refugee merchants
  • squad — three lives, three people; the run's unified attrition currency

Quests

  • example_run — a worked example of a baseline guild logistics run; reference for tone, density, and pacing
  • tile_encounters — index of reusable encounter templates per hex

Meta

  • tasks — open work items, active and parked
  • plot_holes — known unknowns, open questions, deferred decisions
  • resolved — archive of resolved questions, with pointers to canonical files
  • diegetic_palette — cross-cutting reference for sound, text-as-object, visual, economic, and UI delivery channels
  • roadmap — planned future content (alchemists, variants, regions)
  • run_design_open — minor run-rundown framings to write when the mechanic ships

Folder Layout

/
├── CLAUDE.md            # writing rules, tone, conventions
├── README.md            # this file
├── _meta/               # vault management, not in-world
├── world/               # the setting itself
│   └── zones/
├── factions/            # the four faction archetypes
├── systems/             # mechanical systems with diegetic framing
└── quests/              # worked example runs and quest archetypes

A characters/ folder will be added when content exists.