No description
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> |
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| .obsidian | ||
| _meta | ||
| factions | ||
| quests | ||
| systems | ||
| world | ||
| .gitignore | ||
| CLAUDE.md | ||
| README.md | ||
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.