Talvaren — Reference Vault
This page is intentionally unlinked and unindexed.
It serves as a read-only canonical reference source.
Directory — Module & Storage Structure Quick Reference
Module 1A — Player Core Systems
Module 1B — Equipment & Gear Systems
Module 2 — World Engine & Global Systems
Module 3 — Guild Infrastructure, Maps, Travel, Identification & Hub Logic
Module 4 — World Geography & Biomes
Module 5 — Mandala Damage, Divine Systems & Probability
Module 6 — Professional Classes, Crafting & Shared Systems
Module 7 — Non-Magic Abilities & Skills (reserved / not yet populated)
Module 8 — Damage Types & Mandala Integration (superseded by Module 5, retained for indexing)
Module 9 — NPC & AI Behavior
Module 10 — Professions (Scribe, Crafting) (merged into Module 6; retained for archival reference)
Module 11 — Economy & Vendors (merged into Module 6; retained for archival reference)
Module 12 — Progression, XP & Caps
Module 13 — Materials, Resources & Reagents
Module 14 — Governance, Enforcement & Appeals
World-Lore-Bible
Tables-Temp
Registries-Temp
Patches-Temp
Holding-Temp
World Lore Bible
PLAYER-FACING LORE
SECTION I — PLAYER FACING LORE
TALVAREN — LOCKED CANON EXTRACT
⸻
CORE WORLD PRINCIPLE (LOCKED)
Talvaren is a world where systems exist to support long-term immersion, player freedom, and lived consequence rather than spectacle.
All races, professions, and mechanics must be:
• engine-feasible
• low CPU
• readable without tutorials
• culturally grounded rather than trope-driven
⸻
UNDEAD — PLAYABLE RACE (LOCKED)
Conceptual Definition
Undead are post-mortem citizens, not monsters. Death is an event, not a moral judgment.
Undead emerged prominently following the eradication of the Arachni, when survival demanded medical solutions beyond living physiology.
Social Standing
• Fully accepted as a valid race
• Participate in all professions
• Require periodic physical maintenance rather than healing
Player Creation — Undead Sliders (LOW CPU, KISS MODE)
Undead customization is limited to four options, chosen to avoid animation or combat complexity:
1. Skin Tone / Condition
• Natural pallor → ashen → desiccated
2. Visible Damage
• None → minor tears → exposed bone segments
3. Structural Loss (Cosmetic Only)
• Missing flesh on limbs, jawline, or torso
(No spine, leg, or locomotion-affecting deformities permitted)
4. Restoration State
• Recently maintained → neglected → visibly repaired
No deformation may affect hitboxes, gait, or equipment usage.
⸻
NECROMANCY — PROFESSION (LOCKED)
Cultural Definition
Necromancy is a medical and restorative discipline, not a taboo art.
Necromancers arose historically as doctors and repair specialists for Undead populations. Their work emphasizes precision, restraint, and professionalism.
Visual & Cultural Rules
• Necromancers do not use ostentatious magical effects
• No glowing green necrotic energy as default
• Arcane work is subtle, implied through gesture, tools, and controlled light
• Attire is practical, modest, and role-appropriate
Necromancers are trusted civic professionals.
⸻
THERIAN — PLAYABLE RACE (RENAMED FROM GNOLL, LOCKED)
Canon Rename
All prior references to Gnoll are hereby replaced with Therian.
Gnoll lore is now Therian lore.
Racial Identity
Therians are animal-adjacent humanoids, not animal hybrids or caricatures.
They are defined by:
• Human body plan
• Canid-adjacent facial and structural traits
• Cultural diversity rather than species determinism
Base Species (LOCKED)
Desert Canid is the canonical Therian base.
This supports:
• fox-like
• jackal-like
• shepherd-like expressions
without branching skeletons or animation trees.
Player Customization (LOW CPU)
Therian customization is intentionally minimal:
• Single Primary Slider:
Canid Expression
(sleek → rugged → weathered)
• Secondary cosmetic options (fur color, pattern, thickness) are visual-only
Hard Restrictions
• No tails as default player features
(Tails may exist as cosmetic purchases)
• No animalistic limb structure
• No exaggerated muzzles or cartoon proportions
⸻
THERIAN DEVELOPMENTAL LORE (LOCKED)
Juvenile Traits
Therian children may display:
• ears without facial fur
• smooth skin
• tails (cosmetic/social, not mechanical)
Maturity Indicator
Facial fur growth is a sign of adulthood, not age alone.
Adolescence may include:
• patchy facial fur
• hairy ears or nose
• visible acne or uneven growth
No cultural rites or forced transitions are mandated.
⸻ SHADES — NON-PLAYABLE RACE (LOCKED)
Shades are canon global entities with history and identity.
They function as:
• persistent world presences
• narrative pressure valves
• comedy through contradiction
Shades are:
• legitimate
• non-playable
• never treated as jokes or monsters
Their humor emerges from interaction, not intent.
⸻
KOBOLDS — NON-PLAYABLE RACE (LOCKED)
Kobolds are world-glue entities.
They:
• occupy infrastructure gaps
• assist, persist, and over-commit
• are socially earnest to the point of inconvenience
They are not:
• disposable
• weak fodder
• parody creatures
Kobolds provide comedy through sincerity and loyalty.
⸻
EXPEDITIONS — WORLD SYSTEM (LOCKED)
Every city offers Profession Expeditions:
• available only to professional classes
• run three times daily
• allow non-combat characters access to resources
Expeditions are canon world infrastructure, not instanced side content.
⸻
SCRIBES — PROFESSION (LOCKED FOUNDATION)
• Scribes are the only source of zone maps
• Every zone contains three Anchors
• Anchors are natural or historical features (rocks, trees, cliffs, ruins)
• A zone map is only possible after all three Anchors are identified
Scribes may:
• sell map fragments
• locate the nearest unidentified Anchor
Zones may shift over time, requiring re-anchoring.
⸻
HUMOR PHILOSOPHY (LOCKED)
Talvaren allows humor without undermining stakes.
Comedy exists as:
• social friction
• contradiction
• earnest overcommitment
Not parody.
Not mockery.
Not genre collapse.
⸻
DESIGN META-AXIOM (LOCKED)
AI can model logic, but does not live consequences.
Humans live consequences, but forget structure.
Talvaren’s Lore Bible exists to preserve structure across resets, tools, and authorship.
⸻
NECROMANCY — CONTEXT & PRACTICE
Necromancy was never born of defiance or taboo.
It emerged in the Age following the eradication of the Arachni, when undeath spread faster than fear could manage it. Death itself had been altered—damaged, but not broken—and the world required specialists to understand what remained.
Necromancers arose as doctors, not tyrants.
Their earliest work focused on stabilizing the Undead: preventing degradation, restoring function, preserving identity, and ensuring that altered bodies remained inhabitable. What they practiced was not resurrection, but maintenance—the care of systems that no longer resolved on their own.
Over time, necromancy became institutional.
It is practiced openly, regulated by precedent and competence rather than moral decree. Necromancers do not judge the dead, command souls, or arbitrate fate. They repair, document, and correct failures where death does not behave as expected.
In desert regions, where preservation outpaces decay, necromancy found particular clarity. Bone lasts. Records endure. Structures built to outlive memory became natural centers for treatment and cataloging. What outsiders mistake for ceremony is, in truth, infrastructure.
Undead seeking necromantic care are not supplicants. They are patients.
Treatment is routine. Waiting rooms exist. Tools are standardized. Adjustments are made calmly, without spectacle. The presence of humor—vanity, impatience, personal habits—is not disrespectful. It is evidence that the system works.
Necromancy persists because it must.
Not because it is feared.
Not because it is forbidden.
But because reality, once damaged, does not heal itself.
(What the world believes to be accurate)
⸻ TALVAREN — WORLD OVERVIEW
Talvaren is a living world governed by intentional friction, deliberate scarcity, and consequence.
Convenience is rejected as default. Systems reinforce identity, choice, and responsibility.
There are no invisible walls. Access is blocked only by natural world conditions: patrol density, megafauna, ambient danger, weather, migration hazards, and biological limits.
Danger is biological, not artificial.
Size, race, and physicality matter. Beings are not scaled humans; they experience the world differently, socially and materially.
Literacy is not assumed.
Talvaren enforces boundaries through systems, not morality.
⸻
THE AGES (PUBLIC RECORD)
Talvaren is believed to be in the Sixth Age.
History is incomplete but stable. Empires rise and fall within understood bounds. Institutions replace fear. Ancient powers linger but are largely dormant.
PUBLIC RECORD — THE SEVEN AGES
AGE 1 — THE AGE OF DRAGONKIN
The greatest saturation of raw mana in world history. Dragonkin civilizations thrived. A forbidden resurrection ritual birthed the Nullbrand Revenant. Dragonkind enacted a sacrificial binding. Roughly one hundred dragons survived. Scholars believe this was the First Age.
AGE 2 — THE AGE OF PROSPERITY
A golden age of peace, expansion, and cultural development. Reckless experimentation awakened the Arachni.
AGE 3 — THE AGE OF SUBJUGATION
The Arachni claimed divine supremacy. Their dominion ended when they attempted to slay Vallinoraxistup. What followed was not a war. It was a reprimand.
AGE 4 — THE AGE OF THE LIVING DEAD
Death itself was altered. Undeath spread. Holy Purges followed. Death was damaged, not broken.
AGE 5 — THE AGE OF ACCORD & INSTITUTIONS
Mortals entered lawful negotiation with the Fey. Institutions replaced fear.
AGE 6 — THE AGE OF QUIET BALANCE
An era of apparent stability. Empires rise and fall within bounds. True Uniques stir. The world is already changing.
⸻
PLAYABLE RACES
HUMANS — THE ADAPTIVE BASELINE
Humans in Talvaren are defined by material realism and lived utility rather than physical extremes.
Their cultures favor locally made goods, visible repair, and practical layering. Variation in body type, age, and presentation is common and unremarkable; strength, obesity, grace, and wear coexist without hierarchy.
Humans thrive in plains and transitional spaces, serving as connectors between regions, professions, and peoples. Authority appears approachable. Labor is visible. Daily life moves forward without ceremony.
Humans are not exceptional by design—but by adaptability, continuity, and presence.
Biome Anchor: Plains
Core Trait: Adaptability through structure
Human societies favor:
• contracts
• record keeping
• scalable institutions
They borrow freely from other cultures, then formalize what works.
⸻ DWARVES — THE CULTURE OF MAKING
Dwarves are unified not by appearance or size, but by craft as identity.
Their societies normalize extreme physical variance—from compact builds to towering, monstrous frames—without spectacle or mythologizing.
Skill defines status more than strength. Mastery is expressed through work rather than ritual.
Dwarven spaces emphasize infrastructure, repetition, and shared labor over symbolism.
Wizards, smiths, tailors, cooks, and laborers emerge naturally from the same cultural spine: precision, patience, and pride in output.
Dwarves do not perform tradition—they operate it.
Biome Anchor: High Mountains
Core Trait: Endurance through continuity
Cooking and provisioning are considered survival skills equal to combat. A dwarf who cannot feed themselves and others is considered unprepared, regardless of strength.
⸻
ELVES — LONGEVITY THROUGH RESTRAINT
Elves live where the land is already ancient. Their settlements grow alongside the forest rather than replacing it.
They value memory, stewardship, and long-term consequence.
Elven society is slow to change and slow to forgive. Loss is remembered longer than victory.
They do not dominate nature; they negotiate with it over generations.
Relationships—both personal and ecological—are considered investments rather than conveniences.
Biome Anchor: Old Forest
Core Trait: Longevity through restraint
⸻ ASHBORN — SURVIVAL THROUGH REBUILDING
Ashborn cultures emerged where destruction is routine and unavoidable.
Storms erase progress regularly, forcing constant reconstruction.
Nothing is built to last forever.
Everything is built to be repaired.
Magic is treated as infrastructure, not mysticism. Practical spellcraft replaces ornamentation.
Ashborn are culturally comfortable with failure. What matters is not avoiding collapse, but how quickly and effectively recovery begins.
Biome Anchor: Stormlands
Core Trait: Survival through rebuilding
Ashborn — Visual Canon v1 (LOCKED)
• Base Form: Human-derived humanoids; no horns, tails, tendrils, or non-human appendages
• Deformity Rule: Exactly one visible deformity
• Deformities are consequences of survival, never decorative, sexualized, or magical
• Bodies function normally despite misalignment
ASHBORN — VISUAL CANON v1 (LOCKED)
Base Form
Ashborn are human-derived humanoids.
They have no horns, tails, tendrils, or non-human appendages.
Ashborn read human first, altered second.
⸻
Deformity Rule (Single Slider System)
Each Ashborn has exactly ONE visible deformity.
• Deformities are selected via a single cosmetic slider
• No stacking
• No secondary mutations
• No hidden deformities
This rule is absolute.
⸻
Allowed Deformity Types (ONLY)
Ashborn deformities may be chosen from the following list:
1. Eye Displacement
• Vertical or lateral misalignment
• One eye offset relative to the other
2. Limb Disparity
• One arm or hand smaller, underdeveloped, or shortened
• Full functionality retained
3. Facial Misplacement
• Nose or mouth shifted from central alignment
• Expression and speech remain normal
4. Cranial Asymmetry
• Irregular skull shape
• No growths, spikes, or protrusions
⸻
Explicitly Forbidden Deformations
The following are not permitted under any circumstances:
• Spine deformation
• Rib deformation
• Hip deformation
• Multiple deformities
• Decorative, magical, or sexualized alterations
• Monster traits or fantasy exaggeration
⸻
Functional Rule
All Ashborn bodies function normally.
• No mechanical penalties or bonuses tied to deformity shape
• Deformities are visual consequences, not disabilities
• Ashborn are not fragile, cursed, or broken
⸻
Presentation & Tone
Ashborn deformities represent survival, not corruption.
• They are the result of catastrophic environments, storms, collapse, and rebuilding
• Alterations are practical outcomes, not mystical mutations
• Ashborn are survivors who continued living after the world failed them
They are:
• Altered, not grotesque
• Competent, not pitied
• Calm in hostile conditions
⸻
Cultural Read
Ashborn appear as badly reassembled survivors.
Not:
• Demons
• Experiments
• Cursed beings
• Victims
But people who endured devastation and adapted.
Allowed Deformity Types:
• Eye displacement (vertical or lateral)
• Limb disparity (one arm or hand underdeveloped)
• Facial misplacement (nose or mouth shifted)
• Cranial asymmetry (skull irregularity)
No spine, rib, or hip deformation permitted.
Tone: Ashborn read as badly reassembled survivors—people who endured catastrophic events and continued living.
⸻ THERIANS — SURVIVAL THROUGH MOVEMENT
Therians are nomadic by necessity, not restlessness. The desert punishes stillness.
Their societies emphasize:
• route knowledge
• resource efficiency
• information control
Wealth is circulated, hidden, moved, and reshaped. Jewelers and rogues coexist naturally because both understand misdirection.
Therian culture respects cleverness, adaptability, and shared survival over individual ownership.
Biome Anchor: Desert
Core Trait: Survival through movement
⸻
FEY — IMMORTAL BEINGS OF BEARING
FEY — BEARING SLIDER (VISUAL CANON v1)
Base Form
Fey are immortal humanoids whose appearance reflects how existence, obligation, and memory settle upon them.
They are not humans with pointy ears.
They are not monsters by default.
They are beings whose surface truth changes while their capability does not.
⸻
Bearing System (Three-Point Slider)
All Fey select one Bearing at character creation.
This is a cosmetic-only system.
It never alters mechanics, stats, or abilities.
Bearing determines how a Fey is perceived, not what they can do.
⸻
The Three Bearings
1. Chaotic Bearing (Left)
Raw, untamed, and visibly burdened.
• Skin may show roughness, warts, uneven texture, discoloration
• Facial structure may include tusks, exaggerated noses, heavy brows
• Hair may appear greasy, coarse, or uneven
• Overall impression: instinctual, weathered, unpolished
This Bearing reads as troll-like, goblin-adjacent, or primal Fey.
They are not lesser.
They are simply unfiltered.
⸻
2. Puckish Bearing (Center)
Flaws shaped into character.
• Features may exaggerate playfully rather than harshly
• Tusks curve with intent, brows imply mischief, asymmetry feels deliberate
• Imperfections read as charm, humor, or unpredictability
• Presence is difficult to judge at a glance
This Bearing represents the Fey most often encountered in stories:
tricksters, bargainers, jesters, and smiling liars.
They are readable — but never fully understood.
⸻
3. Regal Bearing (Right)
Resolved, unburdened, and composed.
• Skin appears smooth and clear
• Features settle into symmetry and restraint
• Presence suggests calm authority, not youth or fragility
• May exhibit a subtle clarity or faint luminosity
This is not beauty in the mortal sense.
It is the absence of visible weight.
Regal Fey appear as though nothing presses on them unnecessarily.
⸻
Explicit Limits
The Fey Bearing slider does not allow:
• Age regression
• Childlike proportions
• Sexual exaggeration
• Mechanical advantages
• Alteration of size, height, mass, or strength
Bearing affects surface expression only.
⸻
Functional Rule
All Fey:
• Share identical mechanical capability regardless of Bearing
• Speak, move, fight, and cast normally
• Are not corrected, fixed, or normalized by the system
A Chaotic Fey and a Regal Fey are equally competent.
The world reacts to how they appear — not what they are.
⸻
Cultural Framing (Player-Facing Truth)
Fey believe Bearing reflects how one has moved through obligation.
It is shaped by:
• Promises kept or broken
• Time spent bound or unbound
• Whether one resisted the Courts — or carried them willingly
Bearing is not judgment.
It is residue.
Fey are immortal beings shaped by obligation, promise, and consequence.
Over time, these forces leave marks—not on the soul, but on the surface.
This expression is known as Bearing.
Bearing does not change what a Fey can do.
It changes how they are seen.
There are three recognized Bearings:
Chaotic Bearing
Raw and untamed. Marks, asymmetry, and roughness left unpolished.
Puckish Bearing
Flaws become character rather than burden. Mischief, exaggeration, unreadable intent.
Regal Bearing
Refined and resolved. Presence settles into quiet authority.
Bearing is chosen at creation and cannot be altered.
⸻
DEEP DELVERS — SURVIVAL THROUGH PROCEDURE
Deep Delvers are pale, hairless, extremely slender humanoids with solid black eyes adapted for true darkvision.
They exist because the underground cannot function without order.
Routes are logged.
Hazards are categorized.
Claims are witnessed and archived.
Sentences are recorded and carried.
Bureaucracy is memory made usable.
Deep Delvers act as legal and logistical intermediaries between surface civilizations and the depths.
They are not liked.
They are relied upon.
Biome Anchor: Lower Mountains / Vast Below Access
Core Trait: Survival through procedure
⸻ THERIAN — RACIAL CANON (FORMALIZED)
Patch Notice (Immediate & Retroactive)
All references to Gnoll throughout Talvaren documentation, systems, dialogue, and internal notes are hereby replaced with Therian.
Gnoll lore, mechanics, and cultural references are now Therian lore.
“Gnoll” is deprecated terminology and should no longer appear in player-facing or dev-facing material.
⸻
THERIANS — SURVIVAL THROUGH MOVEMENT
Therians are humanoid beings with animal-adjacent traits, shaped by environment, trade, and constant relocation rather than territorial dominance.
They are not monsters.
They are not caricatures.
They are people whose physiology reflects adaptability rather than predation.
Therian societies emerged in regions where stillness is punished — deserts, transitional trade corridors, and hazard-prone routes where knowledge of movement is more valuable than ownership of land.
They travel not because they wander, but because remaining in one place too long is inefficient.
⸻
BIOLOGICAL FRAMEWORK
Base Form
• Upright humanoid posture
• Two arms, two legs
• Human-compatible skeletal structure
• Full tool use and equipment compatibility
• No nonstandard movement requirements
• Fully Unity-engine compatible
Therians are animal-adjacent, not animal-dominant.
⸻
Primary Species Basis (LOCKED — v1)
For engine stability and visual cohesion, Therian characters use a single base animal species:
Canine (Dog-Derived)
This includes visual inspiration from:
• shepherd-type dogs
• desert canids
• fox-adjacent facial structure (stylized, restrained)
This choice:
• minimizes rigging complexity
• preserves realism
• allows future cosmetic expansion without core rework
⸻
THERIAN SLIDER SYSTEM (SINGLE SLIDER — LOCKED)
Therians use one cosmetic slider only.
Animal Expression Slider
Controls the degree of visible animal traits.
Left (Low Expression)
• Mostly human facial structure
• Subtle nose and eye shape variance
• Minimal facial fur
• Reads “human first”
Center (Balanced)
• Clearly Therian
• Animal-like facial geometry
• Moderate facial fur
• Fully integrated appearance
Right (High Expression)
• Strong animal facial traits
• Pronounced muzzle
• Dense facial fur
• Still humanoid in posture and movement
⸻
Explicit Constraints (Absolute)
• No change to:
• hitbox
• animation set
• movement speed
• combat reach
• Cosmetic only
• No stat impact
• No mechanical advantages or penalties
⸻
JUVENILE TRANSITION (IMPLIED BIOLOGY — MINIMAL CANON)
Therians experience a non-ritualized, non-celebrated biological transition during adolescence.
Visual Indicators (Possible, Not Guaranteed)
• Patchy facial fur
• Hair growth on nose and inner ear
• Uneven fur density
• Acne and skin irritation
This phase:
• is biological, not cultural
• has no rites, rules, or social laws attached
• is not mechanically tracked
• is not enforced by the system
It exists only to support visual realism and variation.
⸻
TAILS & EXTENDED FEATURES
• Tails are NOT part of the base Therian model
• Tails are cosmetic-only options
• May be added later as purchasable or unlockable cosmetics
• Absence of a tail is considered normal
No tail-based mechanics exist.
⸻
CULTURE & SOCIETY
Therian culture emphasizes:
• route knowledge
• trade efficiency
• information circulation
• shared survival over personal hoarding
Wealth is:
• portable
• flexible
• often converted into tools, reagents, or favors
Therians naturally gravitate toward:
• traders
• alchemists
• scribes
• expedition professionals
• logistics and scouting roles
They are not inherently stealthy, savage, or aggressive.
They are practical.
⸻
BIOME ANCHOR
Desert / Transitional Regions
⸻
CORE TRAIT (LORE)
Survival through movement
⸻
RACIAL ADVANTAGE / DISADVANTAGE (MECHANICAL — STORED)
Advantage — Shrewd Traders
• −5% vendor prices
Disadvantage — Nomadic Focus
• −5% maximum mana
(No changes from prior Therian values; terminology updated only.)
⸻ 🧟 UNDEAD — PLAYER CREATION (LOCKED)
Undead characters use the standard humanoid skeleton and animation set.
All Undead differences are cosmetic-only and low CPU, implemented via material and decal layers.
No mechanical changes to movement, combat, or interaction.
⸻
Undead Customization Sliders (4 Total)
1. Vitality Loss
Primary Undead Identifier
Controls:
• Skin desaturation
• Subtle dryness
• Reduced vascular coloration
Range:
• Low: Nearly human, recently deceased
• High: Bloodless, parchment-like, clearly undead
Notes:
• Matte skin only
• No emissive effects
• No wet or glossy decay
⸻
2. Structural Repair
Closed repair and maintenance marks
States:
• Off
• Low
• Medium
Controls:
• Stitching
• Surgical seams
• Patch scars
Rules:
• Closed only
• No open wounds
• No exposed joints
• No silhouette change
Common zones:
• Jawline
• Neck
• Torso
• Forearms
⸻
3. Bone Wear
Localized skeletal exposure
States:
• Off
• Subtle
Allows:
• One hand or
• One forearm
Rules:
• Clean bone only
• No gore
• No joint exposure
• No impact on animation or hitboxes
Bone exposure represents wear, not damage.
⸻
4. Ocular Clarity
Eye degradation slider
Controls:
• Iris desaturation
• Clouding
• Faint internal glow (very low intensity)
Rules:
• Pupils always present
• No full-eye glow
• Expression must remain readable
⸻
Explicitly Forbidden (Undead)
• Spine exposure or deformation
• Leg deformation
• Asymmetrical gait
• Custom animations
• Dynamic decay
• Dangling tissue
• Particle effects
• Combat or movement modifiers
Undead must be as cheap to render as Humans.
⸻
🧟 UNDEAD — FLAVOR TEXT (PLAYER-FACING)
(Lore Bible Ready)
⸻
UNDEAD — THOSE WHO CONTINUED
Undead are not monsters.
They are people whose lives did not end when death arrived.
During the Age of the Living Dead, death itself was altered. When the purges ended, not all Undead were destroyed. Some endured. Some were stabilized. Some were permitted to remain.
Undeath did not break death.
It damaged it.
Undead do not bleed.
They do not breathe.
They do not tire in the way the living do.
They still work.
They still love.
They still build lives.
⸻
Cultural Perception
Undead are treated as a population, not a condition.
They are:
• accounted for
• regulated
• taxed
• buried differently
Most societies have learned that Undead are safer inside institutions than outside them.
Fear did not disappear.
It was replaced with procedure.
⸻ NON-PLAYER RACES
KOBOLDS — RACIAL FOUNDATION
Kobolds have no homeland.
They exist everywhere that does not enforce a kill-on-sight rule.
They live in spare rooms, service corridors, unused buildings, half-forgotten infrastructure, and anywhere tolerance exists.
Kobolds are generous, caring, and deeply social. They form strong bonds quickly and defend those bonds with absolute ferocity.
Kobolds do not steal.
They do not borrow.
They do not negotiate with fools.
Care equals use. An unused item is a neglected item.
Ownership is respected.
Neglect is not.
Examples considered heirlooms:
• Slippers with a hole worn into them
• A single good knife (“The Good Dagger”)
• A softly glowing pendant that whispers of a buried hoard
Kobolds are guests who never ask permission—and are deeply offended if told they are not welcome.
⸻
WORLD PHILOSOPHY
A body is not a verdict.
People come in many shapes, many weights, many ages, and many states of wear.
There is no “correct” body here.
The world responds to what you do, not how closely you resemble an imagined ideal.
Talvaren is dangerous, ancient, and demanding.
But it does not mock its people.
You are allowed to exist here as you are.
⸻
WORLD FEEL & ENVIRONMENTAL LOGIC
World events are unannounced.
They manifest through patrol migrations,l, beast drift, lightning surges, weather, and seasonal hazards.
Change occurs silently.
There are no patch notes for reality.
Safe Zones are not invulnerability fields.
They are permissions.
Light is never free.
⸻ SIZE & PHYSICALITY — FLAVOR
Size, race, and physicality matter.
Beings are not scaled humans; they experience the world differently, socially and materially.
Talvaren enforces boundaries through systems, not morality.
Literacy is not assumed.
DEV-FACING LORE
SECTION II — DEV FACING LORE
(Authorial truth — not known to the world)
⸻
ON DEV-FACING INFORMATION
Information under this heading is not a contradiction.
It represents authorial truth that differs from what the world believes.
Player-facing lore is believed to be accurate by the world and is treated as such.
Truth may be discovered through rumor, contradiction, focused investigation, and long-term play, but is never confirmed outright.
⸻
THE TRUE AGES
There exists a Forbidden First Age erased from all mortal record.
The world is not in the Sixth Age.
The world is in the True Seventh Age.
Only three surviving dragons and The Fox know the timeline is miscounted.
The following are true but unknown to mortals:
• The First Age existed
• The Age count is incorrect
• The world has already advanced beyond what it believes
⸻ THE AGE OF PROMISE (DEV CONTEXT)
References to the “Age of Promise” are prophetic, not ordinal.
It is not an Eighth Age in sequence.
Associated (but not inevitable) events include:
• The return of the Nullbrand Revenant
• The destruction of Vallinoraxistup
• The sacrifice of Queen Mab
None are guaranteed.
None are preventable.
⸻
VALLINORAXISTUP — SCOPE CLARIFICATION
Vallinoraxistup’s judgment was absolute only in two historical events:
• The eradication of the majority of the Arachni
• The suppression and binding of the Deep Delvers
Vallinoraxistup is not a permanent cosmic judge.
His authority persists because escalation once existed, not because judgment is ongoing.
Charters, precedent, and subterranean order were shaped by his intervention, not continuously enforced by his presence.
⸻ FEY BEARING — DESIGN TRUTH
Bearing is cosmetic only.
It reflects accumulated obligation, promise, and consequence over time.
Bearing does not:
• alter stats
• alter capability
• alter voice, movement, or role
It exists for:
• player expression
• world reaction
• narrative consistency
⸻
THE FOX — AUTHORIAL TRUTH
The Fox is killable.
If The Fox dies, he will return.
No one—including The Fox—knows why.
The Fox sells cosmetic and flavor items only.
His continued existence is a narrative constant, not a mechanical loophole.
⸻
DEEP DELVERS — INTERNAL TRUTH
Deep Delver authority derives from precedent and fear of escalation, not worship or divine mandate.
They do not serve Vallinoraxistup.
They operate knowing that escalation once existed—and could again.
OTHER / FLAVOR / ARCHIVE
SECTION III — OTHER / FLAVOR ARCHIVE
(Narrative, tone, dialogue, atmosphere, and reference material)
⸻
SIZE & PHYSICALITY — FLAVOR
Size, race, and physicality matter.
Beings are not scaled humans; they experience the world differently, socially and materially.
Talvaren enforces boundaries through systems, not morality.
Literacy is not assumed.
⸻
TINY — FLAVOR (CANONICAL)
Size, leverage, and precision matter.
Tiny beings are not weakened forms of larger races; they are adapted to a world that rewards efficiency, awareness, and control.
They navigate spaces others overlook, rely on timing over force, and trade raw impact for intent.
Physical limitations are real, but so are the advantages of subtlety, reach, and survivability.
Power is expressed through placement, not mass.
Talvaren does not “fix” smallness.
It models it.
⸻
MONSTROUS — FLAVOR
Monstrous beings are not scaled humans.
Their size, race, and physicality change how they are perceived and how they interact with the world.
⸻ EXERTION — WORLD EXPLANATION
“A mage does not tire in the legs first. They tire in the mind.”
In Talvaren, all action is exertion.
Steel taxes the body.
Magic taxes the will.
Running, casting, fighting — all draw from the same truth:
You cannot act without cost.
A warrior loses breath.
A rogue loses focus.
A mage loses coherence.
Those who sprint thoughtlessly arrive faster —
and arrive spent.
⸻
CASTING & MOVEMENT — IN-WORLD FRAMING
“Running while holding a spell together is harder than standing still.”
“You can move, or you can focus. Those who master both earn it.”
Instant spells are not faster spells —
they are spells that no longer require attention.
⸻
RESOURCE SCARCITY — WORLD TONE
“Power isn’t gone. You just spent it.”
“If it came back on its own, it wouldn’t be worth carrying.”
“Preparation is cheaper than panic.”
⸻ WORLD FEEL & ENVIRONMENTAL LOGIC
World events are unannounced.
They manifest through patrol migrations, beast drift, lightning surges, weather, and seasonal hazards.
Change occurs silently.
There are no patch notes for reality.
⸻
FIELD KIT — CANONICAL FLAVOR TEXT
A battered collection of essentials gathered from a lifetime on the road.
Rope. Chalk. A monocle that definitely isn’t yours.
A mining pick, a needle, a pan, a quill — and somehow never the one thing you actually need.
⸻
UNIFIED VENDOR ITEM FLAVOR TEXT — LOCKED
Coal
Black, dusty, and reliably flammable. It does exactly what coal has always done.
Resin Glue
Sticky, slow to cure, and hard to get off your fingers. Holds most things together. Usually.
Water Flask
Clean water in a sealed container. You’ll need more than you think.
Basic Hardware
Nails, pins, fasteners, and other small bits that vanish the moment you look away.
Flux
A necessary annoyance. Things melt better when this is involved.
Thread
Strong enough to hold. Thin enough to break at the worst possible moment.
Leather Strips
Trimmed, flexible pieces ready for stitching, binding, or patching.
Polishing Compound
A fine abrasive paste. Makes dull things shine and shiny things visible.
Wire
Thin, flexible metal wire for shaping, binding, and delicate work.
Basic Blanks
Unworked forms cut to standard sizes — rings, bands, and pendants waiting to become something more valuable than the metal they’re made from.
Empty Vial
Clean, sealed, and fragile. Try not to drop it.
Catalyst
Encourages reactions to happen faster, louder, or at all.
Sulphur
Yellow, sharp-smelling, and best handled carefully.
Salt
Improves flavor. Preserves food. Ruins meals when overused.
Cooking Oil
Keeps food from sticking. Sometimes keeps cooks from burning things.
Butter
Adds richness, calories, and regret.
Seasonings
A mixed pouch of dried herbs and spices. Exact contents vary.
Blank Parchment
Prepared sheets ready to receive words, marks, or mistakes.
Common Ink
Dark, dependable, and slow to fade.
Patents
Stamped documents recognizing ownership, authorship, or official intent.
⸻ NPC DIALOGUE & VOICE POOLS
CARAVAN / BUREAUCRATIC NPC LINES
“You should’ve thought ahead.”
“No, you can’t just hop on. That’s why there are forms.”
“No forms, no passage. That’s how this works.”
“You want the other road? That post’s a mile back.”
⸻
ARTIFACT SPECIALIST — DIALOGUE
Payment Taken:
• “Oh-ho! This will do nicely.”
• “Don’t mind if I do — I’ve always wanted one of these!”
• “Aaaand… my fee. You won’t be needing that, surely!”
• “Excellent! A fine specimen. Payment accepted.”
• “A curious trinket… I’ll take it off your hands.”
• “Yes, yes, yes… this one is MINE now.”
• “A fair price, wouldn’t you say? Too late if not!”
• “Wonderful! My collection grows again.”
• “You brought four? You’re generous! I only need one…”
• “Let me just… yoink. That one belongs to me now.”
After Identification:
• “All right, let’s see what secrets these baubles hold.”
• “Aha! Very interesting… here is what you actually have.”
• “You’ve been carrying THIS around? Fascinating.”
• “Revealed! Try not to faint.”
• “All done. Do try not to break them before selling.”
⸻
IDENTIFIER NPC — PERSONALITY SAMPLE
Marwa, the Bog Lantern — Marshlands
Cruel humor. Refuses clean objects.
“If it ain’t makin’ a noise or drippin’, it ain’t worth lookin’ at.”
⸻ SCROLLS, WRITS & BUREAUCRACY — FLAVOR
“Yes, this was created by a bureaucrat.
No, you can’t cut in line.”
“If wizards could think a spell, there would be no more wizards over the age of five.”
“This document certifies that the attached spell was cast properly, lawfully, and without incident. Any attempt to reproduce said spell without authorization will be met with fines, audits, or worse… you get to wait in line at the House of Authority for peer review.”
⸻
ATMOSPHERIC & WORLD TONE TEXT
Through careful pressure and practiced restraint, the Jeweler reduces excess crystal to its purest workable form. What is lost in mass is gained in precision.
Capitals favor specific cultures. Treasure complements the crafting economy. Every dangerous expedition yields at least one meaningful reward.
Aggro in Talvaren is biological, not numeric. Noise, movement, visibility, and threat define targeting.
Safe Zones are permissions.
Only specific professions create infinite safe zones. Others provide ambient warmth or light.
Light is a tactical and exploration resource.
Light is never free.
⸻ RUMORS, CONTRADICTIONS & CHARACTER — THE FOX
NPCs contradict each other constantly — and that’s exactly how he likes it.
“He once convinced a duke to buy his own castle back.”
“He smuggles dragon eggs.”
“He knows when artifacts will surface before the earth does.”
“He owns half the Shadow Consortium.”
“He is the Shadow Consortium.”
“He is banned from twelve nations but still visits them weekly.”
“He has no magical power — just a dangerous mind.”
“He’s older than he looks.”
“He’s younger than he looks.”
“He can talk his way out of death.”
⸻
SIGNATURE QUOTES
“If you think I’m harmless, congratulations — you’re already losing.”
“People don’t fear the truth. They fear finding out they were wrong.”
“History is a story told by survivors. I prefer the version told by witnesses.”
“The Eighth Age? Oh, darling… that’s centuries away.”
“I never lie. I simply… curate the truth.”
“Kings rule nations. I rule kings.”
“Dragons forget. I don’t have that luxury.”
⸻
WORLD & ECOSYSTEM FEEL
Fauna are passive unless provoked.
Apex predators are critical to ecosystem balance.
Fodder creatures shift locations to maintain population pressure.
Dangerous regions naturally produce better rewards.
⸻
THE VAST BELOW — FLAVOR
Multiple underground layers with decreasing safety.
Rare sightlines to the surface from upper reaches.
Verticality conveyed through sound and visual cues.
Few tunnels connect layers to preserve danger and mystery.
⸻ WORLD EVENTS — EMERGENT FEEL
Patrol migrations reshape encounters.
Fey activity alters zones subtly.
No announcements.
Players discover changes organically.
⸻
PLAYER PHILOSOPHY — FLAVOR
Exploration and observation are rewarded.
Progression is never forced.
The world reacts but does not explain itself.
Danger is respected, not trivialized.
Professional identity is preserved without forcing combat or crafting supremacy.
⸻
RACIAL ADVANTAGE / DISADVANTAGE BLOCKS (MECHANICAL — STORED ONLY)
DWARVES
Advantage — Weapon Mastery
• +5% increased weapon experience gain
Disadvantage — Heavy Gait
• −3% movement speed
⸻
ELVES
Advantage — Light Weapon Training
• +2 flat damage with all weapons under 3kg
Disadvantage — Alien Economics
• +5% cost on all vendor-bought consumables
(Elves do not intuitively understand coin value.)
⸻
HUMANS
Advantage — Adaptable Physiology
• −5% damage taken from all arcane damage
Disadvantage — Claustrophobia
• 2% chance to fumble / miss auto-attacks while underground
⸻
FEY
Advantage — Fey Essence
• +5% maximum mana
Disadvantage — Cold Iron Vulnerability
• +5% damage taken from melee attacks
⸻
THERIANS
Advantage — Shrewd Traders
• −5% vendor prices
Disadvantage — Nomadic Hunters
• −5% maximum mana
⸻
UNDEAD
Advantage — Bloodless
• Immune to bleed effects
Disadvantage — Arcane Instability
• +5% damage taken from arcane damage
⸻
ASHBORN
Advantage — Survivors
• +5% maximum health
Disadvantage — Weak Skin
• −5% maximum stamina
⸻
DEEP DELVERS
Advantage — Dark Sight
• Permanent vision in darkness
Disadvantage — Aquatic Ineptitude
• Cannot swim
(Deep Delvers never needed to learn.)
⸻
UNDEAD — RACIAL CONTEXT (UNCONSOLIDATED, STORED)
Derived from historical and mechanical references:
• Emerged during Age of the Living Dead
• Undeath altered death itself
• Holy purges followed
• Death was damaged, not broken
• Undead persist as a playable race with altered physiology and arcane instability
(No further consolidation applied.)
⸻
ARTIFACTS — CIVILIZATION FLAVOR
Non-functional treasures originating from five ancient mortal civilizations.
• Decorative only
• Used for housing, guild halls, and business displays
• High vendor value
• Reinforces profession interdependence and cultural treasure loops
⸻
POWDERED CRYSTAL (PC) — LORE PROPERTIES
Highest-order currency.
• Monetary value first
• Does not glow on land or freshwater
• Glows only in saltwater, scaling with depth and salinity
• Required by sub-aquatic civilizations for:
• Infrastructure stability
• Magical currents
• Pressure wards
Hoarding underwater is dangerous.
Circulation is mandatory.
Measured by mass, not coins.
Refined from fragments.
Not used directly in crafting.
⸻
IDENTIFICATION NPC — FUNCTIONAL CONTEXT
• Identification NPCs are the only source of item truth
• Artifact specialists function as appraisal authorities
• Dialogue reflects transactional ownership transfer
• Identification reveals function, not forgiveness
⸻
NPC IDENTIFIER FRAMEWORK
Each Identifier NPC has:
• Race
• Quirk
• Biome tie
• Signature behavior
Example preserved elsewhere.
⸻
PROFESSIONAL DESIGN INTENT
• Not every player wants to grind dungeons
• System supports:
• Combat Alchemists
• Battle Cooks
• Front-line Jewelers
Professional identity is preserved
without forcing combat or crafting supremacy.
Choice creates diversity without homogenization.
⸻
PVP STATUS (STORED AS GIVEN)
Talvaren has zero PvP.
No player-versus-player combat systems exist.
Module 1A — Player Core Systems
MODULE 1A — PLAYER CORE SYSTEMS
⸻
PURPOSE
Rules that apply to all players, regardless of class.
⸻
SECTION 1 — PLAYER HOUSING SYSTEMS
True-Unique Deeds
• 8 player housing deeds
• 1 guild hall deed
• 8 professional deeds
Drop Rules
• 1 in 3000 chance
• Any humanoid, non-fauna mob
• Locations determined later
Housing Communities
• Adjacent to a hub
• Limited number of houses
• Zone-appropriate architecture
Each community contains:
• Graveyard
• Soul well
• Centralized gathering area
Gathering Area Includes
• Long tables
• Stage
• Decorations
• 1–3 NPC musicians
All holiday events occur here and are Shade-run.
⸻
SECTION 2 — PLAYER RESOURCES
Primary Resources
• Health (HP) is not a spendable resource
• Mana and Stamina are the only spendable resources
• A character’s Primary Class determines which resource all abilities use
• Movement actions may consume the primary resource
Primary Resource Law
• HP is a life resource only
• No ability ever costs HP
• HP loss occurs only through damage or world consequences
There are:
• No mixed-cost abilities
• No dual-resource abilities
• No exceptions
⸻
SECTION 3 — RESOURCE BAR STRUCTURE
Each spendable resource uses a Two-Bar System:
• Active Resource Bar
• Reserve Resource Bar (33% of maximum)
Rules:
• Resource expenditure draws from Reserve first
• No passive regeneration of Active or Reserve Bars
• Magical healing cannot restore the Reserve Bar
Reserve refills only via:
• Consumables
• Safe Zones
When Reserve is empty → Cracked State
• Cracked resources cannot refill until Safe Zone access or consumable use
⸻
SECTION 4 — RESOURCE REGENERATION RULES
Primary Resource Regeneration
Primary resources (Mana, Stamina) do not regenerate naturally.
There is:
• No passive regeneration
• No out-of-combat regeneration
• No stat-based regeneration
• No class-based regeneration
Resources are restored only via:
• Consumables
• Safe Zones
Status: ACTIVE — Unlocked for evaluation
Reserve Bar Regeneration
Status: OPEN DESIGN NOTE
• A very slow Reserve regeneration may be allowed in the future
• Not decided
• Not implemented
• Not implied
If allowed:
• Would be extremely slow
• Would never replace consumables
• Would never operate in combat
• Exists only to reduce hard-dead expedition states
⸻
SECTION 5 — CASTING & MOVEMENT
• Cast Time = 0 → Instant Cast
• All Instant Cast abilities may be used while moving
• Any Cast Time greater than 0 requires stationary casting
• Cast time reduction cannot reduce below 0
• Instant cast status is binary (no partial movement)
Status: STRUCTURAL — Pending Final Reconfirmation
⸻
SECTION 6 — UNIVERSAL BUFF RULES
• Weak Buff → +15%
• Strong Buff → +45%
Rules:
• Buffs are category-based
• Buffs of the same category do not stack
• Reapplying a buff refreshes duration only
• Weak never upgrades to Strong
• Strong never downgrades to Weak
⸻
SECTION 7 — DAMAGE SYSTEMS
Mechanical Damage Types
Talvaren uses exactly four (4) mechanical damage types:
• Physical
• Magic
• Arcane
• Mental
All Mandala / elemental terms (Light, Fire, Ice, etc.) are flavor only and have no mechanical damage, resistance, or weakness math.
Damage Magnitude Placeholders
Each mechanical damage type uses four magnitude tiers:
• Weak
• Standard
• Strong
• Major
Rules:
• These are relative tiers, not numbers
• Numeric tuning is deferred to tables
• No stacking magnitude math
• No sub-tiers
• Same magnitude = same budget everywhere
Mental Damage Special Rule
Mental damage is effect-first, not damage-first.
• Deals minimal or zero HP damage
• Magnitudes define duration and severity, not damage
Tier meaning:
• Weak → very short, minor disruption
• Standard → short, meaningful disruption
• Strong → long, high-impact disruption
• Major → very long or encounter-defining effect
Mental effects still obey:
• No immunity rules
• CC-break rules
• Refresh-not-stack rules
⸻
SECTION 8 — SPRINT & MOVEMENT AUTHORITY
• Sprint available at Level 1
• Sprint is an exertive action
• Sprint drains Active Stamina
• Sprint may drain Reserve
• Sprint never restores resources
• Sprint disabled if Stamina is Cracked
• Walking and normal movement remain free
• Encumbrance modifies stamina efficiency
No other module may redefine sprint behavior.
Status: STRUCTURAL — Pending Stress Testing
⸻
SECTION 9 — DUAL-CLASS RULES
• Maximum of two classes per character
Primary Class:
• Defines resource type
• Defines scaling model
Secondary Class:
• Grants abilities only
All abilities use the Primary Resource.
⸻
SECTION 10 — PRIMARY RESOURCE CLASS SPLIT (LOCKED)
Mana-Primary Classes (8)
• Wizard
• Necromancer
• Druid
• Priest
• Jeweler
• Alchemist
• Tailor
• Scribe
Stamina-Primary Classes (8)
• Warrior
• Paladin
• Executioner
• Rogue
• Smith
• Cook
• Laborer
• Tamer
All abilities — combat, utility, profession, and dual-class — consume the primary resource.
⸻
PRIMARY RESOURCE HD GROWTH COEFFICIENTS (PER CLASS)
Definition
Each class has three HD values: HP / Mana / Stamina.
Total HD per class is always 40.
HD is determined at character creation, permanent, and retroactive.
Starting resource at Level 1 is HD × 10, then modified by stats.
At every level after Level 1, maximum resource increases by +HD.
HD Values by Class
Warrior
HP 18
Mana 8
Stamina 14
Paladin
HP 16
Mana 12
Stamina 12
Executioner
HP 14
Mana 10
Stamina 16
Rogue
HP 12
Mana 12
Stamina 16
Priest
HP 14
Mana 12
Stamina 14
Druid
HP 12
Mana 16
Stamina 12
Wizard
HP 14
Mana 18
Stamina 8
Necromancer
HP 12
Mana 18
Stamina 10
Smith
HP 18
Mana 10
Stamina 12
Tailor
HP 10
Mana 14
Stamina 16
Jeweler
HP 10
Mana 16
Stamina 14
Alchemist
HP 10
Mana 16
Stamina 14
Cook
HP 14
Mana 10
Stamina 16
Scribe
HP 8
Mana 18
Stamina 14
Laborer
HP 12
Mana 10
Stamina 18
Tamer
HP 14
Mana 10
Stamina 16
HD Constraints (Authoritative)
Highest HP: Warrior, Smith
Lowest HP: Scribe
Highest Mana: Wizard, Necromancer, Scribe
Lowest Mana: Warrior
Highest Stamina: Laborer
Lowest Stamina: Wizard
⸻
PLAYER HEIGHT & SIZE CATEGORIES
Minimum height: 1.0 m
Maximum height: 2.7 m
Tiny: 1.0–1.5 m
Standard: 1.6–2.1 m
Monstrous: 2.2–2.7 m
Classes scale to player-selected height.
Classes are not size-locked.
⸻
LEVEL-1 STAT FRAMEWORK (GLOBAL)
Six primary stats: STR, CON, DEX, INT, WIS, ART.
All Level-1 limits are creation-only constraints and do not cap long-term growth.
Players receive 20 free stat points at Level 1.
All stat points must be allocated at creation.
⸻
LEVEL-1 STAT FRAMEWORK — STANDARD SIZE
Baseline:
All stats start at 8.
Maximums:
No stat may exceed 15 at Level 1.
⸻
LEVEL-1 STAT FRAMEWORK — TINY SIZE
Minimum stats:
STR 4
CON 4
DEX 12
INT 9
WIS 10
ART 9
Maximum stats:
STR 8
CON 8
DEX 16
INT 15
WIS 15
ART 15
⸻
LEVEL-1 STAT FRAMEWORK — MONSTROUS SIZE
Minimum stats:
STR 12
CON 12
DEX 4
INT 4
WIS 8
ART 8
Maximum stats:
STR 16
CON 16
STR and CON maximums are intentional traps.
SECTION 11 — CORE STATS & PROGRESSION
Primary Stats
STR, CON, DEX, INT, WIS, ART are the six primary player stats.
• A stat value of 8 represents the world average and confers no bonus or penalty
• Values above 8 confer advantages
• Values below 8 impose penalties
• There are no stat caps
• Stats may increase indefinitely over a character’s lifetime
Level 1 Stat Allocation
• Players receive 20 stat points
• Beginning stats depend on size
• Size-based min/max apply (Level 1 only)
Post-Level-1 Stat Allocation
• +2 stat points per level
• All stat points must be spent immediately
• Each allocation event limited to +1 per stat
Loot-granted stat points:
• Bypass level-based limits
• Still obey the +1 per stat per allocation rule
Attribute effects are per-point, not per-level.
Stat bonuses apply retroactively to all levels, including Level 1.
⸻
SECTION 12 — LITERACY & UI GATES
• INT ≤ 10 → Cannot read
• INT ≥ 11 → Literacy enabled
• WIS < 11 → Compass disabled
• Symbol-based signage still functions
Size does not hard-block literacy or compass access, but size-based stat pressure may discourage reaching thresholds early.
⸻
SECTION 13 — PRIMARY RESOURCES & HD
Primary resources are:
• HP
• Mana
• Stamina
Each primary resource is governed by a class-defined HD growth coefficient.
HD is:
• Determined at character creation
• Permanent once play begins
• A growth coefficient, not a temporary modifier
Starting resource at Level 1:
• HD × 10
• Then modified by player stat allocation
At every level after Level 1:
• Resource maximum increases by +HD
Stat-based modifiers apply retroactively, including Level 1.
⸻
SECTION 14 — ATTRIBUTE EFFECTS (PER POINT)
• STR → Stamina Max
• WIS → Mana Max
• ART → Stamina efficiency + Stamina Max
• CON → HP per point (retroactive)
• DEX → Physical mitigation
• INT → Spell interaction logic
⸻
SECTION 15 — NUMERIC STAT MECHANICS
Strength (STR)
STR governs physical damage, stamina growth, and carry capacity.
Damage
• STR 4: −2 damage per attack
• STR 6: −1 damage per attack
• STR 8: no modifier
• STR 10: +1 damage
• Every +2 STR above 10: +1 damage
• No cap
Stamina per Level (HD-gated, retroactive)
• STR 4: −2 stamina per level
• STR 6: −1 stamina per level
• STR 8: no modifier
• STR 10: +1 stamina per level
• Every +2 STR above 10: +1 stamina per level
Carry Capacity
• +2 kg per STR point
STR damage applies to all player physical attacks.
World or mob traps are exempt from STR rules.
Constitution (CON)
CON follows the same numeric scaling pattern as STR but applies to HP per level.
Wisdom (WIS)
WIS follows the same numeric scaling pattern as STR but applies to Mana per level.
Dexterity (DEX)
DEX governs movement speed, incoming melee damage taken, and dual wielding.
Movement Speed
• DEX 4: −5%
• DEX 6: −2.5%
• DEX 8: no modifier
• DEX 10: +3%
• Every +3 DEX above 10: +3%
Incoming Melee Damage Taken
• DEX 4: +5%
• DEX 6: +2.5%
• DEX 8: no modifier
Dual Wielding
• At DEX 11, the player may dual wield an off-hand weapon weighing 2 kg or less
• Off-hand attacks apply to auto attacks only, not abilities
• Off-hand attack speed at DEX 11 is 1 attack every 3 seconds
• Each DEX above 11 reduces off-hand attack interval by 0.1 seconds
• Off-hand attack speed is hard-capped by the primary-hand weapon’s maximum attack speed
No skills, gear, buffs, or systems other than DEX may ever modify off-hand attack speed.
⸻
SECTION 16 — SAFE ZONES
• Allow recovery and logistical action
• Do not prevent consequences
Aggro rules:
• A mob pulled into a Safe Zone remains aggroed only to:
• The pulling player
• Any players who attack it or heal attackers
⸻
SECTION 17 — SCROLLS & WRITS
Scrolls
• Spell-adjacent, single-use items
• Instant cast
• Consume mana
• Reference base spell only unless class-unlocked
Blocked while:
• Silenced
• Underwater
• In storm biomes
Writs
• Non-magical systemic documents
• Do not consume mana
Rules:
• Scrolls and writs are categorically distinct
• No item may function as both
• Scrolls and writs cannot be chained
⸻
SECTION 18 — DEATH & SOUL LOGIC
Spirit Wells provide:
• Resurrection
• Identification access
• Map study
Graveyards:
• Two bindable respawn locations (primary + secondary)
⸻
SECTION 19 — FIELD KIT (UNIVERSAL SLOT)
• All characters possess one Field Kit slot
• Universal, class-agnostic
• Not gear, inventory, or weapon
• World-interaction utility only
Field Pull System
Once per 3-hour in-game day:
• Grants one random stackable utility consumable
• Low quality
• Single-use
• Non-scaling
• Non-sellable
• Non-damaging
• No combat debuffs
• May stack naturally
Constraints:
• No stat bonuses
• No durability repair
• Does not replace Smith repairs or towns
• Professions may unlock interactions through it
Fishing Pole is the only equip-required tool unless patched.
⸻
SECTION 20 — ENCUMBRANCE AUTHORITY CLARIFICATION
• Equipment defines weight
• Player systems define consequences
• No equipment module may define stamina regeneration or sprint rules
Module 1B — Equipment & Gear Systems
MODULE-1B —Equipment & Gear Systems
📜 MODULE 1B — EQUIPMENT & GEAR SYSTEMS (CANON)
Status: Active Canon Module
Companion Module: Module 1A — Player Core Systems
⸻
MODULE-1B — EQUIPMENT & GEAR SYSTEMS (SCOPE)
• Equipment Weight System
• Weapon and armor behavior governed exclusively by weight class
• No damage-type math, mitigation curves, or stat scaling exists in equipment
• Weight determines stamina friction, encumbrance expectations, and interaction limits
• No armor “types” (plate/leather/etc.) exist in the engine
• All meshes must conform to defined weight envelopes
• Equipment Slot Framework (priority clause)
Primary gear slots:
• Head
• Chest
• Legs
• Boots
• Shoulders / Back (shared)
• Arms
• Belt
• Main Hand
• Off-Hand (Shield or Light Weapon)
• Ranged
Jewelry slots:
• Ring ×4
• Neck
• Jewelry Rules
• 4 rings + 1 necklace
• Jewelry never scales with tier, rarity, enchantment, or effect
• Jewelry never meaningfully affects encumbrance
• Jewelry never grants combat-defining bonuses
• Slot Identities & Bonus Locks
• Each equipment slot has exclusive allowed bonus categories
• Slot-identity bonuses never roll randomly
• Primary stats are belt-exclusive
• Healing and magic amplification bonuses restricted by slot
• No profession bonuses may appear on equipment
• Stamina & Auto-Attack Interaction
• Ability stamina cost modified by weapon weight
• Auto-attacks:
• cost 0 stamina
• animation-timed
• fixed swing times
• no per-frame stamina math
• Weapon & Armor Category Profiles
• Light / Medium / Heavy categories are permanent, global, uniform
• Cannot be overridden without explicit patch
• Artifact Item Categories (equipment context)
• Artifacts are:
• non-equippable
• non-functional
• display-only
• economy-safe
• Never grant stats, slots, affixes
• Equipment ↔ Player Boundary
• Equipment defines mass and friction only
• Player thresholds, sprint logic, stamina regen rules, reserves, cracked state = Module 1A
• Tools & World Interaction
• Field Kit: no weight, no stats, no combat use
• Professional tools abstracted into Field Kit
• Weapons may level; armor never levels
• No future system may require tool-equipping unless patched
• Mount Acquisition & Authority
• Tamer is the only class with persistent mounts
• Paladin mounts are conjured and exempt
• All tamer mounts are killable; death is permanent
• Mounted combat does not exist
• Dismounted mounts travel to nearest stables
• All tames share a global cooldown
• Caravan Ox — Command Rules
• Commands may be issued while the Ox is dismounted
• Commands affect only the Ox owned by the issuing Tamer
• “Go Home” sends the Ox to the nearest valid stables
• While active, the Ox serves as a mobile stable anchor for the owner’s party
⸻
PURPOSE
Centralize all mechanical rules for:
• Weapons
• Armor
• Equipment slots
• Weight rules
• Stamina interaction
• Slot identities
• Affix and secondary bonus restrictions
• Artifact item categories
• Equipment–world interaction boundaries
• Mount acquisition, taming tiers, and advanced travel authority
⸻
LEGAL / INTEGRATION NOTES
1. Module 1B defines all equipment-based systems, including:
• Weapons
• Armor
• Equipment slots
• Weight rules
• Stamina interaction
• Affix and secondary bonus restrictions
• Artifact item categories
• Equipment–world interaction boundaries
2. Module 1A governs all player-side physics (stats, stamina pools, sprint logic, encumbrance thresholds, dual-class fundamentals).
3. When an interaction concerns both player physics and equipment stats:
• Module 1A takes priority unless Module 1B explicitly overrides for gear-specific logic.
4. Locked sections of Module 1B override all other modules unless explicitly patched.
5. Additive sections do not override locked canon unless stated.
6. Module 6 governs Field Kit mechanics; Module 1B governs how they interact with equipment systems.
⸻
⭐ SECTION 1 — WEIGHT RULES (LOCKED CANON)
1. WEAPON WEIGHT CLASSES
Light Weapons
• 1–4 kg
Medium Weapons
• 5–10 kg
Heavy Weapons
• 12–26 kg
• 11 kg is reserved as a neutral design buffer for exotic items.
⸻
2. ARMOR WEIGHT CLASSES (FULL SET TOTALS)
Light Armor: 8–14 kg
Medium Armor: 15–24 kg
Heavy Armor: 25–40 kg
⸻
3. ARMOR PIECE WEIGHT GUIDELINES
(Universal anchors — do not imply armor type)
• Helm: 0.5–3 kg
• Shoulders / Back: 1–3 kg
• Chest: 3–14 kg
• Arms: 1–3 kg
• Legs: 2–8 kg
• Boots: 1–4 kg
• Cape / Backpiece (if used): 1–3 kg
All pieces must fit inside full-set ranges.
⸻
4. BELT + JEWELRY WEIGHT RULE
• Belt always counts as 1 kg
• All jewelry combined (4 rings + 1 neck) counts as 1 kg total
• Jewelry and belts never meaningfully affect encumbrance
⸻
5. SYSTEM NOTES
• Weight is suggested to govern equipment-based penalties and bonuses; final implementation not yet resolved.
• No armor “types” are tied to damage math
• All future meshes must fit these ranges
⸻
⭐ SECTION 2 — EQUIPMENT SLOT FRAMEWORK (HARD CANON)
1. PRIMARY GEAR SLOTS
• Head
• Chest
• Legs
• Boots
• Shoulders / Back (shared)
• Arms
• Belt (Primary Stat Slot)
• Main Hand
• Off-Hand (Shield or Light Weapon)
• Ranged (wand, orb, sling, throwing focus)
⸻
2. JEWELRY SLOTS
• Ring 1
• Ring 2
• Ring 3
• Ring 4
• Neck
Jewelry uses the flat 1 kg rule.
⸻
3. WEIGHT CONTRIBUTION NOTES
Only these slots contribute meaningful encumbrance:
• Chest
• Legs
• Boots
• Shoulders / Back
• Arms
• Main Hand
• Off-Hand
• Ranged
Head, Belt, and Jewelry are negligible or flat.
⸻
4. PRIORITY CLAUSE
This framework overrides all conflicting systems automatically.
⸻
⭐ SECTION 3 — JEWELRY SLOT RULES (HARD CANON)
• Players may equip:
• 4 Rings
• 1 Necklace
• Jewelry:
• Always counts as 1 kg total
• Never scales with rarity, tier, enchantment, or effect
• Never meaningfully affects encumbrance
⸻
⭐ SECTION 4 — EQUIPMENT SLOT IDENTITIES & SECONDARY BONUS LOCKS (HARD CANON)
4.1 — Allowed Slot Bonuses
Head
• Resistances
• Spell Mitigation %
• Crowd Control Resistance %
Chest
• Armor (highest source)
• % Damage Reduction
• Max Health % (small)
Legs
• Movement Speed %
• Dodge / Evasion %
Boots
• Movement Speed %
• Fall Damage Reduction
• Knockback Resistance
Shoulders / Back
• Threat Generation ±%
• AoE Damage Resistance
• Minor Healing Done %
• Minor Magic Damage Done %
Arms
• Accuracy %
• Attack Speed %
• Cast Speed %
Belt — PRIMARY STAT SLOT (HARD CANON)
• STR, DEX, CON, INT, WIS, ART
• Up to +5 total cumulative stat
• can be more than one stat
• No other slot may grant primary stats
Main Hand
• Parry %
• Flat Damage
• Crit Chance %
• Crit Damage %
Off-Hand (Shield)
• Block Chance (highest)
• Resistances
• Damage Reduction %
Off-Hand (Light Weapon)
• Block Chance (small)
• Attack Speed %
Ranged
• Accuracy % (highest)
• Crit Chance %
• Elemental / Magic Damage %
Rings ×4
• Utility / flavor only
• No Healing Done %
• No Magic Damage Done %
Neck
• Elemental Resistances
• Illusion Detection
• Major Healing Done %
• Major Magic Damage Done %
⸻
4.2 — Random Affix Pool Rules
• Slot-identity bonuses never roll randomly
• Random pool includes only approved generic stats
• Primary stats forbidden (belt only)
• Healing/Magic bonuses restricted to cloak (minor) and neck (major)
• No profession bonuses allowed
⸻
4.3 — Dual-Wield Status
• Section 4.3 — Dual-Wield Reference is retired and obsolete
⸻
4.4 — PRIORITY CLAUSE
Overrides all conflicts automatically.
⸻
⭐ SECTION 5 — STAMINA & AUTO-ATTACK SYSTEM (HARD CANON)
1. ABILITY STAMINA FORMULA
Final Cost = Base Cost × Weapon Multiplier
⸻
2. WEAPON STAMINA MULTIPLIERS
• Light: ×0.8
• Medium: ×1.0
• Heavy: ×1.3
⸻
3. AUTO-ATTACK RULES
• Cost: 0 stamina
Swing Times:
• Light: 1.2s
• Medium: 1.6s
• Heavy: 2.2s
• Not modified unless patched
⸻
4. PERFORMANCE NOTES
• Animation-timed
• No per-frame math
• Server-efficient
⸻
⭐ SECTION 6 — WEAPON & ARMOR CATEGORY PROFILES
• Light / Medium / Heavy categories are permanent, global, uniform
⸻
⭐ SECTION 7 — ARTIFACT ITEM CATEGORIES (HARD CANON)
Artifacts are:
• Non-equippable
• Non-functional
• Display-only
• Economy-safe
Allowed Categories
1. Ceremonial Weapons
2. Ceremonial Armor
3. Tools & Instruments
4. Figurines & Idols
5. Maps & Tablets
6. Household Implements
Forbidden
• Jewelry
• Combat items
• Containers
• Currency
• Crafting materials
• Functional scrolls/books
Artifacts never grant stats, slots, or affixes.
⸻
⭐ SECTION 8 — EQUIPMENT–PLAYER BOUNDARY CLARIFICATIONS (ADDATIVE CANON)
Encumbrance Language Clarification
• Equipment weight represents item mass only
• All encumbrance thresholds, penalties, sprint logic, and stamina efficiency are governed by Module 1A
• Module 1B may define weight, not player behavior
⸻
⭐ SECTION 9 — FIELD KIT, TOOLS & WORLD INTERACTION (ADDATIVE CANON)
• Field Kit exists (Module 6)
• Field Kit:
• No weight
• No stats
• No combat use
• Professional tools are abstracted into the Field Kit
• Fishing Pole is the only equip-required tool
• Weapons may level
• Armor never levels
No future system may require tool-equipping unless explicitly patched.
⸻
⭐ SECTION 10 — MOUNT ACQUISITION, TAMING TIERS & ADVANCED TRAVEL (HARD CANON)
GLOBAL MOUNT RULES
• The Tamer is the only class capable of acquiring persistent mounts
• Paladin mounts are class-conjured and exempt
• All Tamer mounts are killable; death is permanent
• Mounted combat does not exist
• On dismount, mounts travel to nearest stables
⸻
MOUNT GLOBAL COOLDOWN
• All mount tames share a 3-minute cooldown
⸻
TAMING TIERS
Easy Mode
• Horse (Lv 10)
• Camel (Lv 14)
Moderate Mode
• Bear (Lv 20)
• Dire Wolf (Lv 24)
• Giant Boar (Lv 28)
• Giant Infant Spider (Lv 32)
• Giant Snake (Lv 35)
Advanced
• Caravan Ox (Lv 40)
• Runic Turtle (Lv 48)
• War Elephant / Hephalump (Lv 55)
Pinnacle
• Mimic (Lv 60)
True Unique
• Unicorn
• World Stag
⸻
TIER RULES
Easy Mode
• Guaranteed success if ingredients present
Moderate Mode
• 50% base success
• Lore book research guarantees success
• Failure = hostile creature
⸻
ADVANCED MOUNT ROLES
• Ox: mobile stables, caravan anchor
• Turtle: water traversal platform
• Elephant: heavy surface logistics
⸻
PINNACLE MOUNT
• Mimic — multi-form, summon-capable, no combat
⸻
TRUE UNIQUES
• Governed by Global True Unique Utilization Rule
Module 2 — World Engine & Global Systems
MODULE-2 — World Engine & Global Systems
• Living World / Access Law
• No invisible walls; access blocked only by natural world conditions (patrol density, ambiance-weather, megafauna, fey activity, flood rivers, migration hazards).
• Conditions shift dynamically.
• Soft-Lock World Progression (server-driven)
• No level gates; no patch unlocks.
• World evolution driven by server behavior.
• Population thresholds unlock routes & tunnels.
• Economic engine thresholds unlock regions.
• Specific zone-cluster player-driven actions may unlock content.
• Servers diverge uniquely.
• Moving Zones
• Drifting regions (e.g., Floating Castle, Fey Rings) shift every 8 real days.
• Occupants relocate with the zone.
• Travel Engine (system layer)
• Travel methods include: wagons, ferries, ships, skyships, VB Trolley System, VB Deep Suspension Lift.
• All routes run on 3-hour real-time cycles.
• Signed logout → appear at destination.
• Unsigned logout → wake where logged out.
• Ensorcelling Zones
• Overlapping unlocks stabilized by in-game hazards.
Module 3 — Guild Infrastructure, Maps, Travel, Identification & Hub Logic
MODULE 3 — Guild Infrastructure, Maps, Travel, Identification & Hub Logic
• Universal Settlement Infrastructure
• Every major settlement contains:
• Adventurer’s Guild
• Caravaner’s Guild
• Merchant Market / Trade Pavilion
• Profession trainer/vendor infrastructure (market-stall based only)
• Map-Study Terminal (Adventurer’s Guild component)
• Physical terminal (not UI abstraction).
• Unlocks zone clusters.
• Requires 10 minutes cumulative study.
• Player may move inside guild only; leaving pauses progress.
• At 10 total minutes → cluster permanently unlocked.
• Prevents AFK abuse; encourages guild usage.
• Outpost Boards (Travel Intelligence)
• Physical boards at caravan hubs and outposts.
• Display: departures, arrivals, weather hazards, travel dangers, monster activity.
• Diegetic intelligence; does not guarantee safety or accuracy.
• Travel Network (hub layer)
• Travel modes include:
• wagon caravans,
• river ferries,
• ocean ships,
• sky-ships,
• VB trolleys,
• VB great lift.
• All NPC routes run on a fixed 3-hour global cycle.
• Access governed by terrain, storms, monsters, world state.
• Caravan Master (hub role)
• Adventurer-only license.
• Appears only at dangerous shortcut hubs.
• Operates from external caravan yards.
• Not a marketplace vendor.
• Item Identification System (service + safeguards)
• Identification is a world service, not a player ability.
• Identification services provided exclusively by NPC Identifiers / Artifact Specialists (single global identifier type).
• No portable, craftable, magical, or alternate identification.
• Identification reveals: full stats, tier, enchantment school, all special effects, unknown-effect flag if present.
• Unknown effects never appear before identification.
• Unknown effect tables are server-unique.
• Graveyards and Spirit Wells function as loot-sorting hubs.
• Deep Delver Markets function as identification hubs and black-market infrastructure.
• System safeguard: Module 3 overrides contradictions for identification, hub logic, and access control.
• Identifier Locations (service availability)
• Major cities
• Deep Delver Markets
• Spirit Wells / Graveyards (as loot-sorting hubs; service adjacency noted)
Module 4 — World Geography & Biomes
MODULE 4 — World Geography & Biomes
(AUTHORITATIVE SUPPORTING RECORD — NON-GAMEPLAY)
Purpose
Identify all assumptions, dependencies, exclusions, and “silent rules” that affect Module 4 — World Geography & Biomes, but are defined elsewhere.
This document:
• Introduces no mechanics
• Defines no systems
• Exists to prevent accidental rule injection, duplication, or contradiction
⸻
1. GLOBAL RULE DEPENDENCIES (ASSUMED, NOT DEFINED HERE)
Module 4 assumes the following global laws exist without redefining them.
1.1 Caravan Route Immutability
• Caravan routes:
• Are never delayed, damaged, destroyed, or blocked
• Dynamically route around hazards
• Module 4 relies on caravan rhythm and compatibility
• The immutability rule lives in global travel canon
• ❗ If omitted elsewhere, travel logic breaks
⸻
1.2 No PvP Rule
• Module 4 geography, safe zones, and camps assume:
• Zero PvP
• No territorial grief mechanics
• This rule is not declared in Module 4
• It lives in global combat law
⸻
1.3 Player Death & Resurrection Rules
• Module 4 defines environmental hazards (e.g., polar cold)
• It does not define:
• Death consequences
• Resurrection timing
• Corpse recovery
• Assumes Adventurer’s Guild systems elsewhere
⸻
2. SYSTEMS INTENTIONALLY EXCLUDED FROM MODULE 4
These systems are commonly mistaken as geography but are explicitly excluded.
2.1 True Unique Utilization Rule
• Underground black market access references True Uniques
• Utilization / neglect timer (10-day rule) is not here
• Lives in global item governance
• Module 4 references access only, not enforcement
⸻
2.2 Structural World State System
• Bridges, towers, roads degrading over time:
• Not defined here
• Geography assumes structures exist
• Structural durability tiers live in infrastructure canon
• ❗ Do not merge into Module 4
⸻
2.3 Laborer Repair & Inspection Timers
• Campfires reference profession gating
• Actual labor time (≈3 real hours) lives elsewhere
• Module 4 only acknowledges interaction exists
⸻
3. VISUAL VS MECHANICAL EDGE CASES
3.1 Weather Is Visual Except One Case
• Rain, storms, sandstorms:
• No stat damage
• No survival drain
• Only exception: polar tundra cold
• ❗ No other weather system may introduce mechanics
⸻
3.2 Sandstorms
• Reduce vision only
• Do not:
• Drain stamina
• Affect accuracy
• Cause damage
• Common future-dev mistake — flag explicitly
⸻
4. CAMPFIRE EDGE CASES
4.1 Campfire Priority Rules
• Campfires:
• Override polar cold only
• Do not override any other hazard
• No stacking immunities
• No weather immunity beyond cold
⸻
4.2 Duration vs Radius
• Duration applies to buffs
• Radius applies to cold negation
• Campfire extinguish ≠ instant cold if within residual comfort window
(Implied tolerance; implementation defined later)
⸻
5. SAFE ZONE EDGE CASES
5.1 Safe Zones Are Invisible
• Mobs:
• Cannot see
• Cannot path into
• Players:
• Can leave instantly
• No visual “bubble” required
⸻
5.2 Safe Zone Distance Rule
• Minimum 60m from:
• Named NPCs
• Bosses
• Prevents:
• Kiting exploits
• AFK boss farming
• Applies to fixed safe zones only
• Campfires do not count as safe zones
⸻
6. BIOME & MOB EDGE CASES
6.1 Ultra-Rare Stat Granting
• One stat per biome, not per world
• Player may gain multiple permanent stats across world
• Party roll determines recipient
• ❗ Location randomization must not cluster
⸻
6.2 Chaos Factor Independence
• Elite roll:
• Can apply to fauna, humanoids, apexes
• Chaos Factor:
• Does not replace ultra-rare spawn
• Is orthogonal to tier
• Avoid accidental mutual exclusion in code
⸻
7. UNDERGROUND (VAST BELOW) EDGE CASES
7.1 Sound Bleed
• Hearing combat across layers:
• Is intentional
• Is non-informational
• Must never reveal:
• Exact mob count
• Player identities
• Atmosphere only
⸻
7.2 Key Ring Law Scope
• Keys:
• Grant access only
• Do not convey ownership
• Losing access does not delete progress
• Key ring is:
• Non-droppable
• Non-tradeable
• Non-destroyable
⸻
8. OCEAN & UNDERWATER EDGE CASES
8.1 No Stamina Drain
• Applies to:
• Swimming
• Underwater combat
• Hard rule
• Prevents “breath + stamina double tax”
⸻
8.2 Ghost Ship Audio Cues
• Heavy audio is:
• Warning
• Atmosphere
• Not intended as:
• Precision locator
• Timer replacement
⸻
9. WORLD SCALE & PROGRESSION EDGE CASES
9.1 No Endgame Zone
• Polar regions:
• Exceed cap
• Are not “endgame”
• No funnel
• No final raid continent
• Affects:
• Loot expectation
• Player psychology
• Content pacing
⸻
9.2 Underground-Only Viability
• Entire game can be played underground
• Surface is not mandatory
• Progression balance assumes this
⸻
10. WORLD EVENT EDGE CASES
10.1 Silent Mutation
• World changes may occur:
• Without patch notes
• Without announcements
• Discovery is:
• Player-driven
• NPC rumor-based
• Logging exists for developers only
⸻
11. MIGRATION SAFETY NOTES (CRITICAL)
When moving or editing Module 4:
• Do not merge governance text into it
• Do not inject combat or economy rules
• Do not “clarify” visual vs mechanical unless restating exact canon
• Do not relocate polar cold rules — Module 4 owns them
⸻
Status
• Authoritative supporting record
• Non-player-facing
• Non-gameplay
• Dependency & exclusion ledger only
• Biome Structure (global)
• Every biome contains:
• 1 harmless animal set
• 2–5 basic enemies
• 1 apex predator
• 1 ultra-rare spawn
• 1–2 biome-specific resources
• 1 Soulforge enchantment affinity (Mandala-aligned)
• Mandala Affinity Rules (biomes)
• Affinity pairs:
• Light ↔ Death
• Air ↔ Earth
• Life ↔ Dark
• Fire ↔ Ice
• Each biome favors one affinity and weakens its opposite.
• Ultra-Rare Biome Stat Rule
• Exactly one stat-granting ultra-rare encounter per biome.
• Grants one permanent stat of player’s choice.
• One use per player per biome.
• Party roll determines recipient.
• Location random within biome.
• Chaos Factor (spawn variance)
• Any spawn may randomly roll:
• Elite status
• bonus mechanics
• enhanced stats
• Independent of normal tier rules.
• Weather & Environmental Hazards
• Weather is visual only, except:
• Polar tundra: HP drain outside protection.
• Desert sandstorms: visibility reduction only.
• No other weather immunity exists.
• World Layout & Access Rules (geography constraints)
• Single surface supercontinent.
• Five outer surface megaregions.
• Two polar tundra continents.
• One massive underground world (The Vast Below).
• Placement obeys:
• Caravaner 3-hour rhythm
• “Adventure ≤ 20 minutes away” rule
Module 5 — Mandala Damage, Divine Systems & Probability
MODULE 5 — Mandala Damage, Divine Systems & Probability
• Divine RNG & Probability (global)
• Probability flows only through:
• Global Divine RNG
• Chaos Factor
• Professions (Art)
• Lesser Immortals never affect probabilities.
• Shrine & Divine Buff System
• Exactly 8 shrine buffs.
• One active at a time.
• Gold donation activation.
• Governed by Global Divine RNG.
• No permanent stats.
• No stacking.
• No god-specific mechanical variants.
• Damage Type Assignment (enemy rule)
• Each enemy has 1 primary + 1 secondary damage type.
• Resistance categories and assignments exist (details deferred).
Module 6 — Professional Classes, Crafting & Shared Systems
MODULE 6 — Professional Classes, Crafting & Shared Systems
1️⃣ PURPOSE
Module 6 defines:
• Class identity
• Ability structure
• Level-based ability acquisition
• Dual-class rules
• Professional class progression and effectiveness
This module governs how abilities are earned and structured, not numeric balance.
⸻
2️⃣ ABILITY DEFINITIONS (GLOBAL)
• “Ability” is a universal term covering:
• Spells
• Skills
• Activated abilities
• Passive abilities
• All abilities are trainer-granted
• No inventory-based learning
• Players may hotbar any number of abilities
⸻
3️⃣ CORE COMBAT ROTATION (HARD STRUCTURE)
Every class has exactly four Combat Rotation abilities:
1. Basic Attack (CR-1)
2. Builder / Setup A (CR-2)
3. Builder / Setup B (CR-3)
4. Maintenance (CR-4)
Rules:
• All four are obtained by Level 3
• No secondary resource systems
• No rage, combo meters, buildup counters, or hidden states
⸻
4️⃣ ABILITY TOTALS (LOCKED)
• 46 abilities by Level 60
• +2 abilities at Level 61
• 48 total possible abilities per class (hard cap)
⸻
5️⃣ LEVEL 1–10 ABILITY ACQUISITION
(12 abilities accessible by reaching Level 10)
Level 1
• 3 abilities:
• CR-1 Basic Attack
• CR-2 Builder / Setup A
• 1 non-rotation ability
(Free, pre-learned, journal-locked)
Level 2
• +1 ability:
• CR-3 Builder / Setup B
Level 3
• +1 ability:
• CR-4 Maintenance
(Combat rotation complete)
Level 4
• +1 ability
Level 5
• +1 ability:
• Epic Ability #1 (1-hour cooldown)
Level 6
• No ability
Level 7
• +1 ability:
• Epic Ability #2 (1-hour cooldown)
Level 8
• No ability
Level 9
• +2 abilities:
• Epic Ability #3 (1-hour cooldown)
• +1 additional ability
Level 10
• +1 ability:
• Ultra Montage Ability (3-hour cooldown)
⸻
6️⃣ EPIC & ULTRA ABILITIES
Epic Abilities
• Class-defining
• 1-hour cooldown
• Total by Level 9: 3
Ultra Abilities
• Class-defining
• 3-hour cooldown
• First Ultra gained at Level 10
• Ultra abilities are Montage abilities
⸻
7️⃣ MONTAGE (DECADE) ABILITIES
Each class has exactly six Montage abilities:
• Level 10 (Ultra)
• Level 20
• Level 30
• Level 40
• Level 50
• Level 60
Rules:
• Require 5–10 minutes of trainer-based training
• Only one Montage ability may be gained per decade
• Montage choice applies during dual-classing
⸻
8️⃣ LEVEL 11–60 ABILITY DISTRIBUTION
Milestone Grants (10 total)
• Level 11: +2
• Level 21: +2
• Level 31: +2
• Level 41: +2
• Level 51: +2
Assigned Single-Ability Levels (19 total)
• 13, 15, 18
• 23, 25, 26, 28
• 32, 34, 37, 39
• 42, 45, 47, 48
• 54, 55, 56, 58
Montage Abilities
• Level 20, 30, 40, 50, 60
Total abilities gained from 11–60: 34
Total by Level 60: 46
⸻
9️⃣ LEVEL 61 — FINAL CAPSTONE
• Level 61:
• +2 abilities (“good ones”)
Final total: 48 abilities
⸻
🔟 DUAL-CLASSING RULES
• First chosen class is Primary Class forever
• Players may have at most two classes
• Class advancement occurs in 10-level blocks
• No fractional splits
Dual-Class Choice
• Every 10 levels, player chooses which class advances next
• Choice window does not expire
Montage Choice
• At each decade, player chooses which class receives the Montage ability
• Dual-classing grants options, not additional power
⸻
1️⃣1️⃣ EFFECTIVE LEVEL RULE
• A player with 10 / 10 class levels is treated as Level 20
• Dual-classing auto-skips a level in progression math
• Ability milestones occur at effective levels:
• 11, 21, 31, 41, 51, 61
⸻
1️⃣2️⃣ PROFESSIONAL CLASSES — GLOBAL RULES
Professional Class Set
• Smith
• Tailor
• Jeweler
• Alchemist
• Cook
• Scribe
• Laborer
• Tamer
Professional Ability Progression
• Professionals receive all 12 of their abilities by Level 10
• They do not follow Adventurer ability pacing
• Ability access never changes after Level 10
⸻
1️⃣3️⃣ PROFESSIONAL EFFECTIVENESS (LEVEL 10 HARD CHOICE)
Professionals begin with:
• Crafting effectiveness: 0.7
• Combat effectiveness: 0.7
At Level 10, progression halts until a permanent choice is made:
ARTISAN
• Crafting → 1.0
• Combat → 0.7
DUNGEONEER
• Crafting → 0.7
• Combat → 1.0
Rules:
• Ability access does not change
• Only effectiveness scaling changes
• Enables viable combat professionals
⸻
1️⃣4️⃣ GLOBAL PROFESSION SYSTEM RULES
• No permanent profession guild halls (mechanically)
• Professions operate via marketplace stalls
• Player-owned deed shops are mechanically active
• Legacy buildings may exist visually only
• Visual placements despawn after:
• 2 minutes or
• 6 items removed
• Max 2 identical crafted items per player
• Ingredient awareness is profession-specific
• Five-tier ingredient system (T1–T5 / Common–Rare)
• Resources sourced from:
• Mobs
• Chests
• Expeditions
• World logic
• Group XP bonus:
• +5% per professional
• Max +30%
⸻
1️⃣5️⃣ STATUS
• All rules above are LOCKED
Module 7 — Non-Magic Abilities & Skills
MODULE 7 — Non-Magic Abilities & Skills
(Structural rules only; no class-specific lists yet)
ABILITY PROGRESSION — GLOBAL RULES
• Each class has up to 48 total abilities by Level 61.
• Ability totals and grant pacing are defined in Module 6.
• Abilities are intentionally divisible by 8, reinforcing Talvaren’s core cosmology.
• Ability categories are universal:
• Spells
• Activated Abilities
• Skills
• Passives
• Players may hotbar as many abilities as they want.
• The system does not protect players from complexity; choice is celebrated.
⸻
DESTINATION: Module 7 — Non-Magic Abilities & Skills
CORE ROTATION RULE (KISS — HARD)
Each class has exactly 4 core rotational actions:
1. 1 Basic action (always usable)
2. 2 Setup / Builder actions
3. 1 Maintenance action
Rules:
• No secondary resource systems exist.
• No rage bars, fury meters, elemental buildup, counters, or stacks.
• Only primary resources exist (stamina, mana, health).
• Core rotation is intentionally simple; depth comes from situational and optional abilities.
⸻
NO RETROACTIVE ACCESS RULE — ADVENTURERS
• Dual-classing never grants access to levels 1–10 abilities of the second class.
• Example:
• A Level 10 Rogue who dual-classes into Warrior:
• Keeps Rogue 1–10 abilities
• Gains Warrior abilities only from levels 11–60
• A Warrior who started as Warrior has access to Warrior abilities from levels 1–60.
• These characters are intentionally asymmetric.
Module 8 — Damage Types & Mandala Integration
MODULE 8 — Damage Types & Mandala Integration (superseded by Module 5, retained for indexing)
• Retained index marker only.
• Mandala/Damage authoritative rules reside in Module 5 (mechanics) and World-lore-bible (deities/lore).
Module 9 — NPC & AI Behavior
MODULE 9 — NPC & AI Behavior
• Aggro & Targeting (baseline)
• Aggro is biological (visibility, noise, exposure).
• Territory + line-of-sight leash.
• Non-Apex speed reduced.
• Enemy tiers: Common, Elite, Apex, Boss.
• Chaos-roll for Elite status or special mechanics.
• Mob aggro targeting priority: DPS → healers → others.
• Professional non-dungeoneer aggro modifier.
• Mob Taxonomy
• Fauna: passive; tiered meat drops (T1–T5).
• Humanoids: aggressive; drop coins, weapons, gear, rare profession resources.
• Apex / Lieutenants: high-difficulty, unique drops, long respawns.
• Boss / Apex / Lieutenant Rule References
• Bosses: scripted Apex encounters; multi-phase; short CC only; environmental mechanics; drops include high-tier crafting materials and Mandala reagents.
• Lieutenants: persistent route patrol threats; death temporarily weakens patrols; respawn via world pressure logic.
• Chaos-Touched: random corruption of Common/Elite only; gains 1 mechanic, stat delta, behavior mutation; visual corruption; used to break farming patterns.
• Vast Below Enemy Structure (behavioral tier relation)
• VB Common = Surface Elite.
• VB Elite = Surface Mini-Boss.
• VB Apex = world-altering threat.
• Overfarming increases patrols, elite spawn, Chaos-Touched probability.
Module 10 — Professions (Merged)
MODULE 10 — Professions (Scribe, Crafting) (merged into Module 6; retained for archival reference)
• Scribe: Scrolls & Writs (creation rules)
• Scribe authors scrolls and writs; scribes do not need to be casters.
• Spell scroll crafting requires Scribe skill.
• Scroll creation requires a spell matrix component.
• Spell matrices are created by casting the spell.
• Matrix shards are vendor-purchased blanks.
• Spell must be successfully cast to imprint matrix.
• Matrix shards are consumed on scroll creation.
• Scroll creation level requirement = spell level +1.
• Scroll material costs exist (TBD).
• Writs are profession-gated systems.
• Faction Appeal / Petition system exists as a writ:
• appeals require scribe-written document, caravan delivery, and follow-through,
• no grind-based reputation repair,
• repeated offenses require new appeals.
• Scribe: Cartography Rules
• Scribe owns all cartographic mechanics.
• “Cartographer” is descriptive only.
• Exactly 3 POI interactions per zone required for discovery.
• Fragments created only after zone discovery.
• Scribes may sell maps to players, guilds, merchant markets.
• Guild purchase → server-wide unlock.
• Wayfinder’s Beacon (Scribe ultimate)
• One-way teleport bridge.
• Requires flat destination surface.
• Not global.
• Laborer Trusted / Untrusted (system pointer)
• Party vote mechanic exists; untrusted penalty exists (details in Module 6 systems and tables).
• Tamer: Moderate Mode Research — Lore Book Rule
• Each Moderate Mode mount has an associated Tamer Lore Book.
• Lore Books exist at fixed locations within specific cities and biomes.
• Reading the correct Lore Book once permanently unlocks full understanding:
• unread: Moderate Mode tame success chance reduced,
• read: Moderate Mode tame success guaranteed.
• Learned knowledge remains learned.
Module 11 — Economy & Vendors (Merged)
MODULE 11 — Economy & Vendors (merged into Module 6; retained for archival reference)
• Economy Baseline (targets, sinks, session definition) (values in tables)
• Vendor consumables pricing (values in tables)
• Repairs and repair kits pricing (values in tables)
• Auction and mail delivery tied to physical caravan travel (timing tied to travel engine)
Module 12 — Progression, XP & Caps
✅ MODULE 12 — Progression, XP & Caps (CORRECTED)
Ability Grant Milestones — FINALIZED (AUTHORITATIVE VIA MODULE 6)
• Ability grants occur at Effective Levels:
• Level 11
• Level 21
• Level 31
• Level 41
• Level 51
• Level 61
• Level 61 abilities are:
• Intentionally high-impact
• Identity-defining
• Not numerical scaling rewards
Ability totals, per-level grants, and caps are defined in Module 6 and referenced here for progression context only.
This replaces the earlier 11/22/33/44/55 pattern.
⸻
Dual-Class On-Ramp Clarification
• Secondary class always enters at the next Effective Level
• This intentionally skips Level 1 of the secondary class
• This ensures dual-class characters:
• Are never ability-starved
• Immediately gain access to new class tools
Fully consistent and aligned with Module 6 effective-level math.
⸻
Progression Structure (world scale)
• Zone clusters span 20–25 levels
• Distribution rule:
• 1× level 60 → 3× level 50 zones
• 1× level 50 → 3× level 40 zones
• Entire game playable via underground alone
• Ocean progression is lateral only
• No endgame region exists
• Polar continents exceed standard world cap
⸻
Reward Law (progression link)
• Permanent one-time biome stat gain encounters exist (see Module 4)
• Zone-relative danger scaling (not player-level based)
⸻
Vendor crafting limit (scope note)
• Profession vendors sell Common-grade basic resources only
• Inventory limited strictly to Module 13 registry
• Laborer and Tamer vendors sell none
⸻
LEVEL PROGRESSION — GLOBAL RULES
• Maximum level: 61
• No PvP exists in Talvaren. Ever.
• Difficulty, tension, and mastery come exclusively from the world and its systems
• Player choice is prioritized over optimization enforcement
⸻
ABILITY UNLOCK TIMING — HARD (REFERENCE ONLY)
• Ability pacing, totals, and caps are defined in Module 6
• This module governs when choices occur, not how many abilities exist
Any numeric ability counts listed below are contextual milestones and must not override Module 6.
⸻
PRIMARY CLASS RULE — ADVENTURERS
• A player’s first class choice is permanent and is their Primary Class
• Primary Class defines identity and early training forever
By Level 10:
• Adventurers receive 8 class-defining abilities from their Primary Class
• These form the irreversible core of the character
⸻
LEVEL 10 HARD CHOICE — ADVENTURERS
At Level 10, Adventurers face a mandatory, blocking choice:
• The choice window does not expire
• Progression halts until a decision is made
• Combat state does not bypass the choice
Choices:
1. Continue leveling the Primary Class
2. Dual-class into any other available class
⸻
DUAL-CLASSING RULES — ADVENTURERS (HARD)
• Dual-classing occurs in fixed 10-level blocks
• Players are locked into their class choice for the next 10 levels
• At the end of each 10-level block, the player chooses again
• Choices are always between the two classes they already have
• Partial splits do not exist:
• No level 13 / level 7 characters
• Progression is always in clean 10-level increments
⸻
Ability Structure & Progression Law (REFERENCE)
• Ability taxonomy:
• Spells
• Activated abilities
• Skills
• Passives
• Total ability counts, rotation structure, montage rules, and caps are defined in Module 6
• Module 12 governs progression flow, not ability math
⸻
No PvP Rule
Talvaren has no PvP.
This is permanent and absolute.
Module 13 — Materials, Resources & Reagents
MODULE 13 — Materials, Resources & Reagents
Purpose
Establish a single authoritative registry for all materials, resources, and reagents used in crafting and profession systems across Talvaren.
If an ingredient appears in multiple systems, Module 13 is the source of truth.
⸻
1. Registry Authority Rules (LOCKED)
• Module 13 is the only authoritative registry for crafting ingredients.
• Other systems may:
• Reference ingredients by name only
• Never redefine, duplicate, or alter them
• If a conflict exists:
• Module 13 overrides all other references
⸻
2. Vendor Basic Crafting Resources
(Common Stock Registry)
This section defines default vendor-available crafting inputs.
Registry Rules
• All listed items are Common-grade vendor stock by default
• Vendor availability is strictly limited to listed items
• Items are inputs only
• No crafting outcomes are implied
• Tools are:
• Assumed to exist
• Explicitly excluded from this registry
⸻
3. Vendor Stock by Profession
Smith
• Coal
• Flux
• Basic Hardware
• Resin Glue
⸻
Tailor
• Thread
• Leather Strips
• Basic Hardware
• Resin Glue
⸻
Jeweler
• Polishing Compound
• Wire
• Resin Glue
• Basic Blanks
⸻
Alchemist
• Empty Vial
• Catalyst
• Coal
• Sulphur
• Water Flask
• Resin Glue
⸻
Cook
• Salt
• Cooking Oil
• Butter
• Seasonings
• Water Flask
⸻
Scribe
• Blank Parchment
• Common Ink
• Resin Glue
• Patents
⸻
Laborer
• None
⸻
Tamer
• None
⸻
4. Cross-Profession Vendor Items
(Reference Only)
The following items may appear across multiple professions but remain governed by this module:
• Coal
• Resin Glue
• Water Flask
• Basic Hardware
⸻
Status
• Authoritative
• Structural
• Non-balance
• Non-outcome defining
Module 14 — Governance, Enforcement & Appeals
MODULE 14 — Governance, Enforcement & Appeals
Purpose
Define the world’s governance logic, enforcement boundaries, and appeal mechanisms.
This module governs process, not forgiveness.
⸻
1. Appeals System (World Process)
• Appeals exist as a formal world process
• Appeals are Scribe-gated
• Appeals require:
• A formal letter or document
• Caravan delivery
• Restitution tasks requiring real time
• There is no grind-based reputation repair
Rules
• Each offense requires a new appeal
• Appeals cannot be:
• Stacked
• Accelerated
• Batched
⸻
2. Reputation Repair Constraints
• Reputation repair:
• Is never passive
• Is never grind-based
• Requires deliberate, formal action
• Time and effort are intentional friction
⸻
3. Deep Delver Governance
3.1 Oath Authority
• Deep Delvers operate under a binding oath to Vallinoraxistup
• Governance is enforced by oath, not policy
3.2 Oath Violation Consequences
• Violation of oath results in:
• Annihilation
• No appeal
• No mitigation
• No review
⸻
4. Non-Appealable Offenses
No appeals exist for:
• True Unique theft
• Oath violation
• Hoard crimes
These outcomes are absolute.
⸻
5. Governance Philosophy (Explicit)
• Governance is absolute
• Forgiveness is not a system
• Mercy, if it exists, is narrative — not mechanical
⸻
Status
• Authoritative
• Player-facing where applicable
• System-enforced
• No exceptions implied
Tables — Temp
TALVAREN — TABLE STAGING
(Structured Data — NON-AUTHORITATIVE, REFERENCE ONLY)
Rules (Locked)
• Nothing in this section is live.
• Tables do not grant authority.
• Tables never override module rules.
• If a table conflicts with a module, the module always wins.
• Numeric tuning may change without notice.
• Activation, reconciliation, and enforcement occur later.
⸻
1️⃣ ABILITY STRUCTURE & COUNTS
TABLE-Ability-Structure-001
• Maximum abilities per class: 48 total by Level 61
• Ability totals and pacing governed by Module 6
• Structure intentionally reflects Talvaren’s 8-based design
• Abilities include:
• Spells
• Activated Abilities
• Skills
• Passives
• Core combat rotation abilities: 4 per class
• 1 Basic
• 2 Builder / Setup
• 1 Maintenance
⸻
2️⃣ ABILITY UNLOCK MILESTONES (REFERENCE)
TABLE-Ability-Milestones-001
• Ability grants occur at Effective Levels:
• 11
• 21
• 31
• 41
• 51
• 61
• Decade and decade+1 abilities are:
• High-impact
• Identity-defining
• Not numeric scaling rewards
• Full pacing logic defined in Module 6
⸻
3️⃣ COOLDOWN CONSTANTS
TABLE-Ability-Cooldowns-001
• Epic Ability cooldown: 1 hour
• Ultra / Montage Ability cooldown: 3 hours
• Scroll and Writ shared global cooldown: 30 seconds
⸻
4️⃣ MONTAGE TRAINING
TABLE-Montage-Training-001
• Training duration: 5–10 minutes
• Trainer required: Yes
• Interruptible: No
• One Montage ability per decade maximum
⸻
5️⃣ GLOBAL TIME & TRAVEL
TABLE-Global-Time-001
• Global travel cycle: 3 real hours
• NPC route cycle: 3 real hours
• Caravan rhythm: 3 real hours
• Expedition cycle: 3 real hours
• Expedition duration: 3 real hours (1 in-game day)
• Vast Below traversal (full depth): ≈9 real hours
• Moving zones shift every 8 real days
⸻
6️⃣ INVENTORY & CARRY
TABLE-Inventory-Limits-001
• Backpack slots: 20
• Secondary pack slots: 20
• Pouch slots: 10
• Laborer Tater Sack: 50 slots
⸻
7️⃣ RESOURCES & REGENERATION
TABLE-Resource-Rules-001
• Reserve bar size: 33%
• No passive regeneration exists
• Safe Zone regeneration:
• 3 points per second per resource
• Health is never a spendable resource
• Mana and Stamina are the only spendable resources
⸻
8️⃣ SCROLLS & WRITS (REFERENCE)
TABLE-Scroll-Rules-001
• Maximum scrolls per type: 5
• Scroll mana cost: 3× base spell cost
• Scroll creation requirement:
• Scribe level = Spell level +1
• Scrolls are:
• Instant cast
• Single-use
• Consumed on activation
• Scrolls and Writs share a global cooldown
⸻
9️⃣ SPELL BASE COSTS (REFERENCE — LEVELS LOCKED ELSEWHERE)
TABLE-Spell-Base-Costs-001
Spell levels are defined in canonical spell grants, not here.
This table exists only for mana cost reference.
• Arcane Bolt — Base Mana 12
• Magic Missile — Base Mana 14
• Rejuvenation — Base Mana 18
• Fear — Base Mana 20
• Entangling Roots — Base Mana 20
• Cleanse — Base Mana 16
• Knock — Base Mana 26
• Levitate — Base Mana 18
• Water Breathing — Base Mana 18
• Drain Life — Base Mana 28
• Fireball — Base Mana 32
• Dispel Magic — Base Mana 22
• Blink — Base Mana 22
• Bone Shield — Base Mana 30
• Invisibility — Base Mana 34
• Frost Nova — Base Mana 28
• Cyclone Gust — Base Mana 34
• Mass Slow — Base Mana 36
• Chain Lightning — Base Mana 38
• Greater Heal — Base Mana 40
• Divine Barrier — Base Mana 36
⸻
🔟 HIGH-TIER SPELL ACCESS (REFERENCE)
TABLE-High-Tier-Spell-Access-001
• Decade+1 spells are:
• Exceptional
• Rare
• Identity-defining
• Access defined by Module 6 and locked spell grants
⸻
1️⃣1️⃣ MOB & ENCOUNTER TIMING
TABLE-Mob-Timing-001
• Lieutenant respawn: 6–12 real hours
• Boss respawn: 12–24 real hours
• Apex respawn: 24–48 real hours
• Apex mobs per biome: 1
⸻
1️⃣2️⃣ LOOT & CONTAINERS
TABLE-Loot-Logic-001
• Containers reset once per in-game day
• Loot roll: d300
• Chest quality:
• 1–2 → Tier 1
• 3–4 → Tier 2
• 5–6 → Tier 3
• 7–8 → Tier 4
• 9–10 → Tier 5
⸻
1️⃣3️⃣ CONTROL & BUFF CONSTANTS
TABLE-Control-Rules-001
• Hard CC duration: 22 seconds
• Soft CC duration: 12 seconds
• CC immunity window: 4 seconds
• Buff strengths:
• Weak Buff: +15%
• Strong Buff: +45%
⸻
1️⃣4️⃣ WORLD & ENVIRONMENT
TABLE-Environment-Rules-001
• Desert sandstorms: Vision reduction only
• Storm biome: Scroll use disabled
• Polar tundra:
• HP drain outside warmth
• Campfires negate damage
• Campfire comfort radius: 20 meters
• Guild map study time: 10 cumulative minutes
Registries — Temp
TALVAREN — REGISTRY STAGING
(NON-AUTHORITATIVE)
Registry Rules (LOCKED)
• Nothing listed here is live.
• No module references this file.
• All entries are verbatim or explicitly marked TBD.
• Sorting, reconciliation, and activation occur later.
⸻
CORE ITEM & EQUIPMENT REGISTRIES
REG-Items-001
• Canonical definition of an item:
• Physical object
• Occupies inventory or world space
• May be consumed, equipped, or traded
⸻
REG-WeaponWeightClasses-001
• Light
• Medium
• Heavy
(Thresholds deferred to tables)
⸻
REG-ArmorWeightClasses-001
• Light
• Medium
• Heavy
(Thresholds deferred to tables)
⸻
REG-EquipmentSlots-001
• Head
• Chest
• Legs
• Boots
• Shoulders / Back
• Arms
• Belt
• Main Hand
• Off-Hand
• Ranged
⸻
REG-JewelrySlots-001
• Ring 1
• Ring 2
• Ring 3
• Ring 4
• Neck
⸻
ARTIFACT & TREASURE REGISTRIES
REG-ArtifactCategories-001
• Ceremonial Weapons
• Ceremonial Armor
• Tools & Instruments
• Figurines & Idols
• Maps & Tablets
• Household Implements
Rules
• Decorative only
• Never equipable
• No stats
• No enchantments
• No unknown effects
⸻
REG-ArtifactCulture-001
• Ancient Culture Tier 1
• Ancient Culture Tier 2
• Ancient Culture Tier 3
• Ancient Culture Tier 4
• Ancient Culture Tier 5
⸻
REG-CulturalTreasureCultures-001
• Scale-Throne Dynasts
• Dawn-Forged Imperium
• Verdant Court of Thorns
• Black Tally Consortium
• Deep Star Mariners
⸻
RESOURCE & ECONOMY REGISTRIES
REG-ResourceSources-001
• Drops
• Chests
• Biome placement
• World events
• Expeditions
⸻
REG-TierStructure-001
• T1–T5
• Poor / Common / Uncommon / Rare
⸻
REG-VendorBasicResources-001
Smith
• Coal
• Flux
• Basic Hardware
• Resin Glue
Tailor
• Thread
• Leather Strips
• Basic Hardware
• Resin Glue
Jeweler
• Polishing Compound
• Wire
• Resin Glue
• Basic Blanks
Alchemist
• Empty Vial
• Catalyst
• Coal
• Sulphur
• Water Flask
• Resin Glue
Cook
• Salt
• Cooking Oil
• Butter
• Seasonings
• Water Flask
Scribe
• Blank Parchment
• Common Ink
• Resin Glue
• Patents
Laborer
• None
Tamer
• None
⸻
CLASS & PROFESSION REGISTRIES
REG-Classes-001
• Warrior
• Paladin
• Executioner
• Rogue
• Priest
• Druid
• Wizard
• Necromancer
• Laborer
• Smith
• Tailor
• Jeweler
• Alchemist
• Cook
• Scribe
• Tamer
Rules
• Define identity
• Gate abilities
• Do not define gear legality
• Do not override world systems
⸻
REG-ProfessionalClasses-001
• Smith
• Tailor
• Jeweler
• Alchemist
• Cook
• Scribe
• Laborer
• Tamer
⸻
STATS, DAMAGE & MANDALA REGISTRIES
REG-Stats-001
• STR
• CON
• DEX
• INT
• WIS
• ART
⸻
REG-ResistanceTypes-001
• Physical
• Magic
• Arcane
• Mental
⸻
REG-MandalaDamageTypes-001
• Light
• Air
• Life
• Fire
• Dark
• Ice
• Earth
• Death
⸻
REG-MandalaAxes-001
• Light ↔ Death
• Air ↔ Earth
• Life ↔ Dark
• Fire ↔ Ice
⸻
REG-MandalaColorGemBindings-001
• Light — Dawn-Gold / Citrine
• Air — Storm-Blue / Sapphire
• Life — Verdant-Green / Emerald
• Fire — Ember-Red / Garnet
• Dark — Umbral-Violet / Amethyst
• Ice — Frost-White / Moonstone
• Earth — Iron-Grey / Hematite
• Death — Deep-Black / Obsidian
⸻
DIVINE REGISTRIES
REG-PrimeDeities-001
• Aurion — Light
• Vaelstrix — Air
• Halene — Life
• Brann — Fire
• Nexial — Dark
• Serastra — Ice
• Dorn — Earth
• Cletus — Death
⸻
REG-DeityAuthorities-001
Cletus — Exclusive Authority
• Professions
• Salvage
• Repurposing
• Soulforging metaphysics
• Creative destruction
(No overlap permitted)
⸻
REG-LesserImmortals-001
• 8 per Prime Deity
• 64 total
• Flavor-only
• Names not locked
(Full name lists retained separately)
⸻
WORLD STRUCTURE REGISTRIES
REG-SettlementStructures-001
• Adventurer’s Guild
• Caravaner’s Guild
• Merchant Market / Trade Pavilion
• Profession Infrastructure (stall-based)
• Map-Study Terminal
⸻
REG-GuildVendorSet-001
• Smith
• Tailor
• Jeweler
• Alchemist
• Cook
• Scribe
• Stablemaster
• Fishing Vendor (water hubs only)
⸻
REG-ZoneClusterProperties-001
• 3–7 zones
• Anchored by city or landmark
• Soft level bands (~10)
⸻
GEOGRAPHY REGISTRIES
REG-Megaregions-001
1. Far Isles Archipelago
2. Mountain Spine
3. Marshlands
4. Desolation Wastes
5. Stormlands
⸻
REG-PolarContinents-001
• Northern Frost Crown
• Southern Glacial Expanse
⸻
REG-SpecialRegions-001
• Arborwave Forest
• Whispering Dunes
• Jade Serpent Jungle
• Irondeep
• Blacktide Shoals
• Scribe’s Last Light
⸻
REG-BiomeHazards-001
• Polar cold (HP loss)
• Desert sandstorms (vision reduction)
⸻
NPC, MOB & CREATURE REGISTRIES
REG-EnemyTiers-001
• Common
• Elite
• Apex
• Boss
⸻
REG-MobCategories-001
• Humanoid (sapient)
• Fauna (non-sapient, corporeal)
• Construct / Elemental
• Non-corporeal entities
⸻
REG-Creature-001
(Empty — reserved)
⸻
MOUNT REGISTRIES
REG-Mounts-001
Easy
• Horse
• Camel
Moderate
• Bear
• Dire Wolf
• Giant Boar
• Giant Infant Spider
• Giant Snake
Advanced
• Caravan Ox
• Runic Turtle
• War Elephant / Hephalump
Pinnacle
• Mimic
True Unique
• Unicorn
• World Stag
⸻
REG-MountCommands-001
• Stay
• Go Home
⸻
TRAVEL & ROUTE REGISTRIES
REG-TravelMethods-001
• Wagons
• Ferries
• Ships
• Skyships
• VB Trolley System
• VB Deep Suspension Lift
⸻
REG-TravelModes-001
• Wagon caravans
• River ferries
• Ocean and air ships
• VB Trolley
• Deep Suspension Lift
⸻
REG-CaravanRoutes-001
• Immutable world constants
• Never delayed or obstructed
⸻
REG-TravelInfrastructure-001
• Outpost Boards
⸻
SCROLLS, WRITS & SPELL REGISTRIES
REG-Spells-001
• Magical effects
• Require legitimate casting
• Leave Spell Matrix imprint
⸻
REG-Scrolls-001
• Spell-adjacent
• Consumable
• Bureaucratically limited
• Never replace class identity
⸻
REG-Writs-001
• Faction Appeal / Petition
• Caravan Transit Requisition
• Requisition Mana
⸻
REG-Abilities-001
• Non-spell player actions
• Class- or profession-bound
⸻
REG-Recipes-001
• Instructional objects
• Govern crafting outcomes
⸻
REG-SpellMatrixComponents-001
• Matrix Shard
• Spell Matrix
⸻
MISCELLANEOUS REGISTRIES
REG-FieldKit-UtilityPool-001
1. Low-grade emergency potion
2. Improvised utility key
3. Field bandage (out of combat)
4. Chalk / marker
5. Glowroot brew
⸻
REG-IdentificationNPCs-001
• Artifact Specialist
⸻
REG-UnderwaterFactions-001
• Merfolk survivalists
• Sahuagin Empire
⸻
REG-RandomWorldEvents-001
• Patrol migrations
• Fey territorial shifts
• Beast drift
⸻
REG-TrapCategories-001
1. Impact
2. Poison / Disease
3. Reflex
4. Arcane
5. Mind
Patches — Temp
TALVAREN — PATCH STAGING & CHANGE RECORDS
Global Patch Rules (LOCKED)
• Nothing listed here is live.
• No module references imply activation.
• Each patch retains its full ID.
• Target modules are tentative.
• Sorting, reconciliation, and activation occur later.
⸻
ECONOMY & BASELINE PATCHES
Economy-Baseline-001
• Establishes foundational sink expectations.
• Overrides prior loose economy assumptions.
Status: PATCH
⸻
SCROLLS, WRITS & SCRIBE SYSTEM PATCHES
PATCH-MODULE-10-ScrollRules-001
• Magic Missile scroll efficiency rule.
• Scroll mana cost = 3×.
• Scrolls are instant cast.
• Counterfeit matrices explicitly tabled.
Status: PATCH
⸻
PATCH — Scroll Consumption Timing
• Scroll is consumed on activation/use.
• Supersedes consumption-on-arrival or resolution logic.
Status: PATCH
⸻
PATCH — Scroll Inventory Limit
• Scroll inventory limit: 5 per scroll type
• Scrolls are non-refundable
• Scrolls are consumed on activation
Status: PATCH
⸻
PATCH — Scribe Travel Ability
“REQUISITION: EMERGENCY TRANSIT”
• Scribe-authored travel writ
• Bureaucratic travel
• Non-magical
Status: Canonical Addition
⸻
PATCH — Caravan Transit Failure Handling
• If a player leaves caravan protection voluntarily or dies after departure:
• Standard death rules apply
• No writ refund occurs
Status: PATCH
⸻
FACTION & SAFE ZONE PATCHES
PATCH — Faction Repair Outcome Model
• Faction repair resolves as a hard reset to Neutral
• No staged or incremental restoration
• Supersedes all progressive repair references
Status: PATCH
⸻
PATCH — Safe Zone Aggro Behavior
• If a mob is aggroed into a Safe Zone, aggro remains bound only to:
• The player who pulled the mob
• Players who attack the mob
• Players who heal those attackers
Overrides all aggro-clearing interpretations.
Status: PATCH
⸻
CORE SYSTEM CORRECTIONS
PATCH-MODULE-1A-CoreCorrections-001
• STR carry capacity correction
• Attribute bonuses clarified as per-point
• Removal of magical instability / corruption blooms
• Removal of faction behavior from world expansion logic
• Scrolls & writs share a GCD
• Scroll usage blocked underwater and in storm biomes
• Silence blocks reading and scroll usage
Status: PATCH
⸻
GEOGRAPHY & WORLD RULE PATCHES
PATCH-MODULE-4-Overrides-001
• Polar cold is the only true survival mechanic
• No endgame region exists
• All conflicting geography statements overwritten
Status: PATCH
⸻
TRAPS, CHESTS & WORLD HAZARDS
PATCH — Trap System Logic
• Trap categories
• Detection rules
• Disarm rules
Status: Additive Canon
⸻
PATCH — Chest Loot & Trap RNG
• Overrides all prior chest RNG logic
Status: Hard Canon
⸻
PATCH — World Trap Placement & Density Logic
• Trap persistence rules
• Trap reshuffle logic
Status: Additive Canon
⸻
TRAVEL & STRUCTURAL WORLD PATCHES (STAGING)
PATCH-ADV-TRAVEL-001 — Adventurer Class Gate Restriction
• Gate access restricted to:
• Wizard
• Priest
• Druid
• Removed from:
• Warrior
• Paladin
• Executioner
• Rogue
• Necromancer
• Jeweler professional exception preserved
• Supersedes prior Adventurer Gate entries once activated
Status: STAGING
⸻
PATCH-ADV-TRAVEL-LOCK-001 — Gate Restriction Confirmation
• Confirms and locks Adventurer Gate restriction
• Redundant with PATCH-ADV-TRAVEL-001
• Retained pending reconciliation
Status: STAGING
⸻
PATCH-CARAVAN-CONSTANTS-001 — Caravan Route Immutability
• Caravan routes are immutable world constants
• Never delayed, damaged, or obstructed
• Routes dynamically path around hazards
• Zero PvP confirmed (hard canon)
• Justifies long safe travel between hubs
Status: STAGING
⸻
PATCH-STRUCTURE-WORLDSTATE-001 — Structural World State System
• Zone clusters may contain 0–2 critical structures
• Durability states:
• Reliable
• Unstable
• Unusable
• Degradation sources:
• Storms
• Desert erosion
• Sustained combat density
• Laborer:
• May inspect at any state
• May repair only at Unusable
• Repairs require ≈3 real hours of sustained labor
• Discovery via:
• World state
• NPC rumors
• Altered routes
• No direct player sabotage
Status: STAGING
⸻
PATCH-TRUE-UNIQUE-UTILIZATION-001 — True Unique Utilization Rule
• True Uniques must be used at least once every 10 days
• Failure results in loss; asset returns to world pool
• Loss conditions limited to:
• Death
• Neglect
• Contents transferred safely where applicable
• Applies equally to all players and servers
Status: STAGING
⸻
IDENTIFICATION & LOOT PATCHES (MODULE 7 LINEAGE)
PATCH — Artifact Specialist Identification Fee Correction
• Fee applies once per identification session
• Fee selected randomly from combined unidentified item pool
• Overrides per-player fee interpretations
Status: PATCH
⸻
PATCH — Group Identification Ownership Rule
• Unidentified items become session-group property during identification
• Ownership finalized post-identification
Status: PATCH
⸻
PATCH — Relic System Removal
All relic systems removed from canon:
• Immortal-crafted items
• Divine relics
• Relic attunement
• Relic effects
Status: PATCH
⸻
PATCH — Jeweler Identify Restriction
• Cannot be used in group contexts
• Restricted to personal inventory only
• Target jewelry item selected randomly
Status: PATCH
⸻
PATCH — Unidentified Item Slot Rule
• Unidentified items never stack
• Each occupies exactly one inventory slot
• Excluded from banks and long-term storage
Status: PATCH
⸻
HOLDING / PARKED PATCHES (NO RESOLUTION)
PATCH-HOLDING-OWNER-DECISIONS-001
Status: Parked
• Player Homestead: Stormland Cliff Retreat
• Vast Below Key Ring Law vs item-binding systems
• Polar unlock permanent profession benefits vs crafting tables
• Ascending / Inverse Towers classification
⸻
HOLDING — MODULE 7 Identification Fee Interpretation Conflict
• Historical per-player fee wording
• Superseded; retained for record
⸻
HOLDING — MODULE 7 Artifact Specialist Location Scope
• Spirit Well adjacency vs city / Deep Delver restriction
• Owner decision required
⸻
HOLDING — MODULE 7 Loot Preference Jewelry Scope
• Earlier inclusion of “trinkets”
• Later patches remove trinkets
• Conflict parked
⸻
DEITIES, MANDALA & DAMAGE PATCH
MODULE 8 — Deities, Mandala & Damage Types
(Canonical Instructional Patch)
• Overwrites all conflicting statements
• Defines:
• 8 Prime Deities
• Mandala alignments
• 64 Lesser Immortals
• Soulforge alignment law
• Cletus’ placement
• All opposites and pairings
• Fully synced with Modules 1–10
Status: Canonical Patch
⸻
LEGACY PATCH REFERENCES (RETAINED)
PATCH-MODULE-3-HubLogic-001
• Universal guild infrastructure requirements
• Profession hall mechanical removal
• Safe zone authority restricted to Cook / Priest
• Caravan Master restrictions
⸻
PATCH-MODULE-9-BossApexRules-001
• Boss, Lieutenant, Apex spawn logic
• Aggro priority & taunt behavior
• Encounter duration targets
• Loot guarantees and rarity
⸻
PLACEHOLDER REFERENCES
(Verbatim blocks not included)
• Global crowd control break rule
• Trap system logic blocks
• Chest loot & trap RNG blocks
• World trap placement & density logic blocks
Holding — Temp
PATCH-HOLDING-OWNER-DECISIONS-001
Status: HOLDING — Parked, No Resolution Attempted
Scope: World Systems / Economy / Design Doctrine
⸻
1. Multi-Account Route Optimization
Affects: World Systems / Economy
Multi-account coordination used to:
• Observe caravan timing
• Optimize personal logistics
• Share route knowledge
This behavior is acknowledged and intentionally not restricted.
No systemic countermeasures are defined at this time.
Status: HOLDING
⸻
2. Safe Zone Camping Behavior
Affects: World Design / Zone Placement
Players may congregate at Safe Zones (including Caravan Route Posts) for:
• Comfort
• Safety
• Social or logistical reasons
Mitigation through world design choices (content placement, value density) is acknowledged but not systematized.
Status: HOLDING
⸻
3. Caravan-Edge Death Exploit (Edge Case)
Affects: Caravan Protection / Death Handling
Highly unlikely scenario:
• Player attempts to die intentionally at the boundary of caravan protection to probe respawn behavior
No explicit system guard is added at this time.
Status: HOLDING
⸻
4. Exploit & Emergent Play Doctrine
Affects: Design Doctrine (formerly Module 10 reference)
This doctrine:
• Governs design intent and evaluation only
• Introduces no mechanics
• Does not override rules unless explicitly referenced by a future patch
Status: HOLDING — Intent Layer Only
⸻
5. Material Costs for Spell Scrolls
Affects: Scribe Scroll Creation
Material requirements for spell scrolls are explicitly deferred:
• Reagents
• Quantities
• Rarity tiers
• Special components
To be defined in a later patch.
Status: HOLDING
⸻
6. Owner Decision Required — Parked Topics
No resolution attempted. Items are parked, not discarded.
• Final destination of mount travel routing logic (likely Module 4)
• Whether mount lists are duplicated in a global registry or referenced only
• Future interaction between mounts and caravans beyond logistics role
Status: HOLDING — OWNER DECISION REQUIRED
⸻
7. Canonical Overrides (Valid Patch Content)
These overrides are acknowledged as valid, but placement and integration remain pending.
• Mob taxonomy replaces prior tier-based assumptions
• Resistance system simplified to four categories
• Loot logic supersedes older humanoid / fauna drop rules
• Respawn logic overrides prior global respawn assumptions
• Unique item use-it-or-lose-it rule restated
Status: HOLDING — INTEGRATION PENDING
⸻
8. Owner Decision Required — Rule Placement Conflicts
No resolution attempted.
• Placement of Use-It-Or-Lose-It (10-day rule) vs existing global True Unique rule (possible overlap)
• Treatment of Halfling resistance modifier (race-based exception intersects Module 1A)
• Scope of Major NPC lootability vs governance / enforcement module
Status: HOLDING — OWNER DECISION REQUIRED
⸻
9. Additional Parked Interactions
No resolution attempted.
• Interaction between Wayfinder’s Beacon and teleport restrictions
• Scope of Deep Delver Markets relative to Vast Below governance
• Relationship between Zone Cluster soft bands and XP curve tables
• Status of UNIVERSAL PRINT FORMAT DIRECTIVE (process vs canon interaction)
“Kobold Lost-and-Found is flavor-only and intentionally non-mechanical.”
Status: HOLDING
⸻
HOLDING SUMMARY
• This section contains no active mechanics
• It preserves:
• Known edge cases
• Owner decisions
• Deferred integrations
• Design doctrine
• Nothing here is implied, enforced, or implemented
Talvaren — Player Guide (Non-Authoritative)
This document explains how to exist within Talvaren as a player.
It describes expectations, friction, preparation, danger, and consequence.
It does not define mechanics, numbers, or optimal play.
Talvaren — Developer Guide (Implementation Notes)
This document preserves design intent, implementation priorities,
and cross-module dependency warnings.
It introduces no rules and overrides nothing.
Talvaren — Manifesto
This document explains why Talvaren exists.
It is philosophical, directional, and persuasive only.
It contains no mechanics, promises, or implementation details.