Valenar Docs
Canonical documentation for the Valenar example game.
This tree is organized by stable owner surfaces plus navigation views. Use the first-pass path below for live reading, then branch into the topical clusters you need.
Start Here
- gd-canon.md - canonical act names, progression boundaries, Nexus/Wardheart wording, and live behavior vocabulary.
- gd-glossary.md - shared terms for acts, Core/Camp/Settlement distinctions, polity ladder terms, and planning vocabulary.
Read these two pages first. If a support contract still carries older prototype wording, canon and glossary wording controls.
Surface Legend
- Canonical owner surface - one Markdown file owns one design, lore, or story object. Other docs link to it instead of duplicating it.
- Navigation / view surface - act views, indexes, generated landings, and other reader-facing groupings that point at canonical owners without taking over ownership themselves.
- Current contract - the canon, glossary, acts, systems, generation, catalogs, and current UX contracts in this tree.
- Intended source surface -
examples/valenar/Content/*.secs. Future designer-facing source. - Current executable stand-in -
examples/valenar/Generated/*.cs. Hand-written stand-ins the runtime consumes today. - Compiler / shared-language backlog - workspace
docs/design/plusSECS-Compiler-Plan.md. Secondary for Valenar readers unless a doc explicitly sends you there. - Working docs -
implementation/pr-roadmap.md,implementation/pr-wave-template.md, andimplementation/pr-docs-codegen-rules.md. - Proposal-only docs - any page explicitly labeled proposal in the index below.
Ownership And Navigation Governance
- pr-quest-owner-and-navigation-model.md - living Valenar-wide convention for canonical owner pages versus act views, index views, and future Docusaurus navigation reuse for Quest Threads, Local Quests, Missions, and design branches.
- lore/adr/ad-0005-owner-pages-and-navigation-views.md - accepted decision that extends the
gd-*placement rule from ADR 0002 so future concrete quest owners stay outsidelore/andstory/while navigation stays view-only. - story/README.md - story-layer boundary, branch-ledger ownership, and the rule that story prose is not canon by default.
- systems/gd-quest-and-lore-design.md and systems/gd-objectives-clues-missions.md - the taxonomy and planning-vocabulary authorities this owner model preserves.
Quest Owners
- quest-threads/gd-quest-thread-index.md - canonical Quest Thread owner surface.
- quest-threads/gd-quest-thread-act-0-survive.md - Act 0's first visible multi-part survival thread.
- quest-threads/gd-quest-thread-act-0-the-old-stones.md - the Act 0 observation-earned lead chain.
- quest-threads/gd-quest-thread-act-0-the-ruin-beneath.md - the Act 0 buried-ruin interpretation thread.
- quest-threads/gd-quest-thread-act-0-make-this-place-hold.md - the late-threshold Act 0 stabilization thread.
- design-branches/gd-design-branch-index.md - gameplay-branch owner surface.
- design-branches/gd-design-branch-act-0-lost-hours.md - the failure-forward missing-time branch attached to
Survive.
Local Quest and Mission owner surfaces remain reserved for later waves; until promotion, Local Quest guidance stays in pr-quest-owner-and-navigation-model.md and systems/gd-quest-and-lore-design.md, while current Mission appearance and planning vocabulary live in acts/gd-act-0-mission-spine.md and systems/gd-objectives-clues-missions.md.
Generated provenance stays strict: a generated file either cites a real Content/ source, uses an auto-generated marker, or uses the canonical no-source stand-in marker. Valenar docs should not invent a compiler run or a .secs source relationship.
First-pass path
- gd-canon.md
- gd-glossary.md
- acts/act-0-arrival-and-core.md
- acts/act-0-mission-spine.md
- acts/act-1-first-people.md
- acts/act-2-first-outpost.md
- systems/locations-features-sites.md
- systems/settlements-and-outposts.md
- systems/core-base.md
- systems/camp.md
- queue and activity execution
- systems/world-pressure-nexus.md
- generation/world-generation-contract.md
- generation/location-generation-contract.md
- generation/feature-generation-contract.md
- ux/shell-screen-model.md
- ux/location-dossier.md
- ux/current-plan.md
- ux/journal.md
Quick Clusters
- Character Model: gd-canon.md, gd-glossary.md, systems/character-skills.md, systems/characters-and-retinue.md, and ux/character-screen.md.
- Planning Vocabulary: gd-canon.md, gd-glossary.md, queue and activity execution, systems/objectives-clues-missions.md, ux/current-plan.md, ux/journal.md, ux/objectives-screen.md, and ux/queue-screen.md.
Lore
- lore/pr-file-conventions.md - prefix scheme, cross-layer rules, canonicity and exposure tier definitions, Game 1 reveal-tier ceiling.
- lore/adr/ - accepted lore-tree ADRs, including the decision to keep ADRs in a dedicated folder.
- lore/universe/ul-cosmology.md - entry point for the
ul-*universe lore set (cross-game canon: cosmology, demon cycle, hero calling, Wardhearts, super-world structure). The universe-design counterpart islore/universe/ud-world-law.md. - lore/local/gl-afterwar-state.md - entry point for the
gl-*game-local lore set for Valenar (Game 1): Afterwar state, MC Corebound origin, Earthborn backgrounds, demon remains, false-king arc, surviving nations, old hero traces, and cosmology traces. - lore/hooks/lh-game1-world-hooks.md - entry point for the
lh-*exposure tables that map universe-scope facts to where, when, and how they surface in Game 1.
Story
- story/README.md - story-layer boundary, required frontmatter, audit flow, and the rule that story prose is not canon by default.
- story/templates/story-entry-template.md - reusable frontmatter and review skeleton for story drafts and accepted artifacts.
- Indexes: entity, timeline, reveal ledger, branch ledger, and canon-delta log.
- implementation/llm-story-authoring-pipeline.md - thin local-agent process contract for story drafting, read-only audits, and acceptance routing.
Acts
- acts/act-0-arrival-and-core.md - MC-alone survival, first temporary camp routines, the dormant Nexus/Wardheart, and establishing the Core.
- acts/act-0-mission-spine.md - authored Act 0 mission ladder from
Survivethrough establishing the Core, with spoiler-safe naming thresholds and surface-integration notes. - acts/act-1-first-people.md - rescues, escorts, guest quarters, the first household or retinue, and early character assignments.
- acts/act-2-first-outpost.md - the first population-bearing site, the first Outpost-tier Settlement, and the start of the settlement layer.
- acts/act-3-settlement.md - broader settlement growth, districts, labor, buildings, and stable population-scale play.
- acts/act-4-banner-network.md - connected settlements, defended routes, and governor-scale expansion.
- acts/act-5-province.md - Province administration, taxation, and standing forces.
- acts/act-6-crown.md - crown-scale rule, national policy, diplomacy, and fronts.
- acts/act-7-reclamation.md - late-game reclamation, Realm projects, and other-Zone reach.
Act docs are the canonical owners for Act Arcs and act-level outcome framing.
They are also view surfaces for quest content that matters inside that act. A
future cross-act Quest Thread or reusable Mission should link in from the act
view rather than moving its canonical owner under acts/.
Systems
- queue and activity execution - activity vocabulary, queue semantics, and policy-shaped execution.
- systems/objectives-clues-missions.md - objectives, clues, missions, and activity planning vocabulary.
- systems/quest-and-lore-design.md - quest structure, lore surfacing, and player-facing clue cadence.
- systems/characters-and-retinue.md - the MC, named companions, leaders, and small personal groups.
- systems/character-skills.md - character growth, training, and assignment-facing skill design.
- systems/core-base.md - the fixed personal Core anchored on the starting Nexus/Wardheart.
- systems/camp.md - the mobile Camp, its modules, and expedition sustainment.
- systems/locations-features-sites.md - the Location model plus feature and site ownership.
- systems/sites-and-dungeons.md - site families, dungeons, and enterable place handling.
- systems/settlements-and-outposts.md - settlement tiers, connected footprint, districts, and outposts.
- systems/settlement-buildings-economy.md - building families, economic layers, and settlement-side production.
- systems/resources-items-crafting.md - resources, items, recipes, tools, and crafting direction.
- systems/corruption-reclamation.md - corruption pressure, cleansing, and reclamation loops.
- systems/world-pressure-nexus.md - the Ancient Shield, gates, taint, Nexus rules, and escalation.
- systems/realm-ranks-and-polity.md - polity ladder above settlements, founding tier, and crown-scale capabilities.
- systems/tags-and-classification.md - tag namespace rules, modifier vs structural-predicate split, and Feature category distinction.
- systems/state-axes-and-thresholds.md - Feature discovery, Location knowledge, and Site state axes with committed labels and target thresholds.
Generation
- generation/world-generation-contract.md - world-data import boundary, scale budget, determinism, and validation.
- generation/location-generation-contract.md - Location facts, topology, terrain composition, and knowledge inputs.
- generation/feature-generation-contract.md - feature placement, discovery, activities, rewards, and site conversion.
- generation/start-location-contract.md - the opening pocket, starting anchor chain, and first-play survivability.
UX
- ux/shell-screen-model.md - shell ownership, compact vs expanded behavior, and map-first layout rules.
- ux/current-plan.md - the synthesized top layer above Objectives and Queue.
- ux/journal.md - the persistent day-based memory layer for readable narrative readback, annotations, and links back into planning and world surfaces.
- ux/location-dossier.md - the dossier workspace for Locations, features, threats, and sites.
- ux/objectives-screen.md - the planning workspace for objectives, clues, missions, and current-plan context.
- ux/queue-screen.md - atomic activity inspection, scheduling, and progress readouts.
- ux/core-screen.md - the Core-facing management surface.
- ux/camp-screen.md - the Camp-facing module, loadout, and readiness surface.
- ux/character-screen.md - the MC and named-character surface for channels, skills, gear, and roles.
- ux/settlement-screen.md - the settlement-facing surface for footprint, districts, buildings, and administration.
- ux/combat-dungeon-screen.md - proposal only; not part of the current client contract.
Catalogs
- activity catalog - grounded activity families already supported by the docs.
- catalogs/feature-catalog.md - grounded feature families and example map content.
- catalogs/site-catalog.md - grounded site families and development endpoints.
- catalogs/dungeon-catalog.md - dungeon archetypes and their relationship to sites.
- catalogs/core-building-catalog.md - Core-side building families and unlock direction.
- catalogs/camp-building-catalog.md - Camp modules and expedition tradeoffs.
- catalogs/settlement-building-catalog.md - settlement building families by function and scale.
- catalogs/character-archetype-catalog.md - named-character and leadership archetypes.
- catalogs/item-resource-catalog.md - current resource, item, tool, and special-material families.
- catalogs/tag-catalog.md - committed and planned Valenar tags, with canonical id strings and one-line semantics.
Working And Proposal Surfaces
- implementation/roadmap.md - current implementation surfaces, prototype boundaries, and near-term focus.
- implementation/docs-codegen-rules.md - how docs should describe Content, Generated, and future compiler lowering.
- implementation/wave-template.md - reusable wave brief template; working process doc, not live game canon.
- implementation/status-and-sync-policy.md - status vocabulary and per-doc status block format.
- implementation/code-sync-audit.md - drift tracker between docs/Content/Generated/Host/Server/Client/src/tests; populated by waves.
- implementation/open-questions.md - open questions surfaced by waves, awaiting user decision or ADR.
- implementation/llm-story-authoring-pipeline.md - thin process contract for local-agent story drafting, read-only audits, and acceptance flow.
- implementation/wave-roadmap.md - pending-wave dispatch plan; tier dependencies, dispatch graph, and ADR thread stubs.
Working Rules
- Acts are the canonical progression frame.
- Core, Camp, Settlement, and Outpost are distinct systems.
- Founding the Core does not create the Settlement or the player-facing Realm.
- Sites are first-class; dungeons are one site family once discovered or entered.
- Named characters have skills and assignments; pops fill ordinary settlement jobs.
- Current Plan sits above Objectives and Queue.
- Objective, clue, mission, planning context, and activity remain distinct.
- Live behavior vocabulary uses activity and policy; higher-level planning docs do not promote a separate executable term above activities.
- Live behavior vocabulary uses activity and policy.
- The current executable map is a stepping-in prototype fixture, not the final world-scale commitment.