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Valenar Glossary

Shared terms used across the Valenar docs.

This glossary and gd-canon.md are the authority files for live terms. If a support doc still carries older prototype wording, these pages win.

Progression

Act

The canonical progression rung for Valenar's long-form campaign. Acts deepen the same running world rather than swapping the player into separate game modes.

Reclamation

The outward loop of scouting corrupted territory, engaging threats, building wards, cleansing corruption, claiming ground, and repeating along the frontier. Local reclamation begins before the last act. Full world-scale reclamation is the late-game end of the act ladder.

Character Growth Language

Technique

A learned method the player brings through activities, missions, and assignments. Vocabulary token only: Technique is not declared as a SECS scope and is not declared as a SECS template. At dispatch time, an activity that calls for a technique takes an optional TechniqueRef typed arg, and dispatches the technique outcome through on_action and channel resolution. Skills feed channels that bias technique outcomes. The character screen shows known techniques as read-only information, not as queueable buttons. See systems/character-skills.md and systems/queue-and-activity-execution.md.

Fieldcraft

The Act 0 field-survival skill covering camp setup, firekeeping, shelter construction, lashings and small field repairs, and safe overnight routines. Fieldcraft is the practical competence that makes the MC's early camp tenable and reduces exposure, accident risk, and camp failure chance. Fieldcraft matters from Act 0 survival through the full campaign wherever the MC or a named character works away from established infrastructure. See systems/character-skills.md.

Skill Tag

Metadata that groups skills by domain for routing, discovery, teaching, and affinity targeting. See systems/character-skills.md.

Skill Family

The larger grouping of related skills above any one exact skill. Affinities may target a family when the fiction supports it. See systems/character-skills.md.

Affinity

A learning and discovery bias that targets one exact skill, a skill tag, or a skill family. It shapes gain, discovery, proof, and compatibility more than it acts as a generic output multiplier. See systems/character-skills.md.

Trait

Long-term identity expressed through origin, background, personality, belief, work style, or acquired history. Traits answer who the person is. See systems/character-skills.md and systems/characters-and-retinue.md.

Condition

Temporary mutable state such as Hungry, Cold, Exhausted, Afraid, Bleeding, Tainted, or Poisoned. Conditions answer what is happening right now. See systems/character-skills.md and systems/characters-and-retinue.md. (See lore exposure: lh-game1-world-hooks.md — Gate scarring/taint fields row)

Injury

Mutable medical or physical harm such as Wounded, Sprained Ankle, Burned Hands, Broken Rib, or Concussion. Injuries change more slowly than most conditions and do not define long-term identity by default. See systems/character-skills.md and systems/characters-and-retinue.md.

Acquired Trait

Permanent or semi-permanent history that left a mark, such as Scarred Hands, Limp, Demon-Scarred, Veteran of the First Night, or Taint-Touched. Acquired traits answer what happened and still matters. See systems/character-skills.md and systems/characters-and-retinue.md.

Exercises

Repeatable practice or study patterns that build competence and can reveal better methods. See systems/character-skills.md.

Breakthroughs

Punctuated gains that unlock or stabilize higher-order capability instead of acting like flat XP ticks. See systems/character-skills.md.

Personal Infrastructure

Core

The MC's fixed personal anchor at the starting Nexus/Wardheart site. It is the stationary counterpart to the Camp and remains distinct from the Settlement layer that later grows around or beyond it.

The preferred physical-area term for the MC's anchor compound is Core Grounds. Acceptable alternates when the fiction calls for variation: Nexus Grounds, Wardheart Grounds, Core Enclave, Anchor Grounds, Core Homestead.

See systems/gd-core.md and catalogs/gd-core-building-catalog.md.

Camp

The MC's mobile expedition infrastructure. It is packed, deployed, supplied, and upgraded for travel, rest, repair, surveying, warding, and longer-range work away from the Core.

Settlement And Polity

Settlement

The population-bearing, settlement-scale entity that owns footprint, tier, and later markets, districts, and administration. Settlement growth begins in Act 2 with the first Outpost and stays distinct from the MC's personal Core/Camp layer.

Outpost

Settlement Tier 1. A narrow, dependent foothold that serves as the first population-bearing settlement rung.

The first polity step above one settlement. A Banner Network links multiple holdings, routes, and defensive obligations without yet being the full Province or Crown layer.

Province

The first administrative layer above settlements and outposts. Provinces group multiple holdings under unified rule, law, defense, and later taxation.

Crown

The higher polity layer where rule, administration, fronts, diplomacy, and realm-scale priorities become explicit campaign systems.

Realm

The broad player-facing polity formed by later holdings, authority, and rank. The docs commit that the Realm is not born by establishing the Core alone. Current canon describes Realm growth through the ladder of Settlement, Banner Network, Province, and Crown rather than through one single founding trigger.

Founding Tier

The polity-level rule that decides which tier newly founded settlements start at. It changes with higher-rank progression; it does not replace the normal settlement promotion ladder.

World Model

Shielded Zone

One connected pocket of survivable ground held together by the remnants of the Ancient Shield. The player starts in the worst surviving Zone. (See lore exposure: lh-game1-world-hooks.md — Shielded Zone row, Afterwar period state row)

Nexus

The special anchor structure that fixes the starting Territory and ties the Core's founding path to a leyline meeting point. In Game 1 the failing anchor can pull an arrival into a nearby pocket rather than placing the MC directly on the structure. (See lore exposure: lh-game1-world-hooks.md — Nexus manifestation row)

Wardheart

The live canon name paired with the starting Nexus anchor chain in early-act docs. Canon surface prefers Nexus/Wardheart wording over older support-doc terms. (See lore exposure: lh-game1-world-hooks.md — Wardheart definition row)

Territory

The smallest strategic land unit the player scouts, claims, designates, and acts in. A Territory contains generated facts plus discovered features and sites.

Site

First-class place content inside a Territory that becomes meaningful once discovered, entered, or developed. Dungeons are a site family rather than a separate top-level world model.

Objective Language

Clue

The canonical player-facing term for uncertain evidence about a place, threat, opportunity, or future Site.

Lead

Common shorthand for a clue the MC has noticed but not yet resolved.

Mission

A planned operation with a target, risk, time cost, and likely queueable work.

Local Quest

A place-, person-, or feature-sized multi-Mission objective that resolves within a single act. Content-authoring term, not a new runtime noun.

Quest Thread

A connective chain that groups multiple Local Quests and Missions into one longer-running premise. Act 0's first visible Quest Thread is Survive, named for immediate need rather than hidden truth.

Objective

The player-facing high-level goal or arc that groups clues, missions, discoveries, and planning context into one coherent surface.

Current Plan

The synthesized player-facing layer above Objectives and Queue. It summarizes the active objective thread, likely approach, and next executable work without replacing those underlying surfaces. See ux/current-plan.md.

Journal

The structured persistent memory layer. Each entry carries a stable id, day bucket label, sequence, class, title, readable prose, linked ids, tags, branch key, and preconditions. Day labels organize memory; they do not gate story. See ux/journal.md.

State Gate

The explicit precondition set that unlocks or advances an objective, mission, quest beat, or Journal entry. State gates key off world, survey, quest, or branch state rather than absolute day count.

Branch Key

The ledger label carried by a branch-sensitive Journal or story record so divergence, consequence, and rejoin remain explicit.

Chronicle

The separate combat-focused readback surface. It does not replace Journal as the campaign's durable memory layer.

Activity

The runtime and execution term for runnable atomic work the queue can execute.

Policy

The runtime chooser that selects among activities when the game needs delegated or rule-driven control.

Quest Thread And Mission Primitives

QuestThread

The canonical scope QuestThread primitive: a running quest-grouping container that binds a child mission list, accumulated clues, and lifecycle state across the Saga Arc. See systems/gd-quest-thread-and-mission-state-machine.md.

Mission

The canonical scope Mission primitive: a runtime atomic-with-respect-to-the- queue planned operation row carrying typed args, an activity-beat list, and its own lifecycle state. The runtime term sits alongside the player-facing planning vocabulary defined above under "Objective Language". See systems/gd-quest-thread-and-mission-state-machine.md.

QuestThreadLifecycleState

The seven-rung enum carried by scope QuestThread (Proposed, Active, Stalled, Completed, Failed, Resolved, Abandoned). See systems/gd-quest-thread-and-mission-state-machine.md.

MissionLifecycleState

The seven-rung enum carried by scope Mission (Proposed, Offered, Accepted, Active, Resolved, Failed, Cancelled). See systems/gd-quest-thread-and-mission-state-machine.md.

ActScopeKind

The enum that names the Act-bucket label for a scope QuestThread or scope Mission. Concrete value list is deferred to Wave 5a. See systems/gd-quest-thread-and-mission-state-machine.md.

DefinitionTemplateId

The template-id reference field carried on both scope QuestThread and scope Mission rows that names the authored definition template a runtime row was instantiated from. See systems/gd-quest-thread-and-mission-state-machine.md.

ScopedList

The child-mission list field declared on scope QuestThread per the ScopedList typed-collection pattern. See systems/gd-quest-thread-and-mission-state-machine.md.

ScopedList

The accumulated-clue list field declared on scope QuestThread. See systems/gd-quest-thread-and-mission-state-machine.md.

ScopedList

The activity-beat list field declared on scope Mission that records the sequence of queue-executable activity beats the mission scheduled. See systems/gd-quest-thread-and-mission-state-machine.md.

Pressure And Front Emergence

ThreatSource

The canonical scope ThreatSource primitive: a Territory- or Site-anchored demon-cycle threat that materializes when pressure ingredients exceed threshold. See systems/gd-front-emergence.md.

FrontCandidate

The canonical scope FrontCandidate primitive: a Realm-scoped clustering of ThreatSources that has aggregated enough severity to merit Crown attention, proposing a HQ Territory and Campaign Goals before the player declares a Front. See systems/gd-front-emergence.md.

PressureCluster

Informal design term used to describe a ThreatSource cluster that has aggregated into a FrontCandidate. Not a committed runtime entity by itself. See systems/gd-front-emergence.md.

ProvinceThreatPressure

Province-level contributory channel aggregating downstream ThreatSource and pressure inputs for the dynamic-quest-pressure system and the Front emergence ladder. See systems/gd-front-emergence.md.

ProvinceWardIntegrity

Province-level contributory channel summarizing the integrity of ward and shield infrastructure across the Province. See systems/gd-front-emergence.md.

ProvinceRouteSafety

Province-level contributory channel summarizing route-graph safety across the Province, contributing to ThreatSource materialization and FrontCandidate clustering. See systems/gd-front-emergence.md.

ThreatSource.DiscoveryState

The four-rung ladder (Hidden, Suspected, Confirmed, Reported) carried on scope ThreatSource that governs UI exposure. See systems/gd-front-emergence.md.

ThreatSource.Kind

Enum naming the demon-cycle threat class for a ThreatSource. Concrete value list is deferred to Wave 5a. See systems/gd-front-emergence.md.

AnchorTerritoryId, AnchorSiteId, AnchorRouteId

The anchor fields on scope ThreatSource that name where the threat is rooted in the world. See systems/gd-front-emergence.md.

CoveredProvinceIds, ProposedHqTerritoryId, AggregatedSeverity, ProposedCampaignGoals, DismissedByCrown

Fields on scope FrontCandidate: the Provinces the candidate spans, the proposed Front HQ Territory, the aggregated severity score, the proposed Campaign Goals roster, and the Crown-only dismissal flag. See systems/gd-front-emergence.md.

ThreatSourceMaterialized, FrontCandidateRaised, FrontDeclared

The three on_action transition labels (working names) for the emergence ladder: ThreatSource transitions into Confirmed/Reported; FrontCandidate is raised from a cluster; Crown promotes a FrontCandidate into a declared Front. See systems/gd-front-emergence.md.

Act Progression

ActState

The canonical scope ActState primitive: a saga-scoped singleton that records CurrentAct, PreviousAct, and EnteredOnDay. See systems/gd-act-progression.md.

CurrentAct

The base channel on ActState carrying the 0..7 Act index. See systems/gd-act-progression.md.

PreviousAct

Field on ActState recording the Act index the saga most recently exited. See systems/gd-act-progression.md.

EnteredOnDay

Recorded-fact field on ActState capturing the day on which CurrentAct was entered. Not a gate input. See systems/gd-act-progression.md.

ActProgression

The system that evaluates per-Act gate predicates against world state and drives Act transitions. See systems/gd-act-progression.md.

ActProgressionSystem

The host-side class name for the system that hosts ActProgression. See systems/gd-act-progression.md.

OnActStarted

Event with trigger on_action fired at the start of every Act transition. See systems/gd-act-progression.md.

OnActCompleted

Event with trigger on_action fired when an Act is completed. See systems/gd-act-progression.md.

ActStateContract

The contract that carries the two Act-lifecycle hooks (OnActStarted, OnActCompleted). See systems/gd-act-progression.md.

ActProgressionArgs

The typed args struct carried by both Act-lifecycle events. See systems/gd-act-progression.md.

CampaignEnded

Follow-on event fired at Act 7 completion. See systems/gd-act-progression.md.

Phases.Progression

Game-vocabulary phase declaration that names where Act-progression evaluation runs in the per-tick phase ordering. Not a SECS keyword. See systems/gd-act-progression.md.

Realm Polity Ranks

Realm

The saga-scoped singleton scope Realm that carries the polity-rank ladder above settlements. See systems/gd-realm-ranks-and-polity.md.

PolityRank

The enum on scope Realm that records the current polity-rank rung (PreRealm, Outpost, BannerNetwork, Province, Crown). Orthogonal to Settlement.Stage. See systems/gd-realm-ranks-and-polity.md.

PolityRankAdvanced, PolityRankRegressed

The two on_action transition labels (working names) for Realm rank changes: advancement when threshold predicates clear, regression when sustained loss of required substrate is detected. See systems/gd-realm-ranks-and-polity.md.

RouteCoverage

The runtime predicate that evaluates whether the Realm's claimed Routes form a connected graph sufficient for the candidate PolityRank. See systems/gd-realm-ranks-and-polity.md.

Defense Zone Plan Lifecycle

PlanState

The five-rung enum on ProvinceDefensePlan (Unplanned, Drafting, Committed, Failed, Recovered) recording the lifecycle position of the defense plan. See systems/gd-defense-zones.md.

Unplanned, Drafting, Committed, Failed, Recovered

The five PlanState rungs. Unplanned is the explicit starting state and the source of a Current Plan urgency signal; there is no "missing plan" code path. See systems/gd-defense-zones.md.

Character Conditions And Injuries

MCCondition

Umbrella term for the condition and injury surface attached to named characters. Not a SECS keyword; the runtime expression is a set of Modifier templates carrying the Condition or Injury tag. See systems/gd-character-conditions-and-injuries.md.

Condition tag

The tag value marking Modifier templates that represent transient mutable character state (e.g. Hungry, Cold). See systems/gd-character-conditions-and-injuries.md.

Injury tag

The tag value marking Modifier templates that represent slower-changing medical or physical harm (e.g. Wounded, Sprained Ankle). See systems/gd-character-conditions-and-injuries.md.

Condition state-axis ladder

The per-condition rung ladder authored on each named-condition Modifier template, governing apply / tend / clear transitions. The catalog of seven conditions (Hungry, Cold, Exhausted, Afraid, Bleeding, Tainted, Poisoned) and five injuries (Wounded, Sprained Ankle, Burned Hands, Broken Rib, Concussion) plus their ladders live in systems/gd-character-conditions-and-injuries.md; the named-character taxonomy authority remains systems/gd-characters-and-retinue.md.

Labor And Capacity

Population

Already glossary-surfaced via the Settlement scope; the partition vocabulary below names how Population subdivides for labor accounting. See systems/gd-labor-and-capacity.md.

AvailableWorkers

The Population partition representing workers who can be assigned to ordinary Settlement labor. See systems/gd-labor-and-capacity.md.

DependentPopulation

The Population partition representing dependents (children, elderly, incapacitated) who consume but do not contribute to labor pools. See systems/gd-labor-and-capacity.md.

SpecialistWorkers

The Population partition representing specialist-typed workers who can only be pulled into matching specialist labor demand. See systems/gd-labor-and-capacity.md.

AssignedWorkers

Settlement-scope labor channel recording the count of workers currently assigned to labor slots. See systems/gd-labor-and-capacity.md.

LaborDemand

Settlement-scope labor channel summing total labor demand across buildings, projects, and obligations. See systems/gd-labor-and-capacity.md.

UnfilledLabor

Settlement-scope labor channel recording labor demand not currently filled by an assignment. See systems/gd-labor-and-capacity.md.

IdleLabor

Settlement-scope labor channel recording workers not currently bound to any demand slot. See systems/gd-labor-and-capacity.md.

OverassignedLabor

Settlement-scope labor channel recording workers assigned beyond capacity (a detectable misconfiguration, not a silent overflow). See systems/gd-labor-and-capacity.md.

LaborShortageSignal

Settlement-scope shortage signal raised when UnfilledLabor crosses the configured threshold. Also a dynamic-quest-pressure source fact. See systems/gd-labor-and-capacity.md.

CriticalShortageSignal

Settlement-scope critical shortage signal raised at the higher critical-threshold rung. Also a dynamic-quest-pressure source fact. See systems/gd-labor-and-capacity.md.

ProvinceLaborShortage

Province-scope contributory aggregate summarizing labor-shortage signals from member Settlements. See systems/gd-labor-and-capacity.md.

Combat Engagement

ContactEngagement

The canonical scope ContactEngagement primitive: the persistent named multi-phase engagement entity that anchors a contact between Forces from detection through resolution. See systems/gd-combat-rules.md.

EngagementState

The state channel on ContactEngagement carrying the six-rung lifecycle ladder (Spotted, Engaged, Resolving, Resolved, Disengaged, Lost). See systems/gd-combat-rules.md.

ContactEngagementSpotted, EngagementResolved, ForceDisengaged

The three on_action transition labels for the engagement lifecycle (working names). See systems/gd-combat-rules.md.

Generation Validation Primitive

ValidationReport

Host-runtime aggregate result type produced by the world-data import and the post-generation validation pipeline. See generation/gd-generation-validation.md.

ValidationViolation

Host-runtime per-failure row type carried by a ValidationReport. Each violation names the failing predicate, the offending entity, and the diagnostic data needed to fail loud. See generation/gd-generation-validation.md.

ValidationPredicate

The registered named predicate; the unit of validation registration in the generation validation pipeline. See generation/gd-generation-validation.md.

ValidationRegistry

Host-runtime predicate registration surface that holds the active set of ValidationPredicate rows for world-data import and post-generation validation. See generation/gd-generation-validation.md.

State-Machine Hub Vocabulary

Transition row

A single row in any state-machine table in systems/gd-state-machines-and-transitions.md; carries the 12-column canonical schema (source state, target state, trigger, required facts, config thresholds, blocking conditions, side effects, runtime owner, read model surface, ui readback, tests required, fallback behavior).

<deferred-to-Wave-5a-runtime-backing>

The canonical marker for a transition cell whose authoritative predicate or threshold field is deferred to Wave 5a runtime-backing closure. The marker is greppable. See systems/gd-state-machines-and-transitions.md.

<deferred-to-wave-7>

The canonical marker for the tests_required column. See systems/gd-state-machines-and-transitions.md.

<screen not yet authored>

The canonical marker for a UI read-back surface that does not yet have a committed ux/gd-*.md owner doc. See systems/gd-state-machines-and-transitions.md.

(working name)

The canonical annotation for an on_action label whose promotion to committed metadata is deferred to Wave 5a. See systems/gd-state-machines-and-transitions.md.

Adjudicator Source-Fact Vocabulary

Source fact

A typed world-state observation produced by an owner subsystem (labor shortage, threat materialization, route loss, condition application, faction shift) that the dynamic-quest-pressure adjudicator reads as input. The adjudicator does not invent source facts; each one is owned by a subsystem doc. See systems/gd-dynamic-quest-pressure-model.md and systems/gd-labor-and-capacity.md.

Urgency signal

The Current Plan urgency channel raised by an owner subsystem (Unplanned defense plan, labor shortage, ThreatSource Confirmed, mission failure) to flag a world-state condition that the player should act on. See systems/gd-dynamic-quest-pressure-model.md and ux/gd-current-plan.md.

Consequence chain

The failure-forward sequence of world-state mutations that follow an ignored or failed mission: pressure escalation, route safety loss, settlement shortage growth, faction claim shifts. Every consequence is readable through Journal, Current Plan, Objectives, and Territory Dossier; no consequence is hidden. See systems/gd-dynamic-quest-pressure-model.md.

Escalation window

The bounded time window within which an unresolved source fact escalates to the next severity rung (e.g. LaborShortageSignalCriticalShortageSignal, ThreatSource.SuspectedConfirmed). See systems/gd-dynamic-quest-pressure-model.md.

Mission candidate

A proposed scope Mission row produced by the dynamic-quest-pressure adjudicator from one or more source facts, awaiting Crown / player acceptance before transitioning to Accepted. See systems/gd-dynamic-quest-pressure-model.md and systems/gd-quest-thread-and-mission-state-machine.md.